I played with PlayFab settings a bit and tried using HttpWebRequest and I realized that when you don't have a connection, it throws an exception (details below). While when using UnityWWW it runs the errorCallback (Action<PlayFabError>), which seems better to me.
So the question is: Is it a bug or feature? I mean if I wanted to use HttpWebRequest, do I need to run this in a try block and handle the errors in catch or are you going to handle the exception in SDK and call the errorCallback (as the UnityWWW version does)?
SocketException: An existing connection was forcibly closed by the remote host System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) System.Net.Sockets.Socket.EndReceive (IAsyncResult result) System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) Rethrow as IOException: EndRead failure System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) Mono.Security.Protocol.Tls.SslStreamBase.InternalReadCallback (IAsyncResult result) Rethrow as WebException: Error getting response stream (ReadDone1): ReceiveFailure System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) System.Net.HttpWebRequest.GetResponse () PlayFab.Internal.PlayFabWebRequest.ProcessHttpResponse (PlayFab.Internal.CallRequestContainer reqContainer) (at Assets/PlayFabSdk/Shared/Internal/PlayFabHttp/PlayFabWebRequest.cs:269) UnityEngine.Debug:LogException(Exception) PlayFab.Internal.PlayFabWebRequest:ProcessHttpResponse(CallRequestContainer) (at Assets/PlayFabSdk/Shared/Internal/PlayFabHttp/PlayFabWebRequest.cs:304) PlayFab.Internal.PlayFabWebRequest:WorkerThreadMainLoop() (at Assets/PlayFabSdk/Shared/Internal/PlayFabHttp/PlayFabWebRequest.cs:152)