Closed c3-hoge-fuga-piyo closed 2 years ago
Yes, that is correct. With the current version of the Unity plugin we expect the majority of EOS API methods to be called through the EOSManager
wrapper class (especially any EOS API methods that could alter the local ProductUserId
). We recently added a wrapper method specifically for calling the EOS_Connect_TransferDeviceIdAccount
function which is EOSManager.Instance.ConnectTransferDeviceIDAccount
. This method correctly handles updating the s_localProductUserId
upon completion.
Since there is no way to change
s_localProductUserId
externally, could it become invalid when calling an API that could (presumably) destroy the existingProductUserId
, such asEOS_Connect_TransferDeviceIdAccount
?https://dev.epicgames.com/docs/services/en-US/GameServices/Connect/index.html#linkingdeviceidbasedgameprogressionwithanexistinglinkedaccountskeychain