OSL Social Login Pro - Client-to-Backend Verification
OngsooLabs
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An end-to-end Unity sign-in workflow that connects multi-provider client login to your own .NET 10 verification backend starter with production-safe defaults.This package is a pure C# scripting and backend authentication solution. It does not contain any custom shaders, materials, or 3D rendering components, making it 100% compatible with all render pipelines, including the Built-in Render Pipeline, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP).OSL Social Login Pro is for Unity teams that want one documented path from provider sign-in in the game client to verification on their own backend. It combines the SocialLogin client integration layer with TokenVerification's Unity request manager and .NET 10 server starter, so the credential handoff does not need to be designed from scratch.Why / Key Benefits- Connect both halves of sign-in: Use the existing `SocialLoginManager.LoginAsync(ProviderKind)` and `SocialLoginResult.Token` handoff, with typed credentials available only when an advanced client flow needs them.- Reduce provider integration work: Configure Google, Facebook, Apple, Steam, and Discord adapters through the Social Login setup workflow.- Keep verification under your control: Start from a .NET 10 backend project that implements the five provider-specific verification paths with production-safe defaults.- Preserve modular boundaries: SocialLogin and TokenVerification remain separate modules joined by credential strings and HTTP request contracts.- Configure providers independently: Conditional provider code and build processors let the project enable only the integrations it uses; Setup asks only for the active target's required identifier and validates actionable errors.Typical Workflow1. Configure the selected provider in `Tools > OSL > Social Login Setup`.2. Run the provider sign-in flow and receive its credential in Unity; Google Windows handles PKCE S256 and `state` internally without a Unity client secret.3. Send the credential through `TokenVerifyManager` to your .NET 10 service.4. Let the provider-specific endpoint validate it, then connect the verified identity to your own account/session system.Requirements- Minimum Unity Version: Unity 2021.3 LTS- Tested Unity Versions: Unity 2021.3.45f2 and Unity 6000.3.12f1 (package-isolation import and compile)- Backend runtime: Latest servicing release of the .NET 10 SDK/runtime- Provider prerequisites: Credentials, dashboard configuration, and any vendor SDK/runtime required by each enabled client provider- Google Windows: Desktop Client ID only; PKCE S256, state validation, default timeout, and callback cleanup are handled by the included SocialLogin client.- Included verification paths: Google, Facebook, Apple, Steam, and DiscordLimitations / Scope- This bundle supplies an integration workflow and backend starter; it does not prove a production deployment or successful login with your provider accounts.- The starter includes deny-by-default CORS, Development-only Swagger, per-IP rate limiting, request-size and provider-timeout bounds, `/healthz`, correlation IDs, structured errors, and credential-safe logging. Project-specific HTTPS termination, secret storage, monitoring, account linking, session issuance, abuse policy, and provider approval remain project responsibilities.- Existing .NET 8 deployments must stay on SocialLoginPro `1.3.0` or migrate the backend before upgrading to `2.0.0`.- Steam and browser-loopback platform limits are the same as the included SocialLogin module.Documentation & Supporthttps://ongsoolabs.github.io/- Composite boundary: The export combines `SocialLogin`, `TokenVerification`, and `Core`; the two feature modules remain independently compiled.- Client handoff: `SocialLoginResult.Token` remains the basic backend-handoff facade. Typed credentials distinguish identity tokens, access tokens, authorization codes, and Steam session tickets for optional advanced client handling before the value is passed to `TokenVerifyManager`.- Backend architecture: `TokenVerificationServer` targets .NET 10 and ASP.NET Core Minimal APIs with a bounded provider HTTP client that avoids URI logging for query-carried credentials.- Provider mechanisms: Google and Apple identity tokens receive JWT validation; Facebook, Steam, and Discord credentials are checked through their provider service APIs.- Apple keys: JWKS are cached in memory for 12 hours.- Steam transport: Session tickets are escaped before transmission to Steam's authentication API.- Browser loopback: Google Windows uses PKCE S256 and `state` validation without a Unity client secret; Discord validates `state` and probes its registered loopback ports. The included manager applies a 180-second default timeout, cancellation, callback cleanup, and per-provider duplicate suppression without requiring basic callers to configure those controls.- Production defaults: Exact deny-by-default CORS allowlist, Development-only Swagger, per-IP fixed-window rate limiting, bounded request bodies, configurable provider timeout, `/healthz`, and validated `X-Correlation-ID` propagation.- Error and log contract: Failures return stable `code`, `message`, and `correlationId` fields. Provider bodies, exception details, raw credentials, and verified identities are excluded from server and Unity client logs and client error responses.- Compatibility: SocialLoginPro `2.0.0` requires .NET 10 because it includes TokenVerification `2.0.0`. Version `1.3.0` remains the .NET 8 fallback.- Deployment boundary: Container or cloud deployment is possible after project-specific configuration, but no production hosting environment is included or verified.AI tools (Google Gemini) were used to assist in translating and formatting the official English documentation (README, Setup Guides), and to help troubleshoot and refine the C# scripts. No AI-generated art or assets are included.

