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[DX-3621] fix: windows warnings #436

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Mar 11, 2025
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2 changes: 1 addition & 1 deletion sample/Assets/Editor/MacBuilder.cs
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ public static void RemoveAltFromScene(string scene)
var sceneToModify = EditorSceneManager.OpenScene(scene);

// Find the AltTesterPrefab instance in the scene
var altRunner = GameObject.FindObjectOfType<AltRunner>();
var altRunner = GameObject.FindFirstObjectByType<AltRunner>();

if (altRunner != null)
{
Expand Down
4 changes: 2 additions & 2 deletions sample/Assets/Editor/MobileBuilder.cs
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ private static string GetBundleIdentifierFromArgs()
return "com.immutable.Immutable-Sample";
}

private static string GetAltTesterHostFromArgs()
private static string? GetAltTesterHostFromArgs()
{
string[] args = Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++)
Expand Down Expand Up @@ -165,7 +165,7 @@ public static void RemoveAltFromScene(string scene)
var sceneToModify = EditorSceneManager.OpenScene(scene);

// Find the AltTesterPrefab instance in the scene
var altRunner = GameObject.FindObjectOfType<AltRunner>();
var altRunner = GameObject.FindFirstObjectByType<AltRunner>();

if (altRunner != null)
{
Expand Down
2 changes: 1 addition & 1 deletion sample/Assets/Editor/WindowsBuilder.cs
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ public static void RemoveAltFromScene(string scene)
var sceneToModify = EditorSceneManager.OpenScene(scene);

// Find the AltTesterPrefab instance in the scene
var altRunner = GameObject.FindObjectOfType<AltRunner>();
var altRunner = GameObject.FindFirstObjectByType<AltRunner>();

if (altRunner != null)
{
Expand Down
6 changes: 3 additions & 3 deletions sample/Assets/Scripts/Passport/AuthenticatedScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ public class AuthenticatedScript : MonoBehaviour
private Passport Passport;
#pragma warning restore CS8618

async void Start()
void Start()
{
if (Passport.Instance != null)
{
Expand Down Expand Up @@ -165,8 +165,8 @@ public async void GetLinkedAddresses()
{
ShowOutput($"Failed to get linked addresses: {ex.Message}");
}
}

}
/// <summary>
/// Navigates to Link Wallet scene.
/// </summary>
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2 changes: 1 addition & 1 deletion sample/Assets/Scripts/Passport/SelectAuthMethodScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -81,7 +81,7 @@ public void UsePKCE()
/// authorisation has been granted by the user</param>
/// <param name="logoutRedirectUri">The URL to which auth will redirect the browser
/// after log out is complete</param>
private async void InitialisePassport(string redirectUri = null, string logoutRedirectUri = null)
private async void InitialisePassport(string? redirectUri = null, string? logoutRedirectUri = null)
{
ShowOutput("Initialising Passport...");

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -62,26 +62,25 @@ public async UniTask Init(int engineStartupTimeoutMs)
webBrowserClient.initialUrl = GameBridge.GetFilePath();

// Set up engine
webBrowserClient.engine = new EngineConfiguration
EngineConfiguration engineConfig = ScriptableObject.CreateInstance<EngineConfiguration>();
engineConfig.engineAppName = "UnityWebBrowser.Engine.Cef";
engineConfig.engineFiles = new Engine.EnginePlatformFiles[]
{
engineFiles = new Engine.EnginePlatformFiles[]
new Engine.EnginePlatformFiles()
{
new()
{
platform = Platform.Windows64,
engineBaseAppLocation = "",
engineRuntimeLocation = "UWB/"
platform = Platform.Windows64,
engineBaseAppLocation = "",
engineRuntimeLocation = "UWB/"
#if UNITY_EDITOR
,
engineEditorLocation = "Packages/com.immutable.passport/Runtime/ThirdParty/UnityWebBrowser/[email protected]/Engine~"
,
engineEditorLocation = "Packages/com.immutable.passport/Runtime/ThirdParty/UnityWebBrowser/[email protected]/Engine~"
#endif
}
},
engineAppName = "UnityWebBrowser.Engine.Cef"
}
};
webBrowserClient.engine = engineConfig;

// Find available ports
var tcpCommunicationLayer = new TCPCommunicationLayer();
TCPCommunicationLayer tcpCommunicationLayer = ScriptableObject.CreateInstance<TCPCommunicationLayer>();
var rnd = new System.Random();
do
{
Expand Down
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