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11 results found

  1. 17 votes

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  2. This issue only happens in the Build version:

    After calling Twitch.API.GetAuthState() the MaybeResult will permanently stay on Loading with no errors.

    6 votes

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  3. The plugin seems to have everything BUT a chat connection which is quite strange. It would be nice to have an access to chat like other events/functionnalities in the near futur

    6 votes

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  4. On the Unity Getting Started (https://dev.twitch.tv/docs/game-engine-plugins/unity-guide/) page, under Subscribe to Events, the examples might be a bit inaccurate. Here is the code for Channel Point Rewards:

    GameTask<EventStream<CustomRewardEvent>> CustomRewardEvents;

    start()
    {
    CustomRewardEvents = SubscribeToCustomRewardEvents();
    }

    update()
    {
    var CurRewardEvent;
    CustomRewardEvents.TryGetNextEvent(out CurRewardEvent);
    if(CurRewardEvent != null)
    {
    //Do something
    Debug.Log("{CurRewardEvent.RedeemerName} has brought {CurRewardEvent.CustomRewardTitle} for {CurRewardEvent.CustomRewardCost}!");
    }
    }

    Issues:
    - void Start(), void Update().
    - SubscribeToCustomRewardEvents() is a member of 'Twitch.API'. So it should be 'Twitch.API.SubscribeToCustomRewardEvents()'.
    - 'var' variables are implicitely typed, so the line 'var CurRewardEvent;' throws an erorr. 'CustomRewardEvent CurRewardEvent;' would work.
    - CustomRewardEvents task doesn't have TrgGetNextEvent() or WaitForEvent()…

    5 votes

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  5. This is a horrible getting started page. The authentication manager example does not actually do any connecting. There's nothing to initially trigger the login. Per the comment in the "logged out" status, adding a call to GetAuthInformation() then changes the status to "Loading" which isn't even mentioned. Nothing happens from there. Making a call to GetAuthenticationInfo() gives a MaybeResult that's null. Nothing further can happen. There's also an undeclared variable "RequiredScopes" there. This whole guide is an epic fail.

    4 votes

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  6. 4 votes

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  7. The scope "user:read:email" mentioned in the Unity Engine Plugin class field "UserInfo.Email" is not referenced at all in the Twitch OAuth class "TwitchOAuthScope.User". Is it planned for this to be added or do we have to manage it manually?

    2 votes

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  8. Typo in Auth Manager: void start()
    Typo in Stream Info: DisplayName -> Language

    2 votes

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  9. The information on this page seem to be conflicting with the current naming of the nodes. IE the pictures say "Make R66CustomRewardDefinition" where as the plugin installed for UE5.2 says "Make TwitchSDKCustomeRewardDefinition"

    Also, the nodes in the current package you can install (for Unreal Engine 5.2) seem to be lacking input pins.

    2 votes

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  10. When reading UserInput field of a CustomRewardEvent, the UserInput field is always empty.

    [code]

    using UnityEngine;
    using TwitchSDK;
    using TwitchSDK.Interop;

    public class SomeScript03 : MonoBehaviour
    {
    GameTask<EventStream<CustomRewardEvent>> reward01;

    async void Start()
    {
        reward01 = Twitch.API.SubscribeToCustomRewardEvents();
        await reward01;
    }
    
    
    async void Update()
    {
        if(Input.GetKeyDown(KeyCode.Alpha1))
        {
            if(reward01.MaybeResult != null)
            {
                CustomRewardEvent rwd01_event;
                if(reward01.MaybeResult.TryGetNextEvent(out rwd01_event))
                {
                    Debug.Log($"Name:{rwd01_event.CustomRewardTitle} | Text:{rwd01_event.UserInput}");
                }
            }
        }
    }
    

    }
    [/code]

    Attach this script to a gameobject and enter Play Mode. Make sure you have a Custom Reward that takes user input. Redeem the reward and provide some user input to it. Then press the 1 key and the…

    1 vote

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  11. Something that would be incredibly helpful, given the Unity plugin’s heavy reliance on asynchronous tasks, is support for System.Threading.CancellationToken. Many of the user-initiated operations in my game are asynchronous in nature and can be cancelled or skipped by the user if they run for too long, so I make heavy use of Unity 2023’s async/await support and .NET's cancellation tokens to interrupt long-running HTTP requests and clean up resources. As it stands, I can check the cancellation token’s status before and after each call to the Twitch API, but if the calling method is cancelled externally during that time due…

    1 vote

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