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Please note: This is the MBSCore Edition and requires the MBSCore kit
If you have already bought the MBSCore kit or any of the kits that contain it then you can buy this cheaper version of the WordPress Login kit. With the exception of being cheaper because it excludes the code you already have in your project, this is the same product as the standalone WordPress Login kit

Key features

  1. Login using existing website credentials
  2. Create an account on your website directly from within your game
  3. Share login details across all your games
  4. Automatically receive ANY user data stored in the usermeta table as soon as login succeeded
  5. All functions and data are stored statically and can thus be accessed at any time from any script in any scene without having to link anything to anything else
  6. Includes a fully functional and 100% skin-able UGUI prefab to get started ASAP
  7. GUI and functionality are kept separate. This makes the kit 100% GUI agnostic. Create your own GUI using any system you wish. No need to modify the code to make it work with your chosen GUI system
  8. Install the kit once and use it with all your current and future games
  9. Supports the “Remember me” option and auto login if enabled
  10. Temporarily kick or permanently ban users from specific games
  11. Features password resetting in case you can’t log in
  12. Allows password changing for logged in users
  13. Update basic personal info: real names, email, website details
  14. Use your existing Gravatar image as your in-game avatar
  15. Select Gravatar type to generate for users who don’t have a Gravatar account
  16. Fetch the appropriate age restricted Gravatar for your game
  17. Auto detects additional installed assets and provide settings for them in the inspector also for a one stop location to edit all settings for all installed kits
  18. Includes a security feature to prevent outside tampering with your site or games
  19. Incredibly easy to add new, custom functionality to the kit. (See the FAQ tab for details)
  20. Features a number of callbacks to hook into for all server responses
  21. Every call to the server results in either a success or failure response, offering you full control over what to do after contacting the server for any reason…

Implementation into your own games

  1. Install the plugin on your website if you haven’t done so already
  2. In your DashBoard click on All Games to create a new game just like a normal WordPress post. This will generated the Game ID
  3. In Unity, give the prefab your website url and the game ID
  4. Drag the prefab into a scene
  5. Hit play, your game is now configured to run from your site!

Website features

WULogin includes a full featured dashboard from which to configure everything related to this and other kits in the series. The dashboard displays all additional installed plugins and their respective settings in one convenient location giving you a one stop location to manage everything related to all WUSS plugins. Dashboard settings restricted to admin access only

Includes ShortCodes and widgets to help you in creating your website

  1. Create a default game layout and have the kit auto generate game pages for you. You create the page content when you generate the game and WordPress Login will generate pages for all your games using your shared layout and custom page content
  2. Create a page that automatically generates banners to point to your game’s pages
  3. Generate vertical or horizontal banners
  4. Generate a poster image with rounded corners and customizable styles
  5. Display user’s status for the current game (Good, kicked, banned)
  6. Learn more about the WUSS PORTAL here..!

Display WebGL games on your website

  1. Include a placeholder graphic so games don’t load automatically (Save user’s bandwidth)
  2. …or load games automatically without placeholder images. Your choice.

5 reviews for WordPress Login: MBSCore

  1. Rated 5 out of 5

    e_m_jacobsen on 2018-09-22 03:44:05

    Great customer service - Linking Unity and Wordpress is a great concept and I'm very happy to have found this plugin. I am new to game design but the seller of this plugin is incredibly helpful!

  2. Rated 5 out of 5

    obstudio on 2018-06-26 20:09:15

    Awesome asset and developer - Power of wordpress in games starts here! Awesome asset with very low entry threshold, but also expanded. With demo scene you can log into your WP in 2-3 minutes, just like that. Support just awesome. In my case not everything was working out of the box. After very long and constructive discussion with developer we found that the problem my hosting. Without this help probably I would drop my plans for using WP in my gamedev. If you're not sure for buying it contact the dev and see for your self. Warning: it's so easy that you will want all plugins from this ecosystem :D

  3. Rated 5 out of 5

    rexcheung on 2018-02-09 15:43:28

    Great Response - The developer is responsive with in-depth discussion. It is the easiest way to integrate my user data with web service.

  4. Rated 5 out of 5

    Parrot-Wing on 2017-08-05 16:32:41

    Responsive developer - Initially I had some issues getting the kit working but the developer responded to my questions promptly and helped me sort out the problem. Overall I'm very satisfied with the kit and support.

  5. Rated 5 out of 5

    Vygar on 2017-06-05 13:53:39

    Excellent - This package is very well constructed and documented.

THE TUTORIALS SECTION FOR THIS ITEM IS STILL UNDER CONSTRUCTION

Please check back in soon...

  1. How do I get started?
  2. Why do I only see a blank screen after Login?
  3. What data can I fetch during login?
  4. Am I supposed to see the PostLogin screen after login?
  5. Why are the static values in WULogin empty directly after login?
  6. What does the error: “Necessary data rewind not possible” mean?
  7. Can I save data to my WordPress database if I install this kit?
  8. I have a user management plugin installed. Is this kit compatible with that?
  9. If I want to add custom behaviour or integrate this kit with other WP plugins, does this kit allow for that?
  10. How can I use the login prefab across scenes without duplicating the prefabs?
  11. Everything works fine in the editor and when I build the game. Why does the WebGL build give me errors?


Q: How do I get started?
Q: Why do I only see a blank screen after Login?

The WordPress Login kit will authenticate your identity and log you in if your credentials match up. Once it’s done that, it triggers an event to tell you “You are successfully logged in”. It is now up to you to decide what you want to do now. Example: Load the next scene… How you do that is by first registering to the event and then running your own code once the event fires. This means 2 things:

  1. The login kit can be up and running in under 2 minutes and do what it’s supposed to do, but for your game to integrate with it you will need to write an extra script or function of your own
  2. You never need to edit anything in this kit to make it do custom things in your project. Just wait for the event to fire then tell your project to do whatever it is you want to happen when that happens

Example:
Create a new script and add the following:

void Start()
{
    WULogin.onLoggedIn += LoadNextLevel;
}

void LoadNextLevel(CML response)
{
    SceneManager.LoadScene("MainMenu");
}


Q: What data can I fetch during login?

In the inspector you will find a number of checkboxes that you can tick to select what fields you want to return from the WP_users table. Right below that you will find an array where you can specify any field you desire and that is basically the short answer to this question: If the field exists in usermeta then it can be fetched. Just enter it’s name in the array and immediately after successful login that information will be available to your application


Q: Am I supposed to see the PostLogin screen after login?

No. If you show the prefab while not logged in then the main login screen shows to give you the option of logging in or creating an account. If you show the prefab while you are logged in, those options are pointless. Instead, then you show the PostLogin page to give them the option to log out or to go back to playing the game. See the demo scene for an example of how to show the prefab with the PostLogin screen


Q: Why are the static values in WULogin empty directly after login?

I have attempted to fix this issue but some people still sometimes report having this issue pop up so let me explain it in case you ever encounter it. When you login the kit sends the success event to every function that is listening for it. Usually there will be at least 2 functions that respond to it. One is the one that you created to run your own code after login. The other is one of mine that takes the server’s response and stores it statically for your ease of use later. Depending on which function runs first, the static data will be available or it will not.

Just to play it safe I would recommend you use the static fields anywhere in your project EXCEPT in your login success event response function. All the data that will be stored statically are also passed to your function so simply use the data that was passed to your function rather than relying on the static data.

Example:

void AfterLogin(CML response)
{
    string nickname = response[0].String("nickname");
    string email = response[0].String("user_email");
}

Q: What does the error: “Necessary data rewind not possible” mean?

This means that the URL you are giving the WULogin plugin is not a direct link to your site and that it get redirected first. Unity’s WWW class does not support this redirection so you will need to find out where and why and how your URL is getting redirected and figure out the solution from there.

This is mostly related to how your server is setup. Many people don’t realise that www is simply a subdomain like any other subdomain and that some websites are setup to forward any link that starts with www to just / while others work the other way around. Other sites have http redirect to https while others use framed redirects to make www.mysite.com point to www.someothersite.com/users/12345/wordpress for example.

If you are getting that error then it means you need to give my plugin the URL of your website up to the folder that CONTAINS wp-content. I.e. if WordPress is installed at www.mysite.com then wp-content will be located at www.mysite.com/wp-content so you need to give my prefab the url http://www.mysite.com

One customer spent 2 days trying to get past this rewind error. I told her to remove “www.” from her URL and it worked perfectly. It turns out her site was redirecting all www traffic to /.

Another customer struggled for days to get past this error so I told him to change “http” to “https” and it worked perfectly. Turns out his server was setup to forward all http calls to https.

You need to figure out what is causing your URL to be forwarded and then use the final, forwarded url as the url in the prefab.


Q: Can I save data to my WordPress database if I install this kit?

Mostly when people ask that question they mean “any data” and the short answer is no. However, with that being said, the information that WordPress creates for all users when their account is created (username, web site url, AIM, biography etc) that info is available to you via the kit and that information can be freely modified.


Q: I have a user management plugin installed. Is this kit compatible with that?

That is a bit of a tricky one to answer since “compatible” is a very broad term. If there is any information that you need from that other plugin and that information is stored in the usermeta table then, yes, you can fetch that info back, no problem at all. If the plugin contains data that you need but which it stores in custom tables then, no, this kit does not support that right out of the box.

One customer did have this request once and it took something like 3 lines of code to fetch the data he wanted and pass that along with the login information and provide the compatibility he wanted. For further customisation a little more work will be needed but this kit is designed to be super, super easy to modify to add new features of whatever nature you require.


Q: If I want to add custom behaviour or integrate this kit with other WP plugins, does this kit allow for that?

Absolutely yes. There are a number of security precautions in place to prevent tampering with your website (I take care of that so you don’t have to worry about that) but with that said, adding new functions to the kit(s) is extremely, EXTREMELY simple and only has a few steps…

  1. Each kit has a CONST value defined within it inside of Unity. The login kit has the value “LOGIN”, for example. What you need to do is open the file named unity_functions.php and create a function that starts with the CONST value from the kit you wish to extend (but in lower case) followed by whatever name you want to call the function. After that, just add your custom code to that function. That easy.
    Example:

    function loginHalloWorld() {}
  2. Your output from the function must be sent back as a single string or else WindowsRT platforms will throw out errors. Always use only my SendNode and SendField functions to format your response as proper CML. When ready, send the base64 encoded results to Unity using the SendToUnity function. Errors can be reported using the PrintError function.

    Example:

    function loginHalloWorld()
    {
      if (!current_user_can("read"))
      {
         SendToUnity( PrintError("This user doesn't even have read authority") );
         return;
      } 
    
      global $current_user;
      $favorite_color = get_user_meta($current_user->ID, "fav_color", true);
      $response = SendNode("custom data");
      $response .= SendField("five", 5);
      $response .= SendField("favorite_color", $favorite_color);
      SendToUnity($response);
    }
  3. In Unity, duplicate one of the functions in WULogin.cs that call WPServer.ContactServer (or create one yourself. Duplicating it just saves you some typing) and for the action to perform, pass it the name of your function, minus the prefix and that is it. You have now added a custom action to the kit.
    Example:

    public void CallMyFunction(CML onSuccess, cmlData onFailed = null)
    {
    WPServer.ContactServer("HalloWorld", login_filepath, LOGINConstant, null, onSuccess, onFailed);
    }

    Done. You now have a function, complete with error handling, that you can call to trigger your custom function


Q: How can I use the login prefab across scenes without duplicating the prefabs?

WordPress Login, starting from version 5.1.1, now contains a sample project to demonstrate this along with a very detailed readme.txt that explains exactly what is going on in the sample project and why it is done the way that it is done. It also contains an alternate version for cases where the first method is not appropriate. Please see the demo folder in the asset for the detailed answer and example for this question.


Q: Everything works fine in the editor and when I build the game. Why does the WebGL build give me errors?

Unfortunately, since web browsers now enforce CORS for security and Unity themselves don’t have any idea how to setup CORS to allow you to use your WebGL builds across domains, the answer they gave me was simply to “Don’t do it”. WebGL games have the added restriction that other platforms does not have in that WebGL builds need to be uploaded to the domain that is being used in the login prefab. Any testing of the build must be done from that domain. In other words, in the editor it will work just fine but as soon as you build and then try to run the WebGL game from your local machine your web browser (not my code, not your code, not Unity, not your website…but your web browser) will simply deny your project from accessing the website.

If you look in the browser console you will see it shows an errors that plainly says something along the lines of “This code will not be run”. No matter how well you write your game, if the web browser decides what parts of your code it will run and what parts it will simply NOT run, then your project is always going to be at the mercy of your browser. So simply do what the guys from Unity told me and don’t try to run the WebGL game from any domain other than the intended target location (i.e. the domain used in the login prefab). Always upload your build first, then test it.