diff --git a/Assets/Shared/Scripts/UI/LevelCompleteScreen.cs b/Assets/Shared/Scripts/UI/LevelCompleteScreen.cs index 28d0d222..ec934083 100644 --- a/Assets/Shared/Scripts/UI/LevelCompleteScreen.cs +++ b/Assets/Shared/Scripts/UI/LevelCompleteScreen.cs @@ -204,11 +204,7 @@ private async void OnContinueWithPassportButtonClicked() ShowLoading(true); // Log into Passport -#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX - await Passport.Instance.LoginPKCE(); -#else await Passport.Instance.Login(); -#endif // Successfully logged in // Save a persistent flag in the game that the player is logged in diff --git a/Assets/Shared/Scripts/UI/MainMenu.cs b/Assets/Shared/Scripts/UI/MainMenu.cs index a6bba2ed..970fa6ed 100644 --- a/Assets/Shared/Scripts/UI/MainMenu.cs +++ b/Assets/Shared/Scripts/UI/MainMenu.cs @@ -43,10 +43,6 @@ async void OnEnable() string redirectUri = null; string logoutUri = null; -#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX - redirectUri = "immutablerunner://callback"; - logoutUri = "immutablerunner://logout"; -#endif passport = await Passport.Init(clientId, environment, redirectUri, logoutUri); // Check if the player is supposed to be logged in and if there are credentials saved @@ -95,11 +91,7 @@ async void OnLogoutButtonClick() ShowLoading(true); // Logout -#if (UNITY_ANDROID && !UNITY_EDITOR_WIN) || (UNITY_IPHONE && !UNITY_EDITOR_WIN) || UNITY_STANDALONE_OSX - await passport.LogoutPKCE(); -#else await passport.Logout(); -#endif // Reset the login flag SaveManager.Instance.IsLoggedIn = false;