# Player Accounts

**Player Accounts** can be used to authenticate players, uniquely identify them across multiple devices, and give them access to [all of coherence Cloud's services](https://docs.coherence.io/1.7/hosting/coherence-cloud/game-services).

The [**CoherenceCloud** **API**](https://unityapi.coherence.io/docs/v1.6.0/api/Coherence.Cloud.CoherenceCloud.html) provides many ways to authenticate your players with [coherence Cloud](https://docs.coherence.io/1.7/hosting/coherence-cloud):

* [Auto Login As Guest](#auto-login-as-guest)
* [Login As Guest](#login-as-guest)
* [Login With Password](#login-with-password)
* [Login With Session Token](#login-with-session-token)
* [Login With Steam](#login-with-steam)
* [Login With PlayStation](#login-with-playstation)
* [Login With Xbox](#login-with-xbox)
* [Login With Nintendo](#login-with-nintendo)
* [Login With JWT](#login-with-jwt)
* [Login With One-Time Code](#login-with-one-time-code)

## CoherenceBridge

CoherenceBridge's Inspector contains a **coherence Cloud** section that can be used to configure if and how the bridge should connect to the coherence Cloud.

When a CoherenceBridge has been connected with a Player Account, and the Player Account has joined a [lobby](https://docs.coherence.io/1.7/hosting/coherence-cloud/coherence-cloud-apis/lobbies), the bridge will automatically join a play session started by the lobby's owner.

### Auto Login As Guest

The quickest way to log in to coherence Cloud is to set **Player Account** to *Auto Login As Guest* in a [CoherenceBridge](https://docs.coherence.io/1.7/manual/components/coherence-bridge) using the Inspector.

<figure><img src="https://content.gitbook.com/content/NGFZGdbLA4bzHQXTuDMT/blobs/k0jhBTtoiyVMWdCalz3m/image.png" alt=""><figcaption><p>Auto Login As Guest</p></figcaption></figure>

This will result in a guest player account logging in to coherence Cloud automatically when the CoherenceBridge is loaded. The player account will remain logged in until the CoherenceBridge is destroyed.

Guest IDs are stored locally on the device, so it is important to know that uninstalling the game will also wipe out the data for the guest account, and players will no longer be able to access it even if they install the game again.

{% hint style="info" %}
**Guest Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Main Player Account

Setting **Player Account** to *Main* causes the CoherenceBridge to connect to coherence Cloud as the Main Player Account.

When you log in to the coherence Cloud via the CoherenceCloud API, using any authentication method you want, it will result in a Main Player Account being created. Once the Player Account has successfully logged in, the CoherenceBridge will automatically connect to the coherence Cloud using this Player Account.

### None

If **Player Account** is set to *None*, then the CoherenceBridge will not connect to the coherence Cloud automatically.

You can also connect a bridge with a Player Account manually by assigning the Player Account's **Services** to the the bridge's **CloudService** property:

```csharp
using Coherence.Cloud;
using Coherence.Toolkit;
using UnityEngine;

public class ConnectBridgeWithPlayerAccountExample : MonoBehaviour
{
    public CoherenceBridge bridge;

    async void Start()
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginAsGuest();
        bridge.CloudService = playerAccount.Services;
    }
}
```

## PlayerAccount

You can use the [PlayerAccount API](https://unityapi.coherence.io/docs/v1.6.0/api/Coherence.Cloud.PlayerAccount.html) to log in to coherence Cloud manually.

### Login As Guest

You can use **CoherenceCloud.LoginAsGuest** to log in to coherence Cloud using a guest account that is automatically generated for you.

Guest IDs are stored locally on the device, so it is important to know that uninstalling the game will also wipe out the data for the guest account, and players will no longer be able to access it even if they install the game again.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginAsGuestExample : MonoBehaviour
{
    public PlayerAccount PlayerAccount { get; private set; }

    async void Start()
    {
        PlayerAccount = await CoherenceCloud.LoginAsGuest();
        Debug.Log($"Logged in as: {PlayerAccount}.");
    }
}
```

{% hint style="info" %}
**Guest Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With Password

You can use **CoherenceCloud.LoginWithPassword** to log in to the coherence Cloud using a username and password.

An **autoSignup** value of **true** can be passed to the method to automatically create a new coherence Cloud account with the provided username and password, if one does not exist already. The default value of **autoSignup** is **false**.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithPasswordExample : MonoBehaviour
{
    [SerializeField] string username;
    [SerializeField] string password;
    [SerializeField] bool autoSignup;

    public PlayerAccount PlayerAccount { get; private set; }

    async void Start()
    {
        PlayerAccount = await CoherenceCloud.LoginWithPassword(username, password, autoSignup);
        Debug.Log($"Logged in as: {PlayerAccount}.");
    }
}
```

{% hint style="info" %}
**User / Password Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With Session Token

You can use **CoherenceCloud.LoginWithSessionToken** to log in to coherence Cloud using a session token acquired from a previously login operation.

This can be useful to avoid users from having to re-enter their username and password every time they want to log in.

Session tokens will expire after a certain period of time after the last login operation.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithSessionTokenExample : MonoBehaviour
{
    [SerializeField] GameObject loginUi;

    async void Start()
    {
        var sessionToken = SessionToken.Deserialize(PlayerPrefs.GetString("SessionToken", ""));
        if(sessionToken == SessionToken.None)
        {
            Debug.Log("No session token found. Showing login UI...");
            Instantiate(loginUi);
            return;
        }

        var loginOperation = await CoherenceCloud.LoginWithSessionToken(sessionToken);
        if (loginOperation.HasFailed)
        {
            Debug.LogWarning(loginOperation);
            Debug.Log("Logging in using session token failed. The session token may have expired. Showing login UI...");
            Instantiate(loginUi);
            return;
        }

        var playerAccount = loginOperation.Result;
        PlayerPrefs.SetString("SessionToken", SessionToken.Serialize(playerAccount.SessionToken));
        Debug.Log($"Logged in as: {playerAccount}.");
    }
}
```

### Login With Steam

You can use **CoherenceCloud.LoginWithSteam** to log in to the coherence Cloud using a Steam account.

To do so, you have to provide at least an authentication ticket for the Steam User that you want to log in as. You get it from the [SteamUser.GetAuthTicketForWebApi](https://partner.steamgames.com/doc/api/ISteamUser#GetAuthTicketForWebApi).

If you passed an identity string to the **SteamUser.GetAuthTicketForWebApi** method, you should also pass that same identity to the **CoherenceCloud.LoginWithSteam** method.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithSteamExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> Login(string ticket, string identity = null)
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginWithSteam(ticket, identity);
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**Steam Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With Epic Games

You can use **CoherenceCloud.LoginWithEpicGames** to log in to the coherence Cloud using an Epic Games account.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithEpicGamesExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> Login(string token)
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginWithEpicGames(token);
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**Epic Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With PlayStation

You can use **CoherenceCloud.LoginWithPlayStation** to log in to the coherence Cloud using a PlayStation Network account.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithPlayStationExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> Login(string token)
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginWithPlayStation(token);
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**PSN Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With Xbox

You can use **CoherenceCloud.LoginWithXbox** to log in to the coherence Cloud using an Xbox account.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithXboxExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> Login(string token)
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginWithXbox(token);
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**Xbox Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With Nintendo

You can use **CoherenceCloud.LoginWithNintendo** to log in to the coherence Cloud using a Nintendo Services account.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithNintendoExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> Login(string token)
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginWithNintendo(token);
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**Nintendo Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With JWT

You can use **CoherenceCloud.LoginWithJwt** to log in to the coherence Cloud using a custom JSON Web Token.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LoginWithJwtExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> Login(string token)
    {
        var playerAccount = await CoherenceCloud.LoginWithJwt(token);
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**JWT Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

### Login With One-Time Code

You can use **CoherenceCloud.LoginWithOneTimeCode** to log in to the coherence Cloud using a temporary code acquired from another device using **CoherenceCloud.GetOneTimeCode**.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class AcquireOneTimeCodeExample : MonoBehaviour
{
    async void Start()
    {
        PlayerAccount playerAccount = await CoherenceCloud.LoginAsGuest();
        string oneTimeCode = await playerAccount.GetOneTimeCode();
        Debug.Log($"Login with this code on your other device: {oneTimeCode}.");
    }
}

public class LoginWithOneTimeCodeExample : MonoBehaviour
{
    public async Awaitable<PlayerAccount> LoginWithOneTimeCode(string oneTimeCode)
    {
        var loginOperation = await CoherenceCloud.LoginWithOneTimeCode(oneTimeCode);
        if (loginOperation.HasFailed)
        {
            Debug.LogWarning($"Logging in failed. The code may have already expired.\n{loginOperation}.");
            return null;
        }

        var playerAccount = loginOperation.Result;
        Debug.Log($"Logged in as: {playerAccount}.");
        return playerAccount;
    }
}
```

{% hint style="info" %}
**One-Time Code Auth Enabled** must be ticked in Project Settings on your [Online Dashboard](https://docs.coherence.io/1.7/hosting/coherence-cloud/online-dashboard) for this authentication method to be usable.
{% endhint %}

## Linking

If you want to add multiple authentication methods to the same Player Account, you can do so by first logging in using any of of the authentication methods, and then linking the rest of the authentication methods using the Link methods on the PlayerAccount class.

```csharp
using Coherence.Cloud;
using UnityEngine;

public class LinkGuestExample : MonoBehaviour
{
    async void Start()
    {
        PlayerAccount mainPlayerAccount = await PlayerAccount.GetMainAsync();

        // Acquire Guest Id from guest account associated with this machine.
        PlayerAccount guestPlayerAccount = await CoherenceCloud.LoginAsGuest();
        GuestId guestId = guestPlayerAccount.GuestId.Value;
        guestPlayerAccount.Logout();

        // Link the guest id to the main account:
        await mainPlayerAccount.LinkGuest(guestId, force: true);
    }
}
```

The PlayerAccount class provides the following methods for linking authentication methods into an existing Player Account:

* **LinkGuest**
* **LinkSteam**
* **LinkEpicGames**
* **LinkPlayStation**
* **LinkXbox**
* **LinkNintendo**
* **LinkJwt**

## Unlinking

Each of the **Link** methods listed above also have a corresponding **Unlink** method in the PlayerAccount class that can be used to remove an authentication method from the Player Account.

If an authentication method is already linked with one Player Account, and you try to link it with another one, the operation will fail by default. If however you pass a **force** value of **true** to a Link method, then the authentication method will automatically be unlinked from any existing Player Accounts it's associated with.

{% hint style="danger" %}
**Warning**: If an authentication method is unlinked from a Player Account, and the Player Account has no other authentication methods set up, then access to that Player Account will be lost.
{% endhint %}

## Account Information

### Username and Password

You can change the username and (optionally) password of a Player Account using **PlayerAccount.SetUsername**.

If no password is provided, then the option to [login with password](#login-with-password) will not be available. This might still be useful if the username is used for game purposes only and not as an authentication method.

You can remove the username and password from a Player Account using **PlayerAccount.RemoveUsername**.

If the Player Account has no other authentication methods set up besides the username and password, then **RemoveUsername** will fail by default. If however you pass a **force** value of **true** to the method, then the username and password will be removed regardless.&#x20;

{% hint style="danger" %}
**Warning**: Access to a Player Account will be lost if the last authentication method is removed from it.
{% endhint %}

### Display Name and Image

You can change the display name and image of a Player Account using **PlayerAccount.SetDisplayInformation**.

You can remove the display name and image from a Player Account using **PlayerAccount.RemoveDisplayInformation**.

### Email

You can assign an email address to a Player Account using **PlayerAccount.SetEmail**.

You can remove an email address from a Player Account using **PlayerAccount.RemoveEmail**.

## Player Account Id

A globally unique identifier gets generated for every player account that is created. This id can be accessed via [PlayerAccount.Id](https://unityapi.coherence.io/docs/v1.6.0/api/Coherence.Cloud.PlayerAccount.Id.html#Coherence_Cloud_PlayerAccount_Id).

The id can be useful for storing player-specific data in [Cloud Storage](https://docs.coherence.io/1.7/hosting/coherence-cloud/game-services/cloud-storage).

```csharp
PlayerAccount playerAccount = await PlayerAccount.GetMainAsync();
var cloudService = playerAccount.Services.CloudService;

// Create an identifier for a storage object
// that can hold player-specific data
// based on the player's account's identifier:
StorageObjectId storageObjectId = ("PlayerData", playerAccount.Id);

var loadOperation = await cloudService.LoadObjectAsync<PlayerData>(storageObjectId);
if(loadOperation.IsCompletedSuccessfully)
{
    Debug.Log("Loaded player data: " + loadOperation.Result);
}
```
