您可以使用 Google Play 遊戲服務讓玩家登入 Android 遊戲
以 Firebase 和 Unity 為基礎開發而成如何透過以下帳戶使用 Google Play 遊戲服務登入:
Firebase,請先透過 Google Play 遊戲登入玩家,然後要求
驗證 OAuth 2.0 驗證碼。接著,將驗證碼傳遞至
PlayGamesAuthProvider 產生 Firebase 憑證,您可以使用該憑證執行以下操作
進行驗證
在「活動」、「成就」和「排行榜」頁面上,建立任一種
要用於遊戲的 Play Games 項資源 (如果不需要
如要立即使用任何圖片,您可以建立預留位置項目)。然後,在
按一下任一個「活動」、「成就」或「排行榜」頁面上的任一頁面,然後按一下
取得資源並將 Android 資源程式碼片段複製到其他位置
非常便利您需要程式碼片段才能設定Google Play Games services
外掛程式。
按一下 [視窗] > Google Play 遊戲 >設定 >Android 設定,開啟
「Android Configuration」畫面。
將從 Play 管理中心取得的 Android 資源程式碼片段貼到
「Resources Definition」欄位中。
貼上您在啟用時提供的網路伺服器用戶端 ID
Play 遊戲會在 Firebase 控制台登入「用戶端 ID」
] 欄位。
按一下 [設定]。
在您的遊戲中使用 RequestServerAuthCode 設定 Play 遊戲用戶端
設定已啟用:
usingGooglePlayGames;usingGooglePlayGames.BasicApi;usingUnityEngine.SocialPlatforms;usingSystem.Threading.Tasks;PlayGamesClientConfigurationconfig=newPlayGamesClientConfiguration.Builder().RequestServerAuthCode(false/* Don't force refresh */).Build();PlayGamesPlatform.InitializeInstance(config);PlayGamesPlatform.Activate();
當玩家選擇使用 Play 遊戲登入時,呼叫
Social.localUser.Authenticate():
Social.localUser.Authenticate((boolsuccess)=>{// handle success or failure});
透過 Firebase 驗證
為遊戲新增 Play 遊戲登入程序後,即可使用
使用 Play 遊戲服務進行 Firebase 驗證。
接著,使用 Play 遊戲服務交換驗證碼以供 Firebase 使用
憑證,並使用 Firebase 憑證驗證玩家:
Firebase.Auth.FirebaseAuthauth=Firebase.Auth.FirebaseAuth.DefaultInstance;Firebase.Auth.Credentialcredential=Firebase.Auth.PlayGamesAuthProvider.GetCredential(authCode);auth.SignInAndRetrieveDataWithCredentialAsync(credential).ContinueWith(task=>{if(task.IsCanceled){Debug.LogError("SignInAndRetrieveDataWithCredentialAsync was canceled.");return;}if(task.IsFaulted){Debug.LogError("SignInAndRetrieveDataWithCredentialAsync encountered an error: "+task.Exception);return;}Firebase.Auth.AuthResultresult=task.Result;Debug.LogFormat("User signed in successfully: {0} ({1})",result.User.DisplayName,result.User.UserId);});
後續步驟
使用者首次登入後,系統會建立新的使用者帳戶
連結 Google Play 遊戲。這個新帳戶會儲存在您的
Firebase 專案的專用 ID,可用來識別應用程式內所有應用程式的使用者
專案。
在遊戲中,您可以透過
Firebase.Auth.FirebaseUser 物件:
Firebase.Auth.FirebaseUseruser=auth.CurrentUser;if(user!=null && user.IsValid()){stringplayerName=user.DisplayName;// The user's Id, unique to the Firebase project.// Do NOT use this value to authenticate with your backend server, if you// have one; use User.TokenAsync() instead.stringuid=user.UserId;}
[[["容易理解","easyToUnderstand","thumb-up"],["確實解決了我的問題","solvedMyProblem","thumb-up"],["其他","otherUp","thumb-up"]],[["缺少我需要的資訊","missingTheInformationINeed","thumb-down"],["過於複雜/步驟過多","tooComplicatedTooManySteps","thumb-down"],["過時","outOfDate","thumb-down"],["翻譯問題","translationIssue","thumb-down"],["示例/程式碼問題","samplesCodeIssue","thumb-down"],["其他","otherDown","thumb-down"]],["上次更新時間:2025-08-16 (世界標準時間)。"],[],[],null,["You can use Google Play Games services to sign in players to an Android game\nbuilt on Firebase and Unity. To use Google Play Games services sign-in with\nFirebase, first sign in the player with Google Play Games, and request an\nOAuth 2.0 auth code when you do so. Then, pass the auth code to\n`PlayGamesAuthProvider` to generate a Firebase credential, which you can use to\nauthenticate with Firebase.\n| **Important:** You can use Google Play Games services sign-in only on Android.\n\nBefore you begin\n\nSet up your Unity project\n\n1. Add the Firebase config file and the Firebase Unity SDK to your Unity project\n as described in\n [Add Firebase to your Unity project](/docs/unity/setup#set_up_environment).\n Follow the instructions for Android.\n\n Be sure to import `FirebaseAuth.unitypackage`.\n2. In the Unity Editor, under **Build Settings \\\u003e Player Settings \\\u003e Other\n Settings** set the Android package name of your game.\n\n3. Then, under **Build Settings \\\u003e Player Settings \\\u003e Publishing Settings**,\n select or create a keystore and key, which will be used to sign your Android\n package. Your APK must be signed for Play Games sign-in to work---this\n requirement applies not just for publishing, but also during development of\n your game.\n\nSet up your Firebase project\n\n1. In the [Firebase console](//console.firebase.google.com/), go to the Firebase project\n in which you registered your Unity project.\n\n2. Set your game's SHA-1 fingerprint from the\n [Settings](//console.firebase.google.com/project/_/settings/general/) page\n of the Firebase console, using the key you set in Unity.\n\n You can get the SHA-1 fingerprint of your key with the `keytool` command: \n\n ```\n keytool -exportcert -list -v \\\n -alias YOUR-KEY-NAME -keystore PATH-TO-KEYSTORE\n ```\n\n \u003cbr /\u003e\n\n Alternatively, you can get the SHA hash of your signing certificate with the\n gradle `signingReport` command: \n\n ```\n gradlew signingReport\n ```\n\n \u003cbr /\u003e\n\n Your APK must be signed with this key, including during development.\n3. Enable Google Play Games as a sign-in provider:\n\n 1. In the Firebase console, open the\n [**Authentication** section](//console.firebase.google.com/project/_/authentication/providers).\n\n 2. Generate and obtain your project's web server client ID and client\n secret:\n\n 1. Within the **Sign in method** tab, enable the **Google** sign-in\n provider.\n\n 2. Copy the web server client ID and secret from the **Google** sign-in\n provider.\n\n 3. Within the **Sign in method** tab, enable the **Play Games**\n sign-in provider, and specify your project's web server client ID and\n client secret, which you got in the last step.\n\nConfigure Play Games services with your Firebase app information\n\n1. In the\n [Google Play Console](https://play.google.com/console/developers),\n open your Google Play app or create one.\n\n2. In the *Grow* section, click\n **Play Games services \\\u003e Setup \\& Management \\\u003e Configuration**.\n\n3. Click **Yes, my game already uses Google APIs** , select your Firebase\n project from the list, and then click **Use**.\n\n4. On the Play Games services configuration page, click\n **Add Credential**.\n\n 1. Select the **Game server** type.\n 2. In the **OAuth client** field, select your project's web client ID. Be sure this is the same client ID you specified when you enabled Play Games sign-in.\n 3. Save your changes.\n5. Still on the Play Games services configuration page, click\n **Add Credential** again.\n\n 1. Select the **Android** type.\n 2. In the **OAuth client** field, select your project's Android client ID. (If you don't see your Android client ID, be sure you set your game's SHA-1 fingerprint in the Firebase console.)\n 3. Save your changes.\n6. On the **Events** , **Achievements** , and **Leaderboards** pages, create any\n Play Games resources you want to use with your game (if you don't\n want to use any immediately, you can create a placeholder entry). Then, on\n any of the **Events** , **Achievements** , or **Leaderboards** pages, click\n **Get resources** and copy the Android resources snippet somewhere\n convenient. You will need the snippet to set up the Google Play Games services\n plugin.\n\n The resources snippet looks like the following example: \n\n \u003c?xml version=\"1.0\" encoding=\"utf-8\"?\u003e\n \u003c!--\n Google Play game services IDs.\n Save this file as res/values/games-ids.xml in your project.\n --\u003e\n \u003cresources\u003e\n \u003c!-- app_id --\u003e\n \u003cstring name=\"app_id\" translatable=\"false\"\u003e123456789000\u003c/string\u003e\n \u003c!-- package_name --\u003e\n \u003cstring name=\"package_name\" translatable=\"false\"\u003ecom.example.game\u003c/string\u003e\n \u003c!-- event Wiped Raid --\u003e\n \u003cstring name=\"event_wiped_raid\" translatable=\"false\"\u003eCgkIpKjv1a4PEAIYBA\u003c/string\u003e\n \u003c/resources\u003e\n\n7. On the **Testers** page, add the email addresses of any users who need\n to be able to sign in to your game before you release it on the\n Play Store.\n\nIntegrate Play Games sign-in into your game\n\n1. Download the latest release of the\n [Play Games plugin for Unity](https://github.com/playgameservices/play-games-plugin-for-unity/releases)\n and extract it.\n\n2. Import the plugin's Unity package into your Unity project. You can find the\n Unity package in the `current-build` directory of the release archive.\n\n3. Set up the Play Games plugin:\n\n 1. Click **Window \\\u003e Google Play Games \\\u003e Setup \\\u003e Android Setup** to open the **Android Configuration** screen.\n 2. Paste the Android resources snippet you got from the Play console into the **Resources Definition** field.\n 3. Paste your web server client ID, which you provided when you enabled Play Games sign-in in the Firebase console, into the **Client ID** field.\n 4. Click **Setup**.\n4. In your game, configure a Play Games client with the `RequestServerAuthCode`\n setting enabled:\n\n using GooglePlayGames;\n using GooglePlayGames.BasicApi;\n using UnityEngine.SocialPlatforms;\n using System.Threading.Tasks;\n\n PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()\n .RequestServerAuthCode(false /* Don't force refresh */)\n .Build();\n\n PlayGamesPlatform.InitializeInstance(config);\n PlayGamesPlatform.Activate();\n\n5. Then, when a player chooses to sign in with Play Games, call\n `Social.localUser.Authenticate()`:\n\n Social.localUser.Authenticate((bool success) =\u003e {\n // handle success or failure\n });\n\nAuthenticate with Firebase\n\nAfter you add Play Games sign-in to your game, you can use the auth code from\nPlay Games services to authenticate with Firebase.\n\n1. After the player has successfully signed in using Play Games, in the sign-in\n continuation handler, get an auth code for the player's account:\n\n Social.localUser.Authenticate((bool success) =\u003e {\n if (success) {\n authCode = PlayGamesPlatform.Instance.GetServerAuthCode();\n }\n });\n\n2. Then, exchange the auth code from Play Games services for a Firebase\n credential, and use the Firebase credential to authenticate the player:\n\n Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance;\n Firebase.Auth.Credential credential =\n Firebase.Auth.PlayGamesAuthProvider.GetCredential(authCode);\n auth.SignInAndRetrieveDataWithCredentialAsync(credential).ContinueWith(task =\u003e {\n if (task.IsCanceled) {\n Debug.LogError(\"SignInAndRetrieveDataWithCredentialAsync was canceled.\");\n return;\n }\n if (task.IsFaulted) {\n Debug.LogError(\"SignInAndRetrieveDataWithCredentialAsync encountered an error: \" + task.Exception);\n return;\n }\n\n Firebase.Auth.AuthResult result = task.Result;\n Debug.LogFormat(\"User signed in successfully: {0} ({1})\",\n result.User.DisplayName, result.User.UserId);\n });\n\nNext steps\n\nAfter a user signs in for the first time, a new user account is created and\nlinked to their Play Games ID. This new account is stored as part of your\nFirebase project, and can be used to identify a user across every app in your\nproject.\n\nIn your game, you can get the user's Firebase UID from the\n`Firebase.Auth.FirebaseUser` object: \n\n Firebase.Auth.FirebaseUser user = auth.CurrentUser;\n if (user != null && user.IsValid()) {\n string playerName = user.DisplayName;\n\n // The user's Id, unique to the Firebase project.\n // Do NOT use this value to authenticate with your backend server, if you\n // have one; use User.TokenAsync() instead.\n string uid = user.UserId;\n }\n\nIn your Firebase Realtime Database and Cloud Storage Security Rules, you can get\nthe signed-in user's unique user ID from the `auth` variable, and use it to\ncontrol what data a user can access.\n\nTo get a user's Play Games player information or to access Play Games services,\nuse the APIs provided by the Play Games plugin.\n\nTo sign out a user, call `SignOut()`: \n\n auth.SignOut();"]]