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Everyplay iOS Build broken on 5.4

Discussion in 'Unity Everyplay' started by alvin_hanaji, Jul 29, 2016.

  1. alvin_hanaji

    alvin_hanaji

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    Jul 28, 2016
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    1
    Everyplay iOS Build broken on 5.4
     

    Attached Files:

  2. oboothnffc

    oboothnffc

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    Aug 31, 2014
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    4
    Glad it's not just me...
     
  3. nateschmold

    nateschmold

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    May 26, 2015
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    cosign for email notifications.
     
  4. kujo

    kujo

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    Aug 19, 2013
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    hopefully fixing this will encourage them to fix all the crashing bugs in it as well!
     
  5. screenname_taken

    screenname_taken

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    Apr 8, 2013
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    I made a thread sometime ago but had no replies in it. I also have a bug report on it.
     
  6. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    108
    Hello @alvin_hanaji @oboothnffc , @kujo , @screenname_taken ,

    Thanks for reaching out!

    We are aware of an issue that prevents building a game with Unity 5.4 for iOS if the game has Everyplay integrated.
    We will fix this in the next SDK update.

    In the meantime, you could use this quick workaround for the issue:
    1.) Please remove the Everyplay SDK files from the project, deleting these folders should do it:
    -Assets/Editor/Everyplay
    -Assets/Editor Default Resources/Everyplay
    -Assets/Plugins/Everyplay
    -Assets/Plugins/Android/everyplay
    (after this step you will likely see lots of Everyplay-related errors, ignore them for now)

    2.) Reimport the Everyplay SDK from the Asset Store

    3.) Set up your client id & secret to Edit/Everyplay Settings

    4.) Please open Assets/Everyplay/XCodeEditor/XCProject.cs, navigate to line 396. You should find an if-branch that looks like this:
    if (tree.CompareTo("SOURCE_ROOT") == 0)
    {
    System.Uri fileURI = new System.Uri(absPath);
    System.Uri rootURI = new System.Uri((projectRootPath + "/."));
    filePath = rootURI.MakeRelativeUri(fileURI).ToString();
    }

    Please replace it with the following:

    if (tree.CompareTo("SOURCE_ROOT") == 0)
    {
    string tempAbsPath = absPath.Replace("Assets/", "");
    string[] filePathParts = tempAbsPath.Split('/');
    filePath = filePathParts[filePathParts.Length-2]+"/"+ filePathParts[filePathParts.Length-1];
    }

    After these steps building your game for iOS should work again.

    Hope this helps!

    Cheers,
    Simo
     
    oboothnffc and screenname_taken like this.
  7. screenname_taken

    screenname_taken

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    Last edited: Aug 9, 2016
  8. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    108
    Hi @screenname_taken ,

    Thanks for your response.

    This workaround should not affect Android in any way, as the XCodeEditor -stuff is only used for iOS.
    You can make the change directly to the referred file (Assets/Everyplay/XCodeEditor/XCProject.cs), there's no need to make duplicate files.

    Our next SDK update (which is just around the corner) will fix the issue, and doing a clean import of the plugin (as in, removing all Everyplay SDK files as instructed in the previous post) is recommended.

    Cheers,
    Simo
     
  9. screenname_taken

    screenname_taken

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    It's going to be mentioned in the release notes of the editor right? (The SDK change i mean)

    I noticed btw that Tegra3 doesn't play that well with Everyplay. I guess it's too much of an old chip for something like that.
     
  10. DevPz

    DevPz

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    Sep 26, 2013
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  11. RichCodes

    RichCodes

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    @ullatussimo

    Any chance you guys have a fuzzy idea/date when the next SDK update is coming?
     
  12. pmjo

    pmjo

    Unity Technologies

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    Sep 17, 2013
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    245
    A workaround for this issue is now out. Please download Everyplay v2.1.2 from the Asset Store.
     
  13. screenname_taken

    screenname_taken

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    663
    Any info for Tegra3 compatibility?
     
  14. RichCodes

    RichCodes

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    Apr 3, 2013
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    Much appreciated!