// Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; }
/* * To Make sure AuthController is a single instance * To Make sure WebCLientID for Google was provided * To Initiate Facebook */ // Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. void Awake() { if (AuthController.authController == null) { AuthController.authController = this; } else { if (AuthController.authController != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); } if (webClientId != string.Empty) { m_configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; } else { Debug.Log("webClientId not provided"); } FB.Init(InitCallBack, OnHideUnity); }
private void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; CheckFirebaseDependencies(); }
//called before the start void Awake() { Debug.Log("Awake"); configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; }
private void Awake() { //RequestEmail is true if you want to get the email adress, else false. configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; CheckFirebaseDependencies(); }
// Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. private void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = Constants.WEB_CLIENT_ID, RequestIdToken = true }; }
public void Init() { //Setup for Google Sign In configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; }
public GoogleAuthorization(string webClientId) { _configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true, RequestEmail = true, UseGameSignIn = false }; }
private void Awake() { auth = FirebaseAuth.DefaultInstance; configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; }
void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = WebClientId, RequestIdToken = true }; auth = Firebase.Auth.FirebaseAuth.DefaultInstance; }
// Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. void Awake() { configuration = new GoogleSignInConfiguration { RequestIdToken = true, // Copy this value from the google-service.json file. // oauth_client with type == 3 WebClientId = "332220285053-ie7cb8m82ngokg09jar5fc722cq696lu.apps.googleusercontent.com" }; }
void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = WebID, RequestEmail = true, RequestIdToken = true }; }
private void Awake() { #if UNITY_ANDROID && !UNITY_EDITOR configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; #endif }
// Start is called before the first frame update private void Awake() { webClientId = Setting.GetGoogleToken(); configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); signin.onClick.AddListener(OnSignIn); }
// Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true, UseGameSignIn = false, RequestAuthCode = false, RequestEmail = true }; }
// Initialize Google Sign In SDK private void InitializeGoogleSignIn() { // Create configuration for Google Sign In SDK googleConfiguration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; Debug.Log("Google SDK Initialized"); }
// Can be set via the property inspector in the Editor. void Awake() { configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true, UseGameSignIn = false, RequestEmail = true, RequestProfile = true, ForceTokenRefresh = true, }; }
// Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. protected void Awake() { // 페이스북 초기화 FB.Init(); // 구글 초기화 configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; }
//1015055125254-51e7vqcpp0j3r29l6dnbpngmrvb9ruc9.apps.googleusercontent.com //com.googleusercontent.apps.1015055125254-51e7vqcpp0j3r29l6dnbpngmrvb9ruc9 // Start is called before the first frame update void Start() { BCConfig._bc.SetAlwaysAllowProfileSwitch(true); BCConfig._bc.Client.EnableLogging(true); status = GameObject.Find("Status").GetComponent <Text>(); configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; statusText = "Setup!\n" + webClientId; }
// Start is called before the first frame update void Start() { //allow the people who sign in to change profiles. BCConfig._bc.SetAlwaysAllowProfileSwitch(true); BCConfig._bc.Client.EnableLogging(true); status = GameObject.Find("Status").GetComponent <Text>(); configuration = configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true, RequestAuthCode = true }; }
void Awake() { GoogleSignManager.Instance = this; configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; if (ProgressCircle == null && ProgressCirclePrefab != null) { ProgressCircle = Instantiate(ProgressCirclePrefab, this.transform); ProgressCircle.transform.localPosition = Vector3.zero; ProgressCircle.gameObject.SetActive(false); } CheckFirebaseDependencies(); }
// Use this for initialization void Start() { //allow the people who sign in to change profiles. BCConfig._bc.SetAlwaysAllowProfileSwitch(true); BCConfig._bc.Client.EnableLogging(true); //unity's ugly way to look for gameobjects status = GameObject.Find("Status").GetComponent <Text>(); configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true, //auth code is not needed for OpenId authentication RequestAuthCode = true }; }
// Defer the configuration creation until Awake so the web Client ID // Can be set via the property inspector in the Editor. void Awake() { auth = Firebase.Auth.FirebaseAuth.DefaultInstance; #if UNITY_ANDROID if (GoogleSignIn.Configuration == null) { configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestIdToken = true }; } #endif //auth.StateChanged += AuthStateChanged; //AuthStateChanged(this, null); }
private void Awake() { /* Google Initializations */ configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; CheckFirebaseDependencies(); // Don't add this when you are running the game in the editor /* Facebook Initializations */ if (!(FB.IsInitialized)) { // Initiliaze the facebook sdk FB.Init(InitCallback, OnHideUnity); } else { // Already initialized, signal an app activation event FB.ActivateApp(); } Debug.Log(FB.Android.KeyHash); }
public void Configure(GoogleSignInConfiguration configuration) { if (configuration != null) { List <string> scopes = new List <string>(); if (configuration.AdditionalScopes != null) { scopes.AddRange(configuration.AdditionalScopes); } GoogleSignIn_Configure(SelfPtr(), configuration.UseGameSignIn, configuration.WebClientId, configuration.RequestAuthCode, configuration.ForceTokenRefresh, configuration.RequestEmail, configuration.RequestIdToken, configuration.HidePopups, scopes.ToArray(), scopes.Count, configuration.AccountName); } }
void Start() { auth = Firebase.Auth.FirebaseAuth.DefaultInstance; configuration = new GoogleSignInConfiguration() { WebClientId = clientID, RequestIdToken = true }; // dataManager = FindObjectOfType<UserDataManager>(); //check for data Debug.Log(Application.persistentDataPath); if (File.Exists(Application.persistentDataPath + "/userdata.data")) { googlesignin(); //alreadySignedIn = true; //LoadUserData(); Debug.Log("Pre existing user.."); } DontDestroyOnLoad(gameObject); }
internal GoogleSignInImpl(GoogleSignInConfiguration configuration) : base(GoogleSignIn_Create(GetPlayerActivity())) { Configure(configuration); }