-
Notifications
You must be signed in to change notification settings - Fork 207
Watson Unity SDK v2.3.0 #393
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
Release candidate revisions
…dme-vr revise vr endpoint, add a note on changing vr endpoints
… default to the non-iam visual recognition url
…isualrecognition-instances Support CF visual recognition instances
…delete-user-data-stt-tts Delete User Data in Speech to Text, Text to Speech and Visual Recognition
… - running tests locally for now
Merge in RC 2.3.0 changes
README.md
Outdated
@@ -133,6 +135,21 @@ private void OnFail(RESTConnector.Error error, Dictionary<string, object> custom | |||
} | |||
``` | |||
|
|||
### Authentication for Visual Recognition | |||
Note there are different endpoints for authenticating a Visual Recognition instance depending on if you are authenticating using IAM or apikey. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thinking out loud here, this can be confusing for VR actually because we used to have an api_key
pre-IAM days and now we have apikey
in credentials and apikey
word can confuse users.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Ah good catch! This needs to be removed since we handle this internally based on if they authenticate using apikey or tokenOptions
Summary
This pull request fixes IAM support in Visual Recognition. Also we use non region-specific URL for the IAM Url. Additionally, when authenticating Visual Recognition with an apikey rather than IAM, the default URL is set to the correct endpiont. Finally, I abstracted
DeleteUserData()
for Speech to Text, Text to Speech and Visual Recognition.I also disabled the Travis Build and Test scripts until I can investigate Unity's issues running headless in Travis.