GameCenterManager¶
Inherits: RefCounted < Object
Entry point for authenticating the Apple Game Center local player.
Description¶
Create a GameCenterManager when your game starts to present Apple’s authentication UI and track whether the player is signed in, as described in GameCenterGuide.md. Once authenticated you can fetch the local_player to access achievements, leaderboards, friends, and matchmaking helpers. See Apple’s documentation for Apple’s GKLocalPlayer reference to learn more about the underlying authentication flow.
Authentication example from the guide:
var game_center: GameCenterManager
func _ready() -> void:
game_center = GameCenterManager.new()
game_center.authentication_error.connect(func(error: String) -> void:
print("Received error %s" % error)
)
game_center.authentication_result.connect(func(status: bool) -> void:
print("Authentication updated, status: %s" % status)
)
Properties¶
Methods¶
void |
Signals¶
authentication_error(arg1: String) 🔗
Emitted whenever GameKit authentication fails. The argument is the localized error string provided by Apple.
authentication_result(arg1: bool) 🔗
Emitted after authenticate() finishes. The boolean is true when GKLocalPlayer.local.isAuthenticated reports success.
Property Descriptions¶
GKLocalPlayer local_player 🔗
void set_local_player(value: GKLocalPlayer)
GKLocalPlayer get_local_player()
Returns the wrapper for GKLocalPlayer.local. Use this after successful authentication to call methods such as load_friends() or fetch_items_for_identity_verification_signature().
Method Descriptions¶
void authenticate() 🔗
Triggers GKLocalPlayer.authenticateHandler, presenting Apple’s login sheet when needed. Emits authentication_result with the new status and authentication_error if GameKit reports a failure.