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Firebase Messaging Quickstart

The Firebase Messaging Unity Sample demonstrates receiving messages from from Firebase Cloud Messaging using the Firebase Unity SDK.

Requirements

  • Unity The quickstart project requires 2017.4 or higher.
  • Xcode 10.3 or higher (when developing for iOS).
  • Android SDK (when developing for Android).

Building the Sample

iOS

  • Register your iOS app with Firebase.
    • Create a project in the Firebase console, and associate your iOS application.
      • You should use com.google.FirebaseUnityMessagingTestApp.dev as the iOS bundle ID when creating the Firebase iOS app in the console.
        • If you do not use the prescribed Bundle ID you will later need to update the bundle identifier in Unity as described in the Optional: Update the Project Bundle Identifier below.
    • Associate the project with an APNs certificate
      • Inside your project in the Firebase console, select the gear icon, select Project Settings, and then select the Cloud Messaging tab.
      • Select the Upload Certificate button for your development certificate, your production certificate, or both. At least one is required.
      • For each certificate, select the .p12 file, and provide the password, if any. Make sure the bundle ID for this certificate matches the bundle ID of your app. Select Save.
    • Download the GoogleService-Info.plist file associated with your Firebase project from the console. This file identifies your iOS 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 iOS.
  • 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.
    • If Unity Hub appears, click Add. Otherwise click Open.
    • Navigate to the sample directory testapp in the file dialog and click Open.
      • You might be prompted to upgrade the project to your version of Unity. Click Confirm to upgrade the project and continue.
  • Open the scene MainScene.
    • Navigate to Assets/Firebase/Sample/Messaging in the Project window.
    • Double click on MainScene file to open it.
  • Import the Firebase Cloud Messaging plugin.
    • Select the Assets > Import Package > Custom Package menu item.
    • From the Firebase Unity SDK downloaded previously, import FirebaseMessaging.unitypackage from the directory that matches the version of Unity you use:
      • Unity 5.x and earlier use the .NET 3.x framework, so you need to import the dotnet3/FirebaseMessaging.unitypackage package .
      • Unity 2017.x and newer allow the use of the .NET 4.x framework. If your project is configured to use .NET 4.x, import the dotnet4/FirebaseMessaging.unitypackage package.
  • Add the GoogleService-Info.plist file to the project.
    • Navigate to the Assets/Firebase/Sample/Messaging 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 under the Assets folder.
  • Optional: Update the Project Bundle Identifier.
    • If you did not use com.google.FirebaseUnityMessagingTestApp.dev as the iOS bundle ID when creating your app in the Firebase Console, 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 Settings for iOS panel scroll down to Bundle Identifier and update the value to the iOS bundle ID 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, when Xcode opens stop the build.
      • NOTE If you click Build and run and let the sample run, it will not be able to receive messages.
    • Configure the Xcode project for push messaging.
      • Select the Unity-iPhone project from the Navigator area.
      • Select the Unity-iPhone target from the Editor area.
      • Select the General tab from the Editor area.
      • Scroll down to Linked Frameworks and Libraries and click the + button to add a framework.
        • In the window that appears, scroll to UserNotifications.framework and click on that entry, then click on Add. This framework will only appear in Xcode version 8 and higher, required by this library.
      • Select the Capabilities tab from the Editor area.
      • Switch Push Notifications to On.
      • Scroll down to Background Modes and switch it to On.
      • Tick the Remote notifications box under Background Modes.
    • Build the Xcode project by selecting Project->Run from the menu.
  • See the Using the Sample section below.

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.FirebaseUnityMessagingTestApp.dev as the Android 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.
      • Android apps must be signed by a key, and the key's signature must be registered to your project in the Firebase Console. 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 -list -v -keystore <path_to_keystore> -alias <key_name>
          
        • Copy the SHA1 digest string into your clipboard.
        • Navigate to your Android App in your firebase console.
          • From the main console view, click on your Android App at the top and click the gear to open the settings page.
        • Scroll down to your apps at the bottom of the page and click on Add Fingerprint.
        • Paste the SHA1 digest of your key into the form. The SHA1 box will illuminate if the string is valid. If it's not valid, check that you have copied the entire SHA1 digest string.
    • 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.
  • 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.
    • If Unity Hub appears, click Add. Otherwise click Open.
    • Navigate to the sample directory testapp in the file dialog and click Open.
      • You might be prompted to upgrade the project to your version of Unity. Click Confirm to upgrade the project and continue.
  • Open the scene MainScene.
    • Navigate to Assets/Firebase/Sample/Messaging in the Project window.
    • Double click on the MainScene file to open it.
  • Import the Firebase Cloud Messaging plugin.
    • Select the Assets > Import Package > Custom Package menu item.
    • From the Firebase Unity SDK downloaded previously, import FirebaseMessaging.unitypackage from the directory that matches the version of Unity you use:
      • Unity 5.x and earlier use the .NET 3.x framework, so you need to import the dotnet3/FirebaseMessaging.unitypackage package .
      • Unity 2017.x and newer allow the use of the .NET 4.x framework. If your project is configured to use .NET 4.x, import the dotnet4/FirebaseMessaging.unitypackage package.
  • Add the google-services.json file to the project.
    • Navigate to the Assets/Firebase/Sample/Messaging 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 under the Assets folder.
  • Optional: Update the Project Bundle Identifier
    • If you did not use com.google.FirebaseUnityMessagingTestApp.dev as the Android package name when you created your app in the Firebase Console, 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 Settings for Android 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.
  • See the Using the Sample section below.
  • Please ensure that you are requesting for BIND_JOB_SERVICE permission on messaging services in AndroidManifest.xml. Example,
  <service android:name="com.google.firebase.messaging.MessageForwardingService"
           android:permission="android.permission.BIND_JOB_SERVICE"
           android:exported="false" >
  </service>

Using the Sample

Before running the sample on iOS you must create a APNs certificate if you haven't already, then associate it with your sample project in the Firebase console:

  • Inside your project in the Firebase console, select the gear icon, select Project Settings, and then select the Cloud Messaging tab.
  • Select the Upload Certificate button for your development certificate, your production certificate, or both. At least one is required.
  • For each certificate, select the .p12 file, and provide the password, if any. Make sure the bundle ID for this certificate matches the bundle ID of your app. Select Save.

Failure to associate the sample with an APNs certificate will result in the iOS application being unable to receive messages.

  • When you run the app, it will print: Received Registration Token: <registration_token> this token can be used to send a notification to a single device.

    • When running the app on iOS, the token can be accessed via Xcode's console output.
    • When running the app on Android, the token can be accessed using the ADB command line with the adb logcat command.
  • To send messages from your own server or the command line you will need the Server Key.

    • Open your project in the Firebase Console
    • Click the gear icon then Project settings in the menu on the left
    • Select the Cloud Messaging tab.
    • Copy the Server Key
  • You can send a notification to a single device or group of devices with this token.

    • Using the Firebase Console:
      • Open the Firebase Console.
      • Select Notifications in the left menu.
      • Change Target to Single Device and paste in the Registration Token from the device.
      • Fill out the rest of the field and press Send Message to send a notification.
    • Using the command line:
      • Replace <Server Key> and <Registration Token> in this command and run it from the command line.
curl --header "Authorization: key=<Server Key>" --header "Content-Type: application/json" https://android.googleapis.com/gcm/send -d '{"notification":{"title":"Hi","body":"Hello from the Cloud"},"data":{"score":"lots"},"to":"<Registration Token>"}'
  • You can send a notification to a topic (e.g "TestTopic") which notifies all devices subscribed to the topic.
    • Using the Firebase Console:
      • Open the Firebase Console.
      • Select Notifications in the left menu.
      • Change Target to Topic and select the topic (this can take a few hours to appear after devices have subscribed).
      • Fill out the rest of the field and press Send Message to send a notification.
    • Using the command line:
      • Replace <Server Key> and <Topic> in this command and run it from the command line.
curl --header "Authorization: key=<Server Key>" --header "Content-Type: application/json" https://android.googleapis.com/gcm/send -d '{"notification":{"title":"Hi","body":"Hello from the Cloud"},"data":{"score":"lots"},"to":"/topics/<Topic>"}'

Troubleshooting

  • When upgrading to a new Firebase release: import the new firebase unity package through Assets > Import Package > Custom Package as above. After the import is complete you may need to run the Assets > Play Services Resolver for the changes to be reflected in the editor. If issues persist, delete the plugin and install it again.
  • Android: After exiting the editor and returning you will need to reconfigure the Project Keystore in Player Settings > Publishing Settings. Select your Custom Keystore from the dropdown list and enter its password. Then, select your Project Key alias and enter your key's password. enabled in your project, you'll see compile errors from some types in the
  • Please see the Known Issues section of the Unity Setup Guide](https://firebase.google.com/docs/unity/setup) for other troubleshooting topics.

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.