SwitchProfile does not update the player name from last profile (Authentication 3.3.3)

I’m using Authentication v3.3.3. Calling SwitchProfile after logging into another account, the player name is still set to the last account.

Huh, that shouldn’t happen. I’ll investigate that and raise a bug if we can replicate.

Will follow up with the outcome!

The problem is on line 30 in PlayerIdComponent.cs:
m_PlayerId = GetPlayerId();

Changed it to below so that PlayerIdChanged event gets invoked:
PlayerId = GetPlayerId();

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Thanks again for the feedback!

Just following up to say that while I don’t have an ETA for this going live (there is an update going out sometime later this week, but I don’t expect it to be in that release) we are tracking the bug report and will review the SDK behaviour to check for any other related issues with using Switch Profile.

Well it’s been 4 months and we’re still waiting on this fix. My fix works, but when I use Cloud Building, it always reverts my changes since it’s a remote package. The only workaround is to copy the package directly into the project.

Hi there,

Thanks for following up and sorry to hear you are still experiencing this. I had been tracking this but I think got things mixed an as update 3.3.3 went out last year to specifically address an issue with IAuthenticationService.SwitchProfile() and 3.3.4 was being worked on around the same time you posted and I thought this issue you’d run into was being addressed, but it seems not.

Update 3.4.0 also went out last month, although I don’t think off hand there are any further specific changes to the SwitchProfile() behaviour there, but I’ll investigate this specific issue and follow up on it next week.

Profile switching is not a super commonly used feature - typically it’s intended to be reserved for scenarios like console platforms that support signing in with different accounts on different controllers and not all games support that use case - so we don’t get a lot of signals or bug reports (but obviously it should work as expected!).

Thanks again for the detailed bug report, will follow up here next week.

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Update to confirm this issue has been fixed in the codebase and will be in the next Unity Authentication SDK release after 3.4.0 - which I expect will be 3.4.1 (depending on if there are any other changes in flight before the next release). Thank you for reporting this issue!

That’s great! I’ll keep an eye out for that update.

Well it’s been another 2 months and this simple 1 liner fix is still not in. This doesn’t give us much confidence in you guys supporting the Unity Games Services (UGS). We’ve already invested a lot of resources building our backend on top of UGS. This is not the first time Unity drastically dropped support for things that are a vital part of our game causing us to turn off our games.

Should we look elsewhere for our backend that we know will be supported for the next 10 years?