Management API Reference

Unity SDK Troubleshooting

Platform and Compatibility#

Q: Can I test the SDK using the Unity Editor for Android and iOS?#

A: Yes, you can test the SDK using the Unity Editor for Android and iOS on both Mac and Windows. However, be aware that:

  • Native Android and iOS WebViews cannot run in the editor.
  • The macOS WebView is used for the Mac Unity Editor.
  • The Windows WebView is used for the Windows Unity Editor.

For the most accurate testing, we recommend using an actual device or emulator.

Q: Do you support IL2CPP for Windows?#

A: Currently, we do not support IL2CPP on the Windows platform.

Q: I'm getting "Webview is not supported on this platform." How do I fix this?#

A: This error suggests that the WebView is not properly set up for your target platform. Ensure that you've correctly installed and configured the WebView plugin for your specific platform. If the issue persists, check our documentation for platform-specific setup instructions.

Installation and Setup#

Q: I'm getting "The type or namespace name 'Shared' does not exist in the namespace 'VoltstroStudios.UnityWebBrowser' (are you missing an assembly reference?)". How do I fix this?#

A: This error often occurs when large files like .dll are not properly downloaded. To resolve this:

  1. Download and install git-lfs from https://git-lfs.com/
  2. Clone the repository again or pull the latest changes.

If the issue persists, ensure that all project dependencies are correctly installed and that your Unity version is compatible with the SDK.

Authentication and Login#

Q: Can I log in using a WebView instead of opening the browser?#

A: The SDK primarily uses the system browser for authentication due to security considerations. However, if you have specific requirements for using a WebView, please contact our support team to discuss potential alternatives.

Q: Why is the in-app browser used for login on mobile and not a WebView?#

A: The in-app browser is used for enhanced security, especially for single sign-on (SSO) purposes:

  • It runs on a separate process from the hosting game, preventing the game from accessing or modifying its content.
  • It's more resistant to malicious code injection.
  • WebViews, in contrast, can be more easily controlled by the hosting game, making them potentially less secure for authentication processes.

Q: On iOS, when using AuthenticateWithOAuth login function, I get an alert asking: "[My Game] Wants to Use 'openfort.sdk' to Sign in". Can I modify or remove this alert?#

A: This alert is system-generated by iOS when using ASWebAuthenticationSession for secure authentication. Unfortunately, it cannot be removed or modified as it's triggered by the operating system. You can find more information about this in the Apple Developer Documentation.

Functionality#

Q: Can I use the Unity SDK for crafting (burn and mint) assets?#

A: Yes, the SDK supports various blockchain operations, including minting and burning assets. For specific implementation details, please refer to our documentation on asset management or contact our support team for guidance.

Troubleshooting#

Q: I'm getting "TimeoutException: Exceed Timeout:00:01:00". What does this mean?#

A: This exception occurs when a function call takes longer than the default timeout of one minute to return a response. To resolve this:

  1. Check the bottom of the stack trace or logs to identify the specific function causing the timeout.
  2. If needed, you can customize the timeout duration using the SetCallTimeout function.
  3. Ensure your network connection is stable and that you're not experiencing unusually high latency.