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Cloud Storage for Firebase Quickstart

The Cloud Storage for Firebase Unity Sample demonstrates the Firebase SDK for Cloud Storage with the Firebase Unity SDK inside the Unity Editor.

Requirements

Running the Sample inside the Editor

  • Download the Firebase Unity SDK and unzip it somewhere convenient.
  • Open the sample project in the Unity editor.
    • Select the File > Open Project menu item.
    • Click Open.
    • Navigate to the sample directory testapp in the file dialog and click Open.
  • Open the scene MainScene.
    • Navigate to Assets/TestApp/MainScene in the Project window.
    • Double click on MainScene file to open.
  • Import the Firebase Storage plugin.
    • Select the Assets > Import Package > Custom Package menu item.
    • Import FirebaseStorage.unitypackage from the Firebase Unity SDK, downloaded previously.
    • Click the Import when the Import Unity Package window appears.
  • Turn off secure access using Public Rules
    • Navigate to the Storage tab in the firebase console.
    • In the Rules section, replace the line allow read, write: if request.auth != null; with allow read, write;
  • Change the line private const string MyStorageBucket = "gs://YOUR-FIREBASE-BUCKET/"; to replace YOUR-FIREBASE-BUCKET with the bucket found in the firebase console under the Storage tab.

Once you have done this, you can run the Unity Editor and test the application. You will be able to enter text to upload to Cloud Storage and afterwards download that same text.

Building the Sample for Devices

iOS

  • Register your iOS app with Firebase.

    • Create a project in the Firebase console, and associate your iOS application.
      • You should use com.google.firebase.unity.storage.testapp as the package name while you're testing.
        • If you do not use the prescribed package name you will need to update the bundle identifier as described in the Optional: Update the Project Bundle Identifier below.
  • Add the GoogleService-Info.plist file to the project.

    • Navigate to the Assets\TestApp folder in the Project window.

    • Drag the GoogleService-Info.plist downloaded from the Firebase console into the folder.

      NOTE: GoogleService-Info.plist can be placed anywhere in the project.

  • Optional: Update the Project Bundle Identifier

    • If you did not use com.google.firebase.unity.storage.testapp as the project package name you will need to update the sample's Bundle Identifier.
      • Select the File > Build Settings menu option.
      • Select iOS in the Platform list.
      • Click Player Settings
      • In the Player Settings panel scroll down to Bundle Identifier and update the value to the package name you provided when you registered your app with Firebase.
  • Build for iOS

    • Select the File > Build Settings menu option.
    • Select iOS in the Platform list.
    • Click Switch Platform to select iOS as the target platform.
    • Wait for the spinner (compiling) icon to stop in the bottom right corner of the Unity status bar.
    • Click Build and Run.

Android

  • Register your Android app with Firebase.
    • Create a project in the Firebase console, and attach your Android app to it.
      • You should use com.google.firebase.unity.storage.testapp as the package name while you're testing.

        • If you do not use the prescribed package name you will need to update the bundle identifier as described in the Optional: Update the Project Bundle Identifier below.
      • To generate a SHA1, first you will need to set the keystore in the Unity project.

        • Locate the Publishing Settings under Player Settings.
        • Select an existing keystore, or create a new keystore using the toggle.
        • Select an existing key, or create a new key using "Create a new key".
      • After setting the keystore and key, you can generate a SHA1 by running this command:

        keytool -exportcert -list -v -alias <key_name> -keystore <path_to_keystore>
        
    • Download the google-services.json file associated with your Firebase project from the console. This file identifies your Android app to the Firebase backend, and will need to be included in the sample later.
      • For further details please refer to the general instructions which describes how to configure a Firebase application for Android.
  • Add the google-services.json file to the project.
    • Navigate to the Assets\TestApp folder in the Project window.

    • Drag the google-services.json downloaded from the Firebase console into the folder.

      NOTE: google-services.json can be placed anywhere in the project.

  • Optional: Update the Project Bundle Identifier
    • If you did not use com.google.firebase.unity.storage.testapp as the project package name you will need to update the sample's Bundle Identifier.
      • Select the File > Build Settings menu option.
      • Select Android in the Platform list.
      • Click Player Settings
      • In the Player Settings panel scroll down to Bundle Identifier and update the value to the package name you provided when you registered your app with Firebase.
  • Build for Android
    • Select the File > Build Settings menu option.
    • Select Android in the Platform list.
    • Click Switch Platform to select Android as the target platform.
    • Wait for the spinner (compiling) icon to stop in the bottom right corner of the Unity status bar.
    • Click Build and Run.

Support

https://firebase.google.com/support/

License

Copyright 2016 Google, Inc.

Licensed to the Apache Software Foundation (ASF) under one or more contributor license agreements. See the NOTICE file distributed with this work for additional information regarding copyright ownership. The ASF licenses this file to you under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.