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Everyplay — not working

Discussion in 'Unity Everyplay' started by Qbit86, May 29, 2014.

  1. Qbit86

    Qbit86

    Joined:
    Sep 2, 2013
    Posts:
    303
    Hello!

    I'm trying to integrate Everyplay plugin into existing iOS game, testing on iPhone 4S.

    Empty project with Everyplay plugin installed alone works fine; `Everyplay.IsRecordingSupported()` returns `true`, test record button is enabled, and video is recording. However importing this plugin to existing game makes this method to return `false` (on the same device), and test button becomes disabled.

    Do you have any suggestions?

    Thanks.
     
  2. trinta

    trinta

    Unity Technologies

    Joined:
    Jun 5, 2013
    Posts:
    24
    Qbit86,

    Sorry, your question was overlooked previously but posting an answer as someone else may have the same problem.

    A few things you can try and see if they could be causing issues:
    1) Is your phone out of storage space? If it is, recording will be disabled due to that?
    2) Check for Everyplay.IsRecordingSupported() only after receiving the event Everyplay.ReadyForRecording. Read more in the documentation https://developers.everyplay.com/documentation/Integrating-Everyplay-in-Unity3D.md under "Checking for Recording Support"

    Best regards,
    Tuomas
     
  3. Orca Chen

    Orca Chen

    Joined:
    Aug 26, 2014
    Posts:
    7
    Same issue for me. And Everyplay.ReadyForRecording has not been called then my delegate too.

    Code (CSharp):
    1.     void OnReadyForRecording(bool enabled) {
    2.         Debug.Log("OnReadyForRecording enabled " + enabled + "is support " + Everyplay.IsRecordingSupported());
    3.     }
    4.  
    5.     void Start(){
    6.         Everyplay.SetLowMemoryDevice(true);
    7.         Everyplay.ReadyForRecording += OnReadyForRecording;
    8.         Everyplay.RecordingStarted += RecordingStarted;
    9.         Everyplay.RecordingStopped += RecordingStopped;
    10.         Invoke ("TestSupported", 1f);
    11.     }
    12.     void TestSupported(){
    13.         Debug.Log("OnUpdate.. supported " + Everyplay.IsRecordingSupported());
    14.         Invoke ("TestSupported", 1f);
    15.     }
    Always False. And in empty project it works. My device is android nexus 7, 2013, and Nexus 3.
     
  4. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    H @Orca Chen

    Could you please send logcat for this case to support[at]everyplay.com.

    Cheers
    Surath
     
  5. Leii

    Leii

    Joined:
    May 20, 2015
    Posts:
    2
    @surathunity3d
    I also met the issue.my new project with Everyplay is fine,but integrate Everyplay plugin into existing Android game on same device(andriod 4.4), it not works ,the StartRecording button is disable,and I cannt found any logcat about everyplay.
     
  6. Leii

    Leii

    Joined:
    May 20, 2015
    Posts:
    2
    oh that is my mistake, I forgot to changed the package name in Androidmanifest.xml .Change it to com.everyplay.Everyplay can work later.
     
  7. Darioszka

    Darioszka

    Joined:
    Jan 22, 2015
    Posts:
    9

    hello
    Is this code used in the script I everyplay.cs?
     
  8. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    98
  9. yuribeast

    yuribeast

    Joined:
    Sep 6, 2015
    Posts:
    2
    Same problem, but with a new scene. Unity 5.2.0f2, Facebook Plugin 7.1.0, Everplay 2010-1510.

    I create a new scene. Dropped a Plane and a Sphere in it. Drag-and-droped the EveryplayHudCamera prefab into the root of my hierarchy, turned off culling on EveryplayHudCamera on the main camera, and attached a new script to the sphere with the following contents:

    usingUnityEngine;
    usingSystem.Collections;

    public classNewBehaviourScript : MonoBehaviour {

    voidStart () {
    Debug.Log ("In Start...");
    Everyplay.ReadyForRecording += OnReadyForRecording;
    }

    public voidOnReadyForRecording(bool enabled) {
    Debug.Log ("In OnReadyForRecording");
    if(enabled) {
    Debug.Log("Everplay enabled!");
    Debug.Log (Everyplay.IsRecordingSupported());
    }
    }
    }

    I always get back "In Start" from Start() when firing up the debugger in Unity, but i can't get it to reach "In OnReadyForRecording" ever, let alone "Everplay enabled!".

    Please help! I'd love this plugin to work.
     
    Last edited: Oct 13, 2015
  10. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    113
    Note: On Android, the Internet connection is required to receive positive response from ReadyForRecording (just for the first time, but for each app separately). On iOS the Internet connection is not required. ReadyForRecording is never fired when running inside the editor.
     
  11. MorphVGX

    MorphVGX

    Joined:
    Jun 21, 2010
    Posts:
    57
    I have internet connection and I am no receiving a response on the Everyplay.ReadyForRecording event in Android. It worked at some point then stopped.
     
  12. MorphVGX

    MorphVGX

    Joined:
    Jun 21, 2010
    Posts:
    57
    The merged manifest in my project is the bundle identifier. With that everyplay won't work?
     
  13. unity_408352

    unity_408352

    Joined:
    Jan 27, 2018
    Posts:
    1
    hay i need help ppl keep on reporting me on purpose can u help:(:mad: