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chore: Update files for 3.3.4 release
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WispyMouse committed Nov 26, 2024
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8 changes: 8 additions & 0 deletions .editorconfig
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[*.md]
end_of_line = lf
insert_final_newline = true
indent_style = space
indent_size = 4
charset = "utf-8"
# markdown files sometimes use trailing whitespace for formatting
trim_trailing_whitespace = false
22 changes: 3 additions & 19 deletions .gitattributes
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*.cs diff=csharp text eol=lf
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
*.physicsMaterial2D merge=unityyamlmerge eol=lf
*.physicMaterial merge=unityyamlmerge eol=lf
*.asset merge=unityyamlmerge eol=lf
*.meta merge=unityyamlmerge eol=lf
*.controller merge=unityyamlmerge eol=lf
*.dll filter=lfs diff=lfs merge=lfs -text
*.lib filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
Runtime/iOS/EOSSDK.framework/EOSSDK filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text
*.exe filter=lfs diff=lfs merge=lfs -text
*.md text eol=lf
*.json text eol=lf
*.meta text eol=lf
1 change: 1 addition & 0 deletions .gitignore
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*.lib
2 changes: 1 addition & 1 deletion Documentation~/command_line_export.md
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Expand Up @@ -7,7 +7,7 @@ This document outlines how to export the plugin from source using a command line

## BuildPackage

The following command generates a new `com.playeveryware.eos-[VERSION].tgz` file at the indicated output directory, the same exact way it would if you created a package via Unity Editor `Tools -> EOS Plugin -> Create Package` (and subsequently pressed "Create UPM Package"):
The following command generates a new `com.playeveryware.eos-[VERSION].tgz` file at the indicated output directory, the same exact way it would if you created a package via Unity Editor `EOS Plugin -> Advanced -> Create Package` (and subsequently pressed "Create UPM Package"):

```
Unity.exe -batchMode \
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20 changes: 12 additions & 8 deletions Documentation~/configure_plugin.md
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Expand Up @@ -5,27 +5,33 @@
To function, the plugin needs some information from your EOS project. Be sure to read the Epic Documentation on [getting started](https://dev.epicgames.com/docs/epic-account-services/getting-started?sessionInvalidated=true) with Epic Online Services.

1) Open your Unity project with the integrated EOS Unity Plugin.
2) In the Unity editor, Open ```Tools -> EOS Plugin -> Dev Portal Configuration```.
2) In the Unity editor, Open ```EOS Plugin -> EOS Configuration```.

![EOS Config Menu](/com.playeveryware.eos/Documentation~/images/dev-portal-configuration-editor-menu.png)

![EOS Config UI](/com.playeveryware.eos/Documentation~/images/eosconfig_ui.gif)

3) From the [Developer Portal](https://dev.epicgames.com/portal/), copy the configuration values listed below, and paste them into the similarly named fields in the editor tool window pictured above:
3) From the [Developer Portal](https://dev.epicgames.com/portal/), inside your game's `Product Settings` page, copy the configuration values listed below, and paste them into the similarly named fields in the editor tool window pictured above:

> [!NOTE]
> For more detailed information, check out Epic's Documentation on [Creating the Platform Interface](https://dev.epicgames.com/docs/game-services/eos-platform-interface#creating-the-platform-interface).
* ProductName
* ProductVersion
* [ProductID](https://dev.epicgames.com/docs/services/en-US/Glossary/index.html#D?term=ProductId)
* [SandboxID](https://dev.epicgames.com/docs/services/en-US/Glossary/index.html#D?term=SandboxId)
* [DeploymentID](https://dev.epicgames.com/docs/services/en-US/Glossary/index.html#D?term=DeploymentId)
* [ClientSecret](https://dev.epicgames.com/docs/services/en-US/Glossary/index.html#D?term=ClientSecret)
* [ClientID](https://dev.epicgames.com/docs/services/en-US/Glossary/index.html#D?term=ClientId)
* EncryptionKey

<br />
There are two other fields in the configuration editor.

`ProductVersion` is a free-form numeric field, and can use any number.

> [!WARNING]
> The `ProductVersion` field needs to have some value inside it; it cannot be left empty.
> Only use numeric values for the `ProductVersion` field. Do not include text such as "V1.0".

`EncryptionKey` is used to encrypt uploads to the `Player Data Storage` and `Title Data Storage` EOS features. This value should be consistently used whenever uploading or downloading files from these Data Storages.

> [!NOTE]
> Click the "Generate" button to create a random key, if you haven't already configured an encryption key in the EOS portal. You can then add the generated key to the [Developer Portal](https://dev.epicgames.com/portal/).
Expand All @@ -40,6 +46,4 @@ To function, the plugin needs some information from your EOS project. Be sure to
- Attach `EOSManager.cs (Script)` to a Unity object, and it will initialize the plugin with the specified configuration in `OnAwake()` (this is what `Singletons.prefab` does).

> [!NOTE]
The included [samples](http://github.com/PlayEveryWare/eos_plugin_for_unity/blob/development/com.playeveryware.eos/com.playeveryware.eos/README.md#samples) already have configuration values set for you to experiment with!

If you would like to see specific examples of various EOS features in action, import the sample Unity scenes that are described below.
> The included [samples](http://github.com/PlayEveryWare/eos_plugin_for_unity/blob/development/com.playeveryware.eos/README.md#samples) already have configuration values set for you to experiment with!
2 changes: 1 addition & 1 deletion Documentation~/creating_the_upm_package.md
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Expand Up @@ -8,7 +8,7 @@ This tool (while a bit rough around the edges) allows for the generation of cust

## Steps to generate a UPM package

1. Go to `Tools -> EOS Plugin -> Create Package`.
1. Go to `EOS Plugin -> Advanced -> Create Package`.

<img src="images/create-package-menu.png" width="300" />

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2 changes: 1 addition & 1 deletion Documentation~/dev_env/Ubuntu_Development_Environment.md
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Expand Up @@ -95,7 +95,7 @@ Once Unity is open:
1. Go to File ➝ Build Settings
2. Switch the platform to "Dedicated Server."
3. Click on the button labeled "Player Settings..." at the bottom left.
4. Go to Tools ➝ EOS Automated Test Settings
4. Go to EOS Plugin ➝ Advanced ➝ EOS Automated Test Settings
5. Select the previously created `Builds/Server` directory for the "Test Server Directory" field.

## Help! I ran out of disk space!
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2 changes: 1 addition & 1 deletion Documentation~/easy_anticheat_configuration.md
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Expand Up @@ -12,7 +12,7 @@ The EOS plugin provides a method of automating EAC installation as part of the b

## Steps
1) Open your Unity project with the plugin installed.
2) Open the editor preferences settings for the plugin, which is avaiable in `Tools -> EOS Plugin -> Configuration`. All EAC options are located under the Tools subheader.
2) Open the editor preferences settings for the plugin, which is avaiable in `EOS Plugin -> Configuration`. All EAC options are located under the EOS Plugin subheader.
3) Enable EAC build steps by checking the `Use EAC` toggle.
4) Set `Path to EAC private key` and `Path to EAC Certificate` to the private and public keys you previously downloaded, respectively.
5) (Recommended) Set `Path to EAC splash image` to a 800x450 PNG that will display in the EAC bootstrapper.
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2 changes: 1 addition & 1 deletion Documentation~/frequently_asked_questions.md
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Expand Up @@ -135,7 +135,7 @@ Overlay errors are most likely due to not having the overlay installed, this is

Some native functionality are required for platform specific needs.

To get these dependent libraries, use the platform library build tool in the plugin at `Tools > EOS Plugin > Build Library > [Target Platform]`
To get these dependent libraries, use the platform library build tool in the plugin at `EOS Plugin > Advanced > Build Library > [Target Platform]`

Or to install the libraries manually, go to the `lib/NativeCode` folder, find the target platform, and *build the `.sln`* or *`run the makefile`* in the folder.

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