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kennyroy avatar image
kennyroy asked

Remove hard-coded asset path for EditorExtensions?

We are using custom packages, with our abstracted PlayFab classes and their SDK dependcies organized in a really slick customized project folder structure that is ruined every time I open Unity because the editor scripts don't find the EditorExtensions folder not the EditorPrefs file. In MakeSharedSettingsObj.cs the path is hardcoded - big no no. Can this be refactored to allow for custom project structures please?

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Seth Du avatar image
Seth Du answered

The PlayFab Unity Extension is a useful plugin to manage titles and SDK version, but is not a must for your project. Usually, as long as the SDK is implemented in your Unity project, SDK and the extension can work separately, which means you are free to delete the extension if necessary. What the extension does is to enable/disable different types of APIs and set data like title ID and secret keys, which can be done by coding in scripts.

In addition, you are able to modify SDK or extension on your own since they are all open-sourced. Sending a thread on our Feature Request forum will also be appreciated.

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