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chore: prep public release (offline, licenses, ci)
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Lines changed: 966 additions & 100 deletions

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.github/workflows/unity-tests.yml

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name: Unity Tests
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on:
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pull_request:
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push:
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branches: [ master, main ]
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jobs:
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tests:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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- name: Cache Library
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uses: actions/cache@v4
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with:
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path: Library
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key: Library-${{ runner.os }}-${{ hashFiles('Packages/manifest.json') }}
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restore-keys: |
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Library-${{ runner.os }}-
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- name: Run Unity tests
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uses: game-ci/unity-test-runner@v4
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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with:
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projectPath: .
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unityVersion: 2022.3.11f1
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testMode: all
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- name: Upload Test Results
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: unity-test-results
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path: artifacts

.gitignore

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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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.idea/
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.vscode/
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AppAssets/
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UnityWalkingCycle/
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UserData/
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ci/test-results/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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ClientBin/
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~$*
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*~
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!Samples~/
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*.dbmdl
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*.dbproj.schemaview
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*.jfm

ASSETS_LICENSE.md

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# Assets Licensing
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This repository is published as **code-only**. Proprietary art, audio, and design source files have been removed.
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## Included
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- Unity scenes, scripts, and configuration files in `Assets/` needed to run/play.
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- Placeholder UI theme (`Assets/UI Toolkit/UnityThemes/UnityDefaultRuntimeTheme.tss`).
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- Sample save data in `Samples~/SaveSamples` for testing only.
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## Excluded / removed
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- Design sources from `AppAssets/` (.afdesign) and secondary sample project `UnityWalkingCycle/`.
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- Any third-party assets whose licenses were not verified for redistribution.
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## Adding new assets
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- Ensure you have redistribution rights (CC0/CC-BY/MIT-compatible or self-created).
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- Document the source, author, and license of each added asset in this file.
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- Keep large or proprietary sources out of the repo; reference download locations instead.

Assets/GPGSIds.cs

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*/
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public static class GPGSIds
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{
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public const string achievement_welcome = "CgkI5rD4hPsCEAIQAQ"; // <GPGSID>
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public const string achievement_welcome = "REPLACE_WITH_GPGS_ACHIEVEMENT_ID"; // <GPGSID>
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}

Assets/Plugins/Android/GooglePlayGamesManifest.androidlib/AndroidManifest.xml

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<!-- The space in these forces it to be interpreted as a string vs. int -->
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<meta-data android:name="com.google.android.gms.games.APP_ID"
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android:value="\u003101747398758" />
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android:value="REPLACE_WITH_GPGS_APP_ID" />
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<!-- Keep track of which plugin is being used -->
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<meta-data android:name="com.google.android.gms.games.unityVersion"

Assets/Scripts/Game/Grid/GameGridObject.cs

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using System;
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using System.Collections.Generic;
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using Game.Controllers.Grid_Objects_Controllers;
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using Game.Controllers.Menu_Controllers;
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using Game.Controllers.NPC_Controllers;
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using Game.Controllers.Other_Controllers;
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using Game.Players;
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{
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try
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{
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GameLog.Log("TODO: UI message / notification banner: Storing item in Inventory " + Name);
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ShowInventoryStoredMessage();
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_dataGameObject.isStored = true;
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PlayerData.StoreItem(this);
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}
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}
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private void ShowInventoryStoredMessage()
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{
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// Try to surface feedback in-scene; fall back to logs if UI is not present.
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var messageController = Object.FindObjectOfType<MessageController>(true);
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if (messageController != null)
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{
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messageController.SetTextMessage("Stored item in inventory: " + Name);
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messageController.Enable();
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}
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GameLog.Log("Stored item in inventory: " + Name);
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}
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public void UpdateObjectCoords()
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{
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var position = _objectTransform.transform.position;
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using System;
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using System.Threading.Tasks;
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using Game.Players;
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using Unity.Services.Authentication;
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using Unity.Services.Core;
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using Util;
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// using Services.Util;
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// using Unity.Services.CloudCode;
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// using Unity.Services.Core.Environments;
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// using System.Collections.Generic;
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namespace Services
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{
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/**
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*/
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public static class UnityAuth
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{
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private static bool _authFailed;
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private static bool _retrying;
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public static void InitUnityServices()
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{
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GameLog.Log("Connecting ");
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if (Settings.DisableNetwork)
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{
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PlayerData.InitUser();
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}
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// if (!Util.IsInternetReachable() || _retrying)
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// {
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// return;
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// }
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//
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// try
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// {
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// _retrying = true;
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// var options = new InitializationOptions();
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// options.SetEnvironmentName(Settings.UnityServicesDev);
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// await UnityServices.InitializeAsync(options);
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// // InitAnalytics();
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//
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// if (!AuthenticationService.Instance.IsSignedIn)
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// {
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// await SignInAnonymouslyAsync();
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// }
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//
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// // In case we could not connect or do auth
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// if (!AuthenticationService.Instance.IsSignedIn || _authFailed)
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// {
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// return;
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// }
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//
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// CloudCodeResult response =
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// await CloudCodeService.Instance.CallEndpointAsync<CloudCodeResult>(
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// CloudFunctions.CloudCodeGetPlayerData, null);
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//
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// Dictionary<string, object> parameters = new Dictionary<string, object>()
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// {
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// { AnalyticsEvents.CloudCodeGetPlayerDataResponse, (int)CloudCodeGetPlayerDataResponse.NewPlayerSaved }
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// };
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//
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// //UnityAnalytics.PublishEvent(AnalyticsEvents.CloudCodeGetPlayerData, parameters);
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//
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// GameLog.Log("Auth user id: " + AuthenticationService.Instance.PlayerId);
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// GameLog.Log("CloudCodeGetPlayerData: " + response.Key + " " + response.Value);
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// PlayerData.InitUser();
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//
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// _authFailed = false;
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// _retrying = false;
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// }
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// catch (Exception e)
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// {
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// GameLog.LogWarning(e.ToString());
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// _authFailed = true;
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// _retrying = false;
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// }
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}
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private static async Task SignInAnonymouslyAsync()
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{
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try
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{
90-
await AuthenticationService.Instance.SignInAnonymouslyAsync();
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}
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catch (Exception e)
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{
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// Compare error code to CommonErrorCodes
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// Notify the player with the proper error message
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GameLog.Log(e.ToString());
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_authFailed = true;
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_retrying = false;
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}
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}
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private static bool AreUnityServicesLoaded()
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{
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return Settings.DisableNetwork || (
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//!Util.IsInternetReachable() &&
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UnityServices.State == ServicesInitializationState.Initialized &&
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AuthenticationService.Instance.IsSignedIn &&
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!_authFailed &&
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!_retrying);
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GameLog.Log("UnityAuth: offline-only mode; initializing local player data.");
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PlayerData.InitUser();
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}
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}
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}
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version https://git-lfs.github.com/spec/v1
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oid sha256:f2bc9338b80b87493aa5b48c1ac57a1cf0a5c65300a77cc9a01b8eec906928b2
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size 305
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oid sha256:f0e2d1d67837ebd4a2629fa4549f338b67e4b9932a1b676bf70610968c3f5749
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size 207

LICENSE

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MIT License
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Copyright (c) 2026 unity-restaurant-simulation contributors
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

ProjectSettings/ProjectSettings.asset

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AndroidTargetDevices: 1
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AndroidSplashScreenScale: 0
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androidSplashScreen: {fileID: 0}
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AndroidKeystoreName: /Users/macbookpro/Work/Repositories/cred/user.keystore
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AndroidKeystoreName: REPLACE_WITH_LOCAL_KEYSTORE_PATH
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AndroidKeyaliasName: cafemadness
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AndroidBuildApkPerCpuArchitecture: 0
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AndroidTVCompatibility: 0
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ps4GarlicHeapSize: 2048
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ps4ProGarlicHeapSize: 2560
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playerPrefsMaxSize: 32768
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ps4Passcode: bi9UOuSpM2Tlh01vOzwvSikHFswuzleh
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ps4Passcode: REPLACE_WITH_LOCAL_PS4_PASSCODE
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ps4pnSessions: 1
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ps4pnPresence: 1
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ps4pnFriends: 1

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