I am using Unity SDK 2.89.2000629. I am calling:
PlayFabClientAPI.LoginWithIOSDeviceID (PfRequests.LoginIosRequest, OnLoginSuccess, ErrorOccured);
With the PfRequests.LoginIooRequest set to:
LoginIosRequest = new LoginWithIOSDeviceIDRequest { CreateAccount = true, DeviceId = SystemInfo.deviceUniqueIdentifier, DeviceModel = SystemInfo.deviceModel, InfoRequestParameters = CombineInfoParams, OS = SystemInfo.operatingSystem, TitleId = PlayFabSettings.TitleId };
And with CombineInfoParms:
CombineInfoParams = new GetPlayerCombinedInfoRequestParams { GetCharacterInventories = false, GetCharacterList = false, GetPlayerProfile = true, GetPlayerStatistics = true, GetTitleData = true, GetUserAccountInfo = true, GetUserData = true, GetUserInventory = true, GetUserReadOnlyData = true, GetUserVirtualCurrency = true, PlayerStatisticNames = null, ProfileConstraints = null, TitleDataKeys = new List<string>{/*list removed for brevity*/}, UserDataKeys = new List<string>{/*list removed for brevity*/}, UserReadOnlyDataKeys = new List<string>{/*list removed for brevity*/}, };
I am noticing a couple of things:
1. The returned GetPlayerCombinedInfoResultPayload does not contain UserVirtualCurrency
2. Of the 7 items, my test player purchased 3 correctly show the UnitCurrency and UnitPrice. The other four UnitCurrency is blank and UnitPrice is 0. Checking the catalog all the items are defined with UnitPirce and UnitCurrency set the same.
My questions:
1. What do I need to do to get the UserVirtualCurrency from the login call?
2. Should I be concerned that the unit price and unit currency are not always being reported correctly? When I purchased the items the purchase seemed to work normally and the payer virtual currency was reduced correctly for all the items purchased.