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OSL Social Login - Unified Provider Integration preview
Unity

OSL Social Login - Unified Provider Integration

By OLS

Current price
$49.99
Lowest recorded
$49.99
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Lowest recorded standalone price: $49.99. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.

Recorded prices for OSL Social Login - Unified Provider Integration Price history over the last three months. The solid stepped line shows standalone prices, including inferred periods. Blue lines with diamond markers show bundle package prices. Offer details follow the graph. $0.00 $25.00 $49.99 Aug 8, 2026 Nov 8, 2026
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About OSL Social Login - Unified Provider Integration

  • Tools, Systems & Learning > Game Templates & Systems
OSL Social Login is for Unity teams integrating more than one identity provider and wanting to keep provider-specific setup out of gameplay code. It presents Google, Facebook, Apple, Steam, and Discord adapters through one interface, with centralized settings, conditional activation, and provider-specific build steps.

Why / Key Benefits:

- Keep one game-facing contract: Use ISocialLoginProvider and SocialLoginManager instead of spreading provider callbacks across gameplay systems.
- Enable providers independently: Provider defines compile the corresponding adapter only when it is selected and its prerequisites are available.
- Centralize setup: Select providers and enter only the active target's required ID from the Social Login Setup window. Validate explains missing values before it changes defines.
- Reduce build configuration work: Included build processors update supported Android and iOS project settings for the configured providers.
- Retrieve backend-ready credentials: Receive identity tokens, access tokens, authorization codes, or Steam session tickets for verification by your own backend.

Typical Workflow:
1. Install the vendor SDK or runtime required by the providers you intend to use.
2. Open Tools > OSL > Social Login Setup and configure only those providers.
3. Let the setup tool apply provider defines and supported build settings.
4. Request sign-in through the unified manager and forward the returned credential to your backend.

The normal call remains await SocialLoginManager.Instance.LoginAsync(ProviderKind.G), then result.Token. Typed credentials, timeout and cancellation are optional advanced controls; basic users do not need to branch on credential kinds.

Requirements:
- Minimum Unity Version: Unity 2021.3 LTS
- Tested Unity Versions: Unity 2021.3.45f2 and Unity 6000.3.12f1
- Provider prerequisites: Provider-specific developer accounts, credentials, redirect configuration, and any required vendor SDK/runtime
- Steam adapter: Included Facepunch/Steam native runtime targets Windows x64 and requires a running, signed-in Steam client
- Discord loopback adapter: Unity Editor and Windows standalone code path; registered loopback redirect ports 50000-50009
- Google Windows: Desktop Client ID only. The package uses PKCE S256 and state validation and does not store or transmit a client secret.

Limitations / Scope:
- The package acquires provider credentials; it does not make a client login callback trustworthy. Verify credentials on a backend before creating a trusted game session.
- Soft dependency defines isolate provider code at compile time, but included bridge/native files and vendor SDK packaging still need to be reviewed for the chosen build target.
- Provider dashboard setup, store entitlements, consent configuration, and platform approval remain the developer's responsibility.
- Real provider-console callbacks and sign-in with live accounts were not exercised by the local compile validation.

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