#GSDK_CONFIG_FILE not defined -> Mirror GSDK Azure PlayFab

1 messages · Page 1 of 1 (latest)

atomic crag
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I'm currently working on a classroom-workshop type game that functions like a kahoot or jackbox. I have prior experience with Mirror and Steamworks, not with Azure and dedicated server work.

Currently, waiting on a vm, I decided to test the project locally and keep receiving an error that the (environment variable) GSDK_CONFIG_FILE not defined, tracing it shows that the following step is an Application.Quit().

I've mostly followed the guide by Angad Lamba on medium, but kept track of GSDK's samples and my own knowledge. Nowhere in any guides or online searching do I see anything of or about the GSDK_CONFIG_FILE environment variable, and what it's value should be.

Any Help?

Using: Unity6

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PS:
I am assuming that this is a variable set by Azure Playfab on the server, but that's a shot in the dark.

abstract hazel
abstract hazel
atomic crag
# abstract hazel That linked doc is really old and has some really bad advice in it, just FYI.

Thanks for the heads-up!

I'm aware the linked doc is old, so are most docs I could find that would at least provide steps towards connecting to PlayFab.
I was already planning to change things like authorisation to be more in tune with what I need.

Would it be possible for you to specify what bad advice I definitely shouldn't take away from (similar) docs? I'm learning as I go.

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I'll await server access for my original question. For now I've made a local networkmanager sidestepping azure to prototype what I need to prototype.

abstract hazel
# atomic crag Thanks for the heads-up! I'm aware the linked doc is old, so are most docs I co...

Use our Script Templates to make your custom network manager and network behaviours

  • never cache NetworkManager.singleton...always use the singleton directly, e.g. CustomNetworkManager.singleton
  • Use a Network Authenticator for authentication...that's what it's for.
  • My experience with PlayFab as a data store for complex data was terrible...much prefer a tradition RDBMS
    • YMMV: For RPG's that have lots of tables and foreign key references, JSON documents are just awful IMHO.
atomic crag
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I use
GameNetworkManager room => NetworkManager.singleton as GameNetworkManager;
instead - I spotted that one already and didn't know why they didn't just use the singleton

abstract hazel
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I'd just use GameNetworkManager.singleton everywhere and not have the GameNetworkManager room => thing

atomic crag
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oh hah, that'd work too

abstract hazel
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In your GameNetworkManager you'd have this:
public static new GameNetworkManager singleton => (GameNetworkManager)NetworkManager.singleton;

atomic crag
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Authenticator's on the plan, so glad that's covered (:L

and yeah, I've heard terrible things about playfab too. This is a part of graduation and there's policies I have to abide by - playfab was a clear option for ease in that regard (thanks, microsoft). Especially with the rapid deadlines and the red tape.

In the field I'd have a bit more freedom to listen to good technical advice and not use playfab. In this case, it helps a lot already.

abstract hazel
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Where are you attending uni?

atomic crag
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Hanzehogeschool Groningen. School for Communication Multimedia and Design (SCMI).
I'm part of faculty as well as a graduating student.

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Policy is mostly GDPR complience.
Current Socioeconomic situation means that the board approving things and allowing me to pass red tape quickly has other concerns. They accept most anything windows/microsoft though.

Plus, the graduation is in (serious) Game Design. I won't neccesarily get more points for being technical, just for successful behavior change through use of a digital prototype.