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Anyone interested in accessing the entire iOS SDK API from Unity?

Discussion in 'iOS and tvOS' started by u3dxt, Jul 6, 2013.

  1. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @propeller, when you said "generic image picker", do you mean a prompt asking whether the user wants to pick from camera or camera roll? If so, that is not really "generic" as what iOS provides. You can either create some buttons in Unity or use the native alert view to prompt the user which one to pick from, and then call GUIXT.ShowImagePicker() passing in the selected one.

    To get the country code of the current locale, you can do this:
    Code (csharp):
    1.  
    2. string countryCode = NSLocale.CurrentLocale().Object(NSLocale.CountryCode);
    3.  
     
  2. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @ikemen_blueD, to load an audio clip at run time, you can look into this thread (http://forum.unity3d.com/threads/140088-Importing-audio-files-at-runtime). Basically, you use the audioClip property after loading a WWW.

    To check if a media item for DRM, you can do this:
    Code (csharp):
    1.  
    2. MPMediaItem mediaItem = ...;
    3. NSURL assetURL = mediaItem.Value(MPMediaItem.PropertyAssetURL);
    4. AVAsset asset = AVAsset.Asset(assetURL);
    5. Debug.Log("Asset has DRM: " + asset. hasProtectedContent);
    6.  
     
  3. ikemen_blueD

    ikemen_blueD

    Joined:
    Jan 19, 2013
    Posts:
    341
    Edit
    I managed to fix it, the issue is from Unity side, not yours. Your Exporter works great.
     
    Last edited: May 13, 2014
  4. Joskym

    Joskym

    Joined:
    Oct 2, 2013
    Posts:
    39
    I'm using this https://github.com/Busta117/SQLiteUnityKit for SQLite. It's working well out of the box(just need to link sqlite3.0 in xcode). The only thing I made was using my own data structure on top of what the plugin returns and adding an API to do things as Select or Insert or Update through objects instead of using raw strings to make my requests.
     
  5. u3dxt

    u3dxt

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    Jul 6, 2013
    Posts:
    317
    @Joskym Thanks for the link.
     
  6. Joskym

    Joskym

    Joined:
    Oct 2, 2013
    Posts:
    39
    I have a problem with U3DXT, When I choose what I want to include, it's doing nothing. Do you know why? (The link.xml doesn't change at all and even if I edit it my self, it reset by itself to the default configuration on compilation)
     
  7. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @Joskym The U3DXT options dialog has a "OK" button that may be hidden by default. You will need to resize it to see the button. The link.xml is regenerated every time you build or when assets are refreshed. If you are not using stripping, you can disable it in the Options dialog, but also make sure to click "OK".
     
  8. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    thanks, this works!

    Two things though:
    1. When i take an image in portrait mode, the image i get from the camera is always rotated by 90 Degrees. Is there a way to avoid this?
    2. Is it possible to only get the image path from the image i have picked?
     
  9. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @propeller The UIImage returned in the MediaPicked event has an imageOrientation property. You can use this info to rotate the Texture2D with a transform matrix.

    If you want to get the URL of the image, you will need to modify our high-level source GUIXT. You can find it here: https://github.com/vitapoly/u3dxt, under /src/highlevel/core/GUI/. Add this after line 83:

    Code (csharp):
    1.  
    2. var url = e.info[UIImagePickerController.ReferenceURL] as NSURL;
    3.  
    We will add these in the next version if you don't want to change our high-level API.
     
  10. TechDevTom

    TechDevTom

    Joined:
    Oct 21, 2011
    Posts:
    33
    @u3dxt Thanks for the advice, I'll take a look at those two links you sent me regarding Apple's documentation on the CoreBluetooth framework, have you got a mailing list at all or something akin to one? It would be great to receive information on your progress and when new documentation and features come out!
     
  11. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @TSLoire we don't have a mailing list now. We are mostly using this thread for communication. But, that is a good idea and we will look into it. Thanks.
     
  12. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    Version 1.7.1.0 is out with the long-waited (sorry) face detection and image filtering examples, scaling and rotating images, as well as other bug fixes. If you are using the Asset Store version, you will have to wait til Unity approves it. If you already have a version that can download updates directly (try it at the menu item Assets->U3DXT->Check for Updates), then you are all set. Otherwise, contact us if you want the new version before Asset Store approval.
     
  13. windwalking

    windwalking

    Joined:
    Jun 28, 2013
    Posts:
    2
    Hi,

    Thanks for a great plugin. I do have a question though.

    Right now I am trying to load a local pdf file into the webview using your plugin. So far I am failing miserably. I do not know why its not working and any support from you is greatly appreciated. Here is what I got so far but it is not working.

    Code (csharp):
    1.  
    2.         url = Application.persistentDataPath+"/smallPDF.pdf";
    3.         _url = new NSURL(url, false); //This should be the equivalent of [NSURL fileURLWithPath: path] if I read it correctly?
    4.     _request =  new NSURLRequest( _url );
    5.     _webview.LoadRequest(_request);
    6.  
    I hope you can set me on the right path here as time is tight on this project.
     
    Last edited: May 25, 2014
  14. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
  15. mdrotar

    mdrotar

    Joined:
    Aug 26, 2013
    Posts:
    377

    This really screws up source control. Please undo this change or at least make it an option?
     
  16. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @mdrotar, Sorry about that. We will release a new version this week with an option but defaults to previous behavior.
     
  17. mdrotar

    mdrotar

    Joined:
    Aug 26, 2013
    Posts:
    377
    Thanks!
     
  18. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    image picker working great now with correct image orientation thanks!
    One thing though: every time i select an image from the album or take an image with the camera, the album or camera freezes for some seconds before returning back to the App/Game. Is there a way to prevent this?
     
    Last edited: May 30, 2014
  19. madgreg

    madgreg

    Joined:
    Aug 29, 2013
    Posts:
    35
    Hey folks, I keep having this error while trying to build to iOS with the new Unity 4.5:

    ArgumentException: The Assembly U3DXTPersonal is referenced by U3DXTMaps. But the dll is not allowed to be included or could not be found.
    UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1 alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2 cache, BuildTarget target)
    UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, BuildTarget target)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    I don't need U3DTXMaps, I mainly use Core and Gamekit
    and Everytime I try to configure by clicking options in the U3DXT menu I get this error:

    ReflectionTypeLoadException: The classes in the module cannot be loaded.
    System.Reflection.Assembly.GetTypes () (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/Assembly.cs:371)
    U3DXT.Editor.Package.AddAssemblyNamespaces (System.Xml.XmlDocument xmlDoc, System.String assemblyName, Boolean enabled)
    U3DXT.Editor.Package.GenerateStrippingLinkFile ()
    U3DXT.Editor.U3DXTMenu..cctor ()
    Rethrow as TypeInitializationException: An exception was thrown by the type initializer for U3DXT.Editor.U3DXTMenu
    System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
    UnityEditor.EditorAssemblies.RunClassConstructors ()
     
  20. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @propeller It freezes because converting a native UIImage to a Texture2D and then uploading to GPU is an expensive process. The size of the images you get from the photo album might be 3000x2000+. So if you want the Texture2D to only be a specific small size, you can scale it down when converting, like this:

    Code (csharp):
    1.  
    2. int targetWidth = 100;
    3. float scale = targetWidth / e.image.size.Width;
    4. _image = e.image.ToTexture2D(true, scale);
    5.  
     
  21. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @madgreg We have just released U3DXT version 1.7.1.1 with an option to rename files on unsupported platforms. This should resolve your issue. Allow a few days for the Unity Asset Store to approve or contact us directly for download.
     
  22. afavar

    afavar

    Joined:
    Jul 17, 2013
    Posts:
    59
    Hi i boughg the plugin and it works fine. But i have an question. How can i report score based on my playerpref. I want to report my spesific playpref.
     
  23. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    okay thanks. Because i don't want to resize the original image i have now added:
    Code (csharp):
    1. yield return new WaitForEndOfFrame();
    before doing the heavy image processing stuff. Now it returns back to the app/game instantly after i picked up an image.

    i really like your plugin! Great work! I hope the Android version will come soon!
     
  24. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @propeller Thanks, we will keep you updated.

    @Afavar You can use get the score from your PlayerPrefs, and then call GameKitXT.ReportScore() to report it. The score needs to be a long type, so as long as you convert it from whatever you have in PlayerPrefs to a long, then you can call it.
     
  25. fred_gds

    fred_gds

    Joined:
    Sep 20, 2012
    Posts:
    184
    How can I deactivate the update function? Because I have an early version in my project and each time I open my project file the change log is too long for my Screen. As such I am unable to use the project with an internet connection as I am unable to decline that window as the button seems to be somewhere at the end of the changelog.

    I really need a solution for that.
     

    Attached Files:

    Last edited: Jun 2, 2014
  26. axCed

    axCed

    Joined:
    May 1, 2013
    Posts:
    13
    We used u3dxt free for our in-app purchase for iOS iPad and it worked fine. Thank you.
    The only little problem was that we needed to make our own parental gate. Managing the screen flow was a little complex. So, I take the time to suggest parental gate as a feature for u3dxt.

    I'm writing here to ask information about a new iOS feature : the Location-Based App Suggestions as discussed in this article : http://techcrunch.com/2014/06/03/ap...app-suggestions-on-your-lock-screen-in-ios-8/
    or this other article : http://www.macrumors.com/2014/06/03/ios-8-apps-quick-access/

    I would like to know if it is possible to use the Location-Based App Suggestions feature in Unity.
     
  27. unity_forum_member

    unity_forum_member

    Joined:
    Feb 10, 2014
    Posts:
    1
    Hi I just purchased the essentials version so that i can to send emails with arbitrary attachments.

    I used the code from this tutorial to do it:
    http://unity3d.tutsmobile.com/mail-anything-with-unity3d/

    everything builds in unity but fails with 200+ errors in XCode

    I only added the Core, Core extras and social modules since I dont need GameKit or IAP.
    I also did not add any of the pro sneak peak modules

    generate link file is on even though i'm currently testing withou

    here is the error log:

    I really need this quite urgently, if you could get back to be asap i would greatly appreciate it
    Thank you.
     
  28. EmeralLotus

    EmeralLotus

    Joined:
    Aug 10, 2012
    Posts:
    1,455
    Thanks for the info. Appreciate it.
    btw, can you share how you did your own data structure and a small snippet of what the API calls looks like.

    Cheers.
     
  29. Joskym

    Joskym

    Joined:
    Oct 2, 2013
    Posts:
    39
    I made it about a year ago, I don't think the code is very clean.
    I made 3 types of datas:

    Code (CSharp):
    1. public class SQLiteAPIColumn {
    2.    
    3.     public enum ColumnType{NULL, INTEGER, REAL, TEXT, INT, NUMERIC};
    4.     public string columnName;
    5.     public ColumnType columnType;
    6.     public bool isPrimaryKey;
    7.     public string foreignKey;
    8.     public bool autoIncrement;
    9.     public string foreignKeyName;
    10.     public SQLiteAPIColumn(string columnName,ColumnType columnType,bool isPrimaryKey = false, bool autoIncrement = false,string foreignKeyName = "",string foreignKey = ""){
    11.         this.columnName = columnName;
    12.         this.columnType = columnType;
    13.         this.isPrimaryKey = isPrimaryKey;
    14.         this.foreignKey = foreignKey;
    15.         this.foreignKeyName = foreignKeyName;
    16.         this.autoIncrement = autoIncrement;
    17.        
    18.     }
    19. }
    Code (CSharp):
    1. public class SQLiteAPIData {
    2.    
    3.     public string dataName;
    4.     public object dataValue;
    5.    
    6.     public SQLiteAPIData(string dataName,object dataValue){
    7.         this.dataName = dataName;
    8.         this.dataValue = dataValue;
    9.         //Debug.Log (this.dataValue.GetType());
    10.     }
    11. }
    Code (CSharp):
    1. public class SQLiteAPIRow {
    2.    
    3.     public int rowNum;
    4.     public List<SQLiteAPIData> listDatas;
    5.    
    6.     public SQLiteAPIRow(int rowNum, List<SQLiteAPIData> listDatas){
    7.         this.rowNum = rowNum;
    8.         this.listDatas = listDatas;
    9.     }
    10.    
    11.     public SQLiteAPIData FindData(string dataName){
    12.         SQLiteAPIData data = null;
    13.         for(int i = 0; i < this.listDatas.Count; i++){
    14.             SQLiteAPIData dataTemp = listDatas[i];
    15.             if(dataTemp.dataName == dataName){
    16.                 data = dataTemp;
    17.             }
    18.         }
    19.         return data;
    20.     }
    21. }
    I don't pretend this is the best way to do it but it fits our needs. (Except on WebPlayer because we had to use WWW request and do something very dirty to turn it async).

    I use these data types to construct requests with a concatenation of strings. Here is an example :

    Code (CSharp):
    1.     public void InsertValues(string table, List<SQLiteAPIData> values){
    2.         StringBuilder query = new StringBuilder();
    3.         query.Append("INSERT INTO ");
    4.         query.Append(table);
    5.         query.Append(" (");
    6.         for(int i = 0; i < values.Count; i++){
    7.             query.Append(values[i].dataName);
    8.             if(i < values.Count -1){
    9.                 query.Append(',');  
    10.             }else{
    11.                 query.Append(") ");  
    12.             }
    13.         }
    14.         query.Append("VALUES (");
    15.         System.Type type;
    16.         for(int i = 0; i < values.Count; i++){
    17.             type = values[i].dataValue.GetType();
    18.             if(type == typeof(System.String)){
    19.                 query.Append('"');
    20.                 query.Append((string)values[i].dataValue);
    21.                 query.Append('"');
    22.             }
    23.             else if(type == typeof(System.Int32)){
    24.                 query.Append((int)values[i].dataValue);
    25.             }else if(type == typeof(System.Double)){
    26.                 query.Append((double)values[i].dataValue);
    27.             }else{
    28.                 query.Append((float)values[i].dataValue);
    29.             }
    30.             if(i < values.Count - 1){
    31.                 query.Append(',');  
    32.             }else{
    33.                 query.Append(");");  
    34.             }
    35.         }
    36.         Debug.Log (query.ToString());
    37.         this.database.ExecuteNonQuery(query.ToString());  
    38.     }
    And here is how I convert the datas of the SQLite Unity Kit I linked to my own data structure:

    Code (CSharp):
    1. DataTable result = this.database.ExecuteQuery(query.ToString());
    2.         List<SQLiteAPIRow> rows = new List<SQLiteAPIRow>();
    3.         for (int i = 0; i < result.Rows.Count; i ++){
    4.             List<SQLiteAPIData> datas = new List<SQLiteAPIData>();
    5.             foreach(var pair in result[i]){  
    6.                 SQLiteAPIData data = new SQLiteAPIData(pair.Key,pair.Value);
    7.                 datas.Add(data);
    8.             }
    9.             SQLiteAPIRow row = new SQLiteAPIRow(i,datas);
    10.             rows.Add (row);
    11.         }
    12.         return rows;
     
    u3dxt likes this.
  30. EmeralLotus

    EmeralLotus

    Joined:
    Aug 10, 2012
    Posts:
    1,455
    @Joskym,

    Very much appreciate you sharing the code. It really helps me and probably lots of others to get up to speed with getting SQLite running with Unity.

    Two thumbs up.

    Cheers.
     
  31. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @Fred’sIphone, please see answer to your post here: http://answers.unity3d.com/questions/721359/problem-with-autoupdate-of-u3dxt.html.

    @axCed, we are working on iOS 8 features now. However, the API for the feature described in these articles might already be there in our Personal module (which has CoreLocation framework). iOS adds the icon to the lock screen automatically in iOS 8. We are just speculating but have not tried it yet. We will definitely put this on the list of things to add.

    @unity_forum_member, please see replies to your post here: http://answers.unity3d.com/questions/722313/u3dxt-essentials-gives-200-errors-on-xcode-51-buil.html
     
  32. eskiroy

    eskiroy

    Joined:
    May 9, 2014
    Posts:
    11
    Hi, I've recently bought the essentials version of your plugin and have followed the tutorial on taking screenshots and share. I have successfully built the function and ran it on my iPhone 5S, but when I run the app on my iPad mini, the function didn't seem to work. I changed the code a little to work with a NGUI button, below are my codes:

    This is the code that I attached to my NGUI button:
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class SnapScreen : MonoBehaviour {
    5.  
    6.  
    7.     void OnClick()
    8.     {
    9.         GameObject.FindGameObjectWithTag("MainCamera").GetComponent<TakeScreenShot>().takeScreen ();
    10.      
    11.     }
    12.  
    13.  
    14. }
    15.  
    and below is the code that I attached to my main camera:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using U3DXT.iOS.Social;
    4. using U3DXT.iOS.Native.Social;
    5.  
    6. public class TakeScreenShot : MonoBehaviour {
    7.  
    8.  
    9.     private bool _capture = false;
    10.  
    11.     public void takeScreen() {
    12.  
    13.         _capture = true;
    14.  
    15.     }
    16.  
    17.     void OnPostRender() {
    18.  
    19.         if (_capture) {
    20.  
    21.             var image = new Texture2D (Screen.width, Screen.height, TextureFormat.RGB24, false);
    22.             image.ReadPixels(new Rect(0,0,Screen.width, Screen.height),0,0,false);
    23.             image.Apply();
    24.  
    25.             SocialXT.Post(SLRequest.SLServiceTypeFacebook, "This is very cool!", image, "http://www.creote.com/wedcam", true);
    26.  
    27.             _capture = false;
    28.  
    29.         }
    30.  
    31.  
    32.     }
    33.  
    34. }
    Any idea why it is working on the iPhone 5S but not the iPad mini? Would really appreciate your help. Thanks in advance!
     
    Last edited: Jun 8, 2014
  33. eskiroy

    eskiroy

    Joined:
    May 9, 2014
    Posts:
    11
    OK I think I got it... I didn't have a FB account setup on my iPad thats why... I have changed the last argument to false so that a prompt will pop up for users that have no FB accounts setup, and now everything is working... Thanks for the great work! I'm already considering to purchase your full version
     
  34. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    hi u3dxt,
    when testing my iPhone App on an iPad and calling the SocialXT.Share i'm getting this error. I know this is because of
    running an iPhone App on an iPad but is there any solution for getting this to work on iPad? Without building the app for iPad?
    It's working fine on iPhone.

    Code (csharp):
    1.  
    2. exception: -[UIPopoverController initWithContentViewController:] called when not running under UIUserInterfaceIdiomPad.
    3. U3DXTException: -[UIPopoverController initWithContentViewController:] called when not running under UIUserInterfaceIdiomPad.
    4. U3DXT.iOS.Native.Internals._CallbackCache._ThrowException (System.String str)
    5. (wrapper native-to-managed) U3DXT.iOS.Native.Internals._CallbackCache:_ThrowException (intptr)
    6. U3DXT.iOS.Native.UIKit.UIPopoverController..ctor (U3DXT.iOS.Native.UIKit.UIViewController viewController)
    7. U3DXT.iOS.Social.SocialXT.Share (System.Object[] items, System.String[] excludedActivityTypes)
    8.  
     
  35. rashid

    rashid

    Joined:
    May 14, 2013
    Posts:
    3
    I tried to get the bounds for artwork but for missing artwork, the MPMediaItemArtwork does not return null but I am always getting error on a statement like:

    Rect rc = (Rect) artwork.bounds;
    --------------------------------------------

    InvalidCastException: Null object can not be converted to a value type.
    at System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) [0x00000] in <filename unknown>:0
    at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x00000] in <filename unknown>:0
    at U3DXT.iOS.Native.Internals._Serializer._Deserialize (System.Object json) [0x00000] in <filename unknown>:0
    at U3DXT.iOS.Native.MediaPlayer.MPMediaItemArtwork.get_bounds () [0x00000] in <filename unknown>:0

    Any idea of how to get information that an artwork is not present instead of getting this kind of error ?
     
  36. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @propeller We will change CoreXT.IsiPad in the next version to reflect an iPhone app running on iPad.

    @rashid We will try it, but you can also put this inside a try-catch statement for now.
     
  37. mposwal

    mposwal

    Joined:
    Mar 25, 2014
    Posts:
    2
    Hi, I've been using U3DXT for in-app purchase, and last week I switched to having Apple host my IAP downloadable content. However, ever since I switched, restoring transactions has not been working. OnRestorationCompleted is called, but OnTransactionCompleted is never called, and the downloads are never initiated. Thanks in advance for your help!

    Edit: To be clear, normal purchases work fine and all files are downloaded successfully. Only restoring transactions is not working.
     
    Last edited: Jun 23, 2014
  38. rashid

    rashid

    Joined:
    May 14, 2013
    Posts:
    3
    Hi,
    Try catch one did worked out.

    Also How should I use UIImageWriteToSavedPhotosAlbum with U3DXT for saving a Texture2d. I am a little lost in documentation. The docs says that I can call it in UIImagePickerControllerDelegate But I just don't want to show Image picker for saving a texture 2d.
    Edit: If it is still not supported (You promised a high level function support back in October 2013 for next version: page 5 of this thread) can you please provide an example of saving screen shot by any method provided.
     
    Last edited: Jun 25, 2014
  39. Smartwater3D

    Smartwater3D

    Joined:
    May 16, 2014
    Posts:
    64
    any news about newsstand support? There is no solution for Unity right now...
     
  40. u3dxt

    u3dxt

    Joined:
    Jul 6, 2013
    Posts:
    317
    @mposwal Can you subscribe to the OnTransactionFailed and OnDownloadUpdated events also? They will give better information as to what is not working.

    @rashid, you can use the high-level API PhotosLibrary.ExportJPEG() or ExportPNG() directly to save a Texture2D to the photos library. The same class also has events to notify you when it completes or fails. Please see http://u3dxt.com/api/?topic=html/Methods_T_U3DXT_iOS_UserMedia_PhotosLibrary.htm.

    @Smartwater3D, we don’t have this yet. We still have it on our roadmap. Thanks for the interest.
     
  41. mposwal

    mposwal

    Joined:
    Mar 25, 2014
    Posts:
    2
    I was subscribed to both OnTransactionFailed and OnDownloadUpdated but they were never called either. I ended up solving this by creating a new test user on iTunes Connect and the problem went away. I'm still not sure what caused it though.
     
  42. Julian-Glenn

    Julian-Glenn

    Joined:
    Jul 23, 2010
    Posts:
    97
    Folks,

    Any idea how I can detect whether or not a BlueTooth keyboard is attached? I know it's in the API somewhere but I really have no clue how to begin form the Unity side.

    Please and thanks,
    /Julian
     
    TechDevTom likes this.
  43. a_tarerra

    a_tarerra

    Joined:
    Nov 7, 2012
    Posts:
    16
    u3dxt,

    Not sure why, but I'm experiencing an awful lot of crashes in the MapKit integration when zooming in the map. This never happens on iPhone 4, btw, but happens a lot on iPhone 5. Call stack:

    0 GC_mark_from
    -----
    8 mono_object_new_fast
    9 m_wrapper_managed_to_native_object__icall_wrapper_mono_object_new_fast_intptr
    10 m_U3DXT_Utils_Json_Parser_ParseObject
    11 m_U3DXT_Utils_Json_Parser_ParseByToken_U3DXT_Utils_Json_Parser_TOKEN
    12 m_U3DXT_Utils_Json_Parser_ParseValue
    13 m_U3DXT_Utils_Json_Parser_Parse_string
    14 m_U3DXT_Utils_Json_Deserialize_string
    15 m_U3DXT_iOS_Native_Internals_CallbackCache__Callback_string_string
    16 m_wrapper_native_to_managed_U3DXT_iOS_Native_Internals__CallbackCache__Callback_intptr_intptr
    17 UP_callbackEvent
    18 __UP_MKAnnotation_set__get_coordinate_handler_block_invoke
    19 -[UP_MKAnnotation_Optionals coordinate]
    20 -[MKAnnotationView _presentationCoordinate]

    Hoping #2 is still on your list for a future release?!

    Thanks for your help!
     
  44. parthpatel1612

    parthpatel1612

    Joined:
    May 17, 2013
    Posts:
    15
    Is there a way to use microphone to record audio notes using your tool. I did look into your documentation but wasn't able to find it. I m using Unity3d microphone but somehow its not working on the iPhone.
    Please let me know if I m able to take audio notes using this tool.

    Thank you
     
  45. srmojuze

    srmojuze

    Joined:
    Mar 18, 2013
    Posts:
    127
    Very keen to get in on this.
     
  46. flyingaudio

    flyingaudio

    Joined:
    Dec 3, 2010
    Posts:
    97
  47. wadek3

    wadek3

    Joined:
    Jan 16, 2013
    Posts:
    59
    I just bought this on the asset store and none of the example scenes will load. I tried on both Unity 3.5 and Unity 4.5. Any advice on where I get documentation? I am specifically interested in Bluetooth at this point.
     
  48. a_tarerra

    a_tarerra

    Joined:
    Nov 7, 2012
    Posts:
    16
  49. uboncukcu

    uboncukcu

    Joined:
    Dec 13, 2011
    Posts:
    9
    I have this plugin. Can I get current OS language of user by using this plugin? I need to get language in order to activate one of my language in my language panel.
     
  50. MythicalCity

    MythicalCity

    Joined:
    Feb 10, 2011
    Posts:
    418
    Hi, I'm using the plugin for iOS game controllers. Is there any way to have just a single button press event instead of events firing as long as a button is being pressed? so if the player presses and holds a button it will only call the related function once? Something like the GetButtonDown.