unity3d PlayGamesPlatform.Instance.SignOut on multiple devices - unity3d

I make a game in Unity3d and implemented authentication in play services for my app via PlayGamesPlatform.Instance.Authenticate.
It works fine.
I also implemented logout from play services by PlayGamesPlatform.Instance.SignOut
Now I want to logout from all the devices if player logged out on one.
But when i check PlayGamesPlatform.Instance.IsAuthenticated() on the other device, it returns true no matter if one of player's devices signed out.
So I suppose PlayGamesPlatform.Instance is very local for particular device.
How can I logout from PlayGamesPlatform "globally" and how can I check for that auth status?

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How to support WebAuthn in WKWebViews or on PWA based IOS app

I am using webauthn for biometric authentication like fingerprint scan in my pwa.
Now to publish it on IOS as an app I have used pwabuilder.com to get an ios package, which packages pwa to load it in wkwebview so that it can run on ios as native app. Now when I am running this pwa ios package using xcode everything is working fine except biometric login.
I checked online and it seems wkwebviews don't support webauthn. Is there any work around for this?
We tried using SFSafariViewerController and with this, webauthn works fine but once user presses done on safariviewercontroller UI it reaches back to login page so we will need to send some authentication information to WKWebView which initiated that SFSafariViewerController in order to authenticate user. Can anyone tell us how can we share the data between SFSafariViewerController and WKWebView?

Register user biometrinc finger print in flutter

Can we register a biometric fingerprint on the phone in flutter. I search about that on google and found loca_auth flutter plugin but it can only get the list of biometric fingerprints and authenticate fingerprint but what I need is to register biometric fingerprints in the device.
Third party apps do not have the capacity to register/add biometric materials to devices, no matter what platform you are using -- flutter, etc. Here is how the flow works in general.
User gets a new phone (purchased, gifted, found, etc.), a phone that supports biometric authentication.
User goes to Settings and enrolls a biometric template (e.g. enrolls their fingerprint as a way of unlocking the device). In general, this is the only way to register/enroll a fingerprint/face/iris/etc.
Your app wants users to authenticate using biometrics and so implements something similar to what's described here or here.
Now inside your app, when the user clicks to authenticate(), your app never actually sees any biometric materials. Biometric materials are kept in a secure location so that third party apps cannot access them. What your app gets is acknowledgement from the Framework that the fingerprint/face/iris trying to authenticate into your app is indeed enrolled on the device. Checkout the blog posts I mentioned for more details.
You can do this. Just take a look at this:
Fingerprint Authentication in Flutter
Accordingly you also need to set permissions in android manifest file too.

Squid3 Only Blocking iOS Facebook App

I am using a proxy for logging purposes and blocking malicious sites.
I recently installed a squid3 proxy setup with SquidGuard. I have my iOS devices connected to it and all it working well except for 2 apps. The iOS Facebook and Twitter app will not update content, and eventually times out. I actually want the content to update. This only happens when coming out through the proxy. If I turn wifi off and connect 4G it works. All other internet apps on the iOS device work except Twitter and Facebook. Any thoughts? I am using a very simple proxy squid.conf file and SquidGuard is blocking a bunch of spyware/ad domains, but not facebook.com or twitter.com or akami.com/akamihd.com. Thanks!
By the looks of it, the Facebook app for iOS does not support proxies at all. On my iPad, for instance, the app tries to connect directly to Facebook irrespective of proxy settings. One workaround is to redirect all of your device's traffic through a device that performs intercepting proxying

Game Center sandbox on multiple devices

I am building an app that uses Game Center. To test I was using my iPhone and the simulator to log in with different accounts. I now want to use my wife's phone to test with me and when I open the app it's not logging into the sandbox.
It shows the game enter modal logged in but play now and invite buttons are greyed out and it says unauthenticated user.
How do I make my wife's iphone use Game Center sandbox.
Thanks
As a developer, you are required to create a separate Game Center account for Sandbox. At any given time, you must choose whether to log into Sandbox for testing, or into the live environment. Start by launching the Game Center app and logging out the currently authenticated player. After this, run your game or another Game Center-enabled game. Depending on how that app is distributed, you enter different credentials. If that app is provisioned for development, enter your test account information (logging you into the Sandbox). Otherwise, enter your live account information (logging you into the live environment.
Just log out of Game Center and launch your app. Then you enter you log into your test account.
From Apple.
Launch Gamecenter -> Me -> Tap on Account: -> Sign Out. Sign in with your sandbox account.
So it ended up being that I wasn't opening the modal sandbox sign in from my app. I made a code change that upgraded the call to display the login to support IOS6. The previous method I was using was deprecated. Therefore the new code I put in forgot to present the modal for sign in which left me hanging when I went into the app.

GameCenter - log player out

I've got an iPhone game that I've just added GameCenter support to, and everything seems to be working ok. But, as someone who doesn't use GameCenter, I've added an option so that users can turn it off. The only problem is that once the GKLocalPlayer is signed into GameCenter, I can't see a way to sign them out - which means that if the user is signed in, then disables GameCenter support, my app won't use it, but the GK library still signs the user back in every time my app comes back to foreground, until the app is terminated. I don't want this to happen!
Is there any way to log the local player out of GameCenter, or at least stop the GK framework from logging you back in every time your app becomes active?
There's no way to log out of game center from within the app. The best solution is to add a boolean flag indicating the user's login status:
BOOL gameCenterOn = [[NSUserDefaults standardUserDefaults] boolForKey:#"gameCenterOn"];
Default it to YES, and just set it to NO if the user opts out of game center in your app.
You'll also have to check the value of that flag before processing any game center requests. (Including the [GKLocalPlayer localPlayer] authenticateWithCompletionHandler: calls in the app delegate.)