

Everything is fine in the editor, but the build (Win64, Direct3D 12, mono) is crashing most of times. The game runs fine in the editor but when I build the game it crashes on startup. Print("ERROR " + error.ErrorMessage + " :::: " + error.Unity Crash On Startup. Print("PlayfabResults " + result.PlayFabId) PlayFabClientAPI.LoginWithGoogleAccount(new LoginWithGoogleAccountRequest GoogleSignIn.SignInException error = (GoogleSignIn.SignInException)enumerator.Current ĭebug.Log("Got Error: " + error.Status + " " + error.Message) ĭebug.Log("Got Unexpected Exception?!?" + task.Exception) ĭebug.Log("IDTOKEN " + ) ĭebug.Log("AUTHCODE " + ) ĭebug.Log("Welcome: " + + "!") Internal void GoogleSignInComplete(Task task) googleWebId is the web client ID from above private GoogleSignInConfiguration gConfig This included everything I needed and I added it to my Unity project. Once all that was setup, I was able to get the google-services.json file on Firebase. This is used for the Android setup and will require your keystore from the Android build. I added to there.Īlso need to get the sha1 key, which this explains how There is an Authorized redirect URIs in that section. The web one should be listed there (and Android one if you set that up). Under there is a section for OAuth 2.0 client IDs. Going there I get taken to the credentials. There is a question mark next to it that includes a link to the Google API Console. This is where I got the web client ID and the Web client secret.Īlso on this screen is a section that says Whitelist client IDs from external projects. Where you enable it, there is a section for Web SDK configuration. Under authentication -> sign in, you can add Google as an option. I then went to Firebase and created a new project. Sure thing! That way I know I didn’t do anything odd when setting this up.
