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Initializing PnP Unity SDK

After installation, the next step in using Web3Auth is to initialize the SDK.

However, initialization is a two-step process:

  1. Creating a Web3Auth instance
  2. Setting up Web3Auth options

Please note that these are the most critical steps where you will need to pass different parameters according to your project's preference. Additionally, you must configure whitelabeling and custom authentication within this step if you want to customize your Web3Auth instance.

Create Web3Auth Instance

Attach a Web3Auth.cs script to your game object where you want to write your authentication code.

tip

You can refer to following sample file on how your boilerplate script should look like:

/Assets/Web3Auth.cs
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;

public class Web3Auth : MonoBehaviour
{
// Start is called before the first frame update
void Start() {}
public void login() {}
private void onLogin(Web3AuthResponse response) {}
public void logout() {}
private void onLogout() {}
}

Within your script, import the Web3Auth component in your class.

Web3Auth web3Auth;

Next, you need to create an instance within your Start() function by creating an instance of the component you just imported.

web3Auth = GetComponent<Web3Auth>();

Setting up Web3Auth Options

After instantiation, within your Start() function, set up the Web3Auth Options as follows:

web3Auth.setOptions(new Web3AuthOptions(){

});

Arguments

Web3AuthOptions

The Web3Auth Constructor takes a class Web3AuthOptions as input. This class has the following arguments.

ParameterDescription
clientIdYour Web3Auth Client ID. You can get it from the Web3Auth Dashboard under project details. It's a mandatory field of type string
networkDefines the Web3Auth network. It's a mandatory field of type Network.
redirectUrlURL that Web3Auth will redirect API responses upon successful authentication from browser. It's a mandatory field of type Uri.
whiteLabel?WhiteLabel options for web3auth. It helps you define custom UI, branding, and translations for your brand app. It takes WhiteLabelData as a value.
loginConfig?Login config for the custom verifiers. It takes Dictionary<string, LoginConfigItem> as a value.
useCoreKitKey?Use CoreKit Key to get core kit key. It's an optional field with default value as false.
chainNamespace?Chain Namespace [EIP155 and SOLANA]. It takes Web3Auth.ChainNamespace as a value.
mfaSettings?Allows developers to configure the MFA settings for authentication. It takes MfaSettings as a value.
tip

You can also configure your client_id, redirect_url and network within the script settings in the Unity Editor. It will look something like this:

Example

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Newtonsoft.Json;

public class Web3custom : MonoBehaviour
{
Web3Auth web3Auth;

// Start is called before the first frame update
void Start()
{
web3Auth = GetComponent<Web3Auth>();
web3Auth.setOptions(new Web3AuthOptions()
{
redirectUrl = new Uri("torusapp://com.torus.Web3AuthUnity/auth"),
clientId = "BAwFgL-r7wzQKmtcdiz2uHJKNZdK7gzEf2q-m55xfzSZOw8jLOyIi4AVvvzaEQO5nv2dFLEmf9LBkF8kaq3aErg",
network = Web3Auth.Network.TESTNET,
});
web3Auth.onLogin += onLogin;
web3Auth.onLogout += onLogout;
}
public void login() {}
private void onLogin(Web3AuthResponse response) {}
public void logout() {}
private void onLogout() {}
}