I am calling the following code in Unity...
PlayFabCloudScriptAPI.ExecuteFunction(new ExecuteFunctionRequest() { Entity = new PlayFab.CloudScriptModels.EntityKey() { Id = PlayFabSettings.staticPlayer.EntityId, //Get this from when you logged in, Type = PlayFabSettings.staticPlayer.EntityType, //Get this from when you logged in }, FunctionName = "HelloWorld", //This should be the name of your Azure Function that you created. //FunctionParameter = new Dictionary<string, string>() { { "name", "Greg" } }, //This is the data that you would want to pass into your function. GeneratePlayStreamEvent = true //Set this to true if you would like this call to show up in PlayStream }, (ExecuteFunctionResult result) => { if (result.FunctionResultTooLarge ?? false) { Debug.Log("This can happen if you exceed the limit that can be returned from an Azure Function, See PlayFab Limits Page for details."); return; } Debug.Log($"The {result.FunctionName} function took {result.ExecutionTimeMilliseconds} to complete"); Debug.Log($"Result: {result.FunctionResult.ToString()}"); }, (PlayFabError error) => { Debug.Log($"Opps Something went wrong: {error.GenerateErrorReport()}"); });If I debug the Azure function locally, and monitor the PlayStream, it doesn't generate the PlaySteam event in PlayFab PlayStream UI.
However, if I publish this function to Azure, then call it from my Unity client, the PlayStream event is generated. Not sure if this is intended behaviour or not.