Learn How to Create a Basic Login
we will continue our series on how to use PlayFab in Unity 3D. I will teach you how to allow the users of your game login to there PlayFab account for your game. Players will be able to register and log in to your game using an email and password. If they haven’t logged in to your game before then the code in this tutorial register the player automatically.
PlayFab Doc: https://api.playfab.com/docs/getting-started/unity-getting-started
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Tutorial Setup
Welcome back to infoGamer, After this lesson you should have a working registration and login system for your game. To get started we will first create a new C# script. We can add this to a new folder called scripts and we will call it PlayFabLogin. We will then open our script in Visual Studio.
Login Basics
Once inside our script we will replace the start and update function with the script that can be found in the PlayFab Documentation link above or as I have pasted it here:
using PlayFab; using PlayFab.ClientModels; using UnityEngine; public class PlayFabLogin : MonoBehaviour { public void Start() { //Note: Setting title Id here can be skipped if you have set the value in Editor Extensions already. if (string.IsNullOrEmpty(PlayFabSettings.TitleId)){ PlayFabSettings.TitleId = "144"; // Please change this value to your own titleId from PlayFab Game Manager } var request = new LoginWithCustomIDRequest { CustomId = "GettingStartedGuide", CreateAccount = true}; PlayFabClientAPI.LoginWithCustomID(request, OnLoginSuccess, OnLoginFailure); } private void OnLoginSuccess(LoginResult result) { Debug.Log("Congratulations, you made your first successful API call!"); } private void OnLoginFailure(PlayFabError error) { Debug.LogWarning("Something went wrong with your first API call. :("); Debug.LogError("Here's some debug information:"); Debug.LogError(error.GenerateErrorReport()); } }
Now if we want we could go back to Unity and test out this script to make sure it is working. You will want to create a new empty game object rename it to PlayFabLogin and we will attach our script to this object in the inspector. After clicking player you should receive a message in the console that says “Congratulations, you have made your first successful API call!”
Customize Script
Now we are not quite done yet, we need to customize our PlayFabLogin script so that it will work with a player’s Email, Username, and Password. To do this we will comment out the last to lines of our start function and we will create a new HTTP POST request. The request we will use is called LoginWithEmailAddressRequest.
We will then create some new variables up at the top of our script for holding the player’s personal information. We will then pass these variables into our request and finally, we will send our request.
We will then create some public function that we can pair to some input field which we will use to receive the player’s input to register and log them into their accounts. We will need one for Email, Username, and Password. Finally, we will need to create a public function that we can pair to a submit button. Inside this function, we will copy and paste our login request function.
We then need to create and register request when we fail to login. Player’s will fail to login in if they have not registered. We can add this code to the callback function for login failures.
If we successfully register a player or successfully log them into their PlayFab account then we want to save their login information. This way we can automatically log them in if there return to our application.
Working in Unity
Now that we are done with our code we can save our script and return to Unity. In Unity, we need to create our Registration/Login panel. We will need three UI input fields and one UI button. You will then need to pair the different input functions we create.
Test your Project
We can now test our game. In player mode, you should now be able to fill out the input fields and click submit. If everything is working properly you should see the Login panel disappear. In the console, you should see a number of different debug messages telling you it was a success. If you restart your game, your game should automatically log you into your PlayFab account.
This is everything we will cover in this lesson. I hope you enjoy it. If you did leave like and a comment. Also please give us a sub.
Watch How To Create a Basic Login System
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PlayFabLogin.cs
using PlayFab; using PlayFab.ClientModels; using UnityEngine; using PlayFab.DataModels; using PlayFab.ProfilesModels; using System.Collections.Generic; public class PlayFabController : MonoBehaviour { private string userEmail; private string userPassword; private string username; public GameObject loginPanel; public void Start() { //Note: Setting title Id here can be skipped if you have set the value in Editor Extensions already. if (string.IsNullOrEmpty(PlayFabSettings.TitleId)) { PlayFabSettings.TitleId = "8741"; // Please change this value to your own titleId from PlayFab Game Manager } //PlayerPrefs.DeleteAll(); //var request = new LoginWithCustomIDRequest { CustomId = "GettingStartedGuide", CreateAccount = true }; //PlayFabClientAPI.LoginWithCustomID(request, OnLoginSuccess, OnLoginFailure); if (PlayerPrefs.HasKey("EMAIL")) { userEmail = PlayerPrefs.GetString("EMAIL"); userPassword = PlayerPrefs.GetString("PASSWORD"); var request = new LoginWithEmailAddressRequest { Email = userEmail, Password = userPassword }; PlayFabClientAPI.LoginWithEmailAddress(request, OnLoginSuccess, OnLoginFailure); } } #region Login private void OnLoginSuccess(LoginResult result) { Debug.Log("Congratulations, you made your first successful API call!"); PlayerPrefs.SetString("EMAIL", userEmail); PlayerPrefs.SetString("PASSWORD", userPassword); loginPanel.SetActive(false); } private void OnRegisterSuccess(RegisterPlayFabUserResult result) { Debug.Log("Congratulations, you made your first successful API call!"); PlayerPrefs.SetString("EMAIL", userEmail); PlayerPrefs.SetString("PASSWORD", userPassword); loginPanel.SetActive(false); } private void OnLoginFailure(PlayFabError error) { var registerRequest = new RegisterPlayFabUserRequest { Email = userEmail, Password = userPassword, Username = username }; PlayFabClientAPI.RegisterPlayFabUser(registerRequest, OnRegisterSuccess, OnRegisterFailure); } private void OnLoginMobileFailure(PlayFabError error) { Debug.Log(error.GenerateErrorReport()); } private void OnRegisterFailure(PlayFabError error) { Debug.LogError(error.GenerateErrorReport()); } public void GetUserEmail(string emailIn) { userEmail = emailIn; } public void GetUserPassword(string passwordIn) { userPassword = passwordIn; } public void GetUsername(string usernameIn) { username = usernameIn; } public void OnClickLogin() { var request = new LoginWithEmailAddressRequest { Email = userEmail, Password = userPassword }; PlayFabClientAPI.LoginWithEmailAddress(request, OnLoginSuccess, OnLoginFailure); } }
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }