Hi there, I've just migrated from RemoteSettings to RemoteConfig and have stumbled across (what I believe are) a few issues along the way. 1) I setup the config data using the web dashboard, but initially struggled trying to create an environment called Development. It wasn't until I created a dummy one then installed the package in the game, that the built-in Development & Release environments were auto-created (and subsequently appeared in the dashboard) 2) The RemoteConfig docs below reference RemoteConfigSettings but if I'm not mistaken that's part of the old RemoteSettings API that requires Unity Analytics. Hopefully just a docs typo? https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/CodeIntegration.html 3) The docs states that games running in the editor will always use the Development environment. But for me it's always honouring the default environment in the editor (in this case Release). If I switch the default environment, this is then used next time the game runs (in the editor) 4) I was expecting the FetchCompleted event to fire in the following order Defaults -> Cache -> Remote but all I ever see reported is Remote. Even if I disable the network connection, it still reports Remote but with a Failed status. Is this intended behaviour? 5) I setup configs for each environment (called Default Config) but this doesn't show up in the editor UI. All I see is Settings Config 6) Is there a way to change config names? 7) I assume that no rules is ok and in-effect means all players? Using 1.2.0 (preview 4) the fetch code is like so... Code (CSharp): ConfigManager.FetchConfigs(null, null); And settings are retrieved like so... Code (CSharp): ConfigManager.appConfig.GetBool(<name>, <default>) Any help would be greatly appreciated. Many thanks!