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Prepare your game for Unity Gaming Services

Initialize Unity Gaming Services in your project, and authenticate the player to prepare for multiplayer functionality.
Read time 1 minuteLast updated 12 hours ago

You must first initialize Unity Gaming Services for your project before you can use its features and begin your multiplayer game.

Initialize UGS and authenticate the player

To initialize Unity Gaming Services, and authenticate the player:
  1. In the Unity Editor, go to the Project window, then select Assets > Scripts.
  2. Right-click (macOS: Ctrl+click) Scripts.
  3. Select Create > Scripting > MonoBehaviour Script.
  4. Name the script
    SessionManager
    .
  5. Right-click (macOS: Ctrl+click) in the Hierarchy window and select Create Empty.
  6. Enter
    SessionManager
    as the name.
  7. Select this new
    SessionManager
    GameObject.
  8. In its Inspector window, select Add Component.
  9. Select your
    SessionManager
    script.
  10. In the Project window, double-click the
    SessionManager
    script. The script opens in your preselected IDE.
  11. Replace the contents of
    SessionManager.cs
    with the following code:
    using UnityEngine;using Unity.Services.Core;using System;using Unity.Services.Authentication;public class SessionManager : MonoBehaviour{ async void Start() { try { await UnityServices.InitializeAsync(); await AuthenticationService.Instance.SignInAnonymouslyAsync(); Debug.Log($"Sign in anonymously succeeded! PlayerID: {AuthenticationService.Instance.PlayerId}"); } catch (Exception e) { Debug.LogException(e); } }}
    In the above code:
    • The line
      await UnityServices.InitializeAsync();
      initializes Unity Gaming Services SDKs.
    • The line
      await AuthenticationService.Instance.SignInAnonymouslyAsync();
      anonymously authenticates the player.
    The Authentication SDK supports anonymous authentication and external authentication solutions for supported platforms, including mobile and PC. Refer to Approaches to authentication for more details. Anonymous authentication requires no special configuration, making it easier to use than external authentication and more suitable for prototyping. As the developer, you must authenticate your players after initializing Multiplayer Services in your code.