XboxLiveDevelopment


Creators Program - Unity Plugin MultiUser Example Signin Access Denied


I am attempting to test the multiuser unity example. However, when I deploy it to an Xbox One and attempt to sign in, I get the following debug message:
End showing splash screen.
The thread 0x128 has exited with code 0 (0x0).
The thread 0x102c has exited with code 0 (0x0).
Exception occured: One or more errors occurred. (Access is denied. (Exception from HRESULT: 0x80070005 (E_ACCESSDENIED)))
(Filename: C:/buildslave/unity/build/artifacts/generated/Metro/runtime/DebugBindings.gen.cpp Line: 51)
To get to this point I have:
Downloaded the xbox-live-unity-plugin at https://github.com/Microsoft/xbox-live-unity-plugin/releases/tag/v1707qfe3Created a new Unity project.Imported the xbox-live-unity-plugin.Ran the Xbox Live Association Wizard and selected a previously created app and sandbox. (Developer mode is enabled with the sandbox ID.)Authorized multiple Xbox Live accounts as Xbox test accounts in the Dev Center.Pressed the "Test" button in the Xbox Live configuration for the app in the Dev Center. Enabled dev mode on a retail Xbox One.Set the sandbox ID to match that of the app.Added the test accounts to the Xbox One using the "Add Existing" button.Checked the check box for all of the accounts. (There are 5.)Opened the MultiUserExample scene in the Examples folder in Unity.Opened the build settings in Unity and added the MultiUser scene.Set UWP as the platform and checked "Unity C# Projects" under Debugging.Selected Build, created a new folder, and used that folder for the build.In the build folder, opened the App/App.csproj in the build folder in VS Community 2017.Selected x64 as the platform.Changed the target device to Remote Machine, added the Xbox's IP address, and set the authentication mode to Universal.Pressed the start debugging button (I think that is what it is called.) that is now labeled "Remote Machine."Waited until the app began running on the Xbox.Pressed the A on a controller.The debug message above appeared after the button was pressed.In the app, the top one of the green boxes that say "Add User" turned from green to gray and stayed that way. It did not change to show a signed in user.
As another data point, I have created a simple single user Unity project similar to this: https://docs.microsoft.com/en-us/windows/uwp/xbox-live/get-started-with-creators/sign-in-to-xbox-live-in-unity . For each account of the test accounts
above, I can run the app and have the green "Add User" prefab switch in a few seconds to the signed in test account.
If anyone has any suggestions on what I am doing wrong in testing the multiuser example, I would greatly appreciate it if you would enlighten me.
I don't know what happened, but it works for all of my profiles now.
In summary, I forgot the <uap:SupportedUsers>multiple</uap:SupportedUsers>. It was the root of the first problem. I don't know what changed to solve the later problem.
On to the next problem.
I figured out one problem I had. I did not add <uap:SupportedUsers>multiple</uap:SupportedUsers> as explained at the bottom of https://docs.microsoft.com/en-us/windows/uwp/xbox-live/get-started-with-creators/add-multi-user-support
. Adding it took care of the exception above.
Now I have an "Unhandled Xbox veto, Error Code: 8015DC12" among other exceptions.
Another data point:
I have created a new unity program, imported the xbox plugin, associated it with a different app configured in the Windows Dev Center Dashboard. I am able to sign in multiple users.
When I do the same thing with the app configuration where I am having the problem, I get the Xbox veto error above.
I remembered something: when I did not have the multiple user setting above, the console asked me for both test users for permission to access their profile. I thought I selected yes. It was for those two test accounts that I received the Xbox
veto error. I tried with another test user for which I had not answered that question and was able to sign in after I answered yes.
Thus, it seems that there is something in the authorization settings that is causing the Xbox veto. I'll see if I can figure it out.
I don't know what happened, but it works for all of my profiles now.
In summary, I forgot the <uap:SupportedUsers>multiple</uap:SupportedUsers>. It was the root of the first problem. I don't know what changed to solve the later problem.
On to the next problem.

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