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Resolved Steam Authentification not working

Discussion in 'Authentication' started by GlennVerheij, Oct 17, 2022.

  1. GlennVerheij

    GlennVerheij

    Joined:
    Apr 21, 2018
    Posts:
    7
    Hello,

    I am using Authentification with Steam and I am getting a successful steam login session ticket through the SignInWithSteam() method, but when I try to link the Unity UGS Authentification by using SignInWithSteamAsync(string ticket) I get the following errors:

    [Authentication]: Request completed with error: {"title":"PERMISSION_DENIED","detail":"unable to validate token","details":[],"status":401}
    UnityEngine.Logger:LogWarning (string,object)
    Unity.Services.Authentication.Logger:LogWarning (object) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Utilities/Logger.cs:17)
    Unity.Services.Authentication.WebRequest:RequestCompleted (System.Threading.Tasks.TaskCompletionSource`1<string>,long,bool,bool,string,string,System.Collections.Generic.IDictionary`2<string, string>) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Network/WebRequest.cs:193)
    Unity.Services.Authentication.WebRequest/<>c__DisplayClass15_0:<SendAttemptAsync>b__0 (UnityEngine.AsyncOperation) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Network/WebRequest.cs:75)
    UnityEngine.AsyncOperation:InvokeCompletionEvent ()

    WebRequestException: {"title":"PERMISSION_DENIED","detail":"unable to validate token","details":[],"status":401}
    Unity.Services.Authentication.WebRequest.SendAsync[T] () (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Network/WebRequest.cs:44)
    Unity.Services.Authentication.AuthenticationServiceInternal.HandleSignInRequestAsync (System.Func`1[TResult] signInRequest, System.Boolean enableRefresh) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/AuthenticationServiceInternal.cs:451)
    Rethrow as AuthenticationException: unable to validate token
    Unity.Services.Authentication.AuthenticationServiceInternal.HandleSignInRequestAsync (System.Func`1[TResult] signInRequest, System.Boolean enableRefresh) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/AuthenticationServiceInternal.cs:463)
    SteamAuth.SignInWithSteamAsync (System.String ticket) (at Assets/SteamAuth.cs:93)
    UnityEngine.Debug:LogException(Exception)
    <SignInWithSteamAsync>d__9:MoveNext() (at Assets/SteamAuth.cs:101)
    System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetException(Exception)
    Unity.Services.Authentication.<HandleSignInRequestAsync>d__101:MoveNext() (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/AuthenticationServiceInternal.cs:463)
    System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
    Unity.Services.Authentication.<SendAsync>d__14`1:MoveNext() (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Network/WebRequest.cs:62)
    System.Threading.Tasks.TaskCompletionSource`1:SetException(Exception)
    Unity.Services.Authentication.WebRequest:RequestCompleted(TaskCompletionSource`1, Int64, Boolean, Boolean, String, String, IDictionary`2) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Network/WebRequest.cs:192)
    Unity.Services.Authentication.<>c__DisplayClass15_0:<SendAttemptAsync>b__0(AsyncOperation) (at Library/PackageCache/com.unity.services.authentication@2.1.1/Runtime/Network/WebRequest.cs:75)
    UnityEngine.AsyncOperation:InvokeCompletionEvent()

    This is my Auth script, mostly just copy pasted from the docs:

    async void Start()
    {
    MenuManager.instance.OpenMenu("loading");
    // UnityServices.InitializeAsync() will initialize all services that are subscribed to Core.
    await UnityServices.InitializeAsync();
    Debug.Log(UnityServices.State);

    SignInWithSteam();
    }

    Callback<GetAuthSessionTicketResponse_t> m_AuthTicketResponseCallback;
    HAuthTicket m_AuthTicket;
    string m_SessionTicket;

    void SignInWithSteam()
    {
    // It's not necessary to add event handlers if they are
    // already hooked up.
    // Callback.Create return value must be assigned to a
    // member variable to prevent the GC from cleaning it up.
    // Create the callback to receive events when the session ticket
    // is ready to use in the web API.
    // See GetAuthSessionTicket document for details.
    m_AuthTicketResponseCallback = Callback<GetAuthSessionTicketResponse_t>.Create(OnAuthCallback);

    var buffer = new byte[1024];
    m_AuthTicket = SteamUser.GetAuthSessionTicket(buffer, buffer.Length, out var ticketSize);

    Array.Resize(ref buffer, (int)ticketSize);

    // The ticket is not ready yet, wait for OnAuthCallback.
    m_SessionTicket = BitConverter.ToString(buffer).Replace("-", string.Empty);
    }

    void OnAuthCallback(GetAuthSessionTicketResponse_t callback)
    {
    // Call Unity Authentication SDK to sign in or link with Steam.
    Debug.Log("Steam Login success. Session Ticket: " + m_SessionTicket);
    LogInToSteam(m_SessionTicket);
    }

    async void LogInToSteam(string ticket)
    {
    await SignInWithSteamAsync(ticket);
    }

    async Task SignInWithSteamAsync(string ticket)
    {
    try
    {
    await AuthenticationService.Instance.SignInWithSteamAsync(ticket);
    Debug.Log("SignIn is successful.");
    MenuManager.instance.OpenMenu("lobby");
    }
    catch (AuthenticationException ex)
    {
    // Compare error code to AuthenticationErrorCodes
    // Notify the player with the proper error message
    Debug.LogException(ex);
    }
    catch (RequestFailedException ex)
    {
    // Compare error code to CommonErrorCodes
    // Notify the player with the proper error message
    Debug.LogException(ex);
    }
    }
     
  2. GlennVerheij

    GlennVerheij

    Joined:
    Apr 21, 2018
    Posts:
    7
  3. Laurie-Unity

    Laurie-Unity

    Unity Technologies

    Joined:
    Mar 5, 2020
    Posts:
    174
    Hi @GlennVerheij

    I'm glad to hear that you got it working,
    Thanks for sharing your code snippet and the solution.