Getting Started - Configuring the Plugin
February 10, 2026 ยท View on GitHub
To function, the plugin needs some information from your EOS project. Be sure to read the Epic Documentation on getting started with Epic Online Services.
In the Unity editor, Open EOS Plugin -> EOS Configuration.


Set product settings from Epic Developer Portal
From the Developer Portal, inside your game's Product Settings page, copy the configuration values listed below, and paste them into the similarly named fields in the editor tool window pictured above:
Note
For more detailed information, check out Epic's Documentation on Creating the Platform Interface.
- ProductName
- ProductID
- SandboxID
- DeploymentID
- ClientSecret
- ClientID
There are two other fields in the configuration editor.
ProductVersion is a free-form numeric field, and can use any number.
Warning
The ProductVersion field needs to have some value inside it; it cannot be left empty.
EncryptionKey is used to encrypt uploads to the Player Data Storage and Title Data Storage EOS features. This value should be consistently used whenever uploading or downloading files from these Data Storages.
Note
The Encryption Key is generated automatically for you when you create a set of Client Credentials. To view the key, generate a new one - or set it to a specific value, click on the "Key" button next to the client credentials.
The Encryption Key is used for Player Data Storage and Title Storage.
Click Save All Changes.
Add EOS functionality to your game scene
Navigate to Packages/Epic Online Services for Unity/Runtime via the Project window.
Either:
- Add the
Singletons.prefab, to each of your game's scenes. - Attach
EOSManager.cs (Script)to a Unity object, and it will initialize the plugin with the specified configuration inOnAwake()(this is whatSingletons.prefabdoes).
Note
The included samples already have configuration values set for you to experiment with!