Standard Login
Through configuring login, projects can quickly create multiple login methods and synchronize them to the Test Environment. Player Network currently provides numerous login solutions that are suitable for a variety of usage scenarios.
Configurations from the Test Environment or Production Environment can also be quickly imported using the Import configurations function.
If you are using the legacy version of Player Network Console to configure login, see Configure LI PASS, Configure Social Media Login, Configure Anonymous Login, and Import Configurations for detailed procedures.
If you are currently using the legacy version of Player Network Console and wish to upgrade to the latest version, or would like to know more about configuring login channels with the legacy version, reach out to the Player Network representative.
The remote configurations in the Player Network Console takes precedence over the local configuration in the SDK configuration file. That is, the configuration in the Player Network Console will override the configuration with the same key in the INTLConfig.ini
file.
Configure new login
Configure login types, third-party channels, and compliance, as well as the effective scope, which defines whether the login takes effect for one or more application packages.
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Under Login Configuration, click New.
Enter a unique name for the login, to distinguish between your various configurations.
Based on the platforms slated for release, select the corresponding Login Type to start configuring:
noteOnly one login type can be selected for each login configuration. If you need to configure other login types, you may continue to add more after completing configurations for this login.
Configurations for mobile
For mobile, choose between Landscape or Portrait according to the orientation of the game, and the resulting layout can be previewed on the right:
For more configurations, click Settings. Click Preview to preview the effects your selection has on the UI.
Authentication Methods - The authentication methods available on the login screen, to be selected according to the needs of your players.
- [Required] Verification Code: An email containing a verification code will be sent to the entered email address, players can then use this code to log in to the game.
- [Optional] Password: Players enter their registered email address and corresponding password to log in to the game.
- [Optional] Third-party Channels: Players click on the registered third-party channel to log in to the game through the channel.
Default Method - The default authentication method displayed on the login screen.
- Verification Code: When players first enter the login screen, verification code login is displayed as the default authentication method.
- Password: When players first enter the login screen, password login is displayed as the default authentication method.
Display close button - Whether players can choose to close the login screen, and focus will be returned to the game for further processing.
Automatic registration - Whether new players who log in with a verification code will be automatically registered with the game.
- Enable: New players who log in directly with a verification code will be automatically registered for an LI PASS, and the button to manually register will be hidden from the login screen.
- Disable: New players cannot directly log in with a verification code. They will have to complete the registration process first before they can log in to the game.
Third-party channels
Player Network Console has recommended the third-party channels commonly used with mobile devices, which can be modified based on your requirements.
[Optional] To add more third-party channels, click + (add) to display the Select Channels list. Else, proceed to step 3.
Select the third-party channels to be added, then click Save.
To edit an existing channel, click the corresponding pencil icon to display the configuration popup.
Use information that can be found from the management platform of the channel to complete the required fields, then click Save.
[Optional] If the third-party channel has been configured before, you may choose to use an existing configuration by clicking Use Existing Configuration, then selecting the configuration to be used from the popup.
noteDrag and drop the channel cards of the configured channels, to adjust the display order of third-party channels in the login screen.
[Optional] Click Settings for more configurations regarding third-party channels. Click Preview to preview the effects your selection has on the UI.
- Remember player login channels - Whether the third-party channels in the login screen will be displayed according to players' login records, in the order of last successful login arranged from left to right.
- Link other third-party channels - Whether the player will be allowed to manage their third-party login channels from the account center, after successfully logging in with a third-party channel.
To delete a configured login channel or channel configuration, click Delete from the channel configuration popup.
Delete login channel - After clicking Confirm, players will be unable to use this channel for authentication while this login configuration is active.
Completely delete channel configuration - Click Delete Channel Configuration, then click Confirm in the displayed popup. If a published channel configuration is deleted, players will no longer be able to log in to the same game account through this channel.
Compliance
Contact the compliance team from Player Network for a comprehensive compliance review first, before employing the login for actual use.
Starting with V1.9, when the LEVEL INFINITE PASS channel configurations are first saved, Player Network will also automatically set up player age verification for the corresponding environment according to standard compliance configurations, for ease of login integration for your project.
Users will be able to view the configured Terms of Service and Privacy Policy when logging in for the first time or during registration.
Compliance Regions - The compliance regions that users can select during account registration, based on the release region of the game.
Is it published by ProximaBeta? - Sets whether the game is published by Proxima Beta.
noteDepending on the publisher, the legal terms and agreements that players need to agree to may differ. For games published by Proxima Beta, players must agree to the game's Terms of Service, Privacy Policy, the LEVEL INFINITE PASS Privacy Policy, and Data Transfer Agreement. If the publisher is not Proxima Beta, players must agree to the additional LEVEL INFINITE PASS Terms of Service, as highlighted in the image.
Terms of Service URL, Privacy Policy URL - The redirect URLs for the respective agreements as part of the compliance process, to be completed according to recommendations from the compliance team or by entering your existing URLs.
For testing before the compliance review has been completed, click Use test data to use dummy data provided by Player Network Console.noteIn order to meet EU compliance requirements, if regions belonging to the applicable region (EEA/UK) have been selected, the DMA Advertising Notice URL will also have to be specified. In order to meet Korean compliance requirements, if Korea has been selected, the Privacy Policy URL (Korean) will also have to be specified.
Player Network Console supports redirecting to the corresponding agreement URL based on the game client's language. The agreement URLs for each language has to be configured in advance, see Configure multi-language agreement URLs for more information.
Effective scope
Define the effective scope for the login, adapting to the various needs of your project.
Global defaults - Takes effect for all application packages, except for specific packages with a defined login.
For specific packages only - The login configuration will only take effect for the specified application packages, and takes precedence over global defaults.
noteSince LI PASS V1.15, support has been added to retrieve configuration rules with the application package name. The package name of the application is used for Android, the bundle ID of the application is used for iOS, while the application package names for PC and console platforms will have to be configured with
INTL_PACKAGE_NAME
inINTLConfig.ini
.Only one login configuration can be defined as global defaults for each project. To configure more than one, such as for different login types, specify the application packages that they will be used for.
To define application packages for your login:
[Optional] If your application package is not listed under the Package Name drop-down list, click Manage to open the Manage Application Packages popup. Else, proceed to step 4.
Click Add to add a new row and fill in the required information.
- Display Name: A unique name to identify and differentiate between packages
- Package Name: Client-side name for the application package, contact the game developer for more details.
Click Save. Repeat steps 2 to 3 as needed, then close the popup when done.
Under the Package Name drop-down list, select the application packages to take effect for your login configuration.
Save configurations
Click Save to complete configurations for your login.
After saving is complete, proceed to General configurations to continue setting up your project.
Configurations for PC
For PC, choose between Independent Release or Steam/Epic Release according to your release channels, and the resulting layout can be previewed on the right:
Independent release
For more configurations, click Settings. Click Preview to preview the effects your selection has on the UI.
Authentication Methods - The authentication methods available on the login screen, to be selected according to the needs of your players.
- [Required] Verification Code: An email containing a verification code will be sent to the entered email address, players can then use this code to log in to the game.
- [Optional] Password: Players enter their registered email address and corresponding password to log in to the game.
- [Optional] Third-party Channels: Players click on the registered third-party channel to log in to the game through the channel.
Default Method - The default authentication method displayed on the login screen.
- Verification Code: When players first enter the login screen, verification code login is displayed as the default authentication method.
- Password: When players first enter the login screen, password login is displayed as the default authentication method.
Display close button - Whether players can choose to close the login screen, and focus will be returned to the game for further processing.
Automatic registration - Whether new players who log in with a verification code will be automatically registered with the game.
- Enable: New players who log in directly with a verification code will be automatically registered for an LI PASS, and the button to manually register will be hidden from the login screen.
- Disable: New players cannot directly log in with a verification code. They will have to complete the registration process first before they can log in to the game.
Player Network Console has recommended the third-party channels commonly used with PCs, which can be modified based on your requirements.
[Optional] To add more third-party channels, click + (add) to display the Select Channels list. Else, proceed to step 3.
Select the third-party channels to be added, then click Save.
To edit an existing channel, click the corresponding pencil icon to display the configuration popup.
Use information that can be found from the management platform of the channel to complete the required fields, then click Save.
[Optional] If the third-party channel has been configured before, you may choose to use an existing configuration by clicking Use Existing Configuration, then selecting the configuration to be used from the popup.
noteDrag and drop the channel cards to adjust the display order of third-party channels in the login screen.
[Optional] Click Settings for more configurations regarding third-party channels. Click Preview to preview the effects your selection has on the UI.
- Remember player login channels - Whether the third-party channels in the login screen will be displayed according to players' login records, in the order of last successful login arranged from left to right.
- Link other third-party channels - Whether the player will be allowed to manage their third-party login channels from the account center, after successfully logging in with a third-party channel.
To delete a configured login channel or channel configuration, click Delete from the channel configuration popup.
Delete login channel - After clicking Confirm, players will be unable to use this channel for authentication while this login configuration is active.
Completely delete channel configuration - Click Delete Channel Configuration, then click Confirm in the displayed popup. If a published channel configuration is deleted, players will no longer be able to log in to the same game account through this channel.
Steam/Epic release
For more configurations, click Settings. Click Preview to preview the effects your selection has on the UI.
Authentication Methods - The authentication methods available on the login screen, to be selected according to the needs of your players.
- [Required] Verification Code: An email containing a verification code will be sent to the entered email address, players can then use this code to log in to the game.
- [Optional] Password: Players enter their registered email address and corresponding password to log in to the game.
Default Method - The default authentication method displayed on the login screen.
- Verification Code: When players first enter the login screen, verification code login is displayed as the default authentication method.
- Password: When players first enter the login screen, password login is displayed as the default authentication method.
Automatic registration - Whether new players who log in with a verification code will be automatically registered with the game.
- Enable: New players who log in directly with a verification code will be automatically registered for an LI PASS, and the button to manually register will be hidden from the login screen.
- Disable: New players cannot directly log in with a verification code. They will have to complete the registration process first before they can log in to the game.
Steam and Epic will be the default channels selected for PC, and at least one of them is required to be configured.
Click the corresponding pencil icon.
Complete the required fields, using information that can be found from the management platform of the respective channel.
Click Save to finish configuring the game platform.
Compliance
Contact the compliance team from Player Network for a comprehensive compliance review first, before employing the login for actual use.
Starting with V1.9, when the LEVEL INFINITE PASS channel configurations are first saved, Player Network will also automatically set up player age verification for the corresponding environment according to standard compliance configurations, for ease of login integration for your project.
Users will be able to view the configured Terms of Service and Privacy Policy when logging in for the first time or during registration.
Compliance Regions - The compliance regions that users can select during account registration, based on the release region of the game.
Is it published by ProximaBeta? - Sets whether the game is published by Proxima Beta.
noteDepending on the publisher, the legal terms and agreements that players need to agree to may differ. For games published by Proxima Beta, players must agree to the game's Terms of Service, Privacy Policy, the LEVEL INFINITE PASS Privacy Policy, and Data Transfer Agreement. If the publisher is not Proxima Beta, players must agree to the additional LEVEL INFINITE PASS Terms of Service, as highlighted in the image.
Terms of Service URL, Privacy Policy URL - The redirect URLs for the respective agreements as part of the compliance process, to be completed according to recommendations from the compliance team or by entering your existing URLs.
For testing before the compliance review has been completed, click Use test data to use dummy data provided by Player Network Console.noteIn order to meet EU compliance requirements, if regions belonging to the applicable region (EEA/UK) have been selected, the DMA Advertising Notice URL will also have to be specified. In order to meet Korean compliance requirements, if Korea has been selected, the Privacy Policy URL (Korean) will also have to be specified.
Player Network Console supports redirecting to the corresponding agreement URL based on the game client's language. The agreement URLs for each language has to be configured in advance, see Configure multi-language agreement URLs for more information.
Effective scope
Define the effective scope for the login, adapting to the various needs of your project.
Global defaults - Takes effect for all application packages, except for specific packages with a defined login.
For specific packages only - The login configuration will only take effect for the specified application packages, and takes precedence over global defaults.
noteSince LI PASS V1.15, support has been added to retrieve configuration rules with the application package name. The package name of the application is used for Android, the bundle ID of the application is used for iOS, while the application package names for PC and console platforms will have to be configured with
INTL_PACKAGE_NAME
inINTLConfig.ini
.Only one login configuration can be defined as global defaults for each project. To configure more than one, such as for different login types, specify the application packages that they will be used for.
To define application packages for your login:
[Optional] If your application package is not listed under the Package Name drop-down list, click Manage to open the Manage Application Packages popup. Else, proceed to step 4.
Click Add to add a new row and fill in the required information.
- Display Name: A unique name to identify and differentiate between packages
- Package Name: Client-side name for the application package, contact the game developer for more details.
Click Save. Repeat steps 2 to 3 as needed, then close the popup when done.
Under the Package Name drop-down list, select the application packages to take effect for your login configuration.
Save configurations
Click Save to complete configurations for your login.
After saving is complete, proceed to General configurations to continue setting up your project.
Configurations for console
The layout for the login can be previewed on the right:
For more configurations, click Settings. Click Preview to preview the effects your selection has on the UI.
- Automatic registration when logging in with email - Sets whether new players who log in with email validation login will be automatically registered with the game.
- Enable: New players who log in directly with email validation login will be automatically registered for an LI PASS.
- Disable: New players cannot directly log in with a verification code. They will have to complete the registration process first before they can log in to the game.
Publishing platforms
PS5 and Xbox One will be the default channels selected for the console platform, and at least one of them is required to be configured.
Click the corresponding pencil icon.
Complete the required fields, using information that can be found from the management platform of the respective channel.
Click Save to finish configuring the game platform.
Compliance
Contact the compliance team from Player Network for a comprehensive compliance review first, before employing the login for actual use.
Starting with V1.9, when the LEVEL INFINITE PASS channel configurations are first saved, Player Network will also automatically set up player age verification for the corresponding environment according to standard compliance configurations, for ease of login integration for your project.
Users will be able to view the configured Terms of Service and Privacy Policy when logging in for the first time or during registration.
Compliance Regions - The compliance regions that users can select during account registration, based on the release region of the game.
Is it published by ProximaBeta? - Sets whether the game is published by Proxima Beta.
noteDepending on the publisher, the legal terms and agreements that players need to agree to may differ. For games published by Proxima Beta, players must agree to the game's Terms of Service, Privacy Policy, the LEVEL INFINITE PASS Privacy Policy, and Data Transfer Agreement. If the publisher is not Proxima Beta, players must agree to the additional LEVEL INFINITE PASS Terms of Service, as highlighted in the image.
Terms of Service URL, Privacy Policy URL - The redirect URLs for the respective agreements as part of the compliance process, to be completed according to recommendations from the compliance team or by entering your existing URLs.
For testing before the compliance review has been completed, click Use test data to use dummy data provided by Player Network Console.noteIn order to meet EU compliance requirements, if regions belonging to the applicable region (EEA/UK) have been selected, the DMA Advertising Notice URL will also have to be specified. In order to meet Korean compliance requirements, if Korea has been selected, the Privacy Policy URL (Korean) will also have to be specified.
Player Network Console supports redirecting to the corresponding agreement URL based on the game client's language. The agreement URLs for each language has to be configured in advance, see Configure multi-language agreement URLs for more information.
Effective scope
Define the effective scope for the login, adapting to the various needs of your project.
Global defaults - Takes effect for all application packages, except for specific packages with a defined login.
For specific packages only - The login configuration will only take effect for the specified application packages, and takes precedence over global defaults.
noteSince LI PASS V1.15, support has been added to retrieve configuration rules with the application package name. The package name of the application is used for Android, the bundle ID of the application is used for iOS, while the application package names for PC and console platforms will have to be configured with
INTL_PACKAGE_NAME
inINTLConfig.ini
.Only one login configuration can be defined as global defaults for each project. To configure more than one, such as for different login types, specify the application packages that they will be used for.
To define application packages for your login:
[Optional] If your application package is not listed under the Package Name drop-down list, click Manage to open the Manage Application Packages popup. Else, proceed to step 4.
Click Add to add a new row and fill in the required information.
- Display Name: A unique name to identify and differentiate between packages
- Package Name: Client-side name for the application package, contact the game developer for more details.
Click Save. Repeat steps 2 to 3 as needed, then close the popup when done.
Under the Package Name drop-down list, select the application packages to take effect for your login configuration.
Save configurations
Click Save to complete configurations for your login.
After saving is complete, proceed to General configurations to continue setting up your project.
Edit configurations
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Under the login to be edited, click Edit.
Modify the configurations, then click Save.
infoWhen saved, the login will be in the Pending submission state, and will have to be published before the changes can take effect.
Delete configurations
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Under the login to be edited, click Edit.
At the bottom of the edit page, click Delete Login.
noteIf the configurations have yet to be published, click Confirm in the secondary popup to delete the configurations immediately.
For configurations that have been published, the state will be changed to Pending submission after clicking on Delete Login, to be deleted when approval is obtained after submitting the changes.
Duplicate configurations
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Under the login to be duplicated, click Copy.
Under the login to be edited, click Edit.
Modify the configurations, then click Save.
infoWhen saved, the login will be in the Pending submission state, and will have to be published before the changes can take effect.
Modify general configurations
Verify the Basic Parameters, or make changes to the Game Name, Security, and SmartLink Authorization of your project. The configurations take effect globally, affecting the entire project.
Basic parameters
The key information required to generate the sigkey for the client, back-end server, and web will be automatically generated when creating a project, click View to display the information.
ACCOUNT_PLAT_TYPE
: Account platform type, used to identify between different account platforms. For LI PASS, this is fixed as 131.ACCOUNT_APP_ID
,ACCOUNT_SDK_KEY
,ACCOUNT_WEB_KEY
: Values assigned by Player Network Console, used to configure LI PASS.
Game name
The game name is used in the official website and sent emails for the specified language.
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Select Game Name under General Configurations.
Select the languages that are supported by your game. English is the default language and cannot be removed.
When modifying the game name for the first time, your project name will be displayed by default as the English name, where it can be modified.Configure the game names for the selected languages.
Security
Account security policies for LEVEL INFINITE PASS.
Suspicious activity alert - When suspicious activity from the player account has been detected, an alert will be sent to the player via email.
For detailed configurations, click Advanced Configuration.- Alert logic: Set the conditions to trigger security alerts.
- When the number of active devices exceed X, the condition to trigger the suspicious activity alert is fulfilled: X being an integer representing the number of unique devices that was used to log in within the past 180 days, the actual value determined by your security policy.
- When the number of login locations exceeds X, the condition to trigger the suspicious activity alert is fulfilled: X being an integer representing the number of unique country/region IPs that the player used to log in within the past 180 days, the actual value determined by your security policy.
- Alert logic: Set the conditions to trigger security alerts.
Account linking restrictions: When logging in from a new device, the account cannot be linked to a new email address.
For detailed configurations, click Advanced Configuration.- When logging in from a new device, the account cannot be linked to a third-party channel or LI PASS within X hours.: X being an integer between 1 to 99, the actual value determined by your security policy.
CAPTCHA: If enabled, restrict players who frequently request for verification codes, or attempt to log in with their password.
For detailed configurations, click Advanced Configuration.- Within X minutes, if an account requests for a verification code for more than Y times, trigger CAPTCHA: X and Y being integers, the actual value determined by your security policy.
- Within X minutes, if an account attempts to log in with password for more than Y times, trigger CAPTCHA.: X and Y being integers, the actual value determined by your security policy.
- Within X minutes, if an account requests for a verification code for more than Y times, trigger CAPTCHA: X and Y being integers, the actual value determined by your security policy.
SmartLink license
After authorization, gain access to SmartLink's powerful marketing tools at no extra cost, allowing you to interact and build rapport with your players more effectively.
If enabled, SmartLink will be able to retrieve the email addresses of your players, assisting you in your targeted marketing operations.
This configuration will take effect in real-time after being modified, no additional operation is required.
Publish configurations
Your login configurations can be found in the Standard Login page, and you may choose to submit any configurations that are still pending submission.
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Click To deal with.
Check if the configurations are correctly reflected in the Configuration To Be Published page.
noteThe parameters highlighted in red indicate differences between the configurations pending submission and the configurations from the selected environment, which require special attention.
If all configurations are correct, select the required channels then click the button at the bottom left of the page to submit/publish.
Test Environment: Click Publish to Test Environment to apply all selected configurations to the test environment.
Production Environment: Click Submit Production Environment Application, the selected configurations will be applied automatically to the production environment after approval by a reviewer.
As manual review is required, the approval process for the production environment is likely to take between 3 to 4 hours. To expedite the approval, reach out to the Player Network representative.noteIn the Configuration To Be Published page, if configurations with the Pending submission or Pending approval status are both present, a configuration will have to be approved or withdrawn first before new configurations can be submitted. Click Withdraw Release Application to withdraw the application.
Import configurations
Projects are able to use this feature to import completed configurations from Player Network Console to the test or production environments.
Test environment
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Click Import production configurations.
A popup will be displayed after clicking on import, confirm if the channel configurations in the current environment need to be imported, then select the channel configurations to be imported.
After importing, view the detailed channel information from the Configuration To Be Published page, where the configurations can be modified or directly published to the test environment.
Production environment
Log in to the Player Network Console, then select Standard Login under Account Configurations in the left sidebar.
Click Import test configurations.
A popup will be displayed after clicking on import, confirm if the channel configurations in the current environment need to be imported, then select the channel configurations to be imported.
After importing, view the detailed channel information from the Configuration To Be Published page, the selected configurations will be applied automatically to the production environment after approval by a reviewer. As manual review is required, the approval process for the production environment is likely to take between 3 to 4 hours. To expedite the approval, reach out to the Player Network representative.