Google Sign-in for Unity without Google+? - authentication

I'm developing an application in Unity, primarily focusing on iOS right now.
For the backend, I decided to try out firebase since they have a Unity package and so far its been pretty painless.
Does a Google Signin option exist for Unity that doesnt involve GooglePlayGames (GPG)?
I'm not interested in integrating to that platform at all, Im really just after the Sign in feature so I can grab the user token and authenticate to Firebase.
I currently have GPG and Firebase up and running...and it works great.
My issue is that if a user is not a Google+ member, they cant authenticate since apparently GPG relies heavy on that.
All I'm really after is a solution for vanilla Google Login that would give me an auth token I can use in Firebase...
If you're familiar with Pokemon Go...a very similar login flow.
With that app i was able to use a google account that doesnt have google+ and everything worked fine.

First of all, don't use the Google Play games plugin; it doesn't work for iOS anyways if you don't have an existing Google Play games account via any Android device usage in past. Even for many Android users Play Games apps won't work because it's not packaged with every Android device.
However, I am using this Google Login Unity plugin in iOS & Android which is available in the Asset Store. It works really well.
https://www.assetstore.unity3d.com/en/content/94517

Related

Using Expo's Google authentication integration vs react-native-google-signin

I'm building my first React Native app and I want to have Google signin.
I first went down the path of trying to integrate the library react-native-google-signin - seemed like a promising library! But then very quickly I got mired in problems with my development environment and figuring out Expo development builds. I never quite got it working.
Then I tried Expo's Google authentication integration, and I've gotten that working, at least on web and iOS via Expo. It returns the logged-in user's Google access_token, which I think is all I'm needing (I currently don't need access to any other of the user's Google data).
My main question is: what are the drawbacks or limitations of using Expo's authentication option, or, why would I want to use the react-native-google-signin library despite its much greater added complexity? Is the Expo option going to break when I try to officially turn my app into a native iOS app?

Google Photos REST API with Angular/Java/dotNet

I am trying to connect to google photo in angular and been searching since last two days about google photos REST api but couldn't find any useful example.
Could somebody help me with this on how to use google photos api in angular. an example would be great if I get it working I will creating sample and put it on github or others to look at.
Another thing I am trying is to connect api without any user interaction. I have tried playgrounds but its prompting to authorize access as well. Idea is to build ionic app that can connect to my google photos without needing me to authenticate access to it with my id and secret.
my app would be in angular(ionic) or java(android) so would prefer example (if any) in those platform but ok with dotnet or php as well. Won't be able to use library in dotnet or php.
Thanks
Bhavesh

App won't run without google play services, which are not supported by your device Error while using firebase analytics for react native mobile app

I am trying to integrate firebase analytics on react native app, I have completed all the prerequisites and got a successful build running on Honeywell android Device, but when I open the app it gives above error. There are many such duplicate question but nothing works for me as I can't have play store as the target devices are Handheld android devices and not mobile devices. How to integrate firebase analytics without having to install google play service.
Thanks for Answer #JakeSteam
But I could get firebase integration working without google play service error.
Issue Details:
I was using react native firebase 5.x.x, which works fine but will give a pop up message mentioned in question if your device doesn't have google play service.
Workaround:
Upgrade react native firebase to version 6.x.x, the community has redeveloped this repo and I am not having issues with it now.
NOTE:
Without google play service on your device you can only use few firebase services like analytics, crashlytics etc.
As a Firebaser said:
Firebase as a platform requires Google Play Services, even though some Firebase products may be able to work without it.
If you cannot use Google Play Services, you may want to look into Google Analytics, which does not require it:
Note: Google Analytics can be used and will work on devices that do not have Google Play Services. In this case you still download and use the Google Play Services SDK and Google Analytics will automatically fall back to local dispatching.

Google Drive API oauth 2 error

I managed to get the code runing to a point where i can upload and download files in my android app from google drive using the api. However i uploaded my app to Google Play and when a user installs it the first time the oauth 2 screen pops up and requires to select account(which is great) but when the user selects Google account the oauth screen just keep appearing and looping.
Did anyone encounter this before?
As stated in this thread, maybe you did not create credentials for your app. As described in this documentation, you must retrieve your SHA-1 keys for both the debug and production environments and add them in your credentials in the Google Developers Console.

How to create a login to a Google Glass app?

On https://glass.google.com/myglass, apps that require a login do it from the website before installing the app. How can I create an app that requires a login like this? I can't find anything in the documentation about it. Also, how can I test the app since it would not be in myglass?
Although Google has worked with some partners to get GDK-based Glassware in MyGlass that use auth, there is no public method to do so yet. This is a frequently requested feature, and you can expect that once the GDK leaves Developer Preview, it will be available.
Until then, you will need to test your app by sideloading the app onto Glass. If you're testing for yourself, you can hardcode the auth into the app, and many people have hacks that use QR codes.
Keep in mind that this only holds true for GDK Glassware. Anything built with the Mirror API has authentication as part of its web-based initialization which you can trigger without having to go through MyGlass.
Currenlty, Google Glass apps implemented with GDK do not have access to authentication support. The Google Glass team has accepted this issue to be implemented, but it is not there in XE12. Information from the Glass Team indicates that such authentication will be through the Account Manager, when it does arrive.
Only speculation and rumors about when that will be! (Though I will look at XE14 carefully when it comes out, moving Glass Android to 4.2.2 (KitKat).)