I have read "error handling best practices", but I don't understand well/
Can the PlayFab Manager notice that the user has failed the call?
In Unity, For some reason (weak wifi signal, disconnection of internet, etc.),
is there a way to detect this in PlayFab playstream orEventHistory when a user fails to call api from client and goes to error=> call??
There are many playfab calls in my game, but there is no processing except debug.log in the error part of each playfab call.
If the user consumes VC and another internal call fails (the VC are consumed but the item cannot be acquired), a big problem is likely to occur.
When an error occurs, should I write a code that writes WriteEvent in error Callback?? Or do I have to call the function again after a few seconds?