Comments (1)
Hello. Thank you for the detailed analysis and feedback. Although our plugin for Unity uses Epic Online Service C# SDK, that generated code is maintained and owned by Epic.
From the Epic support forum link you posted, it appears it has been shared with their engineers.
When new versions of the EOS SDK are released, we will integrate and release them bundled with our plugin for Unity.
from eos_plugin_for_unity.
Related Issues (20)
- Fail to find the right way to set identifiers HOT 6
- EOSTransport.GetUserId(ulong clientId) should be public. HOT 2
- EOSTransport.GetCurrentRtt not implemented HOT 2
- StartConnectLoginWithEpicAccount returns InvalidUser (user_not_found, 110016, EOS User Identity not found) on Live for real user (debug user works) HOT 6
- EOSManager should expose a way to perform auth login with suppress UI flag HOT 2
- Steam Manager does not use recommended ticket HOT 1
- Steam sample code encourages false assumptions about ticket expiry HOT 2
- Windows build - crash on start due to unhandled exception in `EOS_IntegratedPlatform_CreateIntegratedPlatformOptionsContainer` HOT 9
- ContinuanceToken ToString always fails, so they cannot be logged out or seen HOT 3
- Side loaded config dll not loaded in editor? HOT 5
- Add a checkmark to config to disable EOSBootstrapper.exe installation HOT 2
- "Use Unity App Version for ..." checkmark set to true causes IOException during build HOT 3
- Unity 6 Preview Build Support for Android (and possibly iOs) HOT 3
- EOS_Connect_Login - Error response received from backend - Invalid Client HOT 1
- SteamManager callback re-use edge case HOT 3
- Errors in WindowsPlatformSpecifics when using EOS_DISABLE define HOT 2
- AddNotifyLobbyUpdate, AddNotifyMemberUpdateReceived triggers callbacks only on the local player that modifies the attribute. HOT 6
- Google as Identity Provider for Android mobile HOT 4
- 3.2.0 warning: "asmdef will not be compiled, because it has no scripts associated with it" HOT 4
- EOS_DISABLE Scripting Define not compiling HOT 1
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