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continue running app in background for audio generation (iOS) ?

Discussion in 'iOS and tvOS' started by clinton_d, Nov 3, 2011.

  1. DRL769

    DRL769

    Joined:
    Nov 17, 2016
    Posts:
    1
    Hi all,
    Is somebody solve the problem? I have google the solution for a long time, but cannot solve it still!:(
     
  2. Flamesky

    Flamesky

    Joined:
    Jan 28, 2015
    Posts:
    13
    Hello, I have search this issue for a long time on google/bing/baidu, but still can't find out a way to solve it, i try to PlayerLoop(true, true, NULL); but now it can't not be compiled correctly on xcode 8.3, it post that :
    Undefined symbols for architecture armv7:
    "PlayerLoop(bool, bool, NULL)", referenced from:
    and what should i do? what i want is to keep my game to recieve socket msg in the backgroud and never disconnected. if somebody get a way, tell me and thanks so much!
     
  3. Flamesky

    Flamesky

    Joined:
    Jan 28, 2015
    Posts:
    13
  4. Tom-Goethals

    Tom-Goethals

    Joined:
    Mar 6, 2015
    Posts:
    102
    Hi There, I'm trying to keep a download (UnityWebRequest) running for a while longer when the app goes to the background. The code in this post (Thanks to @r618) made this possible. I've moved the code to a plugin so no need to patch the controller each time you make a build.

    However, in Unity217.2.0f3 PlayerLoop does not take any arguments anymore. It's working without the arguments but throwing a couple of errors in the log in xCode.

    Code (CSharp):
    1. "Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (IOAF code 6)"
    Is there another Unity function I can call to have my scripts execute once and a while but skip the rendering part?

    Thanks in advance.
     
  5. mfgage

    mfgage

    Joined:
    Jun 4, 2013
    Posts:
    24
  6. aorata

    aorata

    Joined:
    Feb 10, 2012
    Posts:
    28
    So no way to play audio in background yet?