Authenticate the local user to the current active Social API implementation and fetch his profile data.
This should be done before any other calls into the API. Depending on the platform this might trigger a blocking dialog for providing login details.
#pragma strict public class Example extends MonoBehaviour { function Start() { Social.localUser.Authenticate(function(success) { if (success) { Debug.Log("Authentication successful"); var userInfo: String = "Username: " + Social.localUser.userName + "\nUser ID: " + Social.localUser.id + "\nIsUnderage: " + Social.localUser.underage; Debug.Log(userInfo); } else Debug.Log("Authentication failed"); } ); } }
using UnityEngine; using UnityEngine.SocialPlatforms; using System.Collections;
public class Example : MonoBehaviour { void Start() { Social.localUser.Authenticate (success => { if (success) { Debug.Log ("Authentication successful"); string userInfo = "Username: " + Social.localUser.userName + "\nUser ID: " + Social.localUser.id + "\nIsUnderage: " + Social.localUser.underage; Debug.Log (userInfo); } else Debug.Log ("Authentication failed"); }); } }