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Game authorization

Game authorization confirms that the signed-in player owns the game and that the current session may continue. Run it before opening the main menu or primary gameplay, but keep it separate from compliance and multiplayer room state.

EngineStatusPackageDetailed steps
UnityPreviewUnity main packageUnity Quick Start
GameMakerPreviewGameMaker main packageGameMaker Quick Start
GodotPreviewGodot CoreGodot Quick Start

All three engines authorize through the Desktop Session. Godot Core publicly exposes authorization state, retry, and a default window for the initial failure; it is no longer missing an authorization entry point.

  1. Complete Startup and connection and confirm that appId matches the backend application.
  2. Subscribe to authorization changes and general errors before initialization.
  3. Wait for an explicit authorization result before opening the main menu or protected gameplay.
  4. Treat online authorization and acceptable offline authorization as successful business states. Block failed, expired, or unknown states according to the product policy.
  5. Provide quit or retry actions for failures. When using an SDK fallback window, review its copy and localization.
  • What to display while authorization is still pending.
  • Whether and how often a failed request may be retried.
  • Whether a later authorization change pauses the game, returns to the title screen, or exits safely.
  • Whether the SDK fallback UI is sufficient or the game owns the entire experience.

Authorization only answers whether the player may run the game. Use Real-name verification and anti-addiction to decide whether the player may currently continue playing.

  • A valid account reaches an explicit authorized state.
  • Missing ownership, expired sign-in, and network failures reach the intended failure path.
  • Retry does not create duplicate runtime instances or bypass a pending check.
  • Godot exposes Core authorization state; when Unity or Godot fallback UI is enabled, both quit and retry work.