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Getting started with Firebase in Unity (2019) - Firecasts

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Firebase

Firebase

Күн бұрын

In this video, hear Patrick Martin from the Firebase team discuss how to get started with Firebase in Unity. Watch Patrick configure a Unity project with Firebase that is deployed to both of the platforms.
Links:
Unity Cloud Bill for iOS: goo.gle/2m14pHy
How to manage your native iOS and Android dependencies in Unity like Firebase: goo.gle/2kjNaki
Firebase Unity Documentation: goo.gle/2m2qzJq
Firebase Authentication Unity Documentation: goo.gle/2krczsz
Follow Patrick Martin (@pux0r3) on Twitter: goo.gle/2moBkWU
Firecasts playlist → goo.gle/Firecasts
Subscribe to the Firebase Channel → goo.gle/Firebase

Пікірлер: 197
@wassimmefteh401
@wassimmefteh401 3 жыл бұрын
2020 and i'm still watching this guys because i always forget how to implement this thing into unity, thanks Homie !
@josephsmith4874
@josephsmith4874 4 жыл бұрын
After year later.... finally you are here!!
@asmargames4423
@asmargames4423 Жыл бұрын
Great video still works well in 2023! For anyone using a new version of unity and wondering about the .NET version i believe .NET 4 is the only one now that's why you can't find the option for it in the player settings. (I'm using Unity version 2021.3.25f1 And to get the SHA1 I had to create a new keystore ans used the following command... keytool -list -v -alias "name of alias" -keystore "C:\Users\... (THE LOCATION OF THE KEYSTORE YOU JUST CREATED)" (make sure you change the things inside the quotations to your alias and your keystore location on your device).
@dennisgonzales9521
@dennisgonzales9521 4 жыл бұрын
Awesome stuff!
@doctordiv
@doctordiv 4 жыл бұрын
Great video! Could you also demo using existing events and writing custom events to track app usage? Thank you!
@pixelb0i255
@pixelb0i255 4 жыл бұрын
Excellent guide. Great pacing and engaging content. I would like to see a guide on integrating messaging/chats in Unity. Thanks again!
@gianmarcopane2806
@gianmarcopane2806 3 жыл бұрын
If someone else got tons of errors when importing one of the packages, try deleting assets/PlayServiceResolver and Assets/ExternalDependecyManager folders. Hope it helps :)
@elegantuniverse2510
@elegantuniverse2510 4 жыл бұрын
I opened keytool.exe from this address C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\OpenJDK\Windows\bin but it opens then closes ?i also run it from cmd and opened as administrator
@user-bz4xl8tr2r
@user-bz4xl8tr2r 3 жыл бұрын
I recently download Unity and its Scripting Runtime Version was set .Net 2.0 Standard, is it okay to use it instead of .Net 4.x?
@solidlahori
@solidlahori 4 жыл бұрын
Wonderful , quick and sharp tutorial. Thanks.
@iqraimtiaz5209
@iqraimtiaz5209 3 жыл бұрын
At 5:43, open a terminal...which terminal I have to open for windows?
@solidlahori
@solidlahori 3 жыл бұрын
@@iqraimtiaz5209 cmd is what you run. Check if keytool is on your path.
@iqraimtiaz5209
@iqraimtiaz5209 3 жыл бұрын
@@solidlahori Yeah now I understood...all done...Thank you
@samsara2024
@samsara2024 3 жыл бұрын
I made all the steps.. I think all is working OK, but I dont see any activity in the Google Analytics? Any hint what can be wrong?
@ignaciovargas6784
@ignaciovargas6784 3 жыл бұрын
Hello Patrick... I made all to work correctly but when I create the android app it does not connect. CheckAndFixDependenciesAsync is not working. Could you please gave us some easy hints to follow? Thanks a lot.
@qzswarzeeshan5308
@qzswarzeeshan5308 3 жыл бұрын
All the guys who is like me having trouble with showing up a user on Dashboard. If you have no errors till creating android build to test. Than just like me your problem might be with this code. FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => { FirebaseAnalytics.SetAnalyticsCollectionEnabled(true); }); You can solve your problem by forcing your ContinueWith sentence to be done in the Unity's main thread. For this, just use ContinueWithOnMainThread (available in the namespace:Firebase.Extensions) instead of ContinueWith. So after changing your code will looks like this. void Start() { FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => { FirebaseAnalytics.SetAnalyticsCollectionEnabled(true); }); }
@ikee_2947
@ikee_2947 3 жыл бұрын
Hi Hope someone can help me. On my unity editor the firebase works but when i tried to build and run the apk on my physical android device it does not work and there are no data shows from the firebase. (I am using 2021 version of Unity)
@melanierebecca8707
@melanierebecca8707 Жыл бұрын
how do I setup development and production environments ( two firebase projects ) in unity
@iqbalwidodo496
@iqbalwidodo496 4 жыл бұрын
help please, i doing this on my command prompt (windows) "C:\Program Files\Unity\Hub\Editor\2018.4.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\OpenJDK\Windows\jre\bin\keytool.exe" -list -v -alias androiddebugkey -keystore %USERPROFILE%\.android\debug.keystore but the output is: Illegal option: MyProfile\.android\debug.keystore any hint for that?
@kondy
@kondy 4 ай бұрын
I have a problem, because I imported packages and everything was working but I had some problems and I reverted changes and when I'm importing packages again there's no firebase option in Window and adding data to database does not work now
@user-up2ee8ok4l
@user-up2ee8ok4l Жыл бұрын
I noticed that firebase is working on the editor but not working in my android build! so do you have a fix for this?
@professorm4171
@professorm4171 4 жыл бұрын
Man, wish you made this video last month. I had to spent hours figuring out the enable analytics in the code myself.
@pux0r3
@pux0r3 4 жыл бұрын
Typically, if you ever call FirebaseApp.DefaultInstance you should start getting analytics without needing to make this call. I do feel that this is the clearest way to integrate Analytics if that's the only Firebase client SDK you plan on using (if I wasn't familiar with Firebase, and found a script that just said DefaultInstance and didn't do anything with it, I'd assume it was dead code and clean it up).
@pux0r3
@pux0r3 3 жыл бұрын
@nio2edward It might be good to move to something that's better for sharing code/debugging (say firebase.google.com/support, reddit.com/r/firebase, stack overflow, or firebase.community). But I'd want to know what platform you're running the editor on (Windows, Linux, or MacOS), which platform you're running your game on (Android or iOS), whether or not you added analytics to your project (this is optional now, wasn't when I recorded this video), and whether or not you get any error messages when you call FirebaseApp.CheckAndFixDependenciesAsync. My debugging process is first to make sure everything's setup in the backend (packageid matches, you have the json and/or plist, Analytics is hooked up, &c), then make sure your build is setup correctly (getting your dependencies in iOS/Android - this can be complicated in Unity 2020.1 firebase.googleblog.com/2020/08/firebase-compatibility-with-unity-20201.html), making sure your device is configured correctly (has play services/updated play services on Android, not being blocked by a firewall), and finally you'd want enter debug mode and see if stuff's getting sent up ( firebase.google.com/docs/analytics/debugview ).
@puchachabra5986
@puchachabra5986 2 жыл бұрын
do we have to follow same command on windows for making debug key
@joao16mariano
@joao16mariano 2 жыл бұрын
Olá amigo estou tentado fazer uma integração da unity com firebase para controlar um relé com o esp8266 mas não estou conseguindo fazer a alteração da string, se você puder mim ajudar ficarei muito agradecido. Seria mais ou menos assim: chave: led valor: "0" assim: led: "0" e quando eu clicasse novamente no botão mudaria de estado para led: "1"
@naninoni7086
@naninoni7086 Жыл бұрын
Can I use this for desktop too? On windows
@joanbuhay8010
@joanbuhay8010 3 жыл бұрын
I opened keytool.exe from this address C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\OpenJDK\Windows\bin but it opens then closes ? please help me
@anirudhganesh
@anirudhganesh 4 жыл бұрын
To all those using Unity Version 2020. I've tried importing Firebase packages with both the manual method and the EDM4U method as described in the documentation but both of them do not generate the Firebase folder under Android. Also, there was an IOS error saying the packages for IOS were missing (this was obvious since I had not installed the IOS package). PS: It's working for 2019 version as expected so I'm using 2019 version. These kind of errors are common when unity switches to a new version and yes it is a headache for devs to find a workaround until a solution comes up. Best thing is to keep a game with a stable version (unity provides long term support for these).
@marcloicardona
@marcloicardona 2 жыл бұрын
Any update on this?
@anirudhganesh
@anirudhganesh 2 жыл бұрын
@@marcloicardona nah mate. I dropped it. sorry. the only thing I achieved was creating a Google login
@stefanoc5099
@stefanoc5099 Жыл бұрын
Can you target localhost auth emulator from unity sdk? Haven't find any example
@natando_001
@natando_001 4 ай бұрын
Can you have a video about Firebase Testlab on Unity
@abudriaz9678
@abudriaz9678 2 жыл бұрын
firbase unity sdk does not support webgl any help in that regard?
@eckual
@eckual 3 жыл бұрын
9:27 where should thist script exists ? attached to which component !!!
@moosesnWoop
@moosesnWoop 4 жыл бұрын
I like how you say it's a ~300 mb file, but when you download the SDK it's 2.2GB ???
@TeguhPrabowoSeven7
@TeguhPrabowoSeven7 3 жыл бұрын
it's 5GB for me
@thanachaikititharagul1526
@thanachaikititharagul1526 3 жыл бұрын
@nio2edward I feel you, bro.
@yamam4fadel416
@yamam4fadel416 3 жыл бұрын
Is it the file size or the download size that is 2.2gb
@pux0r3
@pux0r3 3 жыл бұрын
This has been something the team has focused on. In addition to bringing the size down, you can now download the packages individually here: developers.google.com/unity/packages#firebase A few caveats: 1) make sure you always keep your versions in sync, if you forget to update a package you'll have a bad time (this is why the .zip file is still favored in docs) 2) this only supports the dotnet4 variants of the Firebase plugin. This is likely what you need, but there's a chance that you're still using dotnet3 if you have a game in Unity 2018 or earlier.
@fahadbilal7846
@fahadbilal7846 2 жыл бұрын
if anyone have ios resloving issue or editor.dll is not loaded issue or firebase is not in window tab do this just reimport the plugin and do this step ==> in unity assets>plugin>ios>firebase>clickbothfile(once each time)>in inspector>check all platform close the unity and reopen WAllah you will be happy as i am now :) thanks
@groversaulsoriagarcia1263
@groversaulsoriagarcia1263 2 жыл бұрын
thanks, i am happy now
@unity4arabic948
@unity4arabic948 4 жыл бұрын
Thank you very much for your services After I unpack the package I start the project on unity It debug Generating google services .xml file from google services.json failed
@pux0r3
@pux0r3 4 жыл бұрын
Did you download the google-services.json or GoogleService-Info.plist (~4:36)? If that doesn't work, I would strongly encourage you to see if you can find your issue on github.com/firebase/quickstart-unity/issues/ or file a new bug there. It will be much easier to track. Without more information, if downloading those files and putting them in the Assets/ directory doesn't help, you _could_ be running into this issue: github.com/firebase/quickstart-unity/issues/540
@ZezZoon
@ZezZoon 3 жыл бұрын
I do everything in this video but I have no user in dashboard and in Steamview too.
@bulbasaurarmy6354
@bulbasaurarmy6354 4 жыл бұрын
When I looked at my analytics dashboard I didn't see any users in the last 30 minutes, what am I doing wrong?
@darkmatter5883
@darkmatter5883 3 жыл бұрын
if you're not seeing the 1 user in last 30 mins, select "StreamView" it's in the same blue column.
@jasbrela
@jasbrela 2 жыл бұрын
its like my 10th try and I still cant make this work
@samsara2024
@samsara2024 3 жыл бұрын
I follow all the steps again and again and I can not make my Android app to wotk and connect. and no answer here.. Any want can give me a hint ?
@williambrasher1382
@williambrasher1382 3 жыл бұрын
Thank you
@Firebase
@Firebase 3 жыл бұрын
You're welcome
@chilldude000
@chilldude000 4 жыл бұрын
Thank you very much for the guide. Also, I have a question. Does 'CheckAndFixDependenciesAsync' not work when the app is built with Development Build enabled? When I tried to build with Development build enabled, the call didn't proceed to the 'ContinueWith' callback hence not reaching 'FirebaseAnalytics.SetAnalyticsCollectionEnabled'. Nevertheless, disabling development build does make it work fine :)
@pux0r3
@pux0r3 4 жыл бұрын
Woah, I went a little crazy with the copy/paste. It should work in development mode. Are you using "ContinueWith" or "ContinueWithOnMainThread"? The former will reenter Unity on the wrong thread, and Unity probably has extra checks in Debug mode to check it.
@chilldude000
@chilldude000 4 жыл бұрын
@@pux0r3 What we currently do is just cache the Task from CheckAndFixDependenciesAsync and wait until the Tasks's IsCompleted is done, then do whatever initialization after the Status checking. It works well for us so it's all good. What I mean in my comment is based on my test on a device. I used ContinueWith, and added the Status check inside the delegate. I noticed that if I build with development mode on, the app does not enter the delegate thus getting stuck in the checking of dependencies. When I turned off the development mode, it went fine. I'm not sure if there was something wrong with what I did back then but that was an empty project with just Firebase and Remote Config.
@pux0r3
@pux0r3 4 жыл бұрын
​@@chilldude000 I don't think there should be anything different. ContinueWith is provided by the system (if you're using the dotnet4 backend). It would still be worth trying with ContinueWithOnMainThread if you run into this again. But otherwise, always feel free to surface bugs on GitHub: github.com/firebase/quickstart-unity/issues Or on the official support site: firebase.google.com/support/troubleshooter/report It's not that I don't want to help you (in fact, sometimes I'm the one responding there). But it's much easier to track issues, get repro steps, and keep communication going there!
@shadahmed7236
@shadahmed7236 3 жыл бұрын
unity ios deferring to firebase for event data collection not working analytics
@waqasgamedev
@waqasgamedev 3 жыл бұрын
Can you please guide on how to solve Dex Merger error when admob and firebase both are imported? I m currently solving by setting Minify and Debug in player settings to Gradle experimental. Any downside for this approach?
@pux0r3
@pux0r3 3 жыл бұрын
I believe that the issue has been resolved by now with recent updates, but file a bug here if not: github.com/firebase/quickstart-unity/issues
@joshuarobinson7422
@joshuarobinson7422 3 жыл бұрын
Fix the bug "Database URL not set in the Firebase config" plz.
@skillissuemusic
@skillissuemusic 3 жыл бұрын
Integrated firebase analytics in my unity3d app and it instantly increased my apk size by ~3mb. Is there any way to reduce this size? I have been trying to optimize my file size as much as possible and then this happened. :(
@pux0r3
@pux0r3 3 жыл бұрын
You can always file a feature request here: github.com/firebase/quickstart-unity/issues My first approach would be to try to split the binary by architecture, and ensure that only the correct shared libraries get put into each package. This is also a great question for community support, which will be checked more often than my perusing old video comments (Sorry! 😢): firebase.google.com/support#ask-the-firebase-community
@fawazaljohani8447
@fawazaljohani8447 4 жыл бұрын
'keytool' is not recognized as an internal or external command, operable program or batch file. error fix Go to My computer -> right click -> system properties -> environmental variables -> Path -> add you jdk/bin to this path C:\Program Files\Java\jdk1.8.0_211\bin *if this not work then In cmd set the path by using the below command set PATH=C:\Program Files\Java\jdk1.8.0_211\bin now the path is set now you can use the keytool credit to MANOJ G on stack overflow
@pux0r3
@pux0r3 4 жыл бұрын
Sorry this took so long, but I've written a much more in-depth blog post just on keytool now to help out with this sort of thing! medium.com/firebase-developers/whats-keytool-why-can-t-it-be-found-and-why-does-firebase-even-want-a-sha-1-a3f568867a7b?source=friends_link&sk=2807ea8db8341a60ca80de582ac7c635 (I am copy/pasting this to all the related comments, just to make sure everyone gets appropriate notifications)
@mertcanyucekaya3244
@mertcanyucekaya3244 2 жыл бұрын
why do i have to use javascript for webgl
@TiagoPradoOliveira
@TiagoPradoOliveira 4 жыл бұрын
How about FCM push notifications? I can't make it work on Unity 2019.3.3f1 I put the google-services.json inside Assets folder, but Firebase plugin do not find it. Failed to read Firebase options from the app's resources. Either make sure google-services.json is included in your build or specify options explicitly.
@wilddev8993
@wilddev8993 4 жыл бұрын
Same here, i'm using Unity 2019.3.6f1, also the packages are having some problems with the editor part giving me errors and i am not able to build and run anymore, just the build works and after build i had to manually install the app on my phone...
@TiagoPradoOliveira
@TiagoPradoOliveira 4 жыл бұрын
@@wilddev8993 This is the workaround that I found, posted on stackoverflow. stackoverflow.com/questions/60815398/how-to-use-firebase-messaging-for-android-with-unity-windows-version-2019-3-3f1?noredirect=1#comment107605248_60815398
@sekmanimohamedamine1237
@sekmanimohamedamine1237 2 жыл бұрын
Why don't just explain the important steps, and why don't share two separate videos, one for IOS users and the other for android
@diliupg
@diliupg 4 жыл бұрын
I get the error 'keytool' is not recognized as an internal or external command, operable program or batch file. WHat am I doing wrong?
@kureysalp
@kureysalp 3 жыл бұрын
You should open cmd in your ../jdk/bin file directory
@iqraimtiaz5209
@iqraimtiaz5209 3 жыл бұрын
At 5:43, open a terminal...which terminal I have to open for windows?
@emrekucukkahveci8819
@emrekucukkahveci8819 2 жыл бұрын
up
@hamzach7735
@hamzach7735 4 жыл бұрын
Is the SHA1 necessary to configure Firebase ??
@pux0r3
@pux0r3 3 жыл бұрын
Only a few products require it, Authentication being the big one that stands out. But since security rules for Firestore, Realtime Database, Cloud Storage, and Cloud Functions often rely on auth, you'll practically need to upload a sha-1 for most backend stuff.
@joegiusti528
@joegiusti528 4 жыл бұрын
Awesome video. Thanks Patrick Edit: I am getting: 'keytool' is not recognized as an internal or external command, Edit 2: in cmd: cd / cd Program Files\Android\Android Studio\jre\bin keytool Edit 3: maybe i just had to run an android build really fast lol
@pux0r3
@pux0r3 4 жыл бұрын
There's a documentation page here: developers.google.com/android/guides/client-auth It should be distributed with the Java Runtime Environment. There's a good Stack Overflow link here: stackoverflow.com/questions/2997348/i-can-t-find-the-android-keytool/2998451 In general, I always have the JDK installed and in my path, so I forgot that I might need to work out how to find it. Sorry!
@gaming4hobby899
@gaming4hobby899 4 жыл бұрын
Please help : Generation of the Firebase Android resource file google-services.xml from Assets/Firebase_json/google-services.json failed Traceback (most recent call last): File "", line 446, in File "", line 289, in main File "", line 228, in argv_as_unicode_win32 AttributeError: 'module' object has no attribute 'wintypes' generate_xml_from_google_services_json returned -1 ????
@pux0r3
@pux0r3 4 жыл бұрын
I'm so sorry I didn't see this comment before. This will likely resolve itself if you update your Firebase SDK, and if it doesn't asking on github.com/firebase/quickstart-unity/issues or firebase.google.com/support/troubleshooter/report makes it much easier to debug your particular setup if necessary.
@late30gamestudio20
@late30gamestudio20 3 жыл бұрын
Hi what text editor are you using, seems more convinience than visual studio
@pux0r3
@pux0r3 3 жыл бұрын
I'm using Rider ( www.jetbrains.com/rider/ ) out of personal preference (having done Android stuff for a long time, I'm used to IDEs like Android Studio -- I even use AppCode when doing native iOS work). Visual Studio Code and Visual Studio itself are both perfectly fine for Unity development (and my recent Firestore video used Code: kzfaq.info/get/bejne/mJuYZMWHrM7Zgp8.html )! I've also known devs to just use VIM or Emacs when doing Unity stuff, so it's just about finding a tool you like 😃
@robdelbianco9339
@robdelbianco9339 4 жыл бұрын
I have a Unity project working with Authentication and Real Time Database. Everything works perfectly when I run using the Unity Editor. but when I deploy to an actual Android device (Samsung Galaxy 6 Edge), it doesn't do anything. I put in several debug statements to make sure the application was running, and all of my Unity messages are displayed. But all messages regarding status of Firebase code displays nothing. Again, EVERYTHING works when I use Unity editor (Ver. 2019.3.6) The only thing I was never able to get to work was the keytool operation, which I still can't get to work. Any help would be appreciated.
@robdelbianco9339
@robdelbianco9339 4 жыл бұрын
Found my mistake with the keytool, but it did not change anything. Still works in editor, but not on actual device...
@qmoabella
@qmoabella 4 жыл бұрын
Same problem, everything works when I run my app using editor but when I'm running the app to an actual device even my debug statements related to firebase are not showing :(
@Jman848
@Jman848 4 жыл бұрын
Kept running into issue with build - Could not find Java SDK even though it was installed. I ended up fixing it by going into preferences > external tools and unchecking then rechecking the "use SDK installed with unity (Recommended)" Hope this helps someone, I searched for a solution forever!
@pux0r3
@pux0r3 4 жыл бұрын
I just ran into this issue myself using the Java SDK and Android SDK shipped with Unity! It looks like it may be a Unity 2019 bug (I find that sometimes I have to do a build with the wrong [system] SDK then build again with the built in one to get stuff unstuck).
@Jman848
@Jman848 4 жыл бұрын
@@pux0r3 I find that copying the path, unchecking the recommended SDK and pasting the path in manually fixes the issue.. some sort of issue there with the preferences saving I'm assuming
@Jman848
@Jman848 4 жыл бұрын
@@pux0r3 I am also only using the stuff shipped with unity!
@pieceofgeek
@pieceofgeek 3 жыл бұрын
Is it possible to use firebase with a desktop unity project too ? I want to create cross Platform multiplayer
@pux0r3
@pux0r3 3 жыл бұрын
It's technically possible, although I've seen some reports about mismatched architectures (ie: try to make a 64 bit windows build), missing system dependencies (make sure you try on a clean install of windows before shipping!), and sometimes the google-services file not being found (my recommendation is usually to hard code the data). Always feel free to reach out on community support ( firebase.google.com/support#ask-the-firebase-community ) or file issues if you find them ( github.com/firebase/quickstart-unity/issues ). Technically desktop support is beta and only intended for development -- so proceed with caution and definitely validate that everything works sooner than later (bugs on desktop will get triaged and added to the backlog, but won't always get priority given the beta/for development caveats)
@TheHed94
@TheHed94 4 жыл бұрын
Anyone got this running with Unity 2020? I just cannot get the active user visible in the dashboard and I did everything like in the video...
@anirudhganesh
@anirudhganesh 4 жыл бұрын
same. In the documentation they say there's an issue with the 2020 version but that too is when you use the package manager. But here in the video, they are doing it using the manual way to avoid all that, yet it does not seem to work. I also get an error for some IOS dll's and I suppose that's because I build the app only for android but the google sdk provides everything?!
@sankalp2520
@sankalp2520 3 жыл бұрын
I am using Unity 2019 but in that also there are 0 users visible in the dashboard. I also get a warning in the unity console when running the game "DataBase URL not set in the FireBase config" . Can that be a problem? Did you solve the problem yet @Mirek ?
@sankalp2520
@sankalp2520 3 жыл бұрын
Great Tutorial. However, I am facing a few problems: 1. I am getting a warning "DataBase URL not set in the FireBase config" in the unity console while running the game in unity. 2. I am getting zero user count in the dashboard in firebase analytics. It's showing No user in last 30 min although I'd built and run the game on my android. Please if anyone knows how to debug this.....thank you :)
@ikee_2947
@ikee_2947 3 жыл бұрын
Hi! I wanna ask if you have already solved the problem in no. 2... I am also facing the same problem when i tried to build and run my game app on android phone but it works on unity editor...
@sankalp2520
@sankalp2520 3 жыл бұрын
@@ikee_2947 i don't exactly remember but it had started working after a day or so. I do remember getting user counts in the dashboard.
@dawidpoleszczuk3477
@dawidpoleszczuk3477 4 жыл бұрын
im planning to use firebase as platform for ugc. basically in my game players can draw their own sprites. i want to use firebase to let them exchange these - submit, download and browse.
@pux0r3
@pux0r3 4 жыл бұрын
This is an excellent use case for Cloud Storage, for which I'm editing a video right now (no solid ETA though)!
@dawidpoleszczuk3477
@dawidpoleszczuk3477 4 жыл бұрын
@@pux0r3 hi! I have already solved that using firebase firestore. I'm storing the sprites in string format as raw texture data (byte[] array) converted to base 64 string. its easy to handle that this way.
@dawidpoleszczuk3477
@dawidpoleszczuk3477 4 жыл бұрын
@@pux0r3 i would have a question though, because when i was storing the byte[] array directly in a base, it then came out as a blob. how do you handle blob conversion back to byte[]? wasnt possible unfortunately
@pux0r3
@pux0r3 4 жыл бұрын
@@dawidpoleszczuk3477 I would probably approach it exactly as you have (conversion to/from some uuencoded string). Realtime Database data is transmitted as a string (as JSON afaik), which is exactly what uuencode (base64 encoded string) is designed to facilitate. Ostensibly, Cloud Storage is the tool designed to hold large binary blobs of data. So there are facilities to read/write byte[], Stream, File, &c. As long as your sprites are small in size, I don't see anything wrong with what you're doing (if you're encoding like 1024x1024 png images, maybe start considering putting references to Cloud Storage nodes in your Realtime Database though).
@dawidpoleszczuk3477
@dawidpoleszczuk3477 4 жыл бұрын
@@pux0r3 dont worry, these images are 16x16 pixels, so they're really tiny!
@ivanm71
@ivanm71 4 жыл бұрын
Did all as you told, but I don’t get the 1 phone view in Analytics :( No errors, all keys checked...
@ivanm71
@ivanm71 4 жыл бұрын
And yes, I added the script in the scene
@HuyNguyen-rg8fv
@HuyNguyen-rg8fv 4 жыл бұрын
same issue. nothing showed up in analytics.
@mancrafthq
@mancrafthq 4 жыл бұрын
I got the same issue
@onestop8884
@onestop8884 4 жыл бұрын
same problem :(
@dawidchrzest6037
@dawidchrzest6037 4 жыл бұрын
I have the same issue. Development build option disabled. SHA1 is there. downloaded json twice. No result. Building on Xiaomi Redmi 9S Android 10. Unity 2020.1.0b1380
@PeterPheneX
@PeterPheneX 4 жыл бұрын
Thank you the video I did everything without mistake, but in the Firebase dashboard, it's still zero User per minute. How can i fixed please??? Thanks
@farrael_
@farrael_ 4 жыл бұрын
Maybe it's because you didn't attach the script to any game object OR you have the 'Development Build' enabled in the build settings.
@PeterPheneX
@PeterPheneX 4 жыл бұрын
@@farrael_ Thank you. but it's not the issue
@pulkitmidha5710
@pulkitmidha5710 4 жыл бұрын
same with me
@darkmatter5883
@darkmatter5883 3 жыл бұрын
if you're not seeing the 1 user in last 30 mins, select "StreamView" it's in the same blue column.
@MBPerdersen
@MBPerdersen 3 жыл бұрын
I have the same problem (and also 0 in StreamView).
@BeastieKarlbovsky
@BeastieKarlbovsky 4 жыл бұрын
Hi, any news about the desktop builds support (PC/Mac/Linux) going official (aKa not in beta)? It will be great to have Firebase as the backend for not mobile projects !!
@pux0r3
@pux0r3 4 жыл бұрын
It's something I really want to see, but there's no official news at the time. I was a game dev before joining Firebase, so this is a topic close to my own heart!
@DanKardell
@DanKardell 2 жыл бұрын
@@pux0r3 Any update.. It's been a year now
@naiyraelkady8204
@naiyraelkady8204 2 жыл бұрын
if I use any other package for example FirebaseAuth do I also have to enable it via script ?
@rachelmmyers
@rachelmmyers 2 жыл бұрын
The first time you set it up in a new project you have to enable Firebase Auth in the Firebase Console, including deciding which sign-in methods to use. After you've done that you don't need to run any other scripts.
@BT-te9vx
@BT-te9vx 4 жыл бұрын
oh gawd - why is adding google analytics so complicated for unity. I have tried at least 7-8 methods that google mentions and now all I see is those dark links which I've already visited when I try and search on google on how to do it. Why could this not be as simple as google analytics is for web. Is there any code that needs to be written? Are there any files that need be added - kinda amazed that google would make such a thing so complicated (yeah, I know, taking things for granted but then it's Google, it's expected to simplify things)
@parsec3d
@parsec3d 4 жыл бұрын
What if I need something like this but for WebGL?
@pux0r3
@pux0r3 3 жыл бұрын
Unfortunately, the Firebase SDK for Unity doesn't support Unity's WebGL target (the technical reason boils down to depending on some C++ stuff that can't easily be encapsulated for the web). I've seen some folks report success with binding directly to Firebase's client JavaScript SDK from Unity.
@MaksymCzech
@MaksymCzech 4 жыл бұрын
UNITY
@PeterPheneX
@PeterPheneX 4 жыл бұрын
keystore file does not exist. Who can help please???
@pux0r3
@pux0r3 4 жыл бұрын
This may help: medium.com/firebase-developers/whats-keytool-why-can-t-it-be-found-and-why-does-firebase-even-want-a-sha-1-a3f568867a7b
@fastsolution
@fastsolution 4 жыл бұрын
the size 1.183GB why ?
@pux0r3
@pux0r3 4 жыл бұрын
There are a number of reasons. One is that Unity Package files can't represent dependencies, so every package has to include common components (such as FirebaseCore). Another is that every native library for every platform supported needs to be included with the library currently. This means that in addition to various iOS and Android architectures being supported, MacOS, Windows, and Linux support need to ship so that Firebase works in the Editor. If you use the new UnityPackageManager integration, it's a little more streamlined but the SDKs do still have to live somewhere (in this case, in the Library directory - which likely isn't committed to VCS). I know that it's not quite the answer you want, but there is a reason. The local (and platform native) libraries are really what make Firebase shine (deep os integration on iOS and Android for instance), but the size is the cost of that.
@justwakingup2439
@justwakingup2439 4 жыл бұрын
How can i open this: 5:49 i can't understand...
@klonanbrown2807
@klonanbrown2807 4 жыл бұрын
On windows, I go to where my JDK is installed -> Windows -> bin -> Start CMD here
@yadhuvtk
@yadhuvtk 2 жыл бұрын
What About Unreal engine
@funtasticgames8202
@funtasticgames8202 4 жыл бұрын
5:49 how you opening that ? what is that ?
@pux0r3
@pux0r3 4 жыл бұрын
It's probably my favorite terminal emulator for demo purposes. It both defaults to a giant presentation friendly font and looks hyper cool! github.com/Swordfish90/cool-retro-term
@pux0r3
@pux0r3 4 жыл бұрын
I also use the fish shell fishshell.com/ with "oh my fish" github.com/oh-my-fish/oh-my-fish
@armagedoomodbong
@armagedoomodbong 4 жыл бұрын
@@pux0r3 Please can you give more information? how i open that files downloaded from github? We are not experts on this. I need some kind of program (console) to type that? or i can use an scripting program? or wht?
@pux0r3
@pux0r3 4 жыл бұрын
@@armagedoomodbong Oooh, you're asking about the keytool command itself? Sorry, I completely misunderstood! You will need to type it into a terminal, and where it is and how you run it will vary based on your OS. See @Ananki's comment below for how they found it or this Stack Overflow answer: stackoverflow.com/questions/2997348/i-can-t-find-the-android-keytool/2998451 As for why it worked on my machine, keytool ships with Java Development Kit (JDK), which I've added to my $PATH variable as instructed here: docs.oracle.com/en/java/javase/13/install/overview-jdk-installation.html I 100% didn't realize that this wasn't just setup -_-
@alexchesser5209
@alexchesser5209 4 жыл бұрын
Can I use firebase analytics in an App that runs in PC-Desktop and android? I'm building for RIFT and want to target oculus quest and a windows desktop standalone app
@pux0r3
@pux0r3 4 жыл бұрын
Unfortunately Firebase's Desktop support is still beta, and Analytics is not one of the even beta supported features: firebase.google.com/docs/cpp/setup#libraries-desktop As for Rift, I personally own a Quest (and a DK2! I really dig VR) and really want to explore Firebase on it. It doesn't ship with Google Play Services, so I need to one day work out what does and doesn't work, and whether it's worth trying to build the desktop version of Firebase's C++ SDK for that platform. Definitely drop me a line if this is something you try to do and run into any hiccups (I regularly check StackOver for issues with the firebase and unity3d tags [stackoverflow.com/questions/tagged/firebase+unity3d] and I'm fairly active on Twitter as @pux0r3)! Finally, for Analytics, Firebase doesn't break out the Desktop platform in the dashboard. There's more work that needs to be done for this to be supported to the desired level of quality that apply across the various product versions. This is in no way supported or recommended, but I have heard of other people using the Analytics Web API to support analytics in Firebase. For all these things I say that Firebase doesn't have yet, I would love to drum up more interest around. It helps a ton if you file a feature request: firebase.google.com/support or even a bug on the Firebase C++ github.com/firebase/firebase-cpp-sdk/issues and/or Unity github.com/firebase/quickstart-unity/issues issues list. Not only does this make it easier to get resources for new features, but it means that I can pretend to work whilst playing beat saber at my desk!
@DanKardell
@DanKardell 2 жыл бұрын
@@pux0r3 again any update. It's been a year
@DanKardell
@DanKardell Жыл бұрын
@Patrick Martin how do we do this for a desktop app?
@asgames.develop1708
@asgames.develop1708 3 жыл бұрын
❤️❤️❤️ from Russia
@lutzludtke6587
@lutzludtke6587 4 жыл бұрын
Dear Firebase Team, we really like firebase products and will be using them in our apps very soon. The videos are well explained and up to date. However, I would appreciate a troubleshooting section. Whenever something slightly deviates from the proposed path, it would be important to get back on track by having common errors explained. Such as problems finding SHA1 key if Unity project is at a unusual location. Or problems the link not surviving the app installation whenever a user does not have the app installed yet.
@armagedoomodbong
@armagedoomodbong 4 жыл бұрын
5:44 This is a tutorial, you CANT soay "open the console" and a wild new window apear! how you do that? what is that? Why are you using time explaining things about Unity, but not things about how to configure Firebase! Please explain what i need to do to "open the console". Is an external program? here i can find it? Thanks in advance.
@armagedoomodbong
@armagedoomodbong 4 жыл бұрын
how you writh the symbol before the /.andoird
@pux0r3
@pux0r3 4 жыл бұрын
So, opening a terminal differs on every operating system. On Windows, you can press windows+r and type cmd, or look for a program called Command Prompt, Windows PowerShell, or Windows Terminal. On MacOS, I usually press command+space and type terminal (there should be a program called terminal), although I like to use iTerm. On Linux, it depends on your environment. In Gnome, you usually use Gterm, Kde Kterm, LXDE lxterm, and generally xterm is available on most Linux setups. For the tilde ~. On a standard US keyboard, it's on the same key as the backtick: `. You should be able to press shift+` to get ~ (this is the key above tab and below escape). I cannot speak to other keyboard layouts (sorry!), but ~ in most operating systems means "my home directory." I would estimate that 90% of the time when you open a terminal you will be in your home directory already, so you can type .android without the ~/. This is dangerous if your terminal opens anywhere else or you've changed directory (cd). I hope this all helps! I also suspect that you'll run into the keytool error. See @ananki's comment below. I might need to figure out a way to patch this video.
@armagedoomodbong
@armagedoomodbong 4 жыл бұрын
@@pux0r3 ok thanks!
@OnderGulsevdi
@OnderGulsevdi 4 жыл бұрын
For Mac; Loacation: /Users//.android/debug.keystore Password: android
@TYNEPUNK
@TYNEPUNK 6 ай бұрын
absolutely flawed api since you cannot listfiles in storage, makes it useless
@TheSpacecraftX
@TheSpacecraftX 4 жыл бұрын
Why do videos like this always assume you are working on a Mac?
@TheSpacecraftX
@TheSpacecraftX 3 жыл бұрын
@nio2edward Yeah but there is never a "you would have to do x differently on Windows" or an alternative video. At least put it in the titles so that the majority of Unity developers not using mac know that it's not for them.
@TheSpacecraftX
@TheSpacecraftX 3 жыл бұрын
@nio2edward I would appreciate a mention of the differences. Like "there will be an extra step called x on windows/linux". It wold allow me to look up what's missing on my own.
@kx5449
@kx5449 Жыл бұрын
watching this video is the final proof that Firebase and its dependecy hell is the biggest trash of this century
@3DPrefabs
@3DPrefabs 4 жыл бұрын
it added 2.5 mb to my apk final build. no thanks. 👀🤦‍♂️
@nosferadu
@nosferadu Жыл бұрын
Everything is for mobile. What if someone actually makes a PC game.
@pauloeduardomagaldi3189
@pauloeduardomagaldi3189 Жыл бұрын
SHA1 and SHA256 keytool -list -v -alias -keystore -storepass -keypass or keytool -list -v -alias -keystore -storepass -keypass
@joaomarianodasilva2630
@joaomarianodasilva2630 2 жыл бұрын
Olá amigo estou tentado fazer uma integração da unity com firebase para controlar um relé com o esp8266 mas não estou conseguindo fazer a alteração da string, se você puder mim ajudar ficarei muito agradecido. Seria mais ou menos assim: chave: led valor: "0" assim: led: "0" e quando eu clicasse novamente no botão mudaria de estado para led: "1"
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