The included samples show examples of fully functional feature implementations to validate client and dev portal configuration as well as help with EOS integration into your own project. The samples are a collection of scenes that are imported from the UPM package, and include a series of scripts that function as generalized managers for each supported EOS SDK feature and platform.
Note
The generalized managers are a great starting point for feature integration into your own project. They are named as EOS[Feature/Platform name]Manager.cs
.
-
Select the
PlayEveryWare EOS Plugin for Unity
in the Package Manager window. -
Open the
Samples
dropdown. -
Select
Import
for each of the sample packs, to bring in the Sample scenes.[!NOTE] The samples are placed in
Assets/Samples
for personal modification. -
In the Unity editor menu bar, open
File -> Build Settings
. -
In the
Project
window, navigate to the scenes folders containing their respective sample scenes.\Assets\Samples\PlayEveryWare EOS Plugin for Unity\[Version #]\[Pack Name]\Scenes
. -
Add the scenes to the
Scenes In Build
section of theBuild Settings
window. This can be done quickly by using theShift
key to select each scene at the same time, then dragging them into the proper area. Repeating for each sample pack folder.
Warning
If you have other scenes already, and plan to look at the samples in a build, drag a sample scene to be the 0th scene in Build Settings before you build.
Important
The plugin must be configured for samples to be functional. Some Samples may not be accessible if the extra packs were not imported.
Checkout our Sample Walkthroughs for a scene-by-scene walkthrough of each sample.
Steps to run a sample in editor
[!NOTE] The Social Overlay Feature is not supported in editor.
-
In the Unity editor, open the desired sample scene from the imported Scenes folder.
-
Press the play button at the top of the editor.
-
Login with a selected authentication type. -
Account Portal
andPersistentAuth
is easiest for the first time. -Dev Auth
can be used for faster iteration - To explore features that don't require an Epic Games Account, see the table in the Supported EOS SDK Features section of this document.
![Auth and Friends Screenshot](/com.playeveryware.eos/Documentation~/images/sample_screen_account_login.gif)
> [!NOTE]
> Additional info on login type options, implementation, and use cases can be found in our [Player Authentication](/com.playeveryware.eos/Documentation~/player_authentication.md) document.
Steps to run a sample from a build
[!NOTE] Check the Prerequisites as there may be specific requirements for a player's computer. For instance, Windows requires the players to have
The latest Microsoft Visual C++ Redistributable
installed on their computer in order to play any distributed builds.
-
In the Unity editor menu bar, open
File -> Build Settings
.[!NOTE] If you have non-sample scenes, drag a sample scene to be the 0th scene in Build Settings before you build.
-
Choose your desired platform, and settings, hitting
Build
as you normally would. -
Run your build.
[!WARNING] A Windows build, is started by running the
EOSBootstrapper
application in the resulting build, and not the game application itself. It is for this (and similar) reasons that theBuild And Run
button may not always function as expected. -
Login with a selected authentication type. -
Account Portal
andPersistentAuth
is easiest for the first time. -Dev Auth
can be used for faster iteration - To explore features that don't require an Epic Games Account, see the table in the Supported EOS SDK Features section of this document.
![Auth and Friends Screenshot](/com.playeveryware.eos/Documentation~/images/sample_screen_account_login.gif)
> [!NOTE]
> Additional info on login type options, implementation, and use cases can be found in our [Player Authentication](/com.playeveryware.eos/Documentation~/player_authentication.md) document.