Take the code below for instance:
string customID = SystemInfo.deviceUniqueIdentifier; string deviceModel = SystemInfo.deviceModel; string operatingSystem = SystemInfo.operatingSystem; LoginWithCustomIDRequest request = new LoginWithCustomIDRequest() { TitleId = PlayFabSettings.TitleId, CreateAccount = true, CustomId = customID }; PlayFabClientAPI.LoginWithCustomID(request, (result) => { Debug.Log("Success!"); }, (error) => { Debug.Log("Error"); });
The call to PlayFabClientAPI.LoginWithCustomID breaks calls to onApplicationPause(), apart of the Unity application lifecycle. This issue persists across all scenes in the app after any PlayFab login call was made. This is a serious issue as we currently do all local data saving in onApplicationPause (as it's the only one guaranteed to be called on Android when an app is exiting). In the code snippet above, if you take out the call to PlayFabClientAPI.LoginWithCustomID, onApplicationPause() will still be called normally.
This was testing using the latest PlayFab SDK and Editor Extension version 2.39.180316. This was also testing in a brand new project with nothing included except PlayFab. This bug is scene in the Unity Editor, will testing to see if it occurs in standalone PC builds and Android builds next.