Prepare your game for Unity Gaming Services
Initialize Unity Gaming Services in your project, and authenticate the player to prepare for multiplayer functionality.
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:
In the Unity Editor, go to the Project window, then select Assets > Scripts.
Right-click (macOS: Ctrl+click) Scripts.
Select Create > Scripting > MonoBehaviour Script.
Name the script
SessionManager.Right-click (macOS: Ctrl+click) in the Hierarchy window and select Create Empty.
Enter
SessionManageras the name.Select this new
SessionManagerGameObject.In its Inspector window, select Add Component.
Select your
SessionManagerscript.In the Project window, double-click the
SessionManagerscript. The script opens in your preselected IDE.Replace the contents of
SessionManager.cswith 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.
- The line