Search Issue Tracker
Fixed in 5.2.4
Votes
2
Found in
4.5.5f1
Issue ID
643154
Regression
Yes
Social.localUser.Authenticate callback is called more than once, if it fails the first time
To Reproduce:
1. Build the scene 'TestScene(Standalone)' from the attached project to standalone (tested on OSX/iOS).
2. Run, notice the" Authentication failed" error in the console, (Social.localUser.Authenticate is called in start).
3. Minimize the application or focus on another window, notice that when you select it again Authenticate is called again, and will now be called every-time you reopen the app, until you close the app (or login to GC on iOS)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Add comment