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SDK 1.0
SDK 1.0
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known Issues and Troubleshooting
  • Learning coherence
    • Beginner's Guide to Networking Games
    • First Steps tutorial
      • 1. Basic syncing
        • 1.2. Animation parameters
        • 1.3. Sending commands
      • 2. Physics / Authority transfer
      • 3. Areas of interest
      • 4. Parenting entities
      • 5. Complex hierarchies
      • 6. Persistence
    • Campfire project
      • Game mechanics
      • Leveraging object pooling
      • Remote interactions: Chairs
      • Remote interactions: Trees
      • A unique object with complex state
      • Custom instantiation and destruction
      • Running a server-side NPC
      • Playing audio and particles
      • A simple text chat
    • How to network...
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
  • Get started
    • Installation
    • Scene Setup
      • Samples
    • Prefab Setup: CoherenceSync
    • Local Development
      • Tips and Recommendations
    • coherence Cloud
      • Create a Free Account
      • Deploy a Replication Server
      • Share Builds
  • coherence SDK for Unity
    • Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Asset Management
      • Using CoherenceSyncConfig to instantiate GameObjects locally
      • CoherenceSyncConfigRegistry Save Modes
    • Networking State Changes
      • Messaging with Commands
      • Hierarchies & Child Objects
        • Child GameObjects
        • Child CoherenceSyncs
        • Deep Child CoherenceSyncs
      • Animations
      • CoherenceSync References
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Supported Types
      • Creating your own syncable member
    • Baking (Code Generation)
    • Scene Management
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Example – a global counter
    • Optimization
      • Simulation Frequency
      • Areas of Interest
      • Level of Detail (LOD)
    • Profiling
    • Interpolation
    • Rigid Bodies
    • Settings
    • Simulation Frame
    • Replication Server
    • Simulators
      • Scripting: Client vs Simulator
      • Local Development
      • World Simulators
      • Room Simulators
      • Simulator Slugs
      • Multi-Room Simulators
      • Build and Publish
      • Command-line arguments
      • Load Balancing
    • Client-Hosting
    • Client Connections
    • Rollback Networking Support
    • World Origin Shifting
    • CLI
    • Upgrading Unity SDK
      • Upgrading to coherence Unity SDK 1.0.0
      • Upgrading to coherence Unity SDK 0.9.0
  • coherence Cloud
    • Developer Portal
    • Dashboard
    • Worlds
    • Rooms
    • Lobbies
    • Game Services
      • Account
      • Key-Value Store
    • Using coherence Cloud in Unity
      • Worlds
      • Rooms
      • Lobbies
      • Game Services
        • Authentication Service (Player Accounts)
        • Key-value store
  • Schema explained
    • Overview
    • Specification
    • Field settings
    • Archetypes
  • coherence Scripting API
  • Additional resources
    • Community
    • Quick Samples
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Pricing
    • SLA
    • Glossary
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  1. coherence Cloud
  2. Using coherence Cloud in Unity
  3. Game Services

Authentication Service (Player Accounts)

By default, the CloudService will automatically authenticate as a Guest User, unless you disable Auto Login As Guest option in the CoherenceBridge inspector.

If you disable the automatic login, you can handle Player authentication manually through the CloudService.GameServices.AuthService API.

In this example, you can see how you can manually login as a Guest:

using Coherence.Cloud;
using Coherence.Toolkit;
using System.Collections;
using UnityEngine;
using Result = Coherence.Runtime.Result;

public class LoginAsGuestExample : MonoBehaviour
{
    public CoherenceBridge bridge;

    private CloudService cloudService;

    void Start()
    {
        cloudService = bridge.CloudService;

        StartCoroutine(CheckRefreshLogin());
    }

    private IEnumerator CheckRefreshLogin()
    {
        IAuthClient authService = cloudService.GameServices.AuthService;

        while (!cloudService.IsConnectedToCloud && authService.SessionTokenRefreshResult == null)
        {
            yield return null;
        }

        // If refresh failed, we have to login as a guest again
        if (authService.SessionTokenRefreshResult == Result.InvalidCredentials)
        {
            var task = authService.LoginAsGuest();

            while (!task.IsCompleted)
            {
                yield return null;
            }
        }

        // At this point, we are ready to fully utilize the Cloud Service
    }
}

You can also choose to allow your users to create their own Player accounts, you can use the Authentication Service API in a similar fashion to allow for manual authentication:

using Coherence.Cloud;
using Coherence.Toolkit;
using System.Collections;
using UnityEngine;
using Result = Coherence.Runtime.Result;

public class LoginAsUserExample : MonoBehaviour
{
    public CoherenceBridge bridge;

    public string username;
    public string password;

    private CloudService cloudService;

    void Start()
    {
        cloudService = bridge.CloudService;

        StartCoroutine(LoginAsAUser());
    }

    private IEnumerator LoginAsAUser()
    {
        IAuthClient authService = cloudService.GameServices.AuthService;

        while (!cloudService.IsConnectedToCloud && authService.SessionTokenRefreshResult == null)
        {
            yield return null;
        }

        // If refresh failed, we have to login as a user with the given credentials again
        if (authService.SessionTokenRefreshResult == Result.InvalidCredentials)
        {
            var task = authService.LoginWithPassword(username, password, true);

            while (!task.IsCompleted)
            {
                yield return null;
            }
        }

        // At this point, we are ready to fully utilize the Cloud Service
    }
}

Last updated 1 year ago

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