Hello, I've just updated Remote Config to 3.1.3 (from 2.1.2) which ultimately requires that I start to use Unity Authentication. I was already using UnityServices.InitializeAsync (for the new Analytics) so it was fairly easy to implement. So I updated to Authentication 2.0.0 and using AuthenticationService.Instance.SignInAnonymouslyAsync() noticed the following... 1. Device Online 2. Open Game 3. UnityServices.InitializeAsync() -> Success 4. AuthenticationService.Instance.SignInAnonymouslyAsync() -> (IsSignedIn = True, PlayerId = XYZ, AccessToken = XYZ, SessionTokenExists = True) 5. Exit Game 6. Device Offline 7. Open Game 8. UnityServices.InitializeAsync() -> Success 9. AuthenticationService.Instance.SignInAnonymouslyAsync() -> (IsSignedIn = False, Player Id = XYZ, AccessToken = <Null>, SessionTokenExists = True) Firstly, why is Anonymous Authentication not signing in when offline? The credentials appear to be cached (in PlayerPrefs) and the Player Id & Session Token are persisting, although the Access Token is not (what is the difference!?) Secondly SignInAnonymouslyAsync is throwing numerous errors when offline (stalling the player) which is not ideal. Because Authentication is not signing in, it's also backing up other sub-systems (i.e. Remote Config) as that requires a sign-in. Surely Remote Config could just sign-in using cached credentials and then report cached\default values? Although maybe that's a question for the RC forum. Something doesn't feel right here. I would expect consistent behaviour even when offline (if cached) Any help would be much appreciated.