feat(audience): auto-collect Epic account ID and detect Epic platform#799
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feat(audience): auto-collect Epic account ID and detect Epic platform#799nattb8 wants to merge 1 commit into
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When the EOS Unity plugin (PlayEveryWare.EpicOnlineServices) is present and EOSManager has been initialised by the game, the SDK now calls Identify() with the logged-in ProductUserId and sets distribution_platform = 'epic' in game_launch. Detection uses C# reflection with no hard compile-time dependency. link.xml entries for EOSSDK and PlayEveryWare.EpicOnlineServices prevent IL2CPP stripping. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Summary
PlayEveryWare.EpicOnlineServices) is present andEOSManagerhas been initialised by the game, the SDK now automatically callsIdentify()with the logged-inProductUserIdatInitdistribution_platform = "epic"ingame_launchproperties when EOS is activelink.xmlentries forEOSSDKandPlayEveryWare.EpicOnlineServicesprevent IL2CPP from stripping the types reached via reflection; absent assemblies are silently ignoredThe reflection chain:
EOSManager.Instance→GetEOSPlatformInterface()→GetConnectInterface()→GetLoggedInUserByIndex(0)→ProductUserId.ToString()Notes for docs (SDK-536)
EOSManagerbeforeImmutableAudience.Init()is called — the SDK reads the logged-in state at Init time; late EOS init will not be picked upIdentify()manuallydistribution_platformcan be overridden viaAudienceConfig.DistributionPlatform; the config value always wins over auto-detectionTest plan
auto-identified epic user: <id>log line appears when EOS is initialiseddistribution_platform = "epic"set ingame_launchwhen EOS platform interface is available🤖 Generated with Claude Code