https://docs.sequence.xyz/sdk/unity/overview
https://docs.sequence.xyz/guides/jelly-forest-unity-guide/
Unity 2021.3.6f1 or later
- Android
- iOS
- PC standalone -> (Mono builds only when using OpenIdAuthentication -> the platform specific setup requires system commands that don't work on IL2CPP -> see OpenIdAuthentication.PlatformSpecificSetup)
- Mac standalone -> (Mono builds only when using OpenIdAuthentication -> in our testing MacOS doesn't pick up custom URL schemes automatically unless you run some system commands first; these system commands that don't work on IL2CPP -> see OpenIdAuthentication.PlatformSpecificSetup)
- WebGL + WebGPU
As an open source project, we welcome and encourage your contributions!
Please make sure to increment the package version in Assets/package.json
according to Semantic Versioning along with your submissions.
The project makes use of Unity's test runner. You can open the test runner window in
Unity by navigating to Window > General > Test Runner
.
Many of the tests, specifically those for our custom Ethereum client, make use of a Hardhat-based testchain. This testchain can be found in the root folder of the project - in case you are experiencing issues with it.
Before running tests, boot up the test chain with make start-testchain
. You may find that you need to stop (control + c) the testchain and restart it when running the test suite again.
It can sometimes be useful to quickly test the project via command line. This can be done without opening Unity or starting the testchain.
Add this line to your ~/.zshrc
or ~/.bashrc
export PATH="/Applications/Unity/Hub/Editor/2021.3.6f1/Unity.app/Contents/MacOS:$PATH"
- note: this is an example path, the exact path may vary based on your system
Then
source ~/.bashrc
or source ~/.zshrc
Then
touch TestResults.xml
from the route directory of the project
Run make bootstrap
to install dependancies locally that are required for running the testchain.
To run the test please use
make test
This will automatically start the testchain and open Unity to run the tests. When the tests are finished, the testchain and Unity will be shutdown.
The test results can be found in TestResults.xml
located in the root directory of the project. The Makefile command will automatically display a summary of the test results.
When a test fails, it is recommended that you open up Unity and test via the usual method.
Note: Please do not run make test
while you have the project open in Unity - the tests will not run and you will need to touch TestResults.xml
again.
Occasionally, it may be necessary to test the testchain to
a) confirm it is giving the behaviours you expect and
b) to use for comparison with our Unity tests.
We can safely assume that ethers (which we use to test the testchain) works correctly. To test please use make test-testchain
. Test output will be in chaintest.out and will also be printed to the terminal. If you need to end the test suite early, use Control+C
and make stop
.
*Note: if you already have an instance of Unity running, this will open up a new instance of Unity that will terminate upon completion.
Do you have tests that are failing that you don't think should be or were previously passing and you haven't changed anything? Here are a few things to try:
- If you are or were using a debugger, disconnect the debugger from Unity and then reconnect
- Restart the test chain
Control+C
andmake start-testchain
- Restart Unity
- Also note that since tests on the testchain are being run sequentially, if a prior test fails, it may not have unwound properly and may leave the next test in an unexpected state - causing it to fail.
The SDK comes with a number of samples that can be imported via Samples
using the Package Manager. The most important of these is Setup
which contains a number of Editor scripts and the SequenceConfig
scriptable object resource that need to live in the Assets
folder to function correctly with the Unity Editor.
These live inside the Samples~
folder as required by the Package Manager specification. However, the Unity Editor will ignore any folders/files with a '~' character in their name and will not create a .meta
file for them or import them. In order to facilitate our development, we create a symbolic link named Samples
that points to the Samples~
folder - allowing us to see and interact with our Samples and Setup scripts.
The SDK is split into a number of assemblies with different purposes. Each assembly also has a Test assembly or assembly reference containing tests - this way, our tests aren't included in builds.
This contains front-end and example code. Front-end/UI code is considered "example" code for the purposes of this SDK, though it may still be used in production applications.
This contains code related to authentication via Email + OTP, OIDC, or other means.
Defines the SequenceConfig
scriptable object and scripts needed to read it. Configuration is done in conjunction with the Sequence Builder.
This is our custom Ethereum library, purpose-built for Unity.
The integration with our Indexer API. Used to quickly index/read on-chain data.
Houses code integrating with third-party service providers like Transak.
SDK-side extensions to our Sequence Relayer - e.g. transaction queuers.
Universally useful extension methods, helpers, and platform native code used throughout the SDK for a variety of purposes.
The integration with our WaaS/Embedded Wallet API. Used to provide users with a seemless and invisible Web3 wallet experience.
The SDK is broken into a number of components with different responsibilities. This section will give an overview of some of the most important components for users and their intended purposes.
IEthClient provides an interface for clients. Clients handle the connection to blockchain networks, making various RPC requests. Any time you wish to query the blockchain or submit a transaction, you will need a client. As a rule of thumb, if a method requires a client, you should expect that you will be making a web request and will need to work with async tasks and be prepared to catch any exceptions that are thrown.
EthWallet implements a standard EOA wallet. A wallet keeps track of its own private/public key pair and address and is responsible for providing its private key to the signer when signing transactions.
A transaction, as implemented in EthTransaction, contains all the data and parameters for an EVM transaction. The object is used for initiating its RLP encoding (transactions must be signed and RLP encoded when submitted). Note that all transactions are encoded with a chain Id included to protect against replay attacks, see EIP-155.
A contract is responsible for creating transactions (for method calls) and messages (for queries) agaisnt it. These transactions are later signed by the wallet + signer and submitted (along with query messages) using a client.
A sample UI scene can be found under Assets > Sequence > SequenceFrontend > Scenes > Demo.unity
This scene contains sample Sequence UI (with integration) for login flow and wallet view, settings, and transaction flow.
The sample Sequence UI is comprised of a few important components.
A UIPage
is the base implementation of a "page" in the sample UI. Example pages: LoginPage
, TokenInfoPage
It is responsible for opening/closing the page and managing the chosen ITween
.
An ITween
is an interface for an animation (in/out) that can be applied to a RectTransform
(a required component of a UIPage
).
Inherriting from UIPage
, a UIPanel
is the base implementation of a "panel" in the sample UI. Example panels: LoginPanel
, WalletPanel
In addition to UIPage
responsibilities, UIPanels maintain a stack of UIPages and object[]
(open arguments) and are responsible for managing any required event listeners and UI transitions between their child pages (according to Scene inspector heirarchy), including handling the "Back" button.
SequenceSampleUI
can be thought of as the "manager" of the sample UI. It holds a reference to all the UIPanels and is responsible for opening them as needed, including at Start()
. If you are integrating all or part of the provided sample UI into your project, you may find it more practical to replace SequenceSampleUI
with your own UI "manager".
As a Made-With-Unity UI, the sample UI is cross platform and easily customizable.
To make customization even easier, the sample UI comes equipped with a Color Scheme Manager. This monobehaviour script is attached to the SequenceCanvas
gameObject. By attaching a ColorScheme
scriptable object and clicking the Apply
button in the Inspector, the ColorSchemeManager
will quickly apply the desired color scheme, allowing for faster UI iterations.
To create a ColorScheme
scriptable object, go to Assets > Create > Sequence > Color Scheme
. From here, you can give the color scheme a name, move it to the desired directory, and choose your colors.
Please add any ADRs below. In the future, it may be worthwhile to move these into separate files, but for now since there are few ADRs, the README should suffice. Please use Michael Nygard's template for ADRs
July 19, 2024 - author: Quinn Purdy
Approved
The SDK is currently inside the Assets folder.
The project is refactored such that the SDK now lives in the Packages folder as a LocalPackage. The tests, mocks, and other similar files/scripts/resources will remain in the Assets folder. The git url for importing the SDK is updated in the documentation.
Users who have imported the SDK via Package Manager using git url will need to remove the package and then re-add it using the new URL in order to update to the latest version.
The SDK will be easier to submit to the Unity Asset store using the Asset Store Tools to upload it as a Local Package.
It is now easier to include other dependancies, like the PlayFab SDK, that do not define package.json files without introducing dependancy conflicts into integrator projects. If we wanted to include any of these packages into our project before we would've had to modify the git url installation link anyways to a subfolder inside of Assets.
The tests, mocks, and related files are no longer included inside the SDK that gets shipped to users. This reduces file size; however, users will need to check the repo to see more example use cases (i.e. to see the tests.)
Intellisense and other IDE features (like refactoring) may be less refined when working within the Packages folder than within the Assets folder.
Scripts in the samples folder of the SDK are not checked for compile errors by Unity. When modifying these, we will need to make sure to import them to make sure they work and compile (though we should always be doing this anyways).
July 19, 2024 - author: Quinn Purdy
Approved
The current WaaS auth system is restricted to OIDC implicit flow and requires a nonce hex(keccak256(sessionWalletAddress))
included in the idToken. This flow is rather restrictive. Additionally, the flow requires us to use AWS Cognito for email sign in and there is a limit to how many partner ids we can configure with AWS Cognitor, limiting our ability to scale efficiently.
The WaaS auth system is being migrated to a new system that no longer solely relies upon OIDC implicit flow. This new authentication flow requires the RegisterSession call be split into two separate calls. Initiate Auth and Open Session. The Initiate Auth call will, in some cases, return a challenge. The two calls must be joined together in order for a session to be opened - this is done by specifying the identityType
, verifier
, and, in the case of Open Session, the answer
.
WaaSLogin, now renamed to SequenceLogin, has been re-written to accomodate for the new flow. The AWS SDK and all its consumers have been removed from the SDK.
The OpenIdAuthenticator and related classes in the Sequence.Authentication assembly have become more usable in a general context and have become more replaceable/customizable for integrators.
August 2, 2023 - author: Quinn Purdy Updated Aug 16, 2023 - author: Quinn Purdy Updated Jan 3, 2023 - author: Quinn Purdy
Approved
A direct integration of Sequence into sequence-unity is a time-intensive process and requires porting over logic from go-sequence and/or sequence.js. Recently, we've established a WaaS service that exposes the core logic from go-sequence via http. This WaaS service, with our authentication system, can be used to provide users with a more secure and more frictionless (less "wallet-like") UX.
In order to save time on the integration and provide users with a more secure and frictionless UX, sequence-unity will integrate directly with the WaaS service, iceboxing the implementation of "SequenceCore" (see ADR 2) for a later date.
For authentication, sequence-unity will use the OIDC implicit flow or AWS Cognito Email with OTP Sign In to obtain an idToken, which is combined with some config variables to establish a session with the WaaS service. The Authentication logic (obtaining the idToken) can be found in the SequenceAuthentication
assembly.
The SDK will require developers to input a number of config variables during setup. This will be done via a ScriptableObject, defined in the SequenceConfig
assembly, that can be fetched via Resources.Load when needed.
Similar to ADR 2, the WaaS client will be implemented in a separate assembly from "SequenceEthereum". This assembly will be called "SequenceWaaS" and will reference and depend on the Ethereum library assembly "SequenceEthereum".
Since use of WaaS requires an idToken that cannot currently be hardcoded, some of the tests live in a separate assembly, SequenceWaaSEndToEndTests
, that is used when building the WaaSEndToEndTests
scene for end to end testing. Additionally, we've included unit tests, and other tests using mocks that can be run from within the editor, in the SequenceWaaSTests
assembly.
As the WaaS client will rely on network requests, interactions will be slower than with a direct integration. However, the speed to market with this approach is greatly improved and there is a better UX for end-users and developers alike, justifying the trade-off.
Additionally, since the WaaS client relies on network requests, we must add additional async Tasks to the SequenceEthereum IWallet interface. This will require additional await statements throughout, harming readability.
Remaining consequences follow those from ADR 2 (with respect to assemblies).
July 12, 2023 - author: Quinn Purdy
Accepted - July 14, 2023
Integration of Sequence into the sequence-unity is the next step in the Unity SDK project - preparations are being made, with modifications to project structure.
Move the previous Sequence integration work, and all future Sequence integration work, into a separate assembly from the Ethereum libraries we're writing. The Sequence "SequenceCore" assembly will reference and depend on the Ethereum library assembly "SequenceEthereum".
For now, all tests will remain in the same assembly "SequenceTests".
While SequenceCore will be able to reference namespaces in SequenceEthereum, SequenceEthereum will not be able to reference anything in SequenceCore. While, on the surface, this may sound problematic as it reduces our flexibility when writing the SDK, SequenceEthereum should not need to depend on SequenceCore; this will reduce coupling leading to an overall more readable and maintainable project. This also makes it easier for us to release SequenceEthereum as a standalone package, should we ever choose to do so.
By splitting SequenceCore into a separate assembly, we will not need to recompile the entire SDK whenever we make changes to SequenceCore; instead, we will only need to recompile SequenceCore. Similarly, if we were to precompile the SDK, this would give us two separate dlls (SequenceEthereum.dll and SequenceCore.dll).
June 21, 2023 - author: Quinn Purdy
This ADR document is being made retroactively after inheriting the project.
Sequence Unity SDK v1 was made quickly as a proof of concept. The SDK relies on Nethereum; a library that is overly heavy-weight. The SDK also relies on the Vuplex webview unity package - this package is not free, leading to developer frustrations.
Modifying the existing v1 SDK was deemed to be unworthy undertaking. Building a new SDK from scratch was determined to be faster and easier.
Iteration on SDK v2 during development will be significantly faster and lower risk than modifying the existing SDK the customers are currently using. However, this means that current customers using v1 of the SDK can expect limited support during the development of SDK v2 as v1 will be deprecated.