diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index 1b49cfe..23c47eb 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -248,7 +248,7 @@ Camera: m_GameObject: {fileID: 963194225} m_Enabled: 1 serializedVersion: 2 - m_ClearFlags: 1 + m_ClearFlags: 2 m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} m_projectionMatrixMode: 1 m_GateFitMode: 2 @@ -325,6 +325,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 6c676bf5a9c4b4c439178f1f9effb0e8, type: 3} m_Name: m_EditorClassIdentifier: + devAuthAddress: --- !u!4 &1498573725 Transform: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/EpicVoiceChatTest.cs b/Assets/Scripts/EpicVoiceChatTest.cs index cf125c4..0c81b01 100644 --- a/Assets/Scripts/EpicVoiceChatTest.cs +++ b/Assets/Scripts/EpicVoiceChatTest.cs @@ -28,6 +28,9 @@ public class EpicVoiceChatTest : MonoBehaviour // so to simulate this we use a static GUID here, as opposed to letting Epic's backend automatically generate a random lobby ID. // This also allows multiple clients to connect to the same lobby without having to communicate the ID among each other. private const string DebugLobbyId = "a0f6a51f-6b61-4c95-9ed8-a1d508fe4eb6"; + + [SerializeField] + private string devAuthAddress; private readonly StringBuilder status = new StringBuilder("Status:\n"); @@ -247,12 +250,19 @@ public class EpicVoiceChatTest : MonoBehaviour #else private Credentials GetEpicCredentials() // This is platform-specific (actually it's not, we can skip this on consoles) { + if (!string.IsNullOrEmpty(devAuthAddress)) + { + return new Credentials + { + Id = devAuthAddress, + Type = LoginCredentialType.Developer, + Token = SystemInfo.deviceName, + }; + } + return new Credentials { - // Type = LoginCredentialType.AccountPortal, // Use ExternalAuth on console platform - Id = "192.168.1.100:8888", - Type = LoginCredentialType.Developer, - Token = SystemInfo.deviceName, + Type = LoginCredentialType.AccountPortal, // Use ExternalAuth on console platform }; }