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Add custom chains for WebGL builds not supported by AppKit #45
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Hey! Viem is a popular library, so having your chain config in Viem exposes it to many other projects, not only our AppKit. Using chain configs from Viem reduces the possibility of misconfiguration, but you're absolutely right that it shouldn't be the only way. I'll add support for custom on WebGl 🙌 |
Thank you for the promising update plan. I have one more question. I'm not a web expert so I may not know. For WebGL, it seems that we get the chain information by importing [email protected] into the jslib file. If we make a pull request to VIEM to add the chain, it will be added. If not, I guess we will have to wait for the next update. |
@KingZ-Develop curious - what are you building? |
@arein just ready to build a Web3 game. However, we preparing to collaborate with a chain that hasn't been released yet. We just need a cutom chain for testing and launching. previously working with the MetaMask SDK, but appkit is much better, so I'm thinking of changing SDKs. |
Yes, we need to wait for viem and appkit cdn release before unity package can be updated with the new chain. But don't worry! I'll ship support for custom chains soon 🚀 |
Hello.
I am frustrated while deploying WebGL build after finishing testing in Unity editor.
I found out that Custom chain is not added if it is not in the list of chains managed by AppKit.
Since Web3 game is mainly distributed as WebGL build, chains are continuously being added.
Is there any plan to update so that Custom Chain can be freely added to WebGL as well as Android or iOS?
Even if you look at VIEM project, the number of supported chains continues to increase.
I think managing these chains in AppKit reduces SDK usability.
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