Showing posts with label Unity. Show all posts
Showing posts with label Unity. Show all posts

Saturday, September 3, 2016

Unity Fitbit Class finally online!

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Hey everyone. So I've done 2 posts on Unity and Fitbit and how to get it up and running before.
Lots of people have been asking about the UnityFitbit class that I either mentioned I would get online (and have just been busy/not wanting to refactor so you guys can actually use it :P )

Well today I finally sat down and refactored it out so it "should be" ready to be used by other people

Find it on Github and feel free to submit fixes/updates etc. to it as well.

https://github.com/TravisEvashkevich/UnityFitbit

By all means there is some crap in there that I should clean up (the Json convert to XML for starters)
But this is just what I've been using because it's what "I" need personally for my project.

If you think you can help out by making it work better and just in the JSON by all means please make a branch and submit some pull requests :D

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PS: Make sure to check out http://technicalartistry.blogspot.ca/2016/01/fitbit-unity-oauth-2-and-native.html  if you need to figure out how to get it all working natively (as per Fitbit's ToS)

Tuesday, January 12, 2016

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

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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)

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Wednesday, July 1, 2015

Fitbit, OAuth2, Unity and a Month of Cursing.

UPDATE:
UnityFitbit C# class is finally up on Github
http://technicalartistry.blogspot.ca/2016/09/unity-fitbit-class-finally-online.html
Go check it out and hope it helps :D

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So it's been a while since I posted (what's new :P seems to be my MO)

Recently I've been trying to get my game started which is finally getting started.  The biggest hurdle for me was the fact that I wasn't going with a traditional "I create all the data" game but am relying on an outside source to create the data.  This data comes from Fitbit.

So the problem for me was mainly 3 things:

1. I've never done a game for mobile explicitly
2. I've never used OAuth2
3. There's little to no good documentation on how to do OAuth2 nicely in Unity.

I've made the choice to use Unity as I want to be able to develop for as many mobile platforms as fast as possible (the fact also that I've never done native Android/iOS or WP doesn't help that :P )

So, the way I'm trying (as this is still a work in progress and the development has only earnestly gotten under way about....2 days ago?) to get around the mobile part is through Unity as I have done a "mobile" game for the Surface in my final year of university (for the surface)

I've done mostly C# for the last few years so it's the easiest for me to jump right into as well.

The OAuth2 part and the lack of good follow up on how people are doing it is the thing that took me a good month (while working a full time job) to finally get.

The thing for Fitbit OAuth2 that is annoying is the documentation seems structured for someone that has done either webdev or OAuth2 previously.

Now that I've done it, it seems fairly easy but man oh man was I cursing it and Unity for the last month.

So I decided to put a small article up about how I got it going in the hopes it helps others in the future.

SO Let's Get To It!

**I'm not going to cover the HOW OAuth2 works as it'll be more or less described through the steps anyways. **
In the code bits, if it's got a Yellow highlight, it means it's something YOU have to provide from the api (the clientID, ConsumerKey, CallBackUrl etc.)

Step 1:
***EDIT: PLEASE NOTE THAT FOR Fitbit the use of Webviews is NO LONGER allowed. All the OAuth specific code stays the same but you will want to go check this other post
http://technicalartistry.blogspot.ca/2016/01/fitbit-unity-oauth-2-and-native.html
***

You're going to need a webview. This is something that you can start a webpage in Unity on.
This is essential as you will need to get your "code" back from whatever OAuth2 service you're going to be pinging.  Depending on your webview this can range from cheap to VERY expensive.

The plugin I'm using currently for this part is Cross Platform Native Plugins.  It has the webview, it has GREAT support from the devs (seriously I send them an email and usually within a few hours to one day it's answered) and also it will have extra stuff for me to use later (twitter,FB etc.)

You can set the Scheme that the webview will look for so that way when you get the redirect with the code, the webview will grab the message and you can do stuff with it :)


Step 2:
Now that you  have your webview and have it configured and ready to go, what do we do?
Well OAuth2 is a strangely strange beast that likes to sometimes just tell you to get stuffed...
 makes it so we never touch the users credentials. No username or password is stored or touched by us, it's all by the service itself.

The general way we'll get the first Code to get started is by configuring a URL that will tell the service who we are (app) and what we want (stuff)

For Fitbit for example it would be like this
 https://www.fitbit.com/oauth2/authorize?response_type=code&client_id=ClientID&redirect_uri=" +  
 WWW.EscapeURL(CallBackUrl) +   
 "&scope=activity%20nutrition%20heartrate%20location%20profile%20sleep%20weight%20social  

This will tell Fitbit that you want to start the OAuth2 process and would like access to the things in the scope (nutrition, heartrate etc.)When you Register an app with Fitbit you'll get a ClientID and you can also specify a CallBackUrl. In your code you define the same things and that's more or less it.

One thing to note about the Callbackurl here, it has to be ESCAPED. In Unity you do this with the WWW class by going WWW.EscapeURL("UrlToBeEscaped");  This makes it weburl ready (replaces / with %20 for example)

What you would get back if you were not using a webview would be something like Callbackurl/?code=bunchOfRandomNumbersAndLetters

With the webview like CPNP, you won't likely see that page at all (IF you're using a scheme like myapp://   as it will just not load the page since your callbackurl doesn't have to be a valid alive website) and it will just be grabbed by the webview in the WebViewMessage.

Step 3:
When you've grabbed your code from the url/message, then you can move onto the next step which is requesting an actual Authorization Token. This is the token that allows you to then make calls to Fitbit and get data.

This is the part that took me the longest to get right and also the part that no one else seems to be documenting nicely.

The part that was hard for me was the fact that this uses webcalls which I've never done and couldn't find much on what for example GET or POST calls were, what I needed to fill in where etc.

 var plainTextBytes = System.Text.Encoding.UTF8.GetBytes(_clientID + ":" + _consumerSecret);  
 var encoded = Convert.ToBase64String(plainTextBytes);  
 var form = new WWWForm();  
 form.AddField("client_id", _clientID);  
 form.AddField("grant_type", "authorization_code");  
 form.AddField("redirect_uri", WWW.UnEscapeURL(CallBackUrl));  
 form.AddField("code", _returnCode);  
 var headers = form.headers;  
 headers["Authorization"] = "Basic " + encoded;  
 _wwwRequest = new WWW("https://api.fitbit.com/oauth2/token", form.data, headers);  

So, This is the step by step part for what's happening in this code.
OAuth2 requires that you encode your ClientID and your ConsumerSecret in Base64 WITH a colon (:) between them.
I honestly messed up for a few days because I had a semi-colon(;) instead and it took a friend looking at it and the documentation to go ...You're Dumb. (Thanks Gerard)

Next is setting up the data. This is also a part that I had NO IDEA where to put it and how to do the call itself. Again, this is thanks to a my buddy Gerard that was looking over the code for a while and telling me how to formulate it cause I had it SO SO SO wrong before.

From the Fitbit Docs
 This example assumes that the code URI parameter value in the callback URI was 1234567890.  
 POST https://api.fitbit.com/oauth2/token  
 Authorization: Basic Y2xpZW50X2lkOmNsaWVudCBzZWNyZXQ=  
 Content-Type: application/x-www-form-urlencoded  
 client_id=22942C&grant_type=authorization_code&redirect_uri=http%3A%2F%2Fexample.com%2Fcallback&code=1234567890  
With this example you can see that we do the same setup although the AddFields break up the whole URL/data that we have to POST.  If you're keen you'll also notice that their redirect_uri is escaped, this is another hiccup that took me a good few days to get to finally go (and was actually the last thing I fixed to make it all work) This has to be NOT escaped when you put it in the form.addfield.

 So we make the data by using the wwwForm and adding it all to the fields like above, then we make the Authorization Header which needs a value of "Basic " +  our encoded clientID:ConsumerSecret

After that is all done, we make a new WWW and put the url as our Token url, put the data from the form in it, and then the headers.

One thing to note, in the fitbit doc you'll see the Content-Type:  that is AUTO added by wwwform so you don't have to add it yourself.


Step 4:
If all goes well, you'll get a bunch of JSON back with
access_token, expires_in, refresh_token, and token_type
The main things that I care about are access_token and refresh_token.

The expires is always the same and so is the token_type.

You parse out the JSON and get your access_token and then you can start getting data :D

 var headers = new Dictionary<string, string>();  
       headers["Authorization"] = "Bearer " + _oAuth2.Token;  
       _wwwRequest = new WWW("https://api.fitbit.com/1/user/-/profile.json", null, headers);  

You pretty much copy paste the other requests/posts that you made BUT instead of filling in data in the 2nd parameter, you put it null. This tells the WWW that you're doing a GET request

One of the things I only just figured out yesterday was that the url you put in this request will NOT give you everything you want. It's annoying but you will still have to make other calls. This one for example will ONLY get you the profile data of the user.
Unfortunately this doesn't do half of what I need so I will need to do more calls for things like Activities to get the current steps, floors etc.

Things for that can be found in the Fitbit Docs
https://wiki.fitbit.com/display/API/API-Get-Activities
For example.

Well I hope this has informed and helped people out. I hope that it also will make people's lives easier when it comes to what is needed and how to do it for OAuth2.  This is generally the same way that you do it for other OAuth2 things (at least from looking at the flow/docs for things like the Jawbone for instance.)

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Friday, November 29, 2013

Unity, Localization and oh so much anger...

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Unity.

So powerful, pretty easy to use and so annoying when something breaks.

For the game we're making in our Integration Projects 3 class, we are making our game in Unity.  The class states that the game has to be localized for English, Dutch, French and German, as well as Win 8  Store ready.

We thought everything was A-OK till this last week when we went to do a Win 8 build (cause the school finally got the tablets for us to test on...) and that's when we found out something that hinges our whole localization code and throws it in the the garbage...

Since our game is going to be using quite a bit of text we decided to spend some time making sure our localization would work flawlessly from the start instead of going back and doing it after (since that seems like a dumb idea anyway...)

So we came up with a system that is basically as follows:

One class - GlobalData -> basically keeps track of what language the game should be in.

Holds an Enum,

 LanguageEnum {English, Nederlands, French, German}  

and an int that is CurrentLanguage which of course keeps track of our language by casting the LanguageEnum to an int and storing it.

Then for each class that will have text in it, we have an xml file with a pretty basic structure that is like this:

 <?xml version="1.0" encoding="utf-8"?>  
 <MainMenu>  
  <Title>  
   <Eng Text="Main Menu"/>  
   <Nl Text="Hoofdmenu"/>  
   <Fr Text="Menu Principal"/>  
   <Ger Text="Hauptmenü"/>  
  </Title>  
  <NewGame>  
   <Eng Text="New Game"/>  
   <Nl Text="Nieuw Spel"/>  
   <Fr Text="Nouveaux Jeu"/>  
   <Ger Text="Neues Spiel"/>  
  </NewGame>  
 </MainMenu>  

Then in our class with text we have two things, another Enum that corresponds with the Elements in our xml such as:
 public enum MenuStringKey  
 { Title, NewGame, Controls, Options, Credits, Exit }  

And a public void  LoadStrings(); method which is as follows:

 // Open Xml Document with tranlations.  
     XmlDocument xmlDoc = new XmlDocument();  
     xmlDoc.Load(@"Assets\Localization\MenuText.xml");  
     // Loop over all needed option strings. (By looping over OptionStringKey enums.)  
     foreach (MenuStringKey neededStr in Enum.GetValues(typeof(MenuStringKey)))  
     {  
       // Get all possible translations for the needed string.  
       XmlNodeList languageList = xmlDoc.GetElementsByTagName(neededStr.ToString());  
       // Get needed translation.  
       foreach (XmlNode translations in languageList)  
       {  
         //Get the attribute that goes with the localization.  
         MenuStrings.Add(neededStr, translations.ChildNodes.Item((int)GlobalData.CurrentLanguage).Attributes["Text"].Value);  
       }  
     }  

We store our localized strings in a Dictionary of
 Dictionary<MenuStringKey, string>   

 Or whichever Enum it is.

And whenever we wanted to get the localized string it is just
 MenuStrings[MenuStringKey.Title]  //Gets the corresponding string in whichever language

We had to do our loading with relative paths as for some reason, Resources didn't want to work us before (it does in our new code but it didn't back then...)

This also made another problem we didn't at first notice, because we're referring to the assets/localization folder, we also have to copy that folder structure over to the build else, no text, no working game.

But hey, not a big deal right?

Well, this was working fine for us up till this week, as I said before.  When we went to build for Win 8 app store, we found that XmlDocument and friends are not supported...Great...
 Just GREAT...

So now we have to figure out how to get our xml reading to work again with XDocument which is actually what I wanted to use in the first place but at the time (only a few weeks ago) Unity didn't support which is why we had to use the xmlDocument instead of XDocument and LINQ (which is sooo much nicer)

So after messing around and trying to get used to XDocument and LINQ again, I have finally come up with an actually, even more elegant solution which solves 2 problems for us.

It solves the having to copy over the folder structure as well as our xml loading problems.


So we still have the same setup with the enums and such, the only change I have made is in the GlobalData one by changing it from the original (see above) to
 LanguageEnum {Eng, Nl, Fre, Ger}  
 This makes it so when we use it for LINQ it auto finds the same tag in our XML.

So I changed our LoadStrings to

 var textAsset = (TextAsset)Resources.Load("Localization/MenuText");  
     var doc = new XDocument(XDocument.Parse(textAsset.text));  
     var root = doc.Root;  
     foreach (MenuStringKey neededStr in Enum.GetValues(typeof(MenuStringKey)))  
     {  
       MenuStrings.Add(neededStr,  
         root.Element(neededStr.ToString()).Element(GlobalData.CurrentLanguage.ToString()).FirstAttribute.Value);  
     }  
Now there is a few things I can say about this chunk of code besides it being one foreach instead of 2 and actually one line :P

 var textAsset = (TextAsset)Resources.Load("Localization/MenuText");  

This is using the Resources of Unity.  What is Resources?  It's a folder called Resources inside your Assets folder. It apparently is quite handy for a lot of things not only limited to loading text files and such.

So I moved our localization folder from the Assets into our Resources folder. I kept it in our Localization folder just cause you never know what else we're gonna throw in there (order and stuff...)

So for resource loading of xmls, you don't put the .xml, just the file name and Unity will actually look where you tell it and find the file that matches what you want. I tested because some documentation says you can just say the file name and it will search ALL folders in your resources folder but this seems to not be completely true, so be warned that if you have a sub folder, make sure you are including that folder name in your path as well like above.

The second thing is
 var doc = new XDocument(XDocument.Parse(textAsset.text));</code></pre>  
 Which was actually a pretty annoying thing to get figured out. &nbsp;A lot of online sources say use XDocument.load which doesn't seem to work. I did finally stumble across someone saying doing this current line which made it work correctly.  

Now for our XML structure, we only have the one attribute in our Element which is the text for that language.
 MenuStrings.Add(neededStr,   
      root.Element(neededStr.ToString()).Element(GlobalData.CurrentLanguage.ToString()).FirstAttribute.Value);   
 .  
Since this is inside our ForEach, we check for each Enum that is in MenuStringKey and try to find the element that corresponds with it and then finding the element in that one that corresponds to our CurrentLanguage and then finally the attribute which is the Text="" part
This works quite nicely and actually makes it so we can keep all the other code (so far, I do have to check to make sure it will Build for Win 8 after I get this all re done in the other classes...)for the actual using of our text and such, which is great.

I'll do an edit when I've found out if this will completely fix our build problem.
Thanks for reading and hopefully this has helped someone :D
EDIT:
This code has made it so I was able to make a Win 8 App store build with no problems. Cheers, hope it helps.

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