- Google -> Builder Setup
- Apple -> Builder Setup
Stop! Have you configured your OIDC providers in the Builder using the instructions linked above? Have you added your client id(s) to the
SequenceConfig
scriptable object in your Resources folder?Editor
For social sign in to work in the editor, you will need to deploy a simple server on your local machine. We provide a sample implementation here. To deploy this sample server, please perform the following.- Download and install Go: https://go.dev/dl/
- Open a terminal/command prompt and verify your installation by typing
- Create a directory for your go project and a main.go file
- Copy + paste the gist into the main.go
- Initialize the project by creating a go module
- Run the server
- You should see
Server listening on port 8080
printed to your terminal/command prompt
OpenIdAuthenticator.RedirectUrl
in your code before initiating the sign in process
http://localhost:8080/
(or your server url) whitelisted as a redirect url under Standalone Platforms
in SequenceConfig
iOS
Sign in with Apple
This SDK supports native Sign in with Apple via the popularapple-signin-unity
package. This requires the Sign in with Apple
capability in XCode in order to function. Provided you have imported the Setup
scripts via Package Manager > Samples and/or have SignInWithApplePostprocessor.cs
under an Editor
subfolder, this capability will be added to your XCode builds automatically.
Please be aware that this capability is not supported by Personal Teams
.
Other Social Platforms
All other social platforms are supported by default, just be sure to add your client IDs inSequenceConfig
.
MacOS
- Open the Windows/Mac/Linux Player Settings window (menu: Edit > Project Settings > Player Settings, then select Windows/Mac/Linux).
- Select
Other Settings
, then scroll down toMac Configuration
. - Expand the
Supported URL schemes
section, and add 1 to the size. - In the new
Element N
field, enter the URL scheme you’ve configured inSequenceConfig
.

PC
No additional steps required.When configuring your social sign in web client credentials with Google (for example) for desktop platforms (and Android), you’ll want to whitelist https://api.sequence.app/oauth/callback as “Authorized redirect URIs”
Android
- In the Project window, browse to
Assets > Plugins > Android
.
Edit > Project Settings > Player
and under the Android Publishing Settings, enable Custom Main Manifest
in the Build section. See https://docs.unity3d.com/Manual/deep-linking-android.html for more info.
- If it doesn’t already exist, create a new file and name it
AndroidManifest.xml
. - Paste the following XML into the file, or, if you already have one, add the new keys from this XML to it.
- Make sure to replace ‘sdk-powered-by-sequence’ with the Url Scheme you set in
SequenceConfig
2022.3.7f1
and 2023 versions prior to 2023.1.7f1
, 2023.2.0b3
, or 2023.3.0a1
contain a bug with Android deep-linking. Please use this XML instead.
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
after your first intent-filter
. Please see https://forum.unity.com/threads/deep-linking-in-unity-2022-the-app-is-restarted.1447300/ for more info.
The URL Scheme in your AndroidManifest and SequenceConfig should be all lowercase.
If you’re working with Unity 6, you may need to replace
UnityPlayerActivity
in your AndroidManifest with UnityPlayerGameActivity
! You may also need to replace your android:theme
; we’ve found “@style/BaseUnityGameActivityTheme” works well in our testing.Web
Social sign in on Web platforms uses React via the WebGLTemplate found underWebGLTemplates/SequenceReact
. This has been validated on WebGL and WebGPU. To learn how to enable WebGPU in Unity, please see this forum post.
Please note that Google is the only OIDC provider currently supported on Web platforms by our default SequenceReact
WebGLTemplate; however, you are welcome to expand upon it to add support for the other OIDC providers supported by our API.
One-time setup
Drag thisWebGLTemplates
folder under Assets
(or just drag the SequenceReact
template into your existing WebGLTemplates
folder is you already have one) such that you have Assets/WebGLTemplates/SequenceReact
.
It is very important that your
WebGLTemplates
are at Assets/WebGLTemplates
. Much like the Plugins
folder, if they aren’t in this exact location, Unity will not pick them up!SequenceReact
template, you’ll want to restart the editor so that Unity picks up your newly added template.
From here, you can select the template under Project Settings > Player Settings > Resolution and Presentation
.
Building
After the one time setup, when you build your Unity project on Web platforms it will be built as part of a React project.- Open up a command line at the root of your new build
- Install pnpm if you don’t already have it
pnpm install
to install dependanciespnpm dev
to run the project on your localhost (defaulting to port 4444 - configurable inSequenceReact/package.json
)- Open http://localhost:4444
When building your WebGL app, if you are using any
Compression Format
(e.g. Gzip or Brotli), it is recommended to enable Decompression Fallback
under Player Settings > Publishing Settings
. Learn more about WebGL deployment here: https://docs.unity3d.com/Manual/webgl-deploying.htmlWhen configuring your social sign in credentials with Google (for example), you’ll want to whitelist http://localhost:4444 and your game’s eventual hosted URL as “Authorized Javascript origins”
Don’t forget to subscribe to the
SequenceWallet.OnWalletCreated
event to receive your newly created wallet!