Unity 插件,用于支持使用 Apple ID 登录
by Daniel Lupiañez Casares
Sign in with Apple plugin to use with Unity 3D game engine.
This plugin supports the following platforms:
x86_64 AND Apple Silicon arm64(Experimental) (NOTES)The main purpose for this plugin is to expose Apple's newest feature, Sign in with Apple, to the Unity game engine.
On WWDC19, Apple announced Sign in with Apple, and on top of that, they announced that every iOS/tvOS/macOS Application that used any kind of Third party sign-ins (like Sign in with Facebook, or Sign in with Google), will have to support Sign in with Apple in order to get approved for the App Store, making it mandatory.
Support for iOS
Support for macOS: Intel x86_64 AND Apple Silicon arm64(Experimental) (NOTES)
Support for tvOS (Experimental)
Support for visionOS (Experimental)
Supports Sign in with Apple, with customizable scopes (Email and Full name).
Supports Get Credential status (Authorized, Revoked and Not Found).
Supports Quick login (including iTunes Keychain credentials).
Supports adding Sign In with Apple capability to Xcode project programatically in a PostBuild script.
Supports listening to Credentials Revoked notifications.
Supports setting custom Nonce and State for authorization requests when Signing In, and attempting a Quick Login.
NSError mapping so no details are missing.
NSPersonNameComponents support (for ALL different styles).
Customizable serialization (uses Unity default serialization, but you can add your own implementation)
Current stable version is 1.5.0
There are two options available to install this plugin. Either using the Unity Package Manager, or the traditional .unitypackage file.
Available starting from Unity 2020.3.
Just add this line to the Packages/manifest.json file of your Unity Project:
"dependencies": {
"com.lupidan.apple-signin-unity": "https://github.com/lupidan/apple-signin-unity.git?path=Source#1.5.0",
}
The package is available on the openupm registry. You can install it via openupm-cli.
openupm add com.lupidan.apple-signin-unity
AppleAuth folder contains the main plugin.AppleAuthSample folder contains sample code to use as a reference, or to test the plugin.To be able to use Apple's platform and framework for Authenticating with an Apple ID, we need to set up our Xcode project. Two different options are available to set up the entitlements required to enable Apple ID authentication with the iOS SDK.
RECOMMENDED
This plugin provides an extension method for ProjectCapabilityManager (docs), used to add this entitlement programatically after an Xcode build has finished.
Simply create a Post Processing build script (more info) that performs the call. If you already have a post process build script, it should be simple to add to your code.
The provided extension method is AddSignInWithAppleWithCompatibility.
Sample code:
…
The other option is to manually setup all the entitlements in our Xcode project. Note that when making an iOS Build from Unity into the same folder, if you choose the option to overwrite, you will need to perform the Manual setup again.
In your generated Xcode project. Select the main app Unity-iPhone target and select the option Signing And Capabilities. You should see there an option to add a capability from a list. Just locate Sign In With Apple and add it to your project.
This should have added an Entitlements file to your project. Locate it on the project explorer (it should be a file with the extension .entitlements). Inside it you should see an entry like this one:
You need to import the AuthenticationServices.framework library in the Build Phases->Link Binary with Libraries. If you are targeting older iOS versions, mark the library as Optional.
For Unity 2019.3 onwards, add it to the UnityFramework target
For previous Unity versions, add it to the main Unity-iPhone target
You will also need to setup everything in the Apple's developer portal. More information can be found here. Please remember this plugin only supports native Sign In With Apple on iOS (no REST API support).
There is also a Getting Started site.
The AuthenticationServices.framework should be added as Optional, to support previous iOS versions, avoiding crashes at startup.
The provided extension method uses reflection to integrate with the current tools Unity provides. It has been tested with Unity 2020.x, 2021.x, 2022.x and 6000.0. But if it fails on your particular Unity version, feel free to open a issue, specifying the Unity version.
On visionOS, the setup is pretty much the same as the iOS/tvOS setup. However, due to how Unity's visionOS project is exported, you need to adapt the Postprocess code to find the proper xcode project filename:
if (target == BuildTarget.VisionOS) { projectPath = projectPath.Replace("Unity-iPhone.xcodeproj", "Unity-VisionOS.xcodeproj"); }
An unsigned precompiled .bundle file is available. The precompiled .bundle should support both architectures: Intel x86_64 & Apple Silicon arm64(Experimental). The bundle should be automatically included in your macOS builds.
However that .bundle needs to be modified to avoid issues when uploading it to the MacOS App Store.
In particular, the bundle identifier of that .bundle needs to be modified to a custom one.
To automate the process, there is a helper method that will change the bundle identifier to one based on your project's application identifier. You should call this method on a Postprocess build script of your choice.
using AppleAuth.Editor;
public static class SignInWithApplePostprocessor
{
[PostProcessBuild(1)]
public static void OnPostProcessBuild(BuildTarget target, string path)
{
if (target != BuildTarget.StandaloneOSX)
return;
AppleAuthMacosPostprocessorHelper.FixManagerBundleIdentifier(target, path);
}
}
The Xcode project with the source code to generate a new bundle file is available at MacOSAppleAuthManager/MacOSAppleAuthManager.xcodeproj
To support the feature, the app needs to be codesigned correctly, including the required entitlements. For more information regarding macOS codesign, please follow this link.
Currently, it seems Sign In With Apple does not work properly in the simulator. This needs testing on a device with an iOS 13 version.
An overall flow of how the native Sign In With Apple flow could work is presented in this diagram.
…
:warning: You will receive users's email and name ONLY THE FIRST TIME THE USER LOGINS. Any further login attempts will have a NULL Email and FullName, unless you revoke the credentials
If you want to Sign In and request the Email and Full Name for a user, you can do it like this:
…
This should be the first thing to try when the user first runs the application.
If the user has previously authorized the app to login with Apple, this will open a native dialog to re-confirm the login, and obtain an Apple User ID.
If the credentials were never given, or they were revoked, the Quick login will fail.
…
Note that, if this succeeds, you will ONLY receive the Apple User ID (no email or name, even if it was previously requested).
When performing a quick login, if the SDK detects IOS Keychain credentials for your app, it will return those.
Just cast the credential to IPasswordCredential to get the login details for the user.
This is used to verify that an Apple User ID is still valid.
Given an userId from a previous successful sign in.
You can check the credential state of that user ID like so:
…
It may be that your user suddenly decides to revoke the authorizati
暂无开放 Issues,或尚未同步最近议题。