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    Class PlayerAuthentication

    Manage authentication in your scenes.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    ServicesBehaviour
    PlayerAuthentication
    Inherited Members
    ServicesBehaviour.Services
    ServicesBehaviour.UseCustomServices
    ServicesBehaviour.ServicesIdentifier
    MonoBehaviour.IsInvoking()
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    Namespace: Unity.Services.Authentication.Components
    Assembly: Unity.Services.Authentication.dll
    Syntax
    [AddComponentMenu("Services/Player Authentication")]
    public class PlayerAuthentication : ServicesBehaviour

    Fields

    Events

    Offers IAuthenticationService events as unity events.

    Declaration
    [Header("Events")]
    [SerializeField]
    public PlayerAuthenticationEvents Events
    Field Value
    Type Description
    PlayerAuthenticationEvents

    FetchPlayerInfo

    Fetches the player info upon sign in. This provides the player creation time, username, etc.

    Declaration
    [Header("On Sign In")]
    [SerializeField]
    [Tooltip("Fetches the player info upon sign in. This provides the player creation time, username, etc.")]
    public bool FetchPlayerInfo
    Field Value
    Type Description
    bool

    FetchPlayerName

    Fetches the player name upon sign in.

    Declaration
    [SerializeField]
    [Tooltip("Fetches the player name upon sign in.")]
    public bool FetchPlayerName
    Field Value
    Type Description
    bool

    GenerateName

    Pass in the option to autogenerate the name if none exist. Only used if FetchPlayerName is true.

    Declaration
    [SerializeField]
    [Visibility("FetchPlayerName", true)]
    [Tooltip("Pass in the option to autogenerate the name if none exist.")]
    public bool GenerateName
    Field Value
    Type Description
    bool

    Profile

    The profile value to use if SetCustomProfile is true. The profile is a local scope for persisted player credentials that you can use to get different players.

    Declaration
    [SerializeField]
    [Visibility("SetCustomProfile", true)]
    [Tooltip("The profile is a local scope for persisted player credentials that you can use to get different players.")]
    public string Profile
    Field Value
    Type Description
    string

    SetCustomProfile

    Option to set a custom profile with SwitchProfile(string). The profile is a local scope for persisted player credentials that you can use to get different players.

    Declaration
    [Header("On Initialization")]
    [SerializeField]
    [Tooltip("Option to set a custom profile to scope persisted credentials and get different players.")]
    public bool SetCustomProfile
    Field Value
    Type Description
    bool

    SignInAnonymously

    Sign in anonymously automatically after services initialization.

    Declaration
    [SerializeField]
    [Tooltip("Option to sign in anonymously automatically after services initialization.")]
    public bool SignInAnonymously
    Field Value
    Type Description
    bool

    Properties

    AuthenticationService

    Access to the authentication service. Available after services are successfully initialized.

    Declaration
    public IAuthenticationService AuthenticationService { get; }
    Property Value
    Type Description
    IAuthenticationService

    Methods

    Cleanup()

    Called on destroy to cleanup

    Declaration
    protected override void Cleanup()
    Overrides
    Unity.Services.Core.Components.ServicesBehaviour.Cleanup()

    OnServicesInitialized()

    Called when the services are initialized and ready to be used

    Declaration
    protected override void OnServicesInitialized()
    Overrides
    Unity.Services.Core.Components.ServicesBehaviour.OnServicesInitialized()

    OnServicesReady()

    Called when the services registry is set and ready to be used

    Declaration
    protected override void OnServicesReady()
    Overrides
    Unity.Services.Core.Components.ServicesBehaviour.OnServicesReady()
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