Closed normmcgarry closed 7 years ago
A Workaround is to put both fields as private then create the accessors :
public string getToken(){
return token;
}
public bool getCancelled(){
return cancelled;
}
and in GoogleDriveAuthorization change to:
while (webView.getToken() == null && !webView.getCancelled())
yield return null;
if (webView.getCancelled())
{
GameObject.Destroy(obj);
IsAuthorized = false;
yield return new Exception(-1, "Authorization failed.");
yield break;
}
It is going to compile but seems that google is not allowing more OAuth through a WebView, so this is the message that you get when you upload to your device so it is not working for iOS:
I am also getting this 403 error on iOS. Can someone please help with some suggestions on how to fix this?
Yeah, Google is now requiring apps to perform sign-ins through the native iOS browser instead of a web view. I had to end up writing my own custom plugin for my project. You need to either use GTMAppAuth or Google Sign-In for iOS along with Google API Objective-C Rest Client to do the actual API requests. Those are the most recent libraries.
The oauth hook-ins on the iOS App Delegate and integration into the app's plist make the new sign-in flow a pain to implement in Unity as well. Basically, all the changes require a major rewrite of this plugin...
Error when publishing for iOS using Unity 5.4.0b22. See #12 .