Automatically turn on your TV and switch to the correct HDMI input when:
- Your PC boots
- Your display wakes from blanking
- You press the Xbox button on your controller
Tested on Bazzite (KDE Plasma) with an LG TV.
| using System; | |
| using io.notification; | |
| using Supabase; | |
| using Supabase.Gotrue; | |
| using Supabase.Gotrue.Interfaces; | |
| using TMPro; | |
| using UnityEngine; | |
| using static io.notification.NotificationManager; | |
| using static io.notification.NotificationManager.NotificationType; | |
| using Client = Supabase.Client; |
| using System; | |
| using System.IO; | |
| using io.notification; | |
| using Newtonsoft.Json; | |
| using Supabase.Gotrue; | |
| using Supabase.Gotrue.Interfaces; | |
| using UnityEngine; | |
| using static io.notification.NotificationManager.NotificationType; | |
| namespace io.supabase |
Some of my favorite tools for dev on macOS in 2023.
| #!/bin/bash | |
| rm -rf target | |
| rm -rf nuget | |
| rm -rf unpack | |
| mkdir nuget | |
| mkdir target | |
| mkdir unpack | |
| ./bin/nusave-3.1.1-dawrin-x64/nusave cache package "supabase-csharp@0.9.1" --targetFrameworks ".NETStandard@2.0" --cacheDir "nuget" | |
| ./bin/nusave-3.1.1-dawrin-x64/nusave cache package "Websocket.Client@4.6.1" --targetFrameworks ".NETStandard@2.0" --cacheDir "nuget" |
| # This .gitignore file should be placed at the root of your Unity project directory | |
| # | |
| # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore | |
| # | |
| /[Ll]ibrary/ | |
| /[Tt]emp/ | |
| /[Oo]bj/ | |
| /[Bb]uild/ | |
| /[Bb]uilds/ | |
| /[Ll]ogs/ |
| using System; | |
| using System.Text; | |
| using AppleAuth; | |
| using AppleAuth.Enums; | |
| using AppleAuth.Extensions; | |
| using AppleAuth.Interfaces; | |
| using AppleAuth.Native; | |
| using TMPro; | |
| using UnityEngine; |
| using System; | |
| using System.Collections.Generic; | |
| using System.Threading.Tasks; | |
| using Cysharp.Threading.Tasks; | |
| using Postgrest.Responses; | |
| using Supabase.Gotrue; | |
| using Supabase.Gotrue.Exceptions; | |
| using TMPro; | |
| using UnityEngine; | |
| using Client = Supabase.Client; |
Here are my notes on getting Supabase working with Unity.
If you are only interested in using Supabase with your project with email/password accounts, it's pretty easy. The main thing is to use the Unity NuGet package to install UniTask (async/await) and supabase-csharp.
However, the really neat part is also supporting native Sign in With Apple on iOS. Apple is increasingly requiring developers to support Sign in with Apple on iOS, and it does provide a pretty seamless experience. One nice thing is that by following these steps Supabase integrates both the on-device native Sign in with Apple and the web-based version of Sign in with Apple. This means you could do something like having a iOS Unity project for your main gameplay or application, and also allow users to use the same account to access details in a web application (e.g. something you build in SvelteKit or React or whatever).
I'm assuming you want to support Sign in with Apple, so I'm providing the steps in the order I wou