From f220863f94b535e115f324c3eabe4fd1b0a70cda Mon Sep 17 00:00:00 2001 From: a-maurice Date: Tue, 11 Apr 2023 16:05:04 -0700 Subject: [PATCH] Setup initial App Check testapp --- .../Firebase/Sample/AppCheck/MainScene.unity | 212 +++ .../Sample/AppCheck/MainScene.unity.meta | 8 + .../Sample/AppCheck/MainSceneAutomated.unity | 212 +++ .../AppCheck/MainSceneAutomated.unity.meta | 8 + .../Firebase/Sample/AppCheck/UIHandler.cs | 151 ++ .../Sample/AppCheck/UIHandler.cs.meta | 12 + .../Sample/AppCheck/UIHandlerAutomated.cs | 86 + .../AppCheck/UIHandlerAutomated.cs.meta | 12 + .../Assets/Firebase/Sample/GuiSkin.guiskin | 1427 +++++++++++++++++ .../Firebase/Sample/GuiSkin.guiskin.meta | 8 + .../GameLoops.androidlib/AndroidManifest.xml | 13 + .../AndroidManifest.xml.meta | 7 + .../GameLoops.androidlib/project.properties | 7 + .../project.properties.meta | 7 + .../ProjectSettings/AudioManager.asset | 15 + .../ProjectSettings/ClusterInputManager.asset | 6 + .../ProjectSettings/DynamicsManager.asset | 15 + .../ProjectSettings/EditorBuildSettings.asset | 7 + .../ProjectSettings/EditorSettings.asset | 15 + .../ProjectSettings/GraphicsSettings.asset | 67 + .../ProjectSettings/InputManager.asset | 295 ++++ .../ProjectSettings/NavMeshAreas.asset | 71 + .../ProjectSettings/NetworkManager.asset | 8 + .../PackageManagerSettings.asset | 38 + .../ProjectSettings/Physics2DSettings.asset | 25 + .../ProjectSettings/PresetManager.asset | 7 + .../ProjectSettings/ProjectSettings.asset | 587 +++++++ .../ProjectSettings/ProjectVersion.txt | 2 + .../ProjectSettings/QualitySettings.asset | 185 +++ .../testapp/ProjectSettings/TagManager.asset | 43 + .../testapp/ProjectSettings/TimeManager.asset | 8 + .../UnityConnectSettings.asset | 14 + .../testapp/ProjectSettings/VFXManager.asset | 12 + .../testapp/ProjectSettings/XRSettings.asset | 10 + app_check/testapp/readme.md | 189 +++ 35 files changed, 3789 insertions(+) create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/MainScene.unity create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/MainScene.unity.meta create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/MainSceneAutomated.unity create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/MainSceneAutomated.unity.meta create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs.meta create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs create mode 100644 app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs.meta create mode 100644 app_check/testapp/Assets/Firebase/Sample/GuiSkin.guiskin create mode 100644 app_check/testapp/Assets/Firebase/Sample/GuiSkin.guiskin.meta create mode 100644 app_check/testapp/Assets/Plugins/Android/GameLoops.androidlib/AndroidManifest.xml create mode 100644 app_check/testapp/Assets/Plugins/Android/GameLoops.androidlib/AndroidManifest.xml.meta create mode 100755 app_check/testapp/Assets/Plugins/Android/GameLoops.androidlib/project.properties create mode 100644 app_check/testapp/Assets/Plugins/Android/GameLoops.androidlib/project.properties.meta create mode 100644 app_check/testapp/ProjectSettings/AudioManager.asset create mode 100644 app_check/testapp/ProjectSettings/ClusterInputManager.asset create mode 100644 app_check/testapp/ProjectSettings/DynamicsManager.asset create mode 100644 app_check/testapp/ProjectSettings/EditorBuildSettings.asset create mode 100644 app_check/testapp/ProjectSettings/EditorSettings.asset create mode 100644 app_check/testapp/ProjectSettings/GraphicsSettings.asset create mode 100644 app_check/testapp/ProjectSettings/InputManager.asset create mode 100644 app_check/testapp/ProjectSettings/NavMeshAreas.asset create mode 100644 app_check/testapp/ProjectSettings/NetworkManager.asset create mode 100644 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b/app_check/testapp/Assets/Firebase/Sample/AppCheck/MainSceneAutomated.unity.meta new file mode 100644 index 00000000..3f154e44 --- /dev/null +++ b/app_check/testapp/Assets/Firebase/Sample/AppCheck/MainSceneAutomated.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 893124b811910a543949343a0ecec563 +timeCreated: 1534896718 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs new file mode 100644 index 00000000..91d0219f --- /dev/null +++ b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs @@ -0,0 +1,151 @@ +// Copyright 2023 Google Inc. All rights reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +namespace Firebase.Sample.AppCheck { + using Firebase; + using Firebase.Extensions; + using Firebase.AppCheck; + using System; + using System.Collections; + using System.Collections.Generic; + using System.IO; + using System.Threading; + using System.Threading.Tasks; + using System.Text; + using UnityEngine; + + // Handler for UI buttons on the scene. Also performs some + // necessary setup (initializing the firebase app, etc) on + // startup. + public class UIHandler : MonoBehaviour { + private const int kMaxLogSize = 16382; + + public GUISkin fb_GUISkin; + private Vector2 controlsScrollViewVector = Vector2.zero; + private string logText = ""; + private Vector2 scrollViewVector = Vector2.zero; + protected bool UIEnabled = false; + private float textAreaLineHeight; + + private DependencyStatus dependencyStatus = DependencyStatus.UnavailableOther; + + // When the app starts, check to make sure that we have + // the required dependencies to use Firebase, and if not, + // add them if possible. + protected virtual void Start() { + // TODO(amaurice): Add App Check initialization logic here + + FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => { + dependencyStatus = task.Result; + if (dependencyStatus == DependencyStatus.Available) { + UIEnabled = true; + } else { + Debug.LogError( + "Could not resolve all Firebase dependencies: " + dependencyStatus); + } + }); + } + + // Exit if escape (or back, on mobile) is pressed. + protected virtual void Update() { + if (Input.GetKeyDown(KeyCode.Escape)) { + Application.Quit(); + } + } + + // Output text to the debug log text field, as well as the console. + public void DebugLog(string s) { + Debug.Log(s); + logText += s + "\n"; + + while (logText.Length > kMaxLogSize) { + int index = logText.IndexOf("\n"); + logText = logText.Substring(index + 1); + } + + scrollViewVector.y = int.MaxValue; + } + + // Render the log output in a scroll view. + void GUIDisplayLog() { + scrollViewVector = GUILayout.BeginScrollView(scrollViewVector); + GUILayout.Label(logText); + GUILayout.EndScrollView(); + } + + // Render the buttons and other controls. + void GUIDisplayControls() { + if (UIEnabled) { + + controlsScrollViewVector = GUILayout.BeginScrollView(controlsScrollViewVector); + + GUILayout.BeginVertical(); + + if (GUILayout.Button("Get App Check Token")) { + // TODO(amaurice): That + DebugLog("GetAppCheckToken unimplemented!"); + } + + GUILayout.EndVertical(); + GUILayout.EndScrollView(); + } + } + + // Render the GUI: + void OnGUI() { + GUI.skin = fb_GUISkin; + if (dependencyStatus != Firebase.DependencyStatus.Available) { + GUILayout.Label("One or more Firebase dependencies are not present."); + GUILayout.Label("Current dependency status: " + dependencyStatus.ToString()); + return; + } + + GUI.skin.textArea.fontSize = GUI.skin.textField.fontSize; + // Reduce the text size on the desktop. + if (UnityEngine.Application.platform != RuntimePlatform.Android && + UnityEngine.Application.platform != RuntimePlatform.IPhonePlayer) { + var fontSize = GUI.skin.textArea.fontSize / 4; + GUI.skin.textArea.fontSize = fontSize; + GUI.skin.button.fontSize = fontSize; + GUI.skin.label.fontSize = fontSize; + GUI.skin.textField.fontSize = fontSize; + } + GUI.skin.textArea.stretchHeight = true; + // Calculate the height of line of text in a text area. + if (textAreaLineHeight == 0.0f) { + textAreaLineHeight = GUI.skin.textArea.CalcSize(new GUIContent("Hello World")).y; + } + + Rect logArea, controlArea; + + if (Screen.width < Screen.height) { + // Portrait mode + controlArea = new Rect(0.0f, 0.0f, Screen.width, Screen.height * 0.5f); + logArea = new Rect(0.0f, Screen.height * 0.5f, Screen.width, Screen.height * 0.5f); + } else { + // Landscape mode + controlArea = new Rect(0.0f, 0.0f, Screen.width * 0.5f, Screen.height); + logArea = new Rect(Screen.width * 0.5f, 0.0f, Screen.width * 0.5f, Screen.height); + } + + GUILayout.BeginArea(logArea); + GUIDisplayLog(); + GUILayout.EndArea(); + + GUILayout.BeginArea(controlArea); + GUIDisplayControls(); + GUILayout.EndArea(); + } + } +} diff --git a/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs.meta b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs.meta new file mode 100644 index 00000000..18221a87 --- /dev/null +++ b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 98edf81534a5c9d4ba6267fc6572ee1c +timeCreated: 1534896493 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs new file mode 100644 index 00000000..73595a36 --- /dev/null +++ b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs @@ -0,0 +1,86 @@ +// Copyright 2023 Google Inc. All rights reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +namespace Firebase.Sample.AppCheck { + using Firebase; + using Firebase.Extensions; + using Firebase.AppCheck; + using System; + using System.Collections; + using System.Collections.Generic; + using System.IO; + using System.Text; + using System.Threading.Tasks; + using UnityEngine; + + // An automated version of the UIHandler that runs tests on Firebase AppCheck. + public class UIHandlerAutomated : UIHandler { + // Delegate which validates a completed task. + delegate Task TaskValidationDelegate(Task task); + + private Firebase.Sample.AutomatedTestRunner testRunner; + + protected override void Start() { + // Set the list of tests to run, note this is done at Start since they are + // non-static. + Func[] tests = { + // Add tests here + TestDummyTest + }; + + testRunner = AutomatedTestRunner.CreateTestRunner( + testsToRun: tests, + logFunc: DebugLog + ); + + Debug.Log("NOTE: Some API calls report failures using UnityEngine.Debug.LogError which will " + + "pause execution in the editor when 'Error Pause' in the console window is " + + "enabled. `Error Pause` should be disabled to execute this test."); + + UIEnabled = true; + // Do not call base.Start(), as we don't want to initialize Firebase (and instead do it in the tests). + } + + // Passes along the update call to automated test runner. + protected override void Update() { + base.Update(); + if (testRunner != null) { + testRunner.Update(); + } + } + + // Throw when condition is false. + private void Assert(string message, bool condition) { + if (!condition) + throw new Exception(String.Format("Assertion failed ({0}): {1}", + testRunner.CurrentTestDescription, message)); + } + + // Throw when value1 != value2. + private void AssertEq(string message, T value1, T value2) { + if (!(object.Equals(value1, value2))) { + throw new Exception(String.Format("Assertion failed ({0}): {1} != {2} ({3})", + testRunner.CurrentTestDescription, value1, value2, + message)); + } + } + + // Placeholder dummy test + Task TestDummyTest() { + return Task.Run(() => { + DebugLog("Ran the dummy test"); + }); + } + } +} diff --git a/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs.meta b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs.meta new file mode 100644 index 00000000..3de9ea5e --- /dev/null +++ b/app_check/testapp/Assets/Firebase/Sample/AppCheck/UIHandlerAutomated.cs.meta @@ 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WebGL::memorySize: 256 + WebPlayer::ScriptingBackend: 0 + iOS::Architecture: 2 + iOS::EnableIncrementalBuildSupportForIl2cpp: 1 + iOS::ScriptingBackend: 1 + boolPropertyNames: + - Android::VR::enable + - Metro::VR::enable + - N3DS::VR::enable + - PS3::VR::enable + - PS4::VR::enable + - PSM::VR::enable + - PSP2::VR::enable + - SamsungTV::VR::enable + - Standalone::VR::enable + - Tizen::VR::enable + - WebGL::VR::enable + - WebGL::analyzeBuildSize + - WebGL::dataCaching + - WebGL::useEmbeddedResources + - WebPlayer::VR::enable + - WiiU::VR::enable + - Xbox360::VR::enable + - XboxOne::VR::enable + - XboxOne::enus + - iOS::VR::enable + - tvOS::VR::enable + Android::VR::enable: 0 + Metro::VR::enable: 0 + N3DS::VR::enable: 0 + PS3::VR::enable: 0 + PS4::VR::enable: 0 + PSM::VR::enable: 0 + PSP2::VR::enable: 0 + SamsungTV::VR::enable: 0 + Standalone::VR::enable: 0 + Tizen::VR::enable: 0 + WebGL::VR::enable: 0 + WebGL::analyzeBuildSize: 0 + WebGL::dataCaching: 0 + WebGL::useEmbeddedResources: 0 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Metro::VR::enabledDevices: [] + N3DS::VR::enabledDevices: [] + PS3::VR::enabledDevices: [] + PS4::VR::enabledDevices: + - PlayStationVR + PSM::VR::enabledDevices: [] + PSP2::VR::enabledDevices: [] + SamsungTV::VR::enabledDevices: [] + Standalone::VR::enabledDevices: + - Oculus + Tizen::VR::enabledDevices: [] + WebGL::VR::enabledDevices: [] + WebPlayer::VR::enabledDevices: [] + WiiU::VR::enabledDevices: [] + Xbox360::VR::enabledDevices: [] + XboxOne::VR::enabledDevices: [] + iOS::VR::enabledDevices: [] + tvOS::VR::enabledDevices: [] + cloudProjectId: + projectName: + organizationId: + cloudEnabled: 0 diff --git a/app_check/testapp/ProjectSettings/ProjectVersion.txt b/app_check/testapp/ProjectSettings/ProjectVersion.txt new file mode 100644 index 00000000..bfe1ddbe --- /dev/null +++ b/app_check/testapp/ProjectSettings/ProjectVersion.txt @@ -0,0 +1,2 @@ +m_EditorVersion: 2019.4.32f1 +m_EditorVersionWithRevision: 2019.4.32f1 (f88bf0bee961) diff --git 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+ shadows: 2 + shadowResolution: 2 + shadowProjection: 1 + shadowCascades: 2 + shadowDistance: 70 + shadowNearPlaneOffset: 2 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + blendWeights: 4 + textureQuality: 0 + anisotropicTextures: 2 + antiAliasing: 2 + softParticles: 1 + softVegetation: 1 + realtimeReflectionProbes: 1 + billboardsFaceCameraPosition: 1 + vSyncCount: 1 + lodBias: 1.5 + maximumLODLevel: 0 + particleRaycastBudget: 1024 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + excludedTargetPlatforms: [] + - serializedVersion: 2 + name: Fantastic + pixelLightCount: 4 + shadows: 2 + shadowResolution: 2 + shadowProjection: 1 + shadowCascades: 4 + shadowDistance: 150 + shadowNearPlaneOffset: 2 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + blendWeights: 4 + textureQuality: 0 + anisotropicTextures: 2 + antiAliasing: 2 + softParticles: 1 + softVegetation: 1 + 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+ - + - + - + - + - + - + - + - + - + - + - + - + - + m_SortingLayers: + - name: Default + uniqueID: 0 + locked: 0 diff --git a/app_check/testapp/ProjectSettings/TimeManager.asset b/app_check/testapp/ProjectSettings/TimeManager.asset new file mode 100644 index 00000000..a2dc235c --- /dev/null +++ b/app_check/testapp/ProjectSettings/TimeManager.asset @@ -0,0 +1,8 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!5 &1 +TimeManager: + m_ObjectHideFlags: 0 + Fixed Timestep: 0.02 + Maximum Allowed Timestep: 0.33333334 + m_TimeScale: 1 diff --git a/app_check/testapp/ProjectSettings/UnityConnectSettings.asset b/app_check/testapp/ProjectSettings/UnityConnectSettings.asset new file mode 100644 index 00000000..9b7a5783 --- /dev/null +++ b/app_check/testapp/ProjectSettings/UnityConnectSettings.asset @@ -0,0 +1,14 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!310 &1 +UnityConnectSettings: + m_ObjectHideFlags: 0 + UnityPurchasingSettings: + m_Enabled: 0 + m_TestMode: 0 + UnityAnalyticsSettings: + m_Enabled: 0 + m_InitializeOnStartup: 1 + m_TestMode: 0 + m_TestEventUrl: + m_TestConfigUrl: diff --git a/app_check/testapp/ProjectSettings/VFXManager.asset b/app_check/testapp/ProjectSettings/VFXManager.asset new file mode 100644 index 00000000..3a95c98b --- /dev/null +++ b/app_check/testapp/ProjectSettings/VFXManager.asset @@ -0,0 +1,12 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!937362698 &1 +VFXManager: + m_ObjectHideFlags: 0 + m_IndirectShader: {fileID: 0} + m_CopyBufferShader: {fileID: 0} + m_SortShader: {fileID: 0} + m_StripUpdateShader: {fileID: 0} + m_RenderPipeSettingsPath: + m_FixedTimeStep: 0.016666668 + m_MaxDeltaTime: 0.05 diff --git a/app_check/testapp/ProjectSettings/XRSettings.asset b/app_check/testapp/ProjectSettings/XRSettings.asset new file mode 100644 index 00000000..482590c1 --- /dev/null +++ b/app_check/testapp/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/app_check/testapp/readme.md b/app_check/testapp/readme.md new file mode 100644 index 00000000..f2d08722 --- /dev/null +++ b/app_check/testapp/readme.md @@ -0,0 +1,189 @@ +# Firebase App Check Quickstart + +The Firebase App Check Unity Sample demonstrates the +[Firebase App Check SDK](https://firebase.google.com/docs/app-check) +with the +[Firebase Unity SDK](https://firebase.google.com/docs/unity/setup) +inside the Unity Editor. + +## Requirements + +* [Unity](http://unity3d.com/) The quickstart project requires 2019.1 or higher. +* [Xcode](https://developer.apple.com/xcode/) 13.3.1 or higher + (when developing for iOS). +* [Android SDK](https://developer.android.com/studio/index.html#downloads) + (when developing for Android). + +## Running the Sample inside the Editor + + - Download the + [Firebase Unity SDK](https://firebase.google.com/download/unity) + and unzip it somewhere convenient. + - Open the sample project in the Unity editor. + - Select the `File > Open Project` menu item. + - If Unity Hub appears, click `Add`. Otherwise click `Open`. + - Navigate to the sample directory `testapp` in the file dialog and click + `Open`. + - You might be prompted to upgrade the project to your version of Unity. + Click `Confirm` to upgrade the project and continue. + - Open the scene `MainScene`. + - Navigate to `Assets/Firebase/Sample/AppCheck` in the `Project` window. + - Double click on the `MainScene` file to open it. + - Import the `Firebase App Check` plugin. + - Select the **Assets > Import Package > Custom Package** menu item. + - From the [Firebase Unity SDK](https://firebase.google.com/download/unity) + downloaded previously, import `FirebaseAppCheck.unitypackage`. + - When the **Import Unity Package** window appears, click the **Import** + button. + +Once you have done this, you can run the Unity Editor and test the application. + +## Building the Sample for Devices + +### iOS + + - Register your iOS app with Firebase. + - Create a project in the + [Firebase console](https://firebase.google.com/console/), + and associate your iOS application. + - You should use `com.google.firebase.unity.appcheck.testapp` as the + iOS bundle ID when creating the Firebase iOS app in the console. + - If you do not use the prescribed Bundle ID, you will later need to + update the bundle identifier in Unity as described in + `Optional: Update the Project Bundle Identifier` below. + - Add the `GoogleService-Info.plist` file to the project. + - Navigate to the `Assets/Firebase/Sample/AppCheck` folder in the `Project` + window. + - Drag the `GoogleService-Info.plist` downloaded from the Firebase console + into the folder. + - NOTE: `GoogleService-Info.plist` can be placed anywhere under the + `Assets` folder. + - Optional: Update the Project Bundle Identifier + - If you did not use `com.google.firebase.unity.appcheck.testapp` + as the iOS bundle ID when creating your app in the Firebase + Console then you will need to update the sample's Bundle + Identifier. + - Select the `File > Build Settings` menu option. + - Select `iOS` in the `Platform` list. + - Click `Player Settings` + - In the `Settings for iOS` panel scroll down to `Bundle Identifier` + and update the value to the `iOS bundle ID` you provided when you + registered your app with Firebase. + - Build for iOS + - Select the `File > Build Settings` menu option. + - Select `iOS` in the `Platform` list. + - Click `Switch Platform` to select `iOS` as the target platform. + - Wait for the spinner (compiling) icon to stop in the bottom right corner + of the Unity status bar. + - Click `Build and Run`. + +### Android + + - Register your Android app with Firebase. + - Create a project in the + [Firebase console](https://firebase.google.com/console/), + and attach your Android app to it. + - You should use `com.google.firebase.unity.appcheck.testapp` as the + Android package name while you're testing. + - If you do not use the prescribed package name, you will need to update + the bundle identifier as described in the + `Optional: Update the Project Bundle Identifier` below. + - Android apps must be signed by a key, and the key's signature must + be registered to your project in the Firebase Console. To + [generate a SHA1](https://developers.google.com/android/guides/client-auth), + first you will need to set the keystore in the Unity project. + - Locate the `Publishing Settings` under `Player Settings`. + - Select an existing keystore, or create a new keystore using the + toggle. + - Select an existing key, or create a new key using "Create a new key". + - After setting the keystore and key, you can generate a SHA1 by + running this command: + ``` + keytool -list -v -keystore -alias + ``` + - Copy the SHA1 digest string into your clipboard. + - Navigate to your Android App in your firebase console. + - From the main console view, click on your Android App at the top and + click the gear to open the settings page. + - Scroll down to your apps at the bottom of the page and click on + `Add Fingerprint`. + - Paste the SHA1 digest of your key into the form. The SHA1 box + will illuminate if the string is valid. If it's not valid, check + that you have copied the entire SHA1 digest string. + - Download the `google-services.json` file associated with your + Firebase project from the console. + This file identifies your Android app to the Firebase backend, and will + need to be included in the sample later. + - For further details please refer to the + [general instructions](https://firebase.google.com/docs/android/setup) + which describes how to configure a Firebase application for Android. + - Add the `google-services.json` file to the project. + - Navigate to the `Assets/Firebase/Sample/AppCheck` folder in the `Project` + window. + - Drag the `google-services.json` downloaded from the Firebase console + into the folder. + - NOTE: `google-services.json` can be placed anywhere under the `Assets` + folder. + - Optional: Update the Project Bundle Identifier + - If you did not use `com.google.firebase.unity.appcheck.testapp` + as the `Android package name` when you created your app in the Firebase + Console, you will need to update the sample's Bundle Identifier. + - Select the `File > Build Settings` menu option. + - Select `Android` in the `Platform` list. + - Click `Player Settings` + - In the `Settings for Android` panel scroll down to `Bundle Identifier` + and update the value to the package name you provided when you + registered your app with Firebase. + - Build for Android + - Select the `File > Build Settings` menu option. + - Select `Android` in the `Platform` list. + - Click `Switch Platform` to select `Android` as the target platform. + - Wait for the spinner (compiling) icon to stop in the bottom right corner + of the Unity status bar. + - Click `Build and Run`. + + +## Troubleshooting + + - When upgrading to a new Firebase release: import the new firebase + unity package through **Assets > Import Package > Custom Package** as above. + After the import is complete you may need to run the **Assets > Play + Services Resolver** for the changes to be reflected in the editor. If + issues persist, delete the plugin and install it again. + - **Android:** After exiting the editor and returning you will need to + reconfigure the **Project Keystore** in **Player Settings > Publishing + Settings**. Select your **Custom Keystore** from the dropdown list and + enter its password. Then, select your **Project Key** alias and enter + your key's password. + enabled in your project, you'll see compile errors from some types in the + - Please see the + [Known Issues](https://firebase.google.com/docs/unity/setup#known-issues) + section of the + [Unity Setup Guide](https://firebase.google.com/docs/unity/setup) for other + troubleshooting topics. + + +## Support + +[https://firebase.google.com/support/](https://firebase.google.com/support/) + + +## License + +Copyright 2023 Google, Inc. + +Licensed to the Apache Software Foundation (ASF) under one or more contributor +license agreements. See the NOTICE file distributed with this work for +additional information regarding copyright ownership. The ASF licenses this +file to you under the Apache License, Version 2.0 (the "License"); you may not +use this file except in compliance with the License. You may obtain a copy of +the License at + + http://www.apache.org/licenses/LICENSE-2.0 + +Unless required by applicable law or agreed to in writing, software +distributed under the License is distributed on an "AS IS" BASIS, WITHOUT +WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the +License for the specific language governing permissions and limitations under +the License. +