Search Issue Tracker
Fixed in 5.4.2
Votes
1
Found in
4.5.4p2
Issue ID
642194
Regression
No
Version Control passwords can be accessed by calling GetConfigValue()
To Reproduce:
1. Open the attached project ( or create and empty project) and connection to perforce.
2. The password now can be accessed by calling:
Debug.Log(EditorUserSettings.GetConfigValue("vcPerforcePassword"))
('Output Password' menu in the attached project).
EditorUserSettings.asset obviously doesn't store the password in plaintext, but should it be so easily accessible?
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
- ScalableBufferManager does not work correctly when MSAA and RenderGraph Compatability are enabled
- Sprite artefacts appear when Sprite Packer is enabled
- Crash on ResizeScriptingList<ScriptingObjectPtr> when passing an undeclared variable to the results parameter for GameObject.FindGameObjectsWithTag
- [Android] "Screen.safeArea.y" always returns values outside of the Safe Area when the device is in Portrait orientation
jfperusse_bhvr
Jul 06, 2016 18:49
We have a solution here which does not store the password and instead relies on tickets (already supported by the P4API): https://bitbucket.org/jfperusse_bhvr/versioncontrolplugins. However, for a proper implementation (not using tinyfiledialog), this would require a new command to be implemented on the Unity side so the plugin can request for a password prompt.