Unity SDK Google Sign-In, Auth and Database for Android, iOS and Windows

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Nicklas Ruiterman

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Nov 10, 2016, 6:24:03 PM11/10/16
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Hello,

Unity game dev that really wants a complete Google Sign-In (with Database) solution for Android, iOS and Windows
adding Windows would really help with testing the full Firebase integration in the Unity Editor
Is this something that's planned?

Cheers,
Nicklas

Stewart Miles

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Nov 10, 2016, 6:33:21 PM11/10/16
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The Unity SDK is available at https://firebase.google.com/docs/unity/setup .  We don't have a sample that shows Google Sign-in (though it is possible) but we do have a sample that demonstrates e-mail / password and anonymous sign-in with the Database for Android and iOS (see https://github.com/firebase/quickstart-unity/tree/master/database/testapp).  We have Windows support for testing, though it requires a bit more setup (see https://firebase.google.com/docs/database/unity/start).

Cheers,
Stewart

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Nicklas Ruiterman

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Nov 11, 2016, 12:43:24 AM11/11/16
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Hey Stewart, Thank you for the links.
I've been able to test out the Database in the Unity Editor on Windows
but only with the Database rules set to public and not using the "Editor Setup for restricted access." instructions
I started a support ticket yesterday with Nat [8-5620000014248]

Very much interested in Sign-In, Authentication and Database
So there are no current plans to support Sign-In and Authentication in the Unity Editor on Windows or the Unity build targets Windows Store and/or Windows Standalone?


On Friday, November 11, 2016 at 12:33:21 PM UTC+13, Stewart Miles wrote:
The Unity SDK is available at https://firebase.google.com/docs/unity/setup .  We don't have a sample that shows Google Sign-in (though it is possible) but we do have a sample that demonstrates e-mail / password and anonymous sign-in with the Database for Android and iOS (see https://github.com/firebase/quickstart-unity/tree/master/database/testapp).  We have Windows support for testing, though it requires a bit more setup (see https://firebase.google.com/docs/database/unity/start).

Cheers,
Stewart
On Thu, Nov 10, 2016 at 3:06 PM, Nicklas Ruiterman <avol...@gmail.com> wrote:
Hello,

Unity game dev that really wants a complete Google Sign-In (with Database) solution for Android, iOS and Windows
adding Windows would really help with testing the full Firebase integration in the Unity Editor
Is this something that's planned?

Cheers,
Nicklas

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Stewart Miles

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Nov 11, 2016, 2:08:36 PM11/11/16
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That correct, we currently aren't planning to support Firebase Auth in the Unity Editor.  As with any engineering effort, there are a load of different directions we could go but we need to focus on the top requirements for our users.  If enough folks start asking for editor / desktop support for Firebase Auth then we may reconsider where we spend our development resources.

Cheers,
Stewart

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Nicklas Ruiterman

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Nov 11, 2016, 8:43:25 PM11/11/16
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Thanks for clarifying; there's nothing I've tested that comes close to Firebase Realtime Database, so I'll focus on what's supported.


I've run into an issue setting Whole Number Doubles [6-4297000014241]
that first trigger a ValueChanged event as a double (expected)
and then trigger a second ValueChanged event as a long (not expected)
then if you get the value it's a long and not a double


Benjamin Wulfe

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Nov 11, 2016, 9:20:30 PM11/11/16
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Hey Nicklas, glad to look into this.  
So the problem you are seeing is that occasionally for double values that are set, you actually get long values in valuechanged?
You've already opened a support case for this? (6-4297000014241 is your reference #?)

Nicklas Ruiterman

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Nov 12, 2016, 2:51:03 PM11/12/16
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Hey Benjamin, yes that's my support ref, Thank You :)
I've only tested 0d and 1d, but it's my assumption that it always happens for Whole Number Doubles 
triggering 2 ValueChanged events
the last one returning the int64/long version of the number value

Benjamin Wulfe

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Nov 23, 2016, 12:15:26 AM11/23/16
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Nicklas, just to update you here.  We are currently looking into this issue and it is not unique to Unity.  We do not have a planned date for a fix yet, but we are considering options.  I will let you know when we have something concrete.

Nicklas Ruiterman

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Nov 23, 2016, 11:11:06 AM11/23/16
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Thanks for letting me know Benjamin.
I've learn't that i need to use a System.Convert function rather than a direct cast when on the object level

small documentation suggestion:
i think making a note to Unity devs about how Threads operate outside the scope of "Unity's Magic Methods" and will need try{}catch{} if one wants exceptions reported to the console

Benjamin Wulfe

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Nov 23, 2016, 12:59:34 PM11/23/16
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Thanks for the suggestion.  I'll do a pass on all firebase database callbacks to ensure exceptions are getting displayed properly.
Developers should not have to try/catch themselves.  Also using Convert is a great idea and we'll consider adding that to the docs.
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