Mecha Hamster is a game where you roll through customizable environments that you can share with your friends.

Overview

MechaHamster {#mechahamster_readme}

MechaHamster is a game about guiding a futuristic hamster ball through dangerous space mazes, create mazes of their own, and share them with friends. Can you guide Major Hammy D. Hamster to safety?

Motivation

MechaHamster serves as a demonstration, sample, and reference for integrating Firebase with the Firebase Unity SDK, and Daydream with the Google VR SDK for Unity into a game project.

Overview

MechaHamster demonstrates the following concepts:

Downloading

MechaHamster source code can be downloaded from Github.

If cloning locally using git clone, be sure to use the --recurse-submodules flag to ensure required scripts from submodules are present.

And download the game to your mobile device from the AppStore and Google Play Store

AppStore
PlayStore

Building

  • Open the project in at least Unity 5.6 beta, this is required for the Google VR SDK for Unity.
  • Download the Firebase Unity SDK and unzip.
  • Import the following plugins - using Assets > Import Package > Custom Package menu item - from the Firebase Unity SDK:
    • FirebaseAnalytics.unitypackage
    • FirebaseAuth.unitypackage
    • FirebaseCrashlytics.unitypackage (Beta)
    • FirebaseDatabase.unitypackage
    • FirebaseMessaging.unitypackage
    • FirebaseRemoteConfig.unitypackage
    • FirebaseStorage.unitypackage
  • Select a target platform (iOS or Android) using the File > Build Settings menu option.
  • Add Firebase to your app. For more information see Building MechaHamster.
  • Wait for the spinner (compiling) icon to stop in the bottom right corner of the Unity status bar.
  • Finally, select the File > Build Settings menu option then click Build and Run.

MechaHamster currently only works with .NET 3.x. If Firebase Unity SDK version is 5.4.0 or above, please import plugins from dotnet3 folder. And make sure Scripting Runtime Version in Edit > Project Settings > Player is set to .NET 3.x, ex. Stable (.NET 3.5 Equivalent) in Unity 2017

Documentation

For more information about MechaHamster see [MechaHamster Document][] To contribute the this project see CONTRIBUTING.

Comments
  • Issue on analytics

    Issue on analytics

    Hi i added firebase to my app, i get this error after integration of the analytics in my project on IOS

    2020-03-26 16:23:48.317131+0100 BasketColors[1383:652946] 6.17.0 - [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add [FIRApp configure]; (FirebaseApp.configure() in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

    There is nothing online to fix it....any help?

    opened by kiranchhetri1 1
  • Reset positions on menu prefabs so they appear on screen.

    Reset positions on menu prefabs so they appear on screen.

    This is a temporary solution to a bigger problem - the menu system is based on the deprecated GUILayer component. A bigger effort is needed to bring it up to current UI practice.

    opened by dzlier-gcp 1
  • Updated MechHamster so it now builds

    Updated MechHamster so it now builds

    Removed Google Cardboard/Daydream moved RemoteConfig to RemoteConfigDeprecated removed all instances of using Firebase.Unity.Editor cleaned up initialization to no longer use the removed FirebaseApp.CheckDependencies()

    opened by patm1987 0
  • README file - update text & links to firebase.google.com setup pages

    README file - update text & links to firebase.google.com setup pages

    opened by rachelsaunders 0
  • Game Save Firebase !

    Game Save Firebase !

    I'm doing a 2d platform game at Unity 2017, and I'd like to know if it's possible to save the punctuation lines etc ... in the Firebase and if you have some example for me to study! Forced!

    Tanks man !

    opened by JoseRFJuniorBigData 0
  • Security Policy violation Binary Artifacts

    Security Policy violation Binary Artifacts

    This issue was automatically created by Allstar.

    Security Policy Violation Project is out of compliance with Binary Artifacts policy: binaries present in source code

    Rule Description Binary Artifacts are an increased security risk in your repository. Binary artifacts cannot be reviewed, allowing the introduction of possibly obsolete or maliciously subverted executables. For more information see the Security Scorecards Documentation for Binary Artifacts.

    Remediation Steps To remediate, remove the generated executable artifacts from the repository.

    Artifacts Found

    • Assets/Plugins/Android/libs/armeabi-v7a/libaudioplugingvrunity.so
    • Assets/Plugins/Android/libs/x86/libaudioplugingvrunity.so
    • Assets/Plugins/Google.ProtocolBuffers.dll
    • Assets/Plugins/x86/audioplugingvrunity.dll
    • Assets/Plugins/x86_64/audioplugingvrunity.bundle
    • Assets/Plugins/x86_64/audioplugingvrunity.dll
    • Assets/Plugins/x86_64/libaudioplugingvrunity.so

    Additional Information This policy is drawn from Security Scorecards, which is a tool that scores a project's adherence to security best practices. You may wish to run a Scorecards scan directly on this repository for more details.


    Allstar has been installed on all Google managed GitHub orgs. Policies are gradually being rolled out and enforced by the GOSST and OSPO teams. Learn more at http://go/allstar

    This issue will auto resolve when the policy is in compliance.

    Issue created by Allstar. See https://github.com/ossf/allstar/ for more information. For questions specific to the repository, please contact the owner or maintainer.

    allstar 
    opened by allstar-app[bot] 100
  • If there is no gyroscope, fall back to keyboard input

    If there is no gyroscope, fall back to keyboard input

    This is an imperfect attempt to better support ChromeOS. Some devices will not have a gyroscope but will have a keyboard for input. A full fix would probably also require touchscreen input (for phones without a gyro) and some sort of user toggle between gyro, touchscreen, and keyboard (for instance: a large chromebook would be very unweidly to tilt to play even if it has a gyroscope).

    opened by patm1987 0
  • Getting bunch of errors while integrating unity as library into ios native project, in which both unity and native project contains Firebase libraries.

    Getting bunch of errors while integrating unity as library into ios native project, in which both unity and native project contains Firebase libraries.

    I have an iOS native project and a Unity project.

    What i am trying to achieve? - On a button click from the native ios app, i want to show unity in which both the native and ios project contains firebase dependencies. What i am actually getting? - When i try to run the app in xcode, i am getting following errors (almost 4000 similar error but for different Targets): "Multiple commands produce '/Users/M_742794/Library/Developer/Xcode/DerivedData/MarkersLab-gpaeablwazuyowbfwysavwxcotrv/Build/Products/Debug-iphoneos/BoringSSL-GRPC/openssl_grpc.framework/Headers/cipher.h':

    Target 'BoringSSL-GRPC' (project 'Pods') has copy command from '/Users/M_742794/Developer/iOS/Development/iOS AR Build/Pods/BoringSSL-GRPC/src/include/openssl/cipher.h' to '/Users/M_742794/Library/Developer/Xcode/DerivedData/MarkersLab-gpaeablwazuyowbfwysavwxcotrv/Build/Products/Debug-iphoneos/BoringSSL-GRPC/openssl_grpc.framework/Headers/cipher.h' Target 'BoringSSL-GRPC' (project 'Pods') has copy command from '/Users/M_742794/Developer/iOS/Development/unity-AR-Build/Pods/BoringSSL-GRPC/src/include/openssl/cipher.h' to '/Users/M_742794/Library/Developer/Xcode/DerivedData/MarkersLab-gpaeablwazuyowbfwysavwxcotrv/Build/Products/Debug-iphoneos/BoringSSL-GRPC/openssl_grpc.framework/Headers/cipher.h'" Steps i followed for unity integration to my native project -

    imported Firebase libraries like Auth, storage, firestore, core in unity and created an iOS build. Podfile has been generated after the build and i installed the firebase pods. I have added the Unity-iPhone.xcodeproj along with its Pods.xcodeproj to my native project workspace with the project structure as below(masked is my native xcodeproj): Screenshot 2021-11-22 at 2 10 07 PM

    1. followed the steps mentioned in this uaal link https://github.com/Unity-Technologies/uaal-example/blob/master/docs/ios.md properly like: 1. Added UnityFramework.framework to the native app general settings framework, libraries and embedded content and removed the same from Build phases Link binary with libraries section. 2. Added Unity-iPhone.xcodeproj's Data folder target membership to UnityFramework. 3. Added Unity-iPhone.xcodeproj's NativeCallProxy file target membership to UnityFramework with public access. 4. made code changes in native project to show unity on button click. I have firebase dependencies in my native xcode project as well as unity xcode project and the podfiles are as below:

    Unity Xcode project Podfile: Screenshot 2021-11-22 at 2 22 36 PM

    Native Xcode project Podfile: Screenshot 2021-11-22 at 2 23 02 PM

    I have installed the pods for both the projects and started building in xcode.

    The build is failing with number of "Multiple commands produce" errors: Error

    The errors might be causing due to firebase dependency in both native and unity projects but could not find proper solution for this issue. I am expecting solutions from this group for my problem, Thanks!

    opened by vishnunairvp 0
  • namespace Firebase not found (new download)

    namespace Firebase not found (new download)

    I'm updating Firebase in Unity project (it's been at least 2 years) and having lots of trouble. I downloaded this example and it doesn't even build in Unity 2017.4 getting: error CS0246: The type or namespace name 'Firebase' could not be found. Are you missing an assembly reference?

    I'm getting this same type of error in my project with the new firebase, it's like the Editor scripts are missing.

    opened by SrirachaSource 1
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