Posted on

How to Use PlayFab in Unity 3D: Player Statistics (Lesson 4)

Learn to Save Data to the Cloud

For this lesson, we will teach you how to set player statistics with the PlayFab plugin. This is one of the ways to save player data to the cloud and associate the data to the player’s account.

PlayFab Doc: https://api.playfab.com/docs/tutorials/landing-players/player-statistics

Hey, welcome back to Info Gamer. We will be continuing on with part 4 of our PlayFab tutorial series. In the last lesson, we talked about Authenticating players on different platforms like Android and iOS. In this video, we will teach you how to save player data and statistics to the Playfab cloud.

Tutorial Setup

This first thing that we will do in this lesson has changed the name of our PlayFabLogin script and class. We will change it to PlayFabController. Next, we will organize our script by putting all of the functions related to the player’s login into a region that we can then collapse.

Now, before we get into the code I need to mention that the PlayFab plugin is all built upon what is called HTTP POST requests and JSON files to send and save player data to the cloud. If you are familiar with networking or web development then you should know all about HTTP Post requests but if you are not just know that it is a very common method used to send data across the internet.

Creating Variables

Now that you know more about using the PlayFab SDK we can start programming. First, we will create some variables to hold the different statistics of the player. These variables need to be 32-bit integers and can be any variable that you might need to represent the player’s stats or even the state of the game.

Once you have some variables created you will then need to make it so you can access these variables from anywhere in your game. The easiest way to do this is to create a singleton of your PlayFabController script.

Get and Set Player Statistics

Next, we will need to create a new function for setting the player’s statistics The documentation link to above provides an example of this function. You will want to customize this function so that it sends all of you stat variables in the Update list. We will then create a Get Stats function. You can copy the example functions from the documentation. You will then need to customize the callback function “OnGetStats(),” so that it then sets your state variables with the resulting values. In this step, it is important to use a switch statement to set the correct values.

You will then need to call your GetStat function in all of your call back function from successfully logging in the players. After this, you can save your script.

Before we play the game you will need to go to the PlayFab dashboard of our game. We need to enable client requests to set statistical data. Follow these steps:

– Log into PlayFab
– Click your title
– Select “Settings” from the left-menu
– Select the “API Features” tab
– Find and activate “Allow client to post player statistics”

But please note that doing so disables a security layer for your title, allowing players to post arbitrary scores to all of their statistics. If your game has any competitive play aspect, we would recommend that you never post statistics from the client.

Working in Unity

Once back in Unity you will want to create a new UI button to pair the SetStat function which needs to be a public function. You will do this by adding an OnClick event, drag in the PlayFabController object from your hierarchy. Then you the drop-down menu to select the SetStats function.

Testing your Project

Now you can play your game. After login in, you can select your PlayFabController game object and in the inspector, you can manually set the stats variables. You can then click on your newly created button. this should then send a POST request to the PlayFab cloud where the data will be saved. Now if you restart your game you will notice that the stats variable will automatically be populated with the same value shortly after logging into your PlayFab account.

I hope you enjoyed this lesson and were able to follow along. If you need help, leave your question in the comments below or join our discord. Make sure you subscribe to our channel so you can be up to date on all our latest videos.

Watch How to Cloud Save Player Data

Unlock Code and Member Content

PlayFabController.cs

using PlayFab;
using PlayFab.ClientModels;
using UnityEngine;
using PlayFab.DataModels;
using PlayFab.ProfilesModels;
using System.Collections.Generic;

public class PlayFabController : MonoBehaviour
{
    public static PlayFabController PFC;

    private string userEmail;
    private string userPassword;
    private string username;
    public GameObject loginPanel;
    public GameObject addLoginPanel;
    public GameObject recoverButton;

    private void OnEnable()
    {
        if(PlayFabController.PFC == null)
        {
            PlayFabController.PFC = this;
        }
        else
        {
            if(PlayFabController.PFC != this)
            {
                Destroy(this.gameObject);
            }
        }
        DontDestroyOnLoad(this.gameObject);
    }

    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);
        }
        else
        {
#if UNITY_ANDROID
            var requestAndroid = new LoginWithAndroidDeviceIDRequest { AndroidDeviceId = ReturnMobileID(), CreateAccount = true };
            PlayFabClientAPI.LoginWithAndroidDeviceID(requestAndroid, OnLoginMobileSuccess, OnLoginMobileFailure);
#endif
#if UNITY_IOS
            var requestIOS = new LoginWithIOSDeviceIDRequest { DeviceId = ReturnMobileID(), CreateAccount = true };
            PlayFabClientAPI.LoginWithIOSDeviceID(requestIOS, OnLoginMobileSuccess, OnLoginMobileFailure);
#endif
        }


    }

    #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);
        recoverButton.SetActive(false);
        GetStats();

    }

    private void OnLoginMobileSuccess(LoginResult result)
    {
        Debug.Log("Congratulations, you made your first successful API call!");
        GetStats();
        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);
        GetStats();
        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);
    }

    public static string ReturnMobileID()
    {
        string deviceID = SystemInfo.deviceUniqueIdentifier;
        return deviceID;
    }

    public void OpenAddLogin()
    {
        addLoginPanel.SetActive(true);
    }

    public void OnClickAddLogin()
    {
        var addLoginRequest = new AddUsernamePasswordRequest { Email = userEmail, Password = userPassword, Username = username };
        PlayFabClientAPI.AddUsernamePassword(addLoginRequest, OnAddLoginSuccess, OnRegisterFailure);
    }

    private void OnAddLoginSuccess(AddUsernamePasswordResult result)
    {
        Debug.Log("Congratulations, you made your first successful API call!");
        GetStats();
        PlayerPrefs.SetString("EMAIL", userEmail);
        PlayerPrefs.SetString("PASSWORD", userPassword);
        addLoginPanel.SetActive(false);
    }
    #endregion Login

    public int playerLevel;
    public int gameLevel;

    public int playerHealth;
    public int playerDamage;

    public int playerHighScore;

    #region PlayerStats

    public void SetStats()
    {
        PlayFabClientAPI.UpdatePlayerStatistics(new UpdatePlayerStatisticsRequest
        {
            // request.Statistics is a list, so multiple StatisticUpdate objects can be defined if required.
            Statistics = new List<StatisticUpdate> {
                new StatisticUpdate { StatisticName = "PlayerLevel", Value = playerLevel },
                new StatisticUpdate { StatisticName = "GameLevel", Value = gameLevel },
                new StatisticUpdate { StatisticName = "PlayerHealth", Value = playerHealth },
                new StatisticUpdate { StatisticName = "PlayerDamage", Value = playerDamage },
                new StatisticUpdate { StatisticName = "PlayerHighScore", Value = playerHighScore },
                
            }
        },
        result => { Debug.Log("User statistics updated"); },
        error => { Debug.LogError(error.GenerateErrorReport()); });
    }

    void GetStats()
    {
        PlayFabClientAPI.GetPlayerStatistics(
            new GetPlayerStatisticsRequest(),
            OnGetStats,
            error => Debug.LogError(error.GenerateErrorReport())
        );
    }

    void OnGetStats(GetPlayerStatisticsResult result)
    {
        Debug.Log("Received the following Statistics:");
        foreach (var eachStat in result.Statistics)
        {
            Debug.Log("Statistic (" + eachStat.StatisticName + "): " + eachStat.Value);
            switch(eachStat.StatisticName)
            {
                case "PlayerLevel":
                    playerLevel = eachStat.Value;
                    break;
                case "GameLevel":
                    gameLevel = eachStat.Value;
                    break;
                case "PlayerHealth":
                    playerHealth = eachStat.Value;
                    break;
                case "PlayerDamage":
                    playerDamage = eachStat.Value;
                    break;
                case "PlayerHighScore":
                    playerHighScore = eachStat.Value;
                    break;
            }
        }
    }


    #endregion PlayerStats
}
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 != "" &amp;&amp; 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 &lt; 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
}

Posted on

How to Use PlayFab in Unity 3D: Mobile Login (Lesson 3)

Create a Mobile Login System

For this lesson, we will be teaching you how to log in and register players in your game using a mobile device ID. This is all done with Unity 3D and the PlayFab SDK. There are two types of logins with the PlayFab SDK, anonymous and recovery logins. Anonymous logins do not require any user input to register the play, only the device ID. Recovery logins require some form of identification provided by the user, such as usernames and passwords.

Tutorial Setup

Welcome back to Info Game, This is the third lesson in our PlayFab tutorial series. We will teach you how to better you the PlayFab plugin with Unity 3D. In this last lesson, we taught you how to register and login a player using their username and password. In this video, we will expound on this and teach you how to Register players and log them in using mobile devices.

Before we get started you should take a look at your PlayFab backend dashboard. See if you were able to register new players from what we did in the last lesson. First, you will need to login to your PlayFab dashboard. You can find this by selecting your game in the PlayFab dashboard then select Players from the left-hand column. On the next page, you should be able to see a list of all your players.

Anonymous Logins

Now we will start coding our lesson. We will first want to open up our PlayFabLogin script. Once opened we will begin by creating an anonymous login for Android and iOS devices. This is good to have in your game because they do not require the players to give any personal information to create an account. The only information we need is the device ID which can be accessed in your login script. We will be creating this anonymous login in our start function. We will also use platform-dependent regions to create code for both Android and iOS.

Recoverable Logins

Once we have finished creating these anonymous logins we will then create a way for players to add there person login information so that their anonymous login becomes a recoverable login account.

Working in Unity

In Unity, we will duplicate our login panel and use this new panel to have players add the login information to their anonymous account. We will then create a new button that will bring up this new panel when a player clicks it.

Testing your Project

After you have finished adding all this functionality it is time to test our game. To test the mobile logins you can build your project on to an Android device. Your device should be automatically registered when the application first opens. You can check this by going back to your PlayFab dashboard and look to see if you have a new Android entry. You can then try adding a username and password to your Android account. Then go to your dashboard one more time and select your Android account and see if the same username has been added to the account.

If you are able to get all of this to work then you have done it correctly. This is everything we will talk about in this lesson. Make sure you like this video and leave any questions you have in the comments below. Also, subscribe to our channel so you can be up to date with all our content.

Watch how to Create a Mobile Login

Unlock Code and Member Content

PlayFabLogin.cs

using PlayFab;
using PlayFab.ClientModels;
using UnityEngine;
using PlayFab.DataModels;
using PlayFab.ProfilesModels;
using System.Collections.Generic;

public class PlayFabLogin: MonoBehaviour
{

    private string userEmail;
    private string userPassword;
    private string username;
    public GameObject loginPanel;
    public GameObject addLoginPanel;
    public GameObject recoverButton;

    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);
        }
        else
        {
#if UNITY_ANDROID
            var requestAndroid = new LoginWithAndroidDeviceIDRequest { AndroidDeviceId = ReturnMobileID(), CreateAccount = true };
            PlayFabClientAPI.LoginWithAndroidDeviceID(requestAndroid, OnLoginMobileSuccess, OnLoginMobileFailure);
#endif
#if UNITY_IOS
            var requestIOS = new LoginWithIOSDeviceIDRequest { DeviceId = ReturnMobileID(), CreateAccount = true };
            PlayFabClientAPI.LoginWithIOSDeviceID(requestIOS, OnLoginMobileSuccess, OnLoginMobileFailure);
#endif
        }


    }

    #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);
        recoverButton.SetActive(false);
    }

    private void OnLoginMobileSuccess(LoginResult result)
    {
        Debug.Log("Congratulations, you made your first successful API call!");
        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);
    }

    public static string ReturnMobileID()
    {
        string deviceID = SystemInfo.deviceUniqueIdentifier;
        return deviceID;
    }

    public void OpenAddLogin()
    {
        addLoginPanel.SetActive(true);
    }

    public void OnClickAddLogin()
    {
        var addLoginRequest = new AddUsernamePasswordRequest { Email = userEmail, Password = userPassword, Username = username };
        PlayFabClientAPI.AddUsernamePassword(addLoginRequest, OnAddLoginSuccess, OnRegisterFailure);
    }

    private void OnAddLoginSuccess(AddUsernamePasswordResult result)
    {
        Debug.Log("Congratulations, you made your first successful API call!");
        PlayerPrefs.SetString("EMAIL", userEmail);
        PlayerPrefs.SetString("PASSWORD", userPassword);
        addLoginPanel.SetActive(false);
    }
}
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 != "" &amp;&amp; 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 &lt; 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
}

Posted on

How to Use Playfab in Unity 3D: Login (Lesson 2)

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

SUBSCRIBE for regular Video Game making videos:
https://www.youtube.com/channel/UCyoayn_uVt2I55ZCUuBVRcQ?sub_confirmation=1

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

Unlock Code and Member Content

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 != "" &amp;&amp; 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 &lt; 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
}