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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [6.0.0] - 2026-02-10
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### Added
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- Added: documentation on binary-only updates when upgrading to new versions of EOS.
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### Removed
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- Removed: Support for Windows 32-bit (x86)
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### Changed
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- Change: Update to EOS SDK 1.19.0.3-CL49960398
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- Change: Achievements scene displays updated achievement image right after unlocking for better user feedback and disables unlock button when achievement is already unlocked.
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- Change: Increased ContinuanceToken buffer size.
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- Change: Changed the default logging level for EOS logging to VeryVerbose.
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- Change: EOS Config platform tabs refresh dynamically so that each platform tab displays the current deployment name.
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### Fixed
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- Fix: EOS pre-build validator catches and logs missing deployment ID before crash.
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- Fix: Sandbox and Deployment ids provided by command line arguments now apply correctly to the PlatformConfig for platforms where the native libs create the PlatformInterface instance.
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- Fix: Platform friends now show up in the overlay.
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- Fix: Defining the EOS_DISABLE symbol no longer causes build failures for non-Windows platforms.
This document is meant to serve as a guide to our EOS Plugin for Unity demo scenes. Each scene is meant to showcase the implementation of a specific feature such as peer 2 peer communication, lobbies, or custom invites.
The following document outlines the two methods with which you can add the plugin release via the package manager.
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## Adding the package from a tarball
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1. Download the latest release UPM tarball, `"com.playeveryware.eos-[version].tgz"` ([Releases](https://github.com/PlayEveryWare/eos_plugin_for_unity/releases)).
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1. Download the latest release UPM tarball, `"com.playeveryware.eos-[version].tgz"` ([Releases](https://github.com/EOS-Contrib/eos_plugin_for_unity/releases)).
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> [!WARNING]
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> Do *not* attempt to create a tarball yourself from the source, unless you know what you are doing with respect to [Git LFS](https://docs.github.com/en/repositories/working-with-files/managing-large-files/configuring-git-large-file-storage).
<divalign="center"> <imgsrc="/com.playeveryware.eos/Documentation~/images/EOSPluginLogo.png"alt="PlayEveryWare EOS Plugin for Unity" /> </div>
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# <divalign="center">Android</div>
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---
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* The standard <ahref="/README.md#prerequisites">Prerequisites</a> for all platforms.
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* Check out this <ahref="environment_setup_android.md#environment-setup-for-android">Environment Setup</a> doc for a quick setup guide.
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* More detailed instructions can be found in the links below.
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* <ahref="https://docs.unity3d.com/2021.3/Documentation/Manual/android-sdksetup.html">Android environment setup</a> for Unity.
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* <ahref="https://docs.unity3d.com/2022.3/Documentation/Manual/android-sdksetup.html">Android environment setup</a> for Unity.
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* The Android Build Support <ahref="https://docs.unity3d.com/hub/manual/AddModules.html">module</a>.
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## Importing the Plugin
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## Running the samples
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When following the steps to <ahref="/README.md#running-the-samples">run a sample</a> from a build for Android, follow the Unity doc for <ahref="https://docs.unity3d.com/2021.3/Documentation/Manual/android-sdksetup.html">Debugging on an Android device</a>, to connect your device to the engine.
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When following the steps to <ahref="/README.md#running-the-samples">run a sample</a> from a build for Android, follow the Unity doc for <ahref="https://docs.unity3d.com/2022.3/Documentation/Manual/android-sdksetup.html">Debugging on an Android device</a>, to connect your device to the engine.
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This will allow the smoother ```Build And Run``` option to work instead of just using the ```Build``` button.
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When running on a device you may need to <ahref="https://developer.android.com/studio/debug/dev-options#enable">enable developer mode</a> on the device, then <ahref="https://developer.android.com/studio/debug/dev-options#Enable-debugging">Enable USB debugging on your device</a>, as well as accepting any popups that appear on the phone during the process.
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>This is required, even if you leave every field blank.
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3. Update the <ahref="https://docs.unity3d.com/2021.3/Documentation/Manual/class-PlayerSettingsAndroid.html">Minimum API Level</a> to be at least ```Android 6.0 'Marshmallow' (API Level 23)```.
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4. Optionally, set the plugin to <ahref="link_eos_library_settings.md">link the EOS Library dynamically</a>.
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3. Update the <ahref="https://docs.unity3d.com/2022.3/Documentation/Manual/class-PlayerSettingsAndroid.html">Minimum API Level</a> to be at least ```Android 7.0 'Nougat' (API Level 24)```.
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# FAQ
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See [frequently_asked_questions.md](/Documentation~/frequently_asked_questions.md).
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