我正在使用Unity 2017.2.0f3和Firebase SDK 4.2.1,当我在Unity编辑环境中在PC上运行它时,当我将它构建到apk并在Android设备上运行时,Firebase会给我一个错误。
我的代码:
FirebaseApp.DefaultInstance.SetEditorP12FileName("xxxxxxxxxxxxxxx-admin-sdk.p12");
FirebaseApp.DefaultInstance.SetEditorServiceAccountEmail("xxxxxxxxxxxxxxx.iam.gserviceaccount.com");
FirebaseApp.DefaultInstance.SetEditorP12Password("notasecret");
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
dependencyStatus = task.Result;
if (dependencyStatus == DependencyStatus.Available) {
InitializeFirebase();
} else {
Debug.LogError(
"Could not resolve all Firebase dependencies: " + dependencyStatus);
}
});
我正在使用服务帐户进行连接,当我运行应用程序时,它在Unity Editor上运行良好。但是当我生成APK并将其安装在Android设备(Samsung S7,Android 7.0)上时,当我运行应用程序时,LogCat会给我这个错误:
11-22 21:23:58.819: E/Unity(5835): Firebase.Database.Internal.Core.ValueEventRegistration:FireCancelEvent(DatabaseError)
11-22 21:23:58.819: E/Unity(5835): Firebase.Database.Internal.Core.View.CancelEvent:Fire()
11-22 21:23:58.819: E/Unity(5835): Firebase.Database.Internal.Core.View.Runnable30:Run()
此链接也会报告错误:https://github.com/firebase/quickstart-unity/issues/120
欢迎任何帮助......
答案 0 :(得分:1)
嗯......我犯了几个错误,最后我修好了。由于某种原因,在您的项目上设置服务帐户以从Firebase实时数据库读取/写入数据是不够的。它在您运行游戏时适用于Unity Editor。但是,如果您不是移动设备上的APK(Android),App(游戏)必须验证有效的Firebase用户
我在Firebase控制台上创建了一个用户签名方法EMAIL / PASSWORD。然后我使用Firabase Authetication Unity Package对我的应用程序进行了身份验证,而Voila ......它的工作原理。 当用户在Firebase上进行身份验证时,Firebase系统会自动将实时数据库规则更改为TRUE
{
"rules": {
".read": "auth != null",
".write": "auth != null"
}
}
https://firebase.google.com/docs/database/unity/start
我的工作代码,即使在Unity Editor和移动设备上也是如此:
private Firebase.Auth.FirebaseAuth auth;
private Firebase.Auth.FirebaseUser newUser;
void Awake() {
//Using Firebase SDK
//This is needed only for the unity editor
FirebaseApp.DefaultInstance.SetEditorP12FileName("xxxxxxxxxxxxxxxxxxx-admin-sdk.p12");
FirebaseApp.DefaultInstance.SetEditorServiceAccountEmail("xxxxxxxxxxxxxxxx@yyyyyyyyyyyyyyyyy.gserviceaccount.com");
FirebaseApp.DefaultInstance.SetEditorP12Password("notasecret");
//--------------------------------------
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
dependencyStatus = task.Result;
if (dependencyStatus == DependencyStatus.Available) {
InitializeFirebase();
} else {
Debug.LogError(
"Could not resolve all Firebase dependencies: " + dependencyStatus);
}
});
}
// Initialize the Firebase database:
protected virtual void InitializeFirebase() {
FirebaseApp app = FirebaseApp.DefaultInstance;
// NOTE: You'll need to replace this url with your Firebase App's database
// path in order for the database connection to work correctly in editor
//This is needed only for the unity editor
app.SetEditorDatabaseUrl("https://xxxx.yyyyyyyyy.com/");
if (app.Options.DatabaseUrl != null) app.SetEditorDatabaseUrl(app.Options.DatabaseUrl);
//--------------------------------------
Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
auth.SignInWithEmailAndPasswordAsync("mail@mail.com", "strongpassword").ContinueWith(task => {
if (task.IsCanceled) {
Debug.LogError("SignInWithEmailAndPasswordAsync was canceled.");
return;
}
if (task.IsFaulted) {
Debug.LogError("SignInWithEmailAndPasswordAsync encountered an error: " + task.Exception);
return;
}
Firebase.Auth.FirebaseUser newUser = task.Result;
Debug.LogFormat("User signed in successfully: {0} ({1})",
newUser.DisplayName, newUser.UserId);
//Getting client id for FB using device id
FirebaseDatabase.DefaultInstance.GetReference("node1").Child(node2).Child("node3")
.ValueChanged += HandleChanged;
});
}
注意:密码应该很强。 不要忘记在destroy方法上注销,否则下次尝试连接时会出现错误。
auth.SignOut();