We have added a sandbox mode to the Game Manager for you to be able to test your game's Trail integration without affecting your user. The sandbox mode is turned on by default, and you can see that it's enabled by noticing the "sandbox"-overlay in the bottom-left corner when running your game.

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The "sandbox"-overlay showing when running the Lost Crypt.

Currently, the only Trail feature that is sandboxed, is the PaymentsKit. In the future, we will add more features to the sandbox mode. You can read more about how sandbox mode affects PaymentsKit in the Testing payments article.

Yesterday, besides this new documentation site, we also released Pigeoneer 1.1.0. Much like the SDK 2.1.0 release, 1.1.0 is a refactor on the C# side to make things more Unity-friendly. But other than that, there is no change in functionality.

New reference site

Like we did for the SDK, we have also made new reference sites for Pigeoneer. They are not as nice looking as the previous one, but they are now auto-generated from the source code; which should make them more reliable than the older one that we had to edit manually 🙄

Check them out on the links below:

 

Yesterday we released the HTTP API v2.

In this new version, we have renamed all the endpoints so that they are consistent with the new Kit nomenclature we started using on the SDK 2.0.0. The idea is that if you are working with payments, you should be able to quickly find the relevant methods under PaymentsKit both in the SDK and the HTTP API.

Besides that, there is no actual change in functionality. So upgrading should be as easy as updating the URLs.

However, if it is not convenient for you to update right now, you can still use the older HTTP API v1 since we are not planning on shutting it down yet.

We have released the SDK 2.1.0.

The functionality remains essentially the same, but we have made a major rework on the C# side that will make Unity developers' life easier :smiley:

Unity specific changes

  • Streamlined the creation and initialization of the SDK. On a brand new project, you can just import the Unity package, run the dev server and run. There is, however, a way to opt-out and revert to the old behavior if you would rather keep full control of the process.
  • The SDK is now static so you can access it from anywhere.
  • Replaced a few methods for properties, actions for delegates, made some methods co-routine friendly, etc.
  • Added: Unity Editor Player Settings extension to reveal hidden WebGL settings.
  • Fixed: A crash that occurred in the Unity Editor when the connection to the dev server had failed on a previous run and you then tried to run again.

General changes

  • Added: In-game overlay with a performance graph (CPU and GPU). It does not work in the Unity Editor, but on WebGL builds, you can enable and disable it by pressing:
    Ctrl + Alt + .
  • Fixed: A crash when launching a game from a notification.

New reference site

We also have new reference sites for the SDK. Although they do not look as nice as the older one, they are now auto-generated from the code; which should make them more reliable than the older one that we had to edit manually :dizzy-face:

Check them out in the links below: