Our SDK supports Social Sign In using OIDC with the implicit flow.
Currently supported OIDC providers include:
Stop! Have you configured your OIDC providers in the Builder using the instructions linked above? Have you added your client id(s) to the SequenceConfig scriptable object in your Resources folder?
Once the user successfully signs in, an idToken is returned via deep link to the application.
In order to enable deep linking, we must register a custom URL scheme for our application. There are some platform specific requirements to set this up.
Editor
For social sign in to work in the editor, you will need to deploy a simple server on your local machine. We provide a sample implementation here.
To deploy this sample server, please perform the following.
- Download and install Go: https://go.dev/dl/
- Open a terminal/command prompt and verify your installation by typing
- Create a directory for your go project and a main.go file
mkdir myUnityServer
cd myUnityServer
touch main.go
- Copy + paste the gist into the main.go
- Initialize the project by creating a go module
go mod init myUnityServer
- Run the server
- You should see
Server listening on port 8080 printed to your terminal/command prompt
If you choose to deploy the server to somewhere else (a different port, a public server, etc.), you’ll want to change the OpenIdAuthenticator.RedirectUrl in your code before initiating the sign in process
OpenIdAuthenticator.InjectRedirectUrl("the url for your deployed server");
Note: you’ll want to use a web client for your social sign in provider with http://localhost:8080/ (or your server url) whitelisted as a redirect url under Standalone Platforms in SequenceConfig
iOS
Sign in with Apple
This SDK supports native Sign in with Apple via the popular apple-signin-unity package. This requires the Sign in with Apple capability in XCode in order to function. Provided you have imported the Setup scripts via Package Manager > Samples and/or have SignInWithApplePostprocessor.cs under an Editor subfolder, this capability will be added to your XCode builds automatically.
Please be aware that this capability is not supported by Personal Teams.
All other social platforms are supported by default, just be sure to add your client IDs in SequenceConfig.
MacOS
- Open the Windows/Mac/Linux Player Settings window (menu: Edit > Project Settings > Player Settings, then select Windows/Mac/Linux).
- Select
Other Settings, then scroll down to Mac Configuration.
- Expand the
Supported URL schemes section, and add 1 to the size.
- In the new
Element N field, enter the URL scheme you’ve configured in SequenceConfig.
No additional steps required.
When configuring your social sign in
web client credentials with Google (for example) for desktop platforms (and Android), you’ll want to whitelist
https://api.sequence.app/oauth/callback as “Authorized redirect URIs”
Android
- In the Project window, browse to
Assets > Plugins > Android.
a) Note: in Unity versions 2021.2 and up this path doesn’t exist by default. Please navigate to Edit > Project Settings > Player and under the Android Publishing Settings, enable Custom Main Manifest in the Build section. See https://docs.unity3d.com/Manual/deep-linking-android.html for more info.
- If it doesn’t already exist, create a new file and name it
AndroidManifest.xml.
- Paste the following XML into the file, or, if you already have one, add the new keys from this XML to it.
- Make sure to replace ‘sdk-powered-by-sequence’ with the Url Scheme you set in
SequenceConfig
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
>
<application>
<activity
android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="sdk-powered-by-sequence"/> <!-- substitute 'sdk-powered-by-sequence' with the Url Scheme you set in `SequenceConfig` -->
</intent-filter>
</activity>
</application>
</manifest>
b) Note: Unity 2022 versions prior to 2022.3.7f1 and 2023 versions prior to 2023.1.7f1, 2023.2.0b3, or 2023.3.0a1 contain a bug with Android deep-linking. Please use this XML instead.
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
>
<application>
<activity
android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="sdk-powered-by-sequence"/> <!-- substitute 'sdk-powered-by-sequence' with the Url Scheme you set in `SequenceConfig` -->
</intent-filter>
</activity>
</application>
</manifest>
i.e. add <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> after your first intent-filter. Please see https://forum.unity.com/threads/deep-linking-in-unity-2022-the-app-is-restarted.1447300/ for more info.
The URL Scheme in your AndroidManifest and SequenceConfig should be all lowercase.
If you’re working with Unity 6, you may need to replace UnityPlayerActivity in your AndroidManifest with UnityPlayerGameActivity! You may also need to replace your android:theme; we’ve found “@style/BaseUnityGameActivityTheme” works well in our testing.
Web
Social sign in on Web platforms uses React via the WebGLTemplate found under WebGLTemplates/SequenceReact. This has been validated on WebGL and WebGPU. To learn how to enable WebGPU in Unity, please see this forum post.
Please note that Google is the only OIDC provider currently supported on Web platforms by our default SequenceReact WebGLTemplate; however, you are welcome to expand upon it to add support for the other OIDC providers supported by our API.
One-time setup
Drag this WebGLTemplates folder under Assets (or just drag the SequenceReact template into your existing WebGLTemplates folder is you already have one) such that you have Assets/WebGLTemplates/SequenceReact.
It is very important that your WebGLTemplates are at Assets/WebGLTemplates. Much like the Plugins folder, if they aren’t in this exact location, Unity will not pick them up!
Once you’ve added the SequenceReact template, you’ll want to restart the editor so that Unity picks up your newly added template.
From here, you can select the template under Project Settings > Player Settings > Resolution and Presentation.
Building
After the one time setup, when you build your Unity project on Web platforms it will be built as part of a React project.
- Open up a command line at the root of your new build
- Install pnpm if you don’t already have it
pnpm install to install dependancies
pnpm dev to run the project on your localhost (defaulting to port 4444 - configurable in SequenceReact/package.json)
- Open http://localhost:4444
When building your WebGL app, if you are using any
Compression Format (e.g. Gzip or Brotli), it is recommended to enable
Decompression Fallback under
Player Settings > Publishing Settings. Learn more about WebGL deployment here:
https://docs.unity3d.com/Manual/webgl-deploying.html
When configuring your social sign in credentials with Google (for example), you’ll want to whitelist
http://localhost:4444 and your game’s eventual hosted URL as “Authorized Javascript origins”
Don’t forget to subscribe to the SequenceWallet.OnWalletCreated event to receive your newly created wallet!