我是使用unity自带的Social.localUser方法调用的,其中也遇到一些问题,好比:在ios设备上没有反映,刚开始感受这个脚本出问题。而后使用第三方插件,也是不能登陆, 查看源码,打印错误日志。ios
最后才发现必须开启gameCenter的沙盒模式 Sandbox in Settings--> Game Center --> Sandbox. 错误提示为:c#
Domain=GKErrorDomain Code=15 "The requested operation could not be completed because this application is not recognized by Game Center." UserInfo=0x17d08ee0 {NSLocalizedDescription=The requested operation could not be completed because this application is not recognized by Game Center.app
大功告成把Unity脚本也和你们分享下:this
using UnityEngine; using UnityEngine.SocialPlatforms; using UnityEngine.SocialPlatforms.GameCenter; public class GameCenterManager : System.Object { private static GameCenterManager instance; private static object _lock=new object(); private GameCenterManager(){} public static GameCenterManager GetInstance() { if(instance==null) { lock(_lock) { if(instance==null) { instance=new GameCenterManager(); } } } return instance; } public void Start() { Social.localUser.Authenticate(HandleAuthenticated); } private void HandleAuthenticated(bool success) { Debug.Log("*** HandleAuthenticated: success = " + success); if(success) { string userInfo = "UserName:" + Social.localUser.userName +"\nUser ID:"+ Social.localUser.id + " \nIsUnderage: "+ Social.localUser.underage; Debug.Log(userInfo); //下面三行看我的须要,须要什么信息就取什么信息,这里注释掉是由于担忧有的朋友没有在iTunesConnect里设置排行、成就之类的东西,运行起来可能会报错 // Social.localUser.LoadFriends(HandleFriendsLoaded); // Social.LoadAchievements(HandleAchievementsLoaded); // Social.LoadAchievementDescriptions(HandleAchievementDescriptionsLoaded); } } private void HandleFriendsLoaded(bool success) { Debug.Log("*** HandleFriendsLoaded: success = " + success); foreach(IUserProfile friend in Social.localUser.friends) { Debug.Log("* friend = " + friend.ToString()); } } private void HandleAchievementsLoaded(IAchievement[] achievements) { Debug.Log("* HandleAchievementsLoaded"); foreach(IAchievement achievement in achievements) { Debug.Log("* achievement = " + achievement.ToString()); } } private void HandleAchievementDescriptionsLoaded(IAchievementDescription[] achievementDescriptions) { Debug.Log("*** HandleAchievementDescriptionsLoaded"); foreach(IAchievementDescription achievementDescription in achievementDescriptions) { Debug.Log("* achievementDescription = " + achievementDescription.ToString()); } } // achievements public void ReportProgress(string achievementId, double progress) { if (Social.localUser.authenticated) { Social.ReportProgress(achievementId, progress, HandleProgressReported); } } private void HandleProgressReported(bool success) { Debug.Log("*** HandleProgressReported: success = " + success); } public void ShowAchievements() { if (Social.localUser.authenticated) { Social.ShowAchievementsUI(); } } // leaderboard public void ReportScore(string leaderboardId, long score) { if (Social.localUser.authenticated) { Social.ReportScore(score, leaderboardId, HandleScoreReported); } } public void HandleScoreReported(bool success) { Debug.Log("*** HandleScoreReported: success = " + success); } public void ShowLeaderboard() { if (Social.localUser.authenticated) { Social.ShowLeaderboardUI(); } } }