Apple Signin Unity by lupidan - 2


Unity plugin to support Sign In With Apple Id

Unity 2018.3.14f1MIT LicenseUpdated 10 days agoCreated on June 9th, 2019
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Sign in With AppleUnity 3D

Sign in with Apple Unity Plugin

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by Daniel Lupiañez Casares


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.

Setting up the plugin

Installing the package

  1. Download the most recent Unity package 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

Set up entitlements

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 setup

The first 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: Entitlements detail

  3. 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 Frameworks detail

Final notes

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

NOTE 2: 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

⚠️⚠️ Work in progress ⚠️⚠️

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

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

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
    error =>
        // Something went wrong. Go to login screen

Plugin features

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.

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.

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.


  • ☒ GameObject-less messaging system based on strings.
  • ☒ Get Credential state for a specific User-Id.
  • ☒ Sign in with Apple.
  • ☒ Quick login to support iTunes Keychains credentials (to be properly tested).
  • ☒ Programatically add new AuthenticationServices.framework and Entitlements entry when building for iOS.
  • ☒ NSPersonNameComponents formatting for all different styles.
  • ☒ NSError codes mapping into Unity.
  • ☒ Customize Sign in With Apple call from Unity. (request email and/or full name)
  • ☒ Support to schedule all callbacks in user-configured loops (ex. in an MonoBehaviour’s Update loop).
  • ☒ Add support for credential revoked notifications
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