quickstart-unity | Firebase Quickstart Samples for Unity | Authentication library
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Firebase Quickstart Samples for Unity
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QUESTION
My goal is to build a WebGL game in Unity that has a specific form and upon submission that form posts data into one of the Firebase storage solutions. After reading this article, it's clear to me I need to use Cloud Firestore instead of Realtime Database. Good news is that as of of March 2020, one of the team members wrote,
we released Firebase Unity SDK 6.12.0 which includes an alpha release of Firestore.
Thing is, Firebase's Unity SDK isn't for WebGL builds and, for someone going through that thought process, could use Firebase JS SDK (spam alert). From looking at the release notes, one can see that Firebase JS SDK supports Firestore and so this has all the conditions in place for a quick solution.
So, I've gone to Firebase console, created a project, a Web app to use Firebase JS SDK and this process gave as output the following code
...ANSWER
Answered 2020-Aug-07 at 19:18Let's say you want a form that receives as input
- String
- Number
- Text from the user
In your Firestore console, create a collection and give it a name (like formDataTree), give an autoID and add the fields
- strVal
- intVal
- webVal
Then, I would put those scripts at the bottom of the head tag in your WebGL template. So, create a folder in Assets named WebGLTemplates, and a folder named New Template (or whatever name you will) and add an index.html there.
According to the documentation, this index.html should be similar to
QUESTION
I am trying to make Firebase Unity SDK work on iOS 13 device. I was able to build the project, but the issue is I am not able sign up or authenticate user.
Steps to Reproduce: (What I did)
- Downloaded quickstart-unity/auth/testapp project
- Opened in Unity 2019.2.20f1 with iOS platform
- Changed Bundle ID to the one I have registered in Firebase Console
- Put GoogleService-Info.plist under Assets/Firebase folder
- Set Resolver iOS settings option Add CocoaPods to the Xcode project
- Imported the latest Firebase Auth package 6.10.0 from dotnet4 folder to the project
- Did build
What I see in Xcode project:
- PodFile content looks like this:
ANSWER
Answered 2020-Feb-06 at 09:05you need to check your Xcode Info.Plist file there need to add key for google login. Link
also see your logs line 3 need to remove one key.
QUESTION
I am migrating my app from using Google Analytics to Google Analytics for Firebase.
I setup a Firebase project like explained in the tutorial https://firebase.google.com/docs/android/setup. Then I setup Analytics like this: https://firebase.google.com/docs/analytics/android/start/
I enalbed looging using:
...ANSWER
Answered 2019-Oct-01 at 17:17I ended up making it work, but not sure which of the following changes did the trick.
Changes made:
- In Firebase console, in Project settings > General, I added the SHA certificate fingerprint, which wasn't there before:
- Downloaded the new google-services.json, replaced it in the project and added the following keys in "services":
- Removed
form the AndroidManifest.xml
Also, even having the previous points in as described, sometimes I could get these errors on my development device... After spending some time on it, I erased the application data from the system settings and it start sending the events again.
QUESTION
Is there any way to activate the Firebase Events DebugView in Unity or even just to log an event without the use of a real/virtual device (use it with a PC application)?
I can use Storage, Realtime Database and the Auth with no problem, but when I try to use the Firebase Analytics to Log events, nothing happens. I've even tried the quick-start sample with no success.
Is it possible or I can only use it with a device?
...ANSWER
Answered 2019-Mar-14 at 05:25Firebase very few services only support Desktop/Editor version. Unfortunately Analytics will not support it. you need to build on device and debug in Xcode/Android studio
https://firebase.google.com/docs/unity/setup - please see last 2 paragraph
QUESTION
So recently I have been trouble trying to write/read data on the Firebase via Unity. I have had experience with working with Firebase on Java(in Android Studio), and I am currently getting to know how to use it on Unity in C#.
I did have an error before where I could not get a handshake to the firebase database and this solved kind of solved my problem, which leads me to this error I am getting. So currently I'm using Unity 2018.2.10f1 and the Firebase SDK 5.3.0 and the quick-start from Github. The Error I'm getting is
...ANSWER
Answered 2019-Jan-23 at 05:14I have received the same error in While using Firebase.database. Go to your Inspector Search For
Firebase.Database . You may found 3 Firebase.Database in unity Inspector.
Found the Firebase.database in plugins/ios.
enable the Editor support and ios
and save it. and deselect the editor support and ios in another 2 firebase.database.
and save it.
your error will be solved.
QUESTION
I'm working on Unity 2017.2.0f3 and Firebase SDK 4.2.1 it work when I run it on PC in Unity Editor environment, when I build it to apk and run it on Android devices, Firebase give me an error.
My code:
...ANSWER
Answered 2017-Dec-20 at 10:40Well... I made couple mistakes, finally I fixed. For some reason it is not enough have setting up the service account on you project to read/write data from Firebase Real-time Database. It works on Unity Editor when you run the game. But when you isntall the APK on mobile device (Android), App(Game) has to authenticate a valid Firebase user
I created a user signing method EMAIL/PASSWORD on Firebase console. then I did the authentication on may app using Firabase Authetication Unity Package, and Voila...it works. When user is been authenticate on Firebase, the Firebase system automatically change the Real-time database rules to TRUE
QUESTION
I have tried the messaging app from quickstart-unity-master and it was working fine on it's own but when I have added the Facebook plugin the following happened:
The firebase FCM is initializing successfully but I am no longer receiving the OnMessageReceived
and OnTokenReceived
.
It has probably something to do with the com.google.firebase.MessagingUnityPlayerActivity
activity not receiving the events, but I am not sure what is wrong since the Android manifest is still the same after adding facebook.
I am using facebook 7.10.1
Here is my android manifest
...ANSWER
Answered 2018-Jan-29 at 21:03the issue was some missing dependencies, at first i only included what is needed by both SDK and tried them separately and they worked, but together didn't work for some reason;
the solution was to switch the build system from internal to gradle , then you don't have to worry about the max DEX methods and you can let the google play resolver download all the needed JAR and AAR;
QUESTION
I am integrating Firebase-Analytics for my unity project. During Firebase initialisation I have to call this method as shown in the official quickstart example project.
// Set the user ID.
FirebaseAnalytics.SetUserId("uber_user_510");
How can I get this user ID for both Android & iOS platform in my Unity project?
From the official documentation:
public void setUserId (String id)
Sets the user ID property.
Parameters: The user ID to ascribe to the user of this app on this device, which must be non-empty and no more than 36 characters long. Setting the ID to null removes the user ID.
...ANSWER
Answered 2017-Apr-21 at 16:27You don't have to call setUserID
. Firebase Analytics will work just fine without it. And it's value can be whatever you want.
The setUserId
call is really there for developers who are, say, analyzing their Firebase Analytics data in BigQuery and want to merge session data in cases where the same user is playing their game on multiple devices. And so they might make this call using some internal userID that they've created on their side. (Although our lawyers would like me to remind you that this userID should be created in accordance with Google's privacy policy)
If that's something you're not interested in doing, or want to put off until later, it's perfectly fine to simply leave off this call.
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