LYNC Unity Aptos SDK is a no-code Modular Unity SDK supporting PC (MacOS and Windows) and Mobile (Android and iOS) on Aptos.
This release includes the following:
- Social Logins
- Keyless Login
- Pontem Wallet Login
- Custom Transactions in Social Login and Web3 Wallet like Pontem
- Paymaster inbuilt to sponsor transactions for your users.
Please get your API key before downloading the SDK from here
Download the LYNC Unity Aptos SDK from Here
Example Project: https://github.com/LYNC-WORLD/LYNC-Unity-Aptos-SDK
Import the SDK .unitypackage file to your project. or simply drag and drop .unitypackage file to your project.
Once the LYNC Aptos SDK package has finished importing into your Unity project, you can begin integrating it into your game. The Folder structure looks like this
There is 1 Example Projects present in the SDK:
Assets/LYNC-APTOS-SDK/Example/APTOSExample.unity
You can find the example scene in the folders. Simply pass the API key in LyncManager GameObject.
To test, Build and Run after adding this scene in (Scene in Build).
To use LYNC Aptos SDK. Attach LYNC Manager Prefab(Assets/LYNC-APTOS-SDK/LYNC Manager.prefab), on the starting scene. This will serve as the starting point for your project. In LYNC Manager Prefab, be sure to provide the following details:
- LYNC API Key (The API Key can be generated from here)
- Choose Network -> Testnet / Mainnet
- Sponsor Transactions -> If you want to sponsor transactions for users (Please contact LYNC)
- Login Options -> Allowing users to choose which login method to login from
- Pass a deep link name (example: lyncaptos/gameName etc.)
The Sample Code for Login can be found at APTOSExample.cs.
Make sure to Import LYNC.
LYNC ready Should be a function which has an argument of type "LyncManager"
LyncManager.onLyncReady += LyncReady;
private void LyncReady(LyncManager Lync)
{
// Once LYNC is ready, you can do any steps like Login, Logout, Transactions etc.
//To Login:
Lync.WalletAuth.ConnectWallet((wallet) =>
{
OnWalletConnected(wallet);
});
//To Logout:
Lync.WalletAuth.Logout();
}
To Check if the user is logged in or not:
using LYNC;
private AuthBase authBase;
authBase = await AuthBase.LoadSavedAuth();
if (authBase.WalletConnected)
{
// User is Already Login
OnWalletConnected(authBase);
}
else{
// Ask user to login
}
On Wallet Connected (TypeOfLoginMethod)
//To OnWalletConnected(TypeOfLoginMethod):
private void OnWalletConnected(AuthBase _authBase)
{
if (AuthBase.AuthType == AUTH_TYPE.FIREBASE)
{
Populate(_authBase as FirebaseAuth);
}
if (AuthBase.AuthType == AUTH_TYPE.PONTEM)
{
WalletAddressText.text = AbbreviateWalletAddressHex(_authBase.PublicAddress);
StartCoroutine(API.CoroutineGetBalance(_authBase.PublicAddress, res =>
{
balance.text = res.ToString();
Debug.Log("BALANCE"+balance);
}, err =>
{
Debug.Log("Error");
}));
}
}
public void Populate(FirebaseAuth firebaseAuth = null)
{
WalletAddressText.text = (firebaseAuth == null ? "Disconnected" : AbbreviateWalletAddressHex(firebaseAuth.AptosFirebaseAuthData.publicKey));
balance.text = (firebaseAuth == null ? "0" : firebaseAuth.AptosFirebaseAuthData.balance) + " APT";
}
To Logout directly:
LyncManager.Instance.WalletAuth.Logout();
There are two methods for proceeding with a transaction:
- Gasless Transaction - Game Developer/ Game Studio will be sponsoring the transaction fee.
- User Paid Transaction- The Gamer/ User will be responsible for paying the gas fee and cost if any, required to do the transaction.
To Enable Gasless Transactions or to Sponsor Transactions for your users, Set Sponsor Transactions as true, and contact LYNC team to setup your paymaster
To do transactions, APTOSExample.cs can be taken as a reference.
Pass in the Contract Address, Contract Name, Function Name and Network.
Arguments are not compulsory parameters, but if the function accepts any argument, make sure to pass them.
LyncManager.Instance.TransactionsManager.SendTransaction(Transaction);
You can create a public Transaction Object, pass in the parameters and hit the function call where you want to do the transactions
public Transaction mintTxn;
TransactionResult txData = await LyncManager.Instance.TransactionsManager.SendTransaction(mintTxn);
if (txData.success)
SuccessfulTransaction(txData.hash, "MINT");
else
ErrorTransaction(txData.error);
Or You can create a Transaction Object,
public Transaction mintTxn;
//LyncManager.Instance.TransactionsManager.SendTransaction( new Transaction(ContractAddress, ContractName, FunctionName,ListOfArguments));
TransactionResult txData = await LyncManager.Instance.TransactionsManager.SendTransaction(
new Transaction("0x55db3f109405348dd4ce271dc92a39a6e1cbc3d78cf71f6bf128b1c8a9dfac33","tst_unity","set_data_bytes",arguments));
if (txData.success)
SuccessfulTransaction(txData.hash, "MINT");
else
ErrorTransaction(txData.error);
List of Arguments:
//List<TransactionArgument>{
// new TransactionArgument{ argument = value, type = ARGUMENT_TYPE.STRING }
//};
List<TransactionArgument> arguments = new List<TransactionArgument>{
new TransactionArgument{ argument = "0xb66b180422a4886dac85b8f68cc42ec1c6bafc824e196d437fdfd176192c25fccfc10e47777699420eec0c54a0176861a353a43dd45b338385e1b975709f2000", type = ARGUMENT_TYPE.STRING }
};
Problem: Newtonsoft JSON is missing. Solution: Please, Add this as a git URL in adding package
com.unity.nuget.newtonsoft-json