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Use MetaMask SDK with Unity

You can import MetaMask SDK into your Unity game to enable users to easily connect to their MetaMask Mobile wallet. The MetaMask Unity SDK supports macOS, Windows, Linux, iOS, Android, and WebGL.

How it works

The SDK renders a QR code in the UI using a dedicated prefab which players can scan with their MetaMask Mobile app. It also supports deeplinking on mobile platforms. You can use all the provider API methods right from your game.

Video demo

The following video demonstrates how to install and use the MetaMask Unity SDK.

Steps

1. Configure build settings

To build the SDK, configure the following settings in your Unity editor according to your development platform:

  • iOS:
    • Go to Build Settings > Build Options and set Enable Bitcode to NO.
  • Android:
    • Go to the Assets dropdown menu and select External Dependency Manager > Android Resolver > Resolve.
    • Go to Build Settings > Player Settings and set Minimum API level to Android 7.0 'Nougat' (API level 24).
  • WebGL:
    • Go to Build Settings > Player Settings, switch to the Resolution & Presentation Tab, and select MetaMask.

For all platforms, also set the Scripting Backend in Player Settings to IL2CPP, and set IL2CPP Code Generation in Build Settings to Faster (smaller) builds.

2. Install the SDK for Unity

Download the MetaMask SDK for Unity from the Unity Asset Store.

In your Unity editor, go to the menu > Package Manager. Select My Assets, MetaMask Unity SDK, and Install. You should see the MetaMask SDK package listed in the project packages and be able to interface with it and its examples in the scene.

You also need to install TextMeshPro. If you don't have TextMeshPro installed, the Unity editor automatically prompts you to install it.

3. Initialize MetaMask

The main class you interface with is called MetaMaskWallet. It handles the connection to the user's wallet, as well as processing the requests to it using a socket.io implementation.

To use it inside Unity, you must attach the component called MetaMaskUnity to a game object within the editor. This component is a singleton and you can use its Instance property to access the wallet instance. You first must initialize by doing one of the following:

  • Manually call Initialize():

    MetaMaskUnity.Instance.Initialize();
  • Check Initialize On Start on the component within the editor.

This initializes the wallet instance, making it accessible from MetaMaskUnity.Instance.Wallet. You can now make calls to the user's wallet using provider API methods.

4. Connect to MetaMask

Once the wallet is prepared and initialized, you can connect to MetaMask. Call the Connect() method on the wallet instance as follows:

var wallet = MetaMaskUnity.Instance.Wallet;
wallet.Connect();

You can also subscribe to the OnWalletConnected callback on the wallet instance to be notified once the wallet is connected:

wallet.WalletConnected += OnWalletConnected;

void OnWalletConnected(object sender, EventArgs e) {
Debug.Log("Wallet is connected");
}

You can also use the Connect() method from MetaMaskUnity that delegates the call to the wallet instance:

MetaMaskUnity.Instance.Connect();

There are a variety of sample buttons included inside the package that call this method when clicked. These are provided as a convenience to get started quickly with your project. Once the connection request is made, a QR code is generated, and based on the transport you're using (Unity UI by default), either a new Canvas that contains the QR code is spawned or the MetaMaskUnityUIQRImage generates the QR code when the connection is requested.

If you want to use the latter, add an instance of the MetaMaskUnityUIQRImage component to the scene with its fields provided. The transport field is also required if you want to use it isolated from the canvas that is spawned by the transport, then it generates the QR code for you.

5. Use MetaMask

Once the wallet is authorized, you can make requests to it. The wallet is authorized when the buttons become interactable or the WalletAuthorized event is fired:

var wallet = MetaMaskUnity.Instance.Wallet;
wallet.WalletAuthorized += OnWalletAuthorized;

void OnWalletAuthorized(object sender, EventArgs e) {
Debug.Log("Wallet is authorized");
}

You can call any Ethereum request on the wallet using wallet.Request(myRequest). The following is a sample transaction request:

var wallet = MetaMaskUnity.Instance.Wallet;
var transactionParams = new MetaMaskTransaction
{
To = "0xd0059fB234f15dFA9371a7B45c09d451a2dd2B5a",
From = MetaMaskUnity.Instance.Wallet.SelectedAddress,
Value = "0x0"
};

var request = new MetaMaskEthereumRequest
{
Method = "eth_sendTransaction",
Parameters = new MetaMaskTransaction[] { transactionParams }
};
await wallet.Request(request);

6. Configure MetaMask

You can customize the default configuration or create your own configuration.

Edit the default configuration by doing one of the following:

  • Navigate to the Window > MetaMask > Setup menu item.
  • Open the MetaMaskConfig asset in the project window.

Edit the fields and save the changes.

Create a new configuration by right-clicking on the project window and navigating to MetaMask > Config. Name the new configuration and use it when initializing the MetaMaskUnity instance.

API

The following is an overview of the APIs from the most important classes.

MetaMaskUnity

This is a singleton class that you can use to access the MetaMaskWallet instance, which is specific to Unity.

Instance

This is the singleton instance of the MetaMaskUnity class that is lazy-loaded when you access it for the first time.

Initialize

This method initializes the MetaMaskWallet instance and makes it accessible via the Wallet property. You can also pass extra options and parameters to it to customize the wallet instance:

// Initialize using default settings
MetaMaskUnity.Instance.Initialize();

// Initialize using custom transport and socket provider
var transport = new MyCustomTransport();
var socketProvider = new MyCustomSocketProvider();
MetaMaskUnity.Instance.Initialize(transport, socketProvider);

// Initialize using custom config, transport and socket provider
var config = myMetaMaskConfig;
var transport = new MyCustomTransport();
var socketProvider = new MyCustomSocketProvider();
MetaMaskUnity.Instance.Initialize(config, transport, socketProvider);

SaveSession

This method saves the current session to the persistent storage. This is useful when you want to save the session and restore it later. This is automatically called when the application quits, but you can also manually call it.

LoadSession

This method loads the session from the persistent storage. This is useful when you want to restore the session after the application quits. This is automatically called when the application starts, but you can also manually call it.

MetaMaskWallet

Connect

This method connects to the MetaMask app. It renders a generated QR code in the user interface for your users to scan with MetaMask Mobile. After the user scans this QR code, a connect screen appears in MetaMask Mobile where the user can approve the connection with your game application.

Disconnect

This method disconnects the user that is connected from the MetaMask app session.

Request

This method sends a request to MetaMask. You can use it to call any provider API method.

Package structure

File or directoryContents
DocumentationDocumentation and link to online documentation
EditorEditor-only code such as Setup GUI windows, data persistence for SDK settings
PluginsPlugins needed by the package (the ECIES Platform runtime libraries and core SDK Codebase)
RuntimeMain scripts for the SDK that are environment-agnostic, including the C# scripts that provide the base implementation of the SDK
SamplesTest application scene that can be used as a referral for your project, including modal popups and dynamic UI scaling
LICENSE.mdPackage license
Third Party Notices.mdThird party notices

FAQS

I can't find the SDK installation option.

If you don't see the option to install the SDK in your Unity menu, ensure you're on the latest Unity version and that you have no red errors printed in your console. This option not appearing is typically due to incorrect editor initialization, which you can usually resolve by restarting the editor or updating your Unity version.

On iOS, why does a popup appear when using a deeplink?

When deeplinking, a background service is created to facilitate the communication layer between the Unity game and MetaMask. On iOS, background services expire after a certain amount of time. A notification pops up to let you know the socket connection has expired.

What does the external dependency manager do?

The Unity Jar Resolver is an external dependency manager specifically for Unity projects that use external libraries. It helps manage the dependencies between Unity and external libraries, which can sometimes be complicated due to differences between the two environments. This tool is particularly useful for MetaMask SDK, since Android and iOS need a variety of native libraries to facilitate deeplinking and the persistent socket connection.

Does the SDK increase my compilation time?

No. If you notice an increased compilation time, it might be related to the ILL2CP pipeline, which can take longer to build at compile time. The SDK is filled with precompiled libraries to save on runtime compilation.