ByteBrewIO / ByteBrewUnitySDK

ByteBrew is the free, all-in-one mobile game game growth platform that gives developers easy to integrate Unity SDK for Real-Time Analytic Tracking, Monetization Tracking (IAP & Ad Revenue), Player Progression Tracking, Custom Event Tracking, App Tracking Transparency Custom Resolution Handling, Remote Configs, A/B Testing, and Mobile Attribution Measurement.
MIT License
24 stars 4 forks source link

Unity SDK causes issues with scriptable build pipeline on StandaloneOSX #1

Closed halawa closed 2 years ago

halawa commented 2 years ago

I'm on SDK version 0.0.7.

When my target is set to Standalone, the SDK causes the errors shown below when I try to build asset bundles.

Assets/ByteBrewSDK/Scripts/ByteBrew.cs(569,30): error CS0161: 'ByteBrew.GetRemoteConfigForKey(string, string)': not all code paths return a value

Assets/ByteBrewSDK/Scripts/ByteBrew.cs(585,28): error CS0161: 'ByteBrew.HasRemoteConfigsBeenSet()': not all code paths return a value

Assets/ByteBrewSDK/Scripts/ByteBrew.cs(601,30): error CS0161: 'ByteBrew.GetUserID()': not all code paths return a value

The way I've seen it in other SDKs is that they fallback to some dummy behaviors when the target is not Android or iOS.

ByteBrewIO commented 2 years ago

Hi, ByteBrew currently only supports mobile platforms. A quick fix you could do right now to resolve the issue is to add a Defining #else block to the end of the returning methods so for any other platforms it will return blank variables. Go into the ByteBrew.cs file and Locate the three methods where this error is occurring and add the platform definitions after the last #elif. Like so: `#else return "";

endif `

We made a note to resolve this issue in one of our upcoming release of the SDK.