Hello!
So, we’ve been using UnityServices package for some time and since, for some reason, authentication is required to use Remote Config, we added that as well.
This is an approximate implementation of the init process:
var options = new InitializationOptions().SetEnvironmentName(UGSEnvironment);
await UnityServices.InitializeAsync(options);
if (!AuthenticationService.Instance.IsSignedIn)
{
try
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
catch (Exception e)
{
//
}
}
Recently, after publishing a major update, after inspecting LiveOps Error Reporting, I’ve noticed quite significant number of reports (not related to Services at all) with logs such as this:
This happens at the very beginning of the app/game and further logic kind of depends on the response, so we are showing a loading progress while waiting. In this case, the wait reaches upwards to 20s.
And thus, I have a couple of questions:
- Is there a way to explicitly set the timeout to any other number?
- Is there a way to turn on/off the ‘retrying’ process of the service?
- Is there a way to manually/explicitly control the run of the awaitable tasks (ie via task cancel tokens) ?
Since I’ve inspected the documentation and what intellisense provides, the above questions are more-or-less rhetorical, as the answer looks to be ‘no’.
So, my real question is: ‘why’ ?
Currently, we can’t adjust the game logic so that the authentication runs in the background and we proceed with other stuff. I also got notified that the Remote Settings service is getting turned off by the end of the month, so one option is to remove it completely and thus not require an authentication. But that is for later date.
Is there something (possibly in documentation) I’m missing?
Thanks in advanced for any response.

