Comments (9)
Hey @Fatorin, thanks for reaching out. The player session should remain after a successful login, there should be no need for a relogin. That said, I've tested this out with our quickstart-unity and it seems to work correctly. There might be a configuration issue on your side, you could test out our quickstart to get a code reference on how this is setup. Make sure your code is monitoring the StateChanged
right after initializing Firebase:
e.g.:
protected void InitializeFirebase() {
DebugLog("Setting up Firebase Auth");
auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
auth.StateChanged += AuthStateChanged;
}
Also could you check if you allowed the permission to store the credentials in the Apple Keychain? There should be sort of a pop up dialog asking for this permission when you log in the first time.
Let me know if this helps!
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That is an interesting issue. Thank you for sharing how you were able to resolve this, @Fatorin. I'm glad you were able to work around it.
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I couldn't figure out how to label this issue, so I've labeled it for a human to triage. Hang tight.
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@argzdev Thank you for your reply. I encountered an error message when Firebase was saving credentials.
SaveUserData: Error -67030 adding com.xxxx.oooooooo.xxxxxbeta.F2TvZ5cmdn8.firebase.auth/__FIRAPP_DEFAULT: invalid Info.plist (plist or signature have been modified)
Probably this Info.plist file only works on iOS. Maybe I should manually modify the Info.plist file to use it on macOS?
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From my understanding, this type of issue "Invalid Info.plist" can only occur whenever the app is code signed. Does the issue happen after building the macOS version prior to code signing? Or after you've performed code sign on your app?
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I built the macOS development version on M1, but I didn't use code signing for my application because I wanted to test if login functionality works first. Should I do it?
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That's interesting, is the issue present when simply testing in the Unity Editor? or when you've built and run the app? I'm testing on an intel machine so that could be why I'm unable to reproduce the same behavior.
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When I run my game and login on Unity Editor, Firebase does not output any error messages.
Even after I restart the game, it also can auto-relogin, just as I expected.
However, if I build the application for the Apple Silicon version, I will get an error message when I successfully login.
But I can't auto-relogin when I restart the game.
Unfortunately, I don't have an Intel machine to try the Intel 64-bit version.
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I found the same problem in an old issue. I should sign my application and update the Xcode project settings.
Issue
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