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Hey guys,
Been researching this for many months now on and off. I finally came up with an elegant solution I think.
It will allow stand alone Unity games to launch a Facebook or Google auth popup browser window and once the login is successful the game will then receive the access token a few seconds later. It will feel identical to mobile and web authentication methods, except the process is a bit different. Will be using the OAuth 2.0.
Would anyone make use of this if I was to post it up on the asset store?
This should be useful for games on Steam, Mac App store and Google Chrome App Store. As well as just regular stand alone.
Ill post a demo when I get it fully working.
Edit:
Here are the demo's:
http://socialplay.com/downloads/ReactionPC.zip
http://socialplay.com/downloads/ReactionMac.zip
Thanks!
Screen Shots of the demo process:
![]()
Last edited by AlexZ; 06-19-2012 at 11:11 AM.
That does sound like it would be useful. Though I've never attempted this in a standalone game, I just assumed that using the FB Connect would be a simple matter.
I look forward to seeing a demo of this.
So far so good, If all goes well, should have a demo as early as tomorrow. Although I'm not sure how I will show it off since its a stand alone exe, not as easy as web.
Just thought of an idea. Ill include it in one of my games, as a sort of promotional tool![]()
It works!
Full authentication from stand alone on PC. Going to try Mac next, it should work with no changes.
Demo coming soon
Attached is a cube with my profile picture.
Are you able to authenticate without using web browser?
Hey guys,
Been researching this for many months now on and off. I finally came up with an elegant solution I think.
It will allow stand alone Unity games to launch a Facebook or Google auth popup browser window and once the login is successful the game will then receive the access token a few seconds later. It will feel identical to mobile and web authentication methods, except the process is a bit different. Will be using the OAuth 2.0.
Would anyone make use of this if I was to post it up on the asset store?
This should be useful for games on Steam, Mac App store and Google Chrome App Store. As well as just regular stand alone.
Ill post a demo when I get it fully working.
Love to see this. It would make small games get a larger fan base more quickly because you can advertise online in addition to word of mouth.
It would need a polished interface, customiseability and easy integration into applications to be successful though.
Want an easy way to boot Linux from a USB drives on Mac? Like, you don't need to install or change a thing easy? I thought so. Try Mac Linux USB Loader!(And the forum thread)
Unity v. 3.5.3 Standalone, iOS, Android
Hi, no, that was our first thought of doing it without a web popup, but after research into FB policy, it is currently illegal.
If you notice, all FB authentication on other devices besides PC/Mac, such as Android, and IOS, have a web popup for authentication, with a varying degree of integration or compact-ness. For PC and Mac it is the same idea, except it uses your default browser.
All:
I will be posting a link to a download with one of our games that uses our new method for PC/Mac FB authentication some time later today. I was out of the country last week, sorry for the delay.
Hey guys, as promised here is the stand alone demo.
One for pc and one for mac. Please let me know what you think and if this is worth putting up on the asset store. I made this plugin to allow to submit my game to the Mac app store while working with facebook authentication.
http://socialplay.com/downloads/ReactionPC.zip
http://socialplay.com/downloads/ReactionMac.zip
Thanks!
Last edited by AlexZ; 06-19-2012 at 11:02 AM.
I tested it. And really need to access Facebook from the Web: (
Ideally use this system down, but he is still undergoing testing by the staff of Facebook:
http://developers.facebook.com/docs/...ation/devices/
Working Example:
http://oauth-device-demo.appspot.com/
You need to authenticate from the web? instead of stand alone? there are many options on the asset store to do that already, including my SocialPlay FB .Net Integrator. Or did you mean something else?I tested it. And really need to access Facebook from the Web: (
Ideally use this system down, but he is still undergoing testing by the staff of Facebook:
http://developers.facebook.com/docs/...ation/devices/
Working Example:
http://oauth-device-demo.appspot.com/
I looked into the option of using that device implementation, but i think it is more of a hassle to enter in a code into your game, then to login using a popup browser window.
No, i did was say that your application test need Call the Web-Brownser to authenticate well like all other applications that i already looked.
The best model is this new type that i posted, that can be used in any platform:
http://developers.facebook.com/docs/...ation/devices/
Because, the application dont need call Web-Brownser.
Thus the user is free to access the link anywhere and pick up the small code informed by Facebook to put in the application again.
I see what your saying. But think of it this way, as a user that just wants to login and play, would you rather, manually open your browser page, navigate to the facebook link, copy the code from your game, paste it back into the facebook page, submit it, and then get authenticated?No, i did was say that your application test need Call the Web-Brownser to authenticate well like all other applications that i already looked.
The best model is this new type that i posted, that can be used in any platform:
http://developers.facebook.com/docs/...ation/devices/
Because, the application dont need call Web-Brownser.
Thus the user is free to access the link anywhere and pick up the small code informed by Facebook to put in the application again.
Or, would you rather have the browser launch automatically, hit add app, and be authenticated? Its a much simpler process. The code for devices is intended for systems that do not have a keyboard, such as tv's.
yes, you is correct, in the Computer i prefer have the browser automatically starting.I see what your saying. But think of it this way, as a user that just wants to login and play, would you rather, manually open your browser page, navigate to the facebook link, copy the code from your game, paste it back into the facebook page, submit it, and then get authenticated?
Or, would you rather have the browser launch automatically, hit add app, and be authenticated? Its a much simpler process. The code for devices is intended for systems that do not have a keyboard, such as tv's.
But the Code for Devices is best, because it work to any platform (with or without web-browser), and using the same system. (remembering that this System still dont is working)
Convenient for the developer, not for the user. Probably not a good idea :P
Also keep in mind, my process works with Google as well, which the device method is only for Facebook.
The Google also have the Device Auth by using the same authenticate system: OAuth 2.0
https://developers.google.com/accoun...uth2ForDevices
Oh good point, its OAuth 2.0 standard. Well, I will definitely try it when it comes out, but I'm almost certain it wont be as user friendly. If I make some games for smart tv's I will probably use the device method though.The Google also have the Device Auth by using the same authenticate system: OAuth 2.0
https://developers.google.com/accoun...uth2ForDevices
Any more interest? Not sure if I should spend time putting this on the asset store.
Hi AlexZ,
This looks like a promising project that I'd like to get my hands on. Any idea if it'd work with the Flash build? I ran into a bit of a roadblock trying to pull the auth code into my project from the url that facebook returns, so I have been searching high and low for a solution. If you aren't going to post this in the asset store, could you please at least explain how you achieve this feat?
It should work for flash, but I will test it. I will most likely be putting it up on the asset store, just finishing up a few more things for google login.Hi AlexZ,
This looks like a promising project that I'd like to get my hands on. Any idea if it'd work with the Flash build? I ran into a bit of a roadblock trying to pull the auth code into my project from the url that facebook returns, so I have been searching high and low for a solution. If you aren't going to post this in the asset store, could you please at least explain how you achieve this feat?