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As you can see about AppOption.AppId, Android App and iOS App shares different App Id. Android App id usually looks like 1:1234567890123:android:1234567890abcdefghijkl
where iOS one usually looks like 1:1234567890123:ios:1234567890abcdefghijkl
.
Given that most of the other properties in AppOption are the same between google-services.json and GoogleService-Info.plist, for now, I think your best bet now is to manually change AppOption.AppId
using GOOGLE_APP_ID in GoogleService-Info.plist.
I don't think we will ever support google-services.json for iOS, at least not in the foreseeable future.
However, AppOptions.LoadFromPlistConfig()
is an interesting thought.
Also seems like both iOS and Android has some way to support multiple project files, however, it requires you to modify the Xcode/Android project Unity generated.
I can file a feature request. However, you can always specify each fields in AppOption
.
Hope this helps!
from firebase-unity-sdk.
Thanks for the prompt response - that's basically the approach I've taken.
My main concern is that "most of the other properties" will inevitably lead to a "certain amount of uncertainty". There's additional data in the json that's not in the plist - specifically some oauth-client fields that I can only really guess at their meaning.
Is it possible to get a some more documentation about the configuration files themselves? I'm a big fan of "automate where possible", and knowing which fields are common plus the mappings between the formats, and most importantly where the delta lies would really help for reducing that uncertainty and building a "firebase-plist2json" CLI tool.
The "modify generated projects" is definitely less appealing to me; I've been bitten too many times in the past by toolchains changing underneath me (yes, I'm looking at you XCode), so would much prefer to bake this behaviour in at source level.
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