Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.4.5f1
Issue ID
1176467
Regression
No
[VCS] Support for Perforce two-factor auth (MFA, using "login2" command)
Newer perforce instances sometimes enforce 2-factor authentications.
Result: Unity's perforce integration will try to force a login on each launch instead of caching credientials.
Expected: Cache credentials
Code looks like it is using the old p4 login api call that does not seem to deal with MFA (https://www.perforce.com/manuals/cmdref/Content/CmdRef/p4_login.html)
New API login2 (https://www.perforce.com/manuals/v18.1/cmdref/Content/CmdRef/p4_login2.html) with argument -p should be able to handle credential caching.
Seemingly the MFA thing was added in Perforce 2017.2, we should probably keep using the old login command for older versions.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note:
Due to the complexity and the risks of the fix we've decided to not change the current behaviour with Perforce's multi factoring login. In order to login correctly in the Unity Editor you will need to first login using a visual client like P4V or via the command line using login2