Apple Signin Unity by lupidan - 2


Unity plugin to support Sign In With Apple Id

Unknown VersionMIT LicenseUpdated 16 days agoCreated on June 9th, 2019
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Sign in With AppleUnity 3D

Sign in with Apple Unity Plugin

by Daniel Lupiañez Casares

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Sign in with Apple plugin to use with Unity 3D game engine.

The main purpose for this plugin is to expose iOS newest feature, Sign in with Apple, to the Unity game engine.

On WWDC19, Apple announced Sign in with Apple, and on top of that, they announced that every iOS Application that used any kind of Third party sign-ins (like Sign in with Facebook, or Sign in with Google), will have to support Sign in with Apple in order to get approved for the App Store, making it mandatory.


Native Sign in with Apple

  • Supports Sign in with Apple, with customizable scopes (Email and Full name).
  • Supports Get Credential status (Authorized, Revoked and Not Found).
  • Supports Quick login (including iTunes Keychain credentials).
  • Supports adding Sign In with Apple capability to Xcode project programatically in a PostBuild script.
  • Supports listening to Credentials Revoked notifications.
  • NSError mapping so no details are missing.
  • NSPersonNameComponents support (for ALL different styles).
  • Customizable callback execution (Immediate or On Demand in an Update loop f.ex)
  • Customizable serialization (uses Unity default serialization, but you can add your own implementation)


Option 1: Unity Package manager

Available starting from Unity 2018.3.

Just add this line to the Packages/manifest.json file of your Unity Project. It will make the plugin available to use in your code to the latest master.

"dependencies": {
    "": "",

If you want to use a specific release in your code, just add #release at the end, like so:

"dependencies": {
    "": "",

Option 2: Unity Package file

  1. Download the most recent Unity package release here
  2. Import the downloaded Unity package in your app. There are two main folders:
  • The AppleAuth folder contains the main plugin.
  • The AppleAuthSample folder contains sample code to use as a reference, or to test the plugin.

Import detail

Plugin setup

To be able to use Apple’s platform and framework for Authenticating with an Apple ID, we need to set up our Xcode project. Two different options are available to set up the entitlements required to enable Apple ID authentication with the iOS SDK.

Option 1) Programmatic setup with a Script


This plugin provides an extension method for ProjectCapabilityManager (docs), used to add this entitlement programatically after an Xcode build has finished.

Simply create a Post Processing build script (more info) that performs the call. If you already have a post process build script, it should be simple to add to your code.

The provided extension method is AddSignInWithApple. No arguments are required.

Sample code:

public static class SignInWithApplePostprocessor
    public static void OnPostProcessBuild(BuildTarget target, string path)
        if (target != BuildTarget.iOS)

        var projectPath = PBXProject.GetPBXProjectPath(path);
        var manager = new ProjectCapabilityManager(projectPath, "Entitlements.entitlements", PBXProject.GetUnityTargetName());
        // Adds required Entitlements entry, and framework programatically

Option 2) Manual entitlements setup

The other option is to manually setup all the entitlements in our Xcode project. Note that when making an iOS Build from Unity into the same folder, if you choose the option to overwrite, you will need to perform the Manual setup again.

  1. In your generated Xcode project. Select your product and select the option Signing And Capabilities. You should see there an option to add a capability from a list. Just locate Sign In With Apple and add it to your project.

  2. This should have added an Entitlements file to your project. Locate it on the project explorer (it should be a file with the extension .entitlements). Inside it you should see an entry like this one:

  1. You need to import the AuthenticationServices.framework library in the Build Phases->Link Binary with Libraries. If you are targeting older iOS versions, mark the library as Optional

Final notes regarding setup

The AuthenticationServices.framework should be added as Optional, to support previous iOS versions, avoiding crashes at startup.

The provided extension method uses reflection to integrate with the current tools Unity provides. It has been tested with Unity 2018.x and 2019.x. But if it fails on your particular Unity version, feel free to open a issue, specifying the Unity version.

Implement Sign in With Apple

Currently, it seems Sign In With Apple does not work properly in the simulator. This needs testing on a device with an iOS 13 version.

An overall flow of how the native Sign In With Apple flow works is presented in this diagram. There is no official documentation about it, the only available source for this is the WWDC 2019 talk. You can watch it here

Frameworks detail


private IAppleAuthManager appleAuthManager;
private OnDemandMessageHandlerScheduler scheduler;

void Start()
    // Creates the Scheduler to execute the pending callbacks on demand
    this.scheduler = new OnDemandMessageHandlerScheduler();
    // Creates a default JSON deserializer, to transform JSON Native responses to C# instances
    var deserializer = new PayloadDeserializer();
    // Creates an Apple Authentication manager with the scheduler and the deserializer
    this.appleAuthManager = new AppleAuthManager(deserializer, scheduler);

void Update()
    // Updates the scheduler to execute pending response callbacks
    // This ensures they are executed inside Unity's Update loop

Perform Sign In With Apple

If you want to Sign In and request the Email and Full Name for a user, you can do it like this:

    LoginOptions.IncludeEmail | LoginOptions.IncludeFullName,
    credential =>
        // Obtained credential, cast it to IAppleIDCredential
        var appleIdCredential = credential as IAppleIDCredential;
        // You should save the user ID somewhere in the device
        // And now you have all the information to create/login a user in your system
        PlayerPrefs.SetString(AppleUserIdKey, credential.User);
    error =>
        // Something went wrong

Checking credential status

Given an userId from a previous successful sign in. You can check the credential state of that user ID like so:

    state =>
        switch (state)
            case CredentialState.Authorized:
                // User ID is still valid. Perform login
            case CredentialState.Revoked:
                // User ID was revoked. Try Quick Login
            case CredentialState.NotFound:
                // User ID was not found. Go to login screen.
    error =>
        // Something went wrong

Quick login

If you were supporting credentials being stored in the keychain for your users, the Quick login should (in theory) return those credentials as a IPasswordCredential.

This should be tried if your saved User Id from apple was revoked. According to Apple, when going with this approach you should see something similar to this:

Frameworks detail

    credential =>
        // Received a valid credential!
        // Try casting to IAppleIDCredential or IPasswordCredential
        var appleIdCredential = credential as IAppleIDCredential; // Previous Apple sign in credential
        var passwordCredential = credential as IPasswordCredential; // Saved Keychain credential (read about Keychain Items)
    error =>
        // Something went wrong. Go to login screen

Listening to credentials revoked notification

It may be that your user suddenly decides to revoke the authorization that was given previously. You should be able to listen to the incoming notification by registering a callback for it.

this._appleAuthManager.SetCredentialsRevokedCallback(result =>
	// Sign in with Apple Credentials were revoked

To clear the callback, and stop listening to notifications, simply set it to null


Some more info

About JSON communication

This plugin does NOT use UnitySendMessage, meaning that there will be no need to instantiate any components in GameObject instances. Just create an instance of the [main class] and keep it alive wherever you would like to use/receive the data from the sign in.

The communication between the native Objective-C and C# is made through a static context using JSON serialization and deserialization.

About Customizable deserialization

By default, this plugin supports Unity’s JSON Serialization system, so no extra libraries are added. A few workarounds had to be made to support it. However, if your app/game uses a different serialization library (, MiniJSON, etc…), you can create you custom deserializer.

As long as you implement the IPayloadDeserializer interface, you can pass that interface to the main NativeAppleAuth Constructor to use your own solution.

About customizable callback scheduling

Pretty much all the calls are async. This means that the native callback has to be executed back. It’s recommended to schedule the callbacks (or execute them) from a MonoBehaviour of your choice.

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