Compatibility Issue between RPM SDK and PlayFab Dedicated Server Build in Unity

Hello Ready Player Me Support Team,

I am encountering a compatibility issue in Unity when using the Ready Player Me (RPM) SDK alongside other essential SDKs in our VR project. Our project currently integrates the Meta All in One SDK, Meta Movement SDK, Photon Fusion 2, and RPM. We are now transitioning to a dedicated server build using Microsoft Azure PlayFab.

However, when I add the PlayFab SDK to our project and convert the build to Dedicated Server mode, Unity enters an infinite compilation loop. To diagnose the issue, I removed the SDKs one by one. When I removed the RPM SDK, the infinite loop stopped. To revalidate, I created a fresh project that includes the Meta All in One SDK and PlayFab SDKs. Once I added the RPM SDK and converted the build to Dedicated Server, the infinite loop compilation reoccurred.

Could you please advise if there are any known compatibility issues between the RPM SDK and PlayFab for dedicated server builds? Any guidance on resolving these conflicts—such as adjustments in assembly definitions, scripting define symbols, or patches—would be greatly appreciated.

Thank you for your support, and I look forward to your response.

Best regards,


Ramkesh Singh

Hello @ramkeshfluper and welcome to the forums!
We aren’t aware of any known compatibility issues between the Ready Player Me SDK and PlayFab when using the dedicated server platform in Unity. Since the issue occurs when switching to the dedicated server build and getting stuck on “completing domain,” this typically happens due to conflicts in assembly definitions or other project settings when transitioning to a different build configuration. You might need to manually ensure that the RPM SDK, PlayFab SDK, and any other SDKs you’re using have correct assembly definition files and aren’t interfering with each other.

We also recommend reaching out to PlayFab to see if they have any additional insights into this issue.