OathWall

Oathwall vs PlayFab for Unity Authentication

The Oathwall Team4 min read

If you're evaluating how to add player login to a Unity game, PlayFab shows up fast — it's Microsoft's game backend and it's been around a long time. Oathwall shows up too, but it's a different kind of tool. The short version: PlayFab is an entire LiveOps platform that includes authentication; Oathwall is only authentication, with no backend to adopt. Which one fits depends less on the login screen and more on how much backend you actually want to run.

What each one actually is

PlayFab is a full backend-as-a-service for games. Player accounts, title data, a virtual economy, leaderboards, matchmaking, CloudScript, analytics, LiveOps — authentication is one module inside a large platform. You build your game against PlayFab's SDK and its data model, and login is a doorway into that.

Oathwall is a hosted OAuth/SSO service scoped to one job: sign the player in and hand your game their identity. There's no data store, no economy, no leaderboards. Your game gets an access_token, a refresh_token, and a player profile, and everything after that is yours to build however you like — including on top of another backend if you have one.

That difference frames the whole comparison. This isn't "which login is better," it's "do you want a backend platform or just a login."

Side by side

Oathwall PlayFab
Scope Player authentication only Full game backend (auth + data + economy + LiveOps)
Backend of your own None required None required (you build against PlayFab's)
Unity return trip (deep links) Handled by the SDK You work within PlayFab's login APIs
Provider focus Social/web: Google, Apple, Steam, Discord, GitHub, Epic, Twitch, X, Microsoft, Facebook Platform/store: Xbox, PSN, Nintendo, Steam, plus Google/Facebook/Apple
Data & economy Not included — bring your own Included
Client secret in build No (public appKey only) No (public Title ID; secret key server-side)
Maturity Public Beta, young Established, large
Pricing shape Free for development; paid plans for production, via the Unity Asset Store Generous free tier; paid as usage grows

The honest note in that table: Oathwall is a young Public Beta, and PlayFab is a mature platform with years of production use behind it. If long track record is the deciding factor, that's a real point for PlayFab.

When PlayFab is the right call

Pick PlayFab when login is the smallest thing you need. If you want cloud saves, a currency and store, leaderboards, matchmaking, and LiveOps events under one roof — and you're comfortable building your game against a backend platform — PlayFab gives you all of it, and its authentication slots straight into that world. For a live-service game with an economy, adopting one platform beats stitching several services together.

It's also the natural pick if you're targeting consoles heavily. PlayFab's identity model leans into store and console accounts, which is where a lot of its value sits.

When Oathwall is the right call

Pick Oathwall when you need player login and not a backend. A single-player game that wants cloud-independent social sign-in, a small studio that already has (or plans) its own server for game logic, or a project that just wants "Sign in with Google/Steam/Discord" without committing to a platform — that's the Oathwall shape.

The concrete win is how little you adopt. The client integration is one class:

using PixitGames.SSOLoginKit;

public class LoginManager : SsoClientBase
{
    public void OnLoginButton() => StartLogin("steam");

    protected override void OnLoginSuccess(LoginResult user)
    {
        Debug.Log($"Signed in as {user.name}");
        // Hang your own data (or your own backend) off user.id.
    }
}

There's no title data model to learn and no platform to grow into — just identity, with the Unity deep-link return trip handled for you. If you later add your own game server, you pass the access token to it and it authorizes its own calls.

Migrating between them

If you're moving off PlayFab's auth to Oathwall, the thing to plan is the account key. Both give you a stable per-player identifier; map your existing PlayFab player records to Oathwall's user.id during a transition, and key new sign-ups off user.id from the start. If you're keeping PlayFab as a backend but want a different login layer, weigh whether that's worth the extra moving part — usually it isn't, since PlayFab already authenticates.

FAQ

Whether Oathwall replaces PlayFab, the client-secret question, and provider coverage are answered in the section below.

The honest bottom line

PlayFab and Oathwall aren't really rivals — they're answers to different questions. If you want a backend, PlayFab is a strong, proven one. If you want player login without a backend, Oathwall is built for exactly that and stays out of the rest of your game.

Oathwall is available on the Unity Asset Store, with a free plan that covers development. See the full picture in the Unity authentication guide, or the Steam login guide if console-adjacent players are your priority.

Frequently asked questions

Is Oathwall a replacement for PlayFab?
Only for the login part. PlayFab is a full LiveOps backend — accounts, data storage, economy, leaderboards, matchmaking, analytics — and authentication is one feature inside it. Oathwall does player authentication and nothing else. If you need the wider backend, PlayFab and Oathwall aren't competing; if you only need login, adopting all of PlayFab is a lot more platform than the job requires.
Does PlayFab ship a client secret in my Unity build?
No — PlayFab uses a public Title ID on the client and keeps its developer secret key server-side, so that's not the reason to pick Oathwall over it. The real difference is scope: PlayFab is an entire backend you build against, Oathwall is a drop-in login that leaves you with no backend of your own.
Can I use PlayFab for the backend and Oathwall for login?
You can, but it's usually redundant — PlayFab already includes authentication, so if you're committed to PlayFab you'd normally use its login. Oathwall makes the most sense when you want social login without adopting a backend platform at all.
Which supports more social providers out of the box?
Both cover the big platform logins. PlayFab leans toward console and store identities (Xbox, PSN, Nintendo, Steam) because it's a game backend. Oathwall focuses on the ten social/web providers indie games ask for — Google, Apple, Steam, Discord, GitHub, Epic, Twitch, X, Microsoft, Facebook — with the Unity return trip handled for you.