Hi, thank you for the amazing solution, it is a pleasure to work with such highly organized and powerful framework. We have the game that uses silent authentication and runs perfectly fine on Android, but on the iOS built that is 1:1 identical and is built with Unity Cloud Build services (while Android is built locally) does not receive any responses, only sends them. What could be a possible reasons for this? Does Playfab vital editor settings are automatically copied with a Unity Cloud Build? Here are not closed logs (hope that makes sense as a valid indicator)
And here is the code itself:
PlayFabClientAPI.LoginWithCustomID(new LoginWithCustomIDRequest() { TitleId = PlayFabSettings.TitleId, CustomId = SystemInfo.deviceUniqueIdentifier, CreateAccount = true, InfoRequestParameters = InfoRequestParams }, (result) => { //Store Identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; //check if we want to get this callback directly or send to event subscribers. if (callback == null && OnLoginSuccess != null) { //report login result back to the subscriber OnLoginSuccess.Invoke(result); } else if (callback != null) { //report login result back to the caller callback.Invoke(result); } }, (error) => { if (callback == null && OnPlayFabError != null) { OnPlayFabError.Invoke(error); } else { //make sure the loop completes, callback with null callback.Invoke(null); //Output what went wrong to the console. Debug.LogError(error.GenerateErrorReport()); } });