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fix login
1 parent ab3dd77 commit 8ed42d9

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2 files changed

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-12
lines changed

2 files changed

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-12
lines changed

Assets/Shared/Scripts/UI/LevelCompleteScreen.cs

-4
Original file line numberDiff line numberDiff line change
@@ -204,11 +204,7 @@ private async void OnContinueWithPassportButtonClicked()
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ShowLoading(true);
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// Log into Passport
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#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX
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await Passport.Instance.LoginPKCE();
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#else
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await Passport.Instance.Login();
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#endif
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// Successfully logged in
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// Save a persistent flag in the game that the player is logged in

Assets/Shared/Scripts/UI/MainMenu.cs

-8
Original file line numberDiff line numberDiff line change
@@ -43,10 +43,6 @@ async void OnEnable()
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string redirectUri = null;
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string logoutUri = null;
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#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX
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redirectUri = "immutablerunner://callback";
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logoutUri = "immutablerunner://logout";
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#endif
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passport = await Passport.Init(clientId, environment, redirectUri, logoutUri);
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// Check if the player is supposed to be logged in and if there are credentials saved
@@ -95,11 +91,7 @@ async void OnLogoutButtonClick()
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ShowLoading(true);
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// Logout
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#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX
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await passport.LogoutPKCE();
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#else
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await passport.Logout();
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#endif
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// Reset the login flag
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SaveManager.Instance.IsLoggedIn = false;

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