Configure the PgosSDK Plugin
There are several configurations for the PgosSD
K, you can set up from editor setting or codes.
The following is the field explanation:
- title_id: the title id you retrieve from the web portal console.
- log_level: the minimum suppression level of logs from
PgosSDK
. 0 for Info, 1 for Warn; 2 for Error, 3 for No Log. - secret_key: the client secret key generated from the web portal console. (CLIENT ONLY)
- account_provider : 0 for FAS, 1 for INTL, 2 for MSDK, 3 for WeGame, 4 for PlayFab, 5 for Steam, 6 for Epic. (CLIENT ONLY)
- chat_msg_cache_max_bytes: maximum size of the local cache for chat messages. (in bytes). (CLIENT ONLY)
- title_region_config_data_cache_max_bytes: maximum size of the local cache for title region config data. (in bytes). (CLIENT ONLY)
- group_event_msg_filter: configure the event message types supported by the group, empty (default) means all types are supported. Click Event Message Filtering for detail. (CLIENT ONLY)
1. Set up from Editor Setting (Recommended)
In the Unity Editor, navigate to Window->PgosSDK->Generate PGOS Setting file->PgosSDK, and you can see the settings as below:
You need to set at least your Title ID
and Secret Key
to make PGOS work.
Assets/Resources/PgosSettingData.asset
will be created or updated if you change the default settings.
2. Set up from codes
When using C#, you can use a Dictionary
to store the configurations and pass it to the InitConfig
function, and the field name can refer to the field explanation
above.
// For client
var clientConfig = new Dictionary<string, string>();
clientConfig.Add("title_id", "Your Title ID");
clientConfig.Add("secret_key", "Your Server Secret Key");
PgosClientSDK.Get().GetClientSDKAPI().InitConfig(clientConfig);
// For server
var serverConfig = new Dictionary<string, string>();
serverConfig.Add("title_id", "Your Title ID");
PgosServerSDK.Get().GetServerSDKAPI().InitConfig(serverConfig);