Tuesday, January 12, 2016

Fitbit, Unity, OAuth 2 and NATIVE browser...and about a week of cursing.


SO! I found out not too long after my last post that I (and everyone else using Fitbit data) would not longer be allowed to use Webview based solutions for gaining access to Fitbit data via OAuth 2.

This creates quite the predicament as when you're using Unity there's no Unity specific way of getting the OAuth return code from the browser (such as Chrome, Safari etc.)

This meant that I had to spend about the last week cursing while trawling the internet for solutions. Unfortunately there is a bunch but some of them do not seem to work. THANKFULLY, how ever, there is one that I found that DID work and I have to definitely give credit where credit is due and say that without Ofer Reichman's blog post I probably would not have gotten this to work.

You can pretty much follow his verbatim to get it working but I will also transcribe some small differences in things that work for Fitbit .  Also I'm working on refactoring my FitbitAPI class for Unity. I'm likely to just release it on Github for the betterment of the community and so others can help to make it better and learn from it as well.)

So without Further-Ado:

How to Do OAuth 2 authentication in Unity FOR Fitbit..With a Native Browser (Known to work with Android)

**If you want more in depth reading you can read Ofer's post but I'm just going to cover the nitty gritty of getting it to work with Fitbit**

Assumptions by me:
-You already have an app registered with Fitbit
-You already have Android SDK's installed
-You already have decent knowledge of Unity

I'm using :
Windows 10
Eclipse Juno (but shouldn't make a difference if you're using a higher version)
Unity 5

Hope this helps :) Feel free to comment and hopefully I can help (no promises though)