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Events not being called

Discussion in 'Unity Everyplay' started by Fluzing, Dec 22, 2014.

  1. Fluzing

    Fluzing

    Joined:
    Apr 5, 2013
    Posts:
    815
    I am trying to integrate Everyplay, but it does not work. It doesn't do anything in the Unity edittor. The test buttons don't work and events do not get called. What am I missing? I have entered Client id, Client scret en redirect ulr and I have enable recording on all devices.

    My code:

    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5. public class RecordingScript : MonoBehaviour
    6. {
    7.     public void OnReadyForRecording(bool enabled)
    8.     {
    9.         Debug.Log("this works not");
    10.         if(enabled)
    11.         {
    12.  
    13.             Debug.Log("this works");
    14.             // The recording is supported
    15.             //myGameObject.SetUpRecording();
    16.         }
    17.     }
    18.  
    19.     void Start()
    20.     {
    21.         // Register for the Everyplay ReadyForRecording event
    22.         Everyplay.ReadyForRecording += OnReadyForRecording;
    23.         Everyplay.RecordingStarted += RecordingStartedDelegate;
    24.         Everyplay.StartRecording();
    25.  
    26.     }
    27.  
    28.  
    29.     public void RecordingStartedDelegate()
    30.     {
    31.         Debug.Log("Recording was started");
    32.         /* The recording is now started, show the red "REC" in the upper hand corner */
    33.         //MyGameEngine.ShowRecordingIndicator();
    34.     }
    35.  
    36. }
    37.  

    Also, there is a spelling error in the documentation. A method is named EveryPlay.IsRecordingSupported()
     
  2. Fluzing

    Fluzing

    Joined:
    Apr 5, 2013
    Posts:
    815
    Ok, it seems they work when I test a build on an iPhone. Can anyone confirm that Everyplay does nothing in the Unity editor? That would be a huge pain in the behind if that is so.

    Edit: I can't get this stuff to work. Is there support on this? Most threads don't seem to get answered.

    Edit2:
    Everyplay.StartRecording() keeps giving me null reference errors and I have no idea why. There is an instance of Everyplay in the scene.
     
    Last edited: Dec 23, 2014
  3. surathunity3d

    surathunity3d

    Moderator

    Joined:
    Sep 30, 2014
    Posts:
    128
    Hi @Fluzing ,

    Thanks for reaching out!

    1) For quicker response, please email to support@everyplay.com in the future.

    2) Everyplay is a device-only tech. The recording tech is implemented for iOS and Android platforms
     
  4. adrianadrian

    adrianadrian

    Joined:
    Mar 8, 2015
    Posts:
    7
    Does this mean that the sharing button won't pop up in the editor as well?
     
  5. adrianadrian

    adrianadrian

    Joined:
    Mar 8, 2015
    Posts:
    7
    all good, found the answer - sharing only shows on device, not in editor.
     
  6. screenname_taken

    screenname_taken

    Joined:
    Apr 8, 2013
    Posts:
    663
    @surathunity3d Perhaps something can be done to have a test function like UnityAds?
    Just to tell you that yeah, the test device is communicating and things should be ok.