Comments (23)
I have good news as far as this bug goes, we do have Game Center support in as of 5.6.0!
--Patrick
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There's not a walkthrough like there are for other sign in providers. You can find the Unity and C++ reference pages on our docs site.
You can also search for "GameCenter" in our sample project to see an example implementation.
I hope that helps in the short term, this comment is not intended as a resolution for the missing documentation but a temporary workaround.
--Patrick
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Hmm, late in this thread. About GameCenter signin, take a look of firebase/quickstart-unity#972 (comment)
And as @Thaina recommended, ContinueWithOnMainThread()
is usually better than ContinueWith()
since the continuation function passed into ContinueWith()
is called from a non-main thread. And Unity usually does not stomach well if any exception is thrown in that function.
Did not hear anything back about SAML yet. Let me change the title a bit for task management sake.
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@Thaina it's on our list of things to do.
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Yeah forgot to close this issue
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I think I need to reopen because I don't see documentation about gamecenter. Also SAML still not supported
https://firebase.google.com/docs/auth/unity/start
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Hi @Thaina, we have Game Center supported as beta now, you can take a look at this doc. We are working on adding documentations for C++ and Unity.
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@cynthiajoan I already try to use it but because it has no document it just hard to blindly use it. And also the SAML still not on it. (signin with email link too)
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@Thaina @cynthiajoan @patm1987 @stewartmiles So Game Center auth has support for Unity? Just no documentation on how to use it? The link doc does not have anything about Unity Plugin.
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By "it shows no identifier in Firebase Auth" do you mean:
CurrentUser.UserId is null
CurrentUser.ProviderId is null
Something's missing in the ProviderData IEnumerable
Something missing in the actual Firebase Console
Something else?
Thanks,
--Patrick
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Thanks for the clarification.
Then my follow up is:
does this occur using the sample app (and if so, can you get us repro steps - this helps a ton to isolate issues like this)?
Is there any useful logging around games center (preferably with LogLevel set to Debug like so: Firebase.FirebaseApp.LogLevel = Firebase.LogLevel.Debug
)? Would you mind sharing your logs?
In your continuation, can you confirm that there is not an exception (or incomplete) result for GetCredentialAsync
or SignInWithCredentialAsync
, and if there is an exception let us know what it is?
Can I confirm that you're using Unity for the mac deploying to iOS using IL2CPP and the latest Firebase Plugin (6.6.0 right now)? It would also help to know Unity Editor, OSX, and iOS versions involved.
I'm sorry to be doing this so late in the thread. Normally this would be the first bits of information we collect, but since this started as a feature request we hadn't had a need to do all of this.
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I am using Unity for mac deploying to iOS using IL2CPP but I am not on the latest currently on the 6.3.0 right now. Would upgrading to 6.6 possibly fix this issue?
Looks like 6.4.0 might have fixed this issue maybe?
Fixed an issue with updated user info not being persisted.
2018.4.11f1 Unity Editor
iOS 9+
Thanks,
Matt
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Awesome, thanks.
If you can upgrade to 6.6, there shouldn't be any breaking or API changes so it should be relatively painless.
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@patm1987 I upgraded to 6.6 but it still doesn't persist the identifier but I did see it in the logs.
I set the log level like you said - Firebase.FirebaseApp.LogLevel = Firebase.LogLevel.Debug
See the logs here - Logs.txt
Like before I am using the following versions
2018.4.11f1 Unity Editor
iOS 9+
Firebase 6.6
GetCredentialAsync- IsComplete Result
SignInWithCredentialAsync - IsComplete Result
No Exceptions
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@patm1987 Have you checked out my logs to see what the problem might be?
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@chkuang-g I am not sure but, do we have SAML sign in in unity as of yet? I think I can't find documentation about it
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Sorry this fell behind!
@programmermattsrum , what do you mean that it doesn't persist the identifier? Do you mean FirebaseAuth.DefaultInstance.CurrentUser
goes to null
between runs (generally you should use this to see if you're still signed in) or are you repeatedly calling Social.localUser.Authenticate
every run?
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Hello,
I have enabled Game Center sign in in my firebase project, added the iOS app and downloaded the related plist file.
I correctly get the credential by calling
Auth.GameCenterAuthProvider.GetCredentialAsync()
it returns valid credential with provider "gc.apple.com".
But then, when I call
SignInWithCredentialAsync(credential).ContinueWith(task => .....
it stays there forever. The logs do not seem having info to help identifying the problem. Any suggestion what I could check?
The same application and the same firebase project work fine with Google Play Games sign in or other authentication methods.
Thanks in advance for any help
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@jalutame Maybe try with ContinueWithOnMainThread
?
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@Thaina thank you so much, you pointed me to the right direction!
At first I tried a custom implementation to run the call in the main thread and it did not work, but then I replaced it by using Firebase.Extensions.TaskExtension and it worked nicely.
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