I have a pro license and was also seeing this error… maybe launch day hiccups?
Yes I believe that should work fine. You can also test achievements directly in the editor now using the Platform Toolkit’s editor play mode tools.
Are you using one of the more modern Named User Licenses or an older serial key license? The older licenses are in the process of being deprecated and aren’t compatible with the entitlements used for PT packages.
Thank you! I will pass this on to the team. Please let us know how you get on with the package, we are very interested to hear any feedback you have.
I think I’m using a Named User License. I just switched over to it yesterday. Feel free to DM me as well.
Also wanted to say I think this is a great addition to unity’s suite of tools and I’m very excited to dive into this package having had to build these tools myself in the past. I would also love to see leaderboard support.
Do i need to purchase the pro license for testing locally?
No, the core package is available to everyone, contains everything you need to set up, explore the API and test in the editor.
Why is Steam limited only to WIndows? Is this the plan for the long term? We’re using Steamworks.net to ship on Windows, Mac and Linux for Steam at the moment, but would like to explore using this package instead (because we’re also on other platforms).
The supported platforms don’t list PS4, but want to ask if that’s intentional?
Since Xbox One and NS1 are listed and are legacy systems. some projects still need PS4 as a target platform.
Hello! Does the package provide a way for us to authenticate a user on our backends?
It looks like they are locked behind Unity Pro judging from this note here. Shame, I was hoping this could replace Steamworks.NET, but it makes no sense for me to pay for Unity Pro just for this.
More platforms are in development, we will update with more info early next year when we have concrete timelines.
You can get platform specific user identifiers from the account system when an account is signed in using platform toolkit, you can use this to identify the player with your own server.
Hey @thomh_unity
congrats on the release of this package, this is quite big! ![]()
I probably wont migrate to the package yet, as someone who does console ports I basically had to create the same thing in house in the last years I’ll keep using my custom package. That being said I have a question:
what happens now to the wrapper code/API provided by Unity for (console) platforms? Every (console) platform has some dedicated API we can utilize in Unity until now to handle users, handle achievements (at least trigger them, no fancy authoring/editor stuff), save/load data etc.
Will these APIs still be maintained/supported in the years to come or is the idea to stop that and route everyone to using Platform Toolkit?
Yes! We also use those wrappers for our support so we rely on them just as you do. They are being actively maintained and refined for us both.
That’s awesome, thanks for clarifying ![]()
Please bring back Plus subscription, for indie developers if you reall want to put mobile only apis behind paywall.
I will pass that feedback on internally.
The language in the documentation is very confusing, can you clarify once and for all if this platform toolkit requires Unity Pro or not? I asked other Unity employees and they said Windows/Steam/Android/ maybe Mac? are free, but the documentation has a note on them saying they need Unity Pro:
The documentation is correct. The PT core package is available to everyone, the platform support packages for PT require pro.

