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Minimal SDK Integration Tutorial Roadblock: Compil...
# questions-and-feedback
k
So, rather at the very beginning of the tutorial my progress halts at a roadblock. Example code has the following lines that refer to missing members (not found in inherited class or implemented interfaces (MonoBehaviour, IMetaplayLifecycleDelegate, IPlayerModelClientListener):
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ConnectionEstablished?.Invoke();
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await InitUnityServices();
Neither the ConnectionEstablished event, nor the InitUnityServices() method can be found anywhere in the SDK, even if I do a plain-text search through the entire solution, so this does not seem like a case of missing "using" statement (and Visual Studio would've suggested a fix for that anyway). Any help, explanation, ETA for a fix/update (of either SDK or documentation)?
Actually, this might be caused by another issue: > [Compile Error right after Metaplay SDK init](https://discord.com/channels/1161294508152070165/1448624215753363587)
j
Heya, I don't think it's related to the other issue, if you're following along the guide with the original trashdash sample from Unity. In this case, some refactoring was done to handle loading transitions and initialize Unity's services, some more refactoring was done in playerdata management, etc. This tutorial is mostly meant to explain what you need to do to initialize Metaplay and get started, rather than a step by step guide on transforming trashdash to be Metaplay enabled. If you do wish to look at the full source, it's available [here](https://github.com/metaplay-shared/trashdash-sample/blob/main/Assets/Scripts/Metaplay/MetaplayService.cs#L33)
k
Hm. Am I misunderstanding the way the tutorial is meant to be read? I do not mean to be rude, and I genuinely wonder if this is just a level of expectation towards me as the reader I'm not accustomed to. I assumed you present and explain some code to me, added incrementally over the tutorial, familiarizing me with how Metaplay works and can be used. I'd expect the code the tutorial tells me to write should also compile and work, and I don't think I've ever seen an example where a tutorial explains to me a part of a class and expects me to fill in required-but-missing code.
I downloaded the sample project from the link at the start of the tutorial https://github.com/Unity-Technologies/EndlessRunnerSampleGame
> A Unity project - An existing Unity project that you want to integrate the Metaplay SDK into. We use Unity's [Trash Dash sample project](https://github.com/Unity-Technologies/EndlessRunnerSampleGame)
The above line straight from the start of the tutorial. I only now noticed the documentation page has "Sample Projects" and "Trash Dash" underneath it on Metaplay doc site as well, but there's no indication I was supposed to download your edited version of the project.
And forgive any tension in my writing; I'm just a wee bit defensive from feeling stupid for failing to follow the simplest version of a tutorial offered.
j
Seems like we missed the ball on this, sorry about that. You're right that the current version reads as, I can follow this step by step and get something working. While in reality, it's more aimed to explaining the process of integrating Metaplay. Can I point you instead to the [Worldle tutorial](https://docs.metaplay.io/introduction/samples/wordle-tutorial/tutorial-learn-to-write-game-logic-with-a-wordle-clone.html), which goes through step by step on how to build a worldle clone?
k
Certainly, I'll happily explore that. 👍
Although I was told to read Trash Dash tutorial since my use-case would be integrating Metaplay for only part of its features into an existing game.
I'll probably read the Trash Dash tutorial just on the web page and then cross reference a bit with the repo you linked, with complete integration already done into it.
j
A lot of the content in the trash dash tutorial is still valid, it's more focused on explaining the integration process rather than concrete steps on transforming the trashdash sample. The prompting and communcation around the sample is really too focused on the Trashdash sample, the steps are meant to be generic enough that they make sense for most projects. But with every project being so different, it's hard to have concrete steps.
Yep, that's a good idea!
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