Comments (5)
Hey @No3371, yeah this is the current behaviour - I'll pass this feedback onto the relevant team!
In the meantime, there's a little bit more information about the launcher configuration in the documentation.
Is there any particular reason you wanted to change your client name?
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So it's the Tools documentation! I've never looked into there... actually I don't think anyone'd expect this because the launch configuration file documentation in Spatail Overview mentions the rule or redirect us to the Tools documentation. (neither the flexible one)
It's just no one told me I can't, and what if I made 2 clients to access 1 game, both with Unity 🤔 ?
The server workers are named with their purpose, but the client workers are named with engine? Not even with platforms... sounds very weird to me...
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It's just no one told me I can't, and what if I made 2 clients to access 1 game, both with Unity 🤔 ?
It suddenly comes to my mind that this is impossible? Can we start clients without SpatialOS launcher?
For example: I always have a interesting thought about players should be able to access a game with mobile app to perform some routines, can we do this with SpatialOS?
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It suddenly comes to my mind that this is impossible? Can we start clients without SpatialOS launcher?
You can definitely start clients without the SpatialOS launcher. The launcher pulls the client build, unzips it, and starts it with a set of command line arguments (crucially a set of login credentials for connecting to the specified cloud deployment).
In development, you can use the development authentication service to connect to cloud deployments, but for production you would need to roll your own authentication service in order to login users and grant them login tokens.
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Thanks for the quick answer, that'd be a really important factor for my office to adopt SpatialOS in the future 😄
(Still, I hope you will remove the client worker naming limitation in the future.)
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