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Introducing IOS Native Pro

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Jun 7, 2018.

  1. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    588
    You've pushed an update that doesn't work properly.

    PackageSettingsWindow<TWindow> has a compile error, it can't find ButtonStrip. This section is wrapped in a Unity version define for 2019.1 or newer.
    Code (CSharp):
    1. #if UNITY_2019_1_OR_NEWER
    2.         protected ButtonStrip m_TabsButtons;
    The entire ButtonStrip class is wrapped in
    Code (CSharp):
    1. #if UNITY_2019_4_OR_NEWER || UNITY_2020_2_OR_NEWER
    The two aren't compatible for 2019.3 or lower...
     
  2. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    588
    The UIElements folder is in StansAssets/com.stansassets.foundation/Runtime/UIElements .. even in 2019.4 this gives loads of errors because you've got it using namespace StansAssets.Foundation.Editor ...

    Moving the folder seems to fix everything. StansAssets/com.stansassets.foundation/Editor/UIElements

    Where's the support? Where's the proper testing before pushing out a release?
     
    firstuser likes this.
  3. rTDive

    rTDive

    Joined:
    Sep 22, 2020
    Posts:
    2
    Hi! I've been implementing some audio session handling, (https://github.com/StansAssets/com.stansassets.ios-native/wiki/Audio-Session). But, I've run into a problem / bug.
    I need to handle a scenario where our app should give the option to enable sound if the device is muted. I've tried to add a check for the audio session category, before handling it:
    Code (CSharp):
    1.             if (ISN_AVAudioSession.Category == ISN_AVAudioSessionCategory.Ambient)
    2.             {
    3.                 //show pop-up and give option to enable audio.
    4.             }
    but, I noticed it always returns true. I debugged to confirm,and the ISN_AVAudioSession.Category always returns an Ambient category for me, even when the mute switch is disabled and there is normal audio playback on the device. Any help would be great. Thanks!
     
  4. Benedikt_Zoeller

    Benedikt_Zoeller

    Joined:
    Oct 7, 2020
    Posts:
    2
    Hey. We're working on a mobile game which should get Sign In with Apple. We're building our game using Jenkins and everytime we do, the XCode Project is missing the "Sign In with Apple" Capability.
    We use the iOS Native Pro Plugin and Authentication Services is enabled in the Services-Option, Sign In with Apple is Enabled in the XCode-Compatibilities and Sign In with Apple is enabled in the ISD_Settings file. Adding it manually in XCode is technically possible but we'd have to do it for all the builds that we want to use this feature for and
    Weirdly enough, Sign In with Apple is the only option that shows this kind of behavior. All the other options like In-App Purchase & Push Notifications get transferred to XCode no problem. Are we missing something in our project settings or is there another problem?

    Also: we are using the version 2020.2, where Apple SignIn has first been implemented. So has this been a known bug that is already fixed in a newer version? Because I don't really want to risk breaking parts of our game for a somewhat unnecessary plugin-update.
     
  5. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    Asset support is dead for months.
     
  6. Arjun-Gupte

    Arjun-Gupte

    Joined:
    May 31, 2013
    Posts:
    40
    After Enabling User Notifications Im Getting these errors
    Unity version 2018.4.14f
    Stan's Asset version 2020.9
    Xcode Version: 11.3 (11C29)
    Undefined symbols for architecture arm64:

    "_OBJC_CLASS_$_ISN_UNUserNotificationCenter", referenced from:

    objc-class-ref in ISN_UIApplicationDelegate.o

    "__ISN_UN_ClearLastReceivedResponse", referenced from:

    _ISN_UNNativeAPI__ISN_UN_ClearLastReceivedResponse_m52FEAC91BDF925DFECCF9703681F0FF93FE8E469 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_ClearLastReceivedResponse_m71E6D9D2B105944D7BF4E2CEDD78652D58C9A88F in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_ClearLastReceivedResponse_m52FEAC91BDF925DFECCF9703681F0FF93FE8E469)

    "__ISN_UN_GetNotificationSettings", referenced from:

    _ISN_UNNativeAPI__ISN_UN_GetNotificationSettings_mAC929590BF5C7B079173FB66878CB4B5AE58FFA6 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_GetNotificationSettings_m53FE8E8C7AF817370EE060429670C7A4A9C16DD0 in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_GetNotificationSettings_mAC929590BF5C7B079173FB66878CB4B5AE58FFA6)

    "__ISN_UN_GetLastReceivedResponse", referenced from:

    _ISN_UNNativeAPI__ISN_UN_GetLastReceivedResponse_m5A4C19A12C8261663CBF7C9719EC7BFA1134C9B6 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_get_LastReceivedResponse_m950D342C65DB61ED068AEF9E6BD2C02F3196B67F in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_GetLastReceivedResponse_m5A4C19A12C8261663CBF7C9719EC7BFA1134C9B6)

    "__ISN_UN_RemoveAllDeliveredNotifications", referenced from:

    _ISN_UNNativeAPI__ISN_UN_RemoveAllDeliveredNotifications_mC38EB33FB4241E06B4FC5C9FBA839FF03329B460 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_RemoveAllDeliveredNotifications_m26F0445296B6BFDFCB4144E04ADF256425DAFC5C in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_RemoveAllDeliveredNotifications_mC38EB33FB4241E06B4FC5C9FBA839FF03329B460)

    "__ISN_UN_GetPendingNotificationRequests", referenced from:

    _ISN_UNNativeAPI__ISN_UN_GetPendingNotificationRequests_mBC24F8DDB2A6D2B5E4487A9A0EE5C5DD66D4121C in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_GetPendingNotificationRequests_m285B0EB08287BD5FC4EBEEEB1E7B6035A871FE7D in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_GetPendingNotificationRequests_mBC24F8DDB2A6D2B5E4487A9A0EE5C5DD66D4121C)

    "__ISN_UN_GetDeliveredNotifications", referenced from:

    _ISN_UNNativeAPI__ISN_UN_GetDeliveredNotifications_mDBF6915A5DC41B05379F7D00DC7E1DDF5F4AD2F6 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_GetDeliveredNotifications_mF892EED09495694BDA3E9091A8849F7F373A8D0D in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_GetDeliveredNotifications_mDBF6915A5DC41B05379F7D00DC7E1DDF5F4AD2F6)

    "__ISN_UN_RequestAuthorization", referenced from:

    _ISN_UNNativeAPI__ISN_UN_RequestAuthorization_mDB3B4998C0F8E7F1AC78C000BDEC015AC2FD305A in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_RequestAuthorization_mA746E58160C981206FB6AAEC1651D2FB49183F82 in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_RequestAuthorization_mDB3B4998C0F8E7F1AC78C000BDEC015AC2FD305A)

    "__ISN_UN_RemovePendingNotificationRequests", referenced from:

    _ISN_UNNativeAPI__ISN_UN_RemovePendingNotificationRequests_m461FA413892F466147817D72FC356DB601A1DF5D in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_RemovePendingNotificationRequests_m86239034EC8B276471F9BB583373A9EB43355B63 in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_RemovePendingNotificationRequests_m461FA413892F466147817D72FC356DB601A1DF5D)

    "__ISN_UN_RemoveDeliveredNotifications", referenced from:

    _ISN_UNNativeAPI__ISN_UN_RemoveDeliveredNotifications_m4EC9AF4F0F8CE09F5A43FFBF6416933D4B30C015 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_RemoveDeliveredNotifications_m27D1340B6EF2FCA03D26A70B50174A2E6CDD6AAA in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_RemoveDeliveredNotifications_m4EC9AF4F0F8CE09F5A43FFBF6416933D4B30C015)

    "__ISN_UN_AddNotificationRequest", referenced from:

    _ISN_UNNativeAPI__ISN_UN_AddNotificationRequest_mA24BF18AFC5E4DAC968F21FF1845DB5C650B4380 in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_AddNotificationRequest_mCABEC4DBEEA0F8266D25B3ECFEA4584F1C6DB075 in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_AddNotificationRequest_mA24BF18AFC5E4DAC968F21FF1845DB5C650B4380)

    "__ISN_UN_RemoveAllPendingNotificationRequests", referenced from:

    _ISN_UNNativeAPI__ISN_UN_RemoveAllPendingNotificationRequests_m573218E78F203C366FCE829BBA2C7377B5C2C87A in Bulk_SA.iOS_1.o

    _ISN_UNNativeAPI_RemoveAllPendingNotificationRequests_m97E213B1622FBEF44B81BC04EA96AE2F8DD71D33 in Bulk_SA.iOS_1.o

    (maybe you meant: _ISN_UNNativeAPI__ISN_UN_RemoveAllPendingNotificationRequests_m573218E78F203C366FCE829BBA2C7377B5C2C87A)

    ld: symbol(s) not found for architecture arm64

    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
  7. Benedikt_Zoeller

    Benedikt_Zoeller

    Joined:
    Oct 7, 2020
    Posts:
    2
    Btw I got my problem fixed. I implemented a custom PostProcessBuild-Function which added the SignInWithApple Capability without being called by iOS Native Pro. For everyone with the same Problem, below is the PostProcessBuild-Function i added. With this your XCode project should get the SignInWithApple Capability automatically when building.
    Code (CSharp):
    1. #if UNITY_IOS
    2.  
    3. public static class SignInWithApplePostprocessor
    4. {
    5.     [PostProcessBuild(1000)]
    6.     public static void OnPostProcessBuild(BuildTarget target, string path)
    7.     {
    8.         if (target != BuildTarget.iOS)
    9.             return;
    10.  
    11.         var projectPath = PBXProject.GetPBXProjectPath(path);
    12.  
    13.         // Adds entitlement depending on the Unity version used
    14.         var capManager = new ProjectCapabilityManager(projectPath, SA.iOS.XCode.ISD_Settings.ENTITLEMENTS_FILE_NAME, "Unity-iPhone");
    15.         capManager.AddSignInWithApple();
    16.         capManager.WriteToFile();
    17.     }
    18. }
    19.  
    20. #endif
     
    Carwashh and firstuser like this.
  8. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    Bug spotted in the GameKit class:

    ISN_GKLocalPlayer

    Methods
    SavedGame(string name, byte[] data, Action<ISN_GKSavedGameSaveResult> callback)
    and
    ResolveConflictingSavedGames(List<string> conflictedGames,
    byte[] data, Action<ISN_GKSavedGameFetchResult> callback)

    One saves the game converting the data to Base64 and the other one doesn't, this means you will have to Load the game differently if has been saved after a conflict or not.... makes no sense. I modified and I'm converting both to Base64, although im not sure if its better with or without it...

    At this point either we the users create a community to support each other or we move to another asset, for the moment we are fine but once apple does a major upgrade we are ***ked. I've seen they linked to GitHub but the only thing I can see is the Readme.txt.

    Any suggestions? Is any of you migrating to another asset by any chance?
     
  9. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    Found another bug, I'm 90% this was not happening a few months ago. So I'm wondering if this might have something to do with having upgraded one of my devices to iOS 14 while the other is still on 12.4.8.

    So this is the case:
    1. Install fresh new game on iPhone 6 12.4.8
    2. Let it save the game on iCloud.
    3. App icon appears in iCloud Settigs >Storage management from both of my devices (iPhone 6 12.4 and iPhone XR iOS 14)
    4. I install the game on iPhone XR ios14.
    5. ISN_GKLocalPlayer.FetchSavedGames returns 0 , no matter how much I wait or how many times I try, even restarting the device. The funny thing is , as I said, on this device, the game entry (and how many KB's is using) appears in ICloud settings>Storage management of the iPhone XR. So I assume the game is there.

    If I do the opposite, install first on iPhone XR iOS 14 and after that I install on iPhone 6 iOS 12.4, everything works.

    Did any of you had similar problems? Im kind of desperate and we are probably migrating to this asset:
    https://github.com/dark-1-games/GKNativeExtensions

    Happy coding
     
  10. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
  11. huuhau

    huuhau

    Joined:
    Mar 28, 2014
    Posts:
    17
    You are right. I have sent email support many days ago and still no response.
    I want to use iCloud save but can not call Authenticate. It always return application is not recognized by Game Center (image below).
    Tried to create a n achievement and leaderboard as suggested here but still the same: https://developer.apple.com/forums/thread/45088
    Can anyone pls help?
     

    Attached Files:

  12. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    Use this,
    https://github.com/dark-1-games/GKNativeExtensions
    it's open source, and they have a Discord channel
     
    huuhau likes this.
  13. huuhau

    huuhau

    Joined:
    Mar 28, 2014
    Posts:
    17
  14. Sherwinnie

    Sherwinnie

    Joined:
    Jan 24, 2020
    Posts:
    15
    I am using the Cloudkit functionality in the asset and according to the API, it has a UpdateRecord function. However, when I try to use this function, it does not show up. I have looked into the plugin code and it does not even have the function. Does anyone know what is going on with this?
     
  15. Sherwinnie

    Sherwinnie

    Joined:
    Jan 24, 2020
    Posts:
    15
    And also, the "GetAccountStatus" function that it claims it has can not be found either. Honestly I feel like I have been scammed. I have been using this asset for a mere hour and already found a lot of the functions in the API references not present in the actual implementation. Am I doing something wrong?
     
    firstuser likes this.
  16. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    588
    I've reported the asset to Unity as abandoned, hopefully this will either get removed or kick the dev into supporting it.
     
    firstuser likes this.
  17. Sherwinnie

    Sherwinnie

    Joined:
    Jan 24, 2020
    Posts:
    15
    Yeah, at this point I am also very prompted to report the asset too. Just on the side note, do you know any other asset that can be an alternative for this asset? I am mainly looking for an asset that supports cloudkit that supports byte array...... I have already looked into many different assets. However, most of them are only key-value paired and that is not what I am looking for.
     
    firstuser likes this.
  18. Sherwinnie

    Sherwinnie

    Joined:
    Jan 24, 2020
    Posts:
    15
    Man, this is just very disappointing. I mean, the SaveRecord, Fetch, and RemoveRecord functions are working and I can verify that. I just do not get why they would put unimplemented functions on their API references and. I really want to keep using the asset but I can not build around my game with a supposedly dead asset...
     
  19. huuhau

    huuhau

    Joined:
    Mar 28, 2014
    Posts:
    17
    If you just need the asset for iCloud feature only, check GKNativeExtensions as @pistoleta mentioned. They provide most feature I need.
    The v3 tag is not built correctly, just go to their Discord to request, he will send you new one in blink of eye :D
    https://discord.gg/7yCBsQGm
     
  20. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    First of all.... when did they add the CloudKit support to IOS Native Pro? I don't have it available and it wasn't in the old documentation.

    If you want a GameKit solution I recommend you GKNativeExtensions as huuhau already mentioned:

    https://github.com/dark-1-games/GKNativeExtensions/releases

    If you want a CloudKit solution then this is your best choice:
    https://assetstore.unity.com/packages/tools/integration/hovelhouse-cloudkit-plugin-168227

    PS: i am following this thread but I dont receive alerts anymore when someone posts on it, I do from other threads, does anybody know why?
     
  21. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    @Carwashh @Sherwinnie @huuhau @firstuser and any other Unity dev aiming for iOS reading this. I guess by the time you have been developing for iOS you have noticed how hard it is to gather information for our niche. Apple developer forums are quite unresponsive and, DTS are slow and costly and the apple developer feedback assistant is completely useless unless you report a major bug that affects tons of people.

    I would like to suggest to create a group Unity-iOS on Discord to share knowledge, Im not talking about offer first hand help but for stuff like the one we are sharing here, the existence of new libraries, report bugs on certain frameworks, workarounds....

    If anybody thinks it's interesting please send me private.

    Anyway happy coding.
     
    huuhau and firstuser like this.
  22. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    589
    Hi there,

    Struggling to figure out this issue:

    When I set up a product for IAP in Unity, it registers as a valid product, but when I try to run the program on my iPad it says it's an invalid product. I've set it up in iTunes Connect and all the rest, following the guide.

    I'm probably missing something, but would love a nudge in the right direction.

    Kindest,
    Mark
     
  23. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    Purchases from device can just be simulated if you have sent your app to revision.
     
  24. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    589
    So I can't test the purchase until it's been submitted to Apple?
     
  25. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    Submitted for revision, yep. You can not test a real purchase one device. I dont remember if you can simulate them on editor though... maybe using that catalog you can? not sure.
    But not on device.
     
  26. huuhau

    huuhau

    Joined:
    Mar 28, 2014
    Posts:
    17
    You need to upload build to Testflight, set your account as tester and download game from there to test IAP feature. It can not be tested if build from Mac (as I remember)
     
  27. cihad_unity

    cihad_unity

    Joined:
    Dec 27, 2019
    Posts:
    30
    Hello,
    I'm planning to buy this asset but I'm not sure what is the code coverage %
    For example,
    I need to access Photos library and select only photos.
    By looking at your documentation, I can see you support
    Code (ObjC):
    1. fetchAssetsWithOptions
    method
    but for my specific needs, you need to add
    Code (ObjC):
    1. fetchAssetsWithMediaType
    method too.
    So I can only fetch videos or images.
    For this specific case, I need to implement my objc or swift code.

    This is just one specific example but I'd like to know how much you support ios api.
     
    Last edited: Feb 2, 2021
  28. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    This asset is abandoned, it has no support, developer has not answered emails or forum since June last year.
    If I were you I would not purchase.
     
  29. cihad_unity

    cihad_unity

    Joined:
    Dec 27, 2019
    Posts:
    30
    Thank you @pistoleta this is the most helpful answer :)
     
  30. Patrick_PS

    Patrick_PS

    Joined:
    Sep 9, 2019
    Posts:
    121
    Hi, I updated unity from 2019.4.16 to 2019.4.19 and now I cannot build anymore because of the following "error":

    Code (CSharp):
    1. 17:35:33 Undefined symbols for architecture arm64:
    2. 17:35:33   "__ISN_GKPlayer_gamePlayerID", referenced from:
    3. 17:35:33       _ISN_GKPlayer_get_GamePlayerId_mD3FDC472209D31317B5AF3B9422BF454999B2E7E in SA.iOS.o
    4. 17:35:33      _ISN_GKPlayerNative__ISN_GKPlayer_gamePlayerID_m398573E4ABA97783C4D92479014677BED4DED53C in SA.iOS.o
    5. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_gamePlayerID_m398573E4ABA97783C4D92479014677BED4DED53C)
    6. 17:35:33   "__ISN_GKPlayer_scopedIDsArePersistent", referenced from:
    7. 17:35:33       _ISN_GKPlayer_get_ScopedIDsArePersistent_mD1943838D72CA98529FE7D1045C4DFC37E856E4C in SA.iOS.o
    8. 17:35:33       _ISN_GKPlayerNative__ISN_GKPlayer_scopedIDsArePersistent_m0CB316A54AF41E75C23AD067DB96540DDAC8003F in SA.iOS.o
    9. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_scopedIDsArePersistent_m0CB316A54AF41E75C23AD067DB96540DDAC8003F)
    10. 17:35:33   "__ISN_GKPlayer_guestIdentifier", referenced from:
    11. 17:35:33       _ISN_GKPlayer_get_GuestIdentifier_m9F9287C88D63066EDCB1574B4C5641BC111F3D40 in SA.iOS.o
    12. 17:35:33       _ISN_GKPlayerNative__ISN_GKPlayer_guestIdentifier_mFBED64A5F34B786214F18B4F50F0540B33B7FD88 in SA.iOS.o
    13. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_guestIdentifier_mFBED64A5F34B786214F18B4F50F0540B33B7FD88)
    14. 17:35:33   "__ISN_GKPlayer_displayName", referenced from:
    15. 17:35:33       _ISN_GKPlayer_get_DisplayName_m843719D6BD90A4472290EEB75AAA5884D7A4A07D in SA.iOS.o
    16. 17:35:33       _ISN_GKPlayerNative__ISN_GKPlayer_displayName_mD999227CFAE3CA6E4DB3DB4E677017C4C3841D4F in SA.iOS.o
    17. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_displayName_mD999227CFAE3CA6E4DB3DB4E677017C4C3841D4F)
    18. 17:35:33   "__ISN_GKPlayer_teamPlayerID", referenced from:
    19. 17:35:33       _ISN_GKPlayer_get_TeamPlayerId_m3BAF8773623C4A69BDC8F1CDAC09EB3BCEC055AD in SA.iOS.o
    20. 17:35:33       _ISN_GKPlayerNative__ISN_GKPlayer_teamPlayerID_mFA21B49F753D56931E023D72C53252CC85F88CF4 in SA.iOS.o
    21. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_teamPlayerID_mFA21B49F753D56931E023D72C53252CC85F88CF4)
    22. 17:35:33   "__ISN_GKPlayer_alias", referenced from:
    23. 17:35:33       _ISN_GKPlayer_get_Alias_m2E9D53E203A238C3D95BC4F0D630A7C9C9230FF6 in SA.iOS.o
    24. 17:35:33       _ISN_GKPlayerNative__ISN_GKPlayer_alias_mAC90F0B199905F9D6FD0585330249DECD8263B00 in SA.iOS.o
    25. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_alias_mAC90F0B199905F9D6FD0585330249DECD8263B00)
    26. 17:35:33   "__ISN_GKPlayer_playerId", referenced from:
    27. 17:35:33       _ISN_GKPlayer_get_PlayerId_m22174B3B9A10C72F27383F25BDC43183B7EA679A in SA.iOS.o
    28. 17:35:33       _ISN_GKPlayerNative__ISN_GKPlayer_playerId_m4B08A922E3DD15A299CC6C431CB2C4E7C079001C in SA.iOS.o
    29. 17:35:33       _ISN_GKPlayer_get_PlayerID_mDAE34A06D0E1A5CA79BAE59A9F41C5B6C1B4A6D9 in SA.iOS.o
    30. 17:35:33      (maybe you meant: _ISN_GKPlayerNative__ISN_GKPlayer_playerId_m4B08A922E3DD15A299CC6C431CB2C4E7C079001C)
    31. 17:35:33 ld: symbol(s) not found for architecture arm64
    32. 17:35:33 clang: error: linker command failed with exit code 1 (use -v to see invocation)
    I could not find anything about this through google.
    Has anyone else encountered this?
     
  31. Arjun-Gupte

    Arjun-Gupte

    Joined:
    May 31, 2013
    Posts:
    40
    Hi, I'm using the StoreKit IAP and the 'OnTransactionUpdated' event doesn't seem to be firing specifically on iOS 14.4. I'd like to know if this is a known issue and if there's a possible fix for it?
     
  32. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,782
    No, It's not a known issue. I will definitely give it a try, but maybe you can post a quick XCode log?
     
  33. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,782
    No folks, this is not how it works.
    • You need to make a test account using iTunes Connect
    • Create an app version
    • Create in-ap products and enable them for your app
    • Login on your devise wit create test account (you do not have to use real e-mail btw when creating a test account)
    • Build an app and you can test purchases now.
    Here it very detailed guide:
    https://github.com/StansAssets/com.stansassets.ios-native/wiki/iTunes-Connect-Setup

    Let me know if you think something is missing or if some part is confusing.
     
    firstuser likes this.
  34. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,782
    Few things to learn about asset.
    1. Our code convention let's you know exact feature supported or not supported by native API :)
    https://github.com/StansAssets/com.stansassets.ios-native/wiki#api-convention

    2. You can always search for the available APIs here:
    https://api.stansassets.com/ios-native/

    3. Looks like we do not have it atm. If you will describe what exact natvei function you want and want you trying to achieve and post it here as the feature requests I pretty sure it will appear in the plugin :)
    https://github.com/StansAssets/com.stansassets.ios-native/issues


    No it's not.
    But I totally understand your frustration when you do not hear from the developer for a month or more.
    1. The e-mail support keeps working always.
    2. We were pretty slow during the holidays.

    And let's be honest we were quite slow with development and replays for the last 6 months.
    We are now building outsource Unity dev company and that took quite some time. But now we finally able to set everything up and will be back to active development and support of our product since this is something we are using in our woks as well :)
     
    Last edited: Feb 7, 2021
    firstuser and Carwashh like this.
  35. firstuser

    firstuser

    Joined:
    May 5, 2016
    Posts:
    93
    Nice to have you back :)
     
  36. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,782
    Thx, sorry for a bit of radio silence :)
    Lots of features and free plugins ahead!
     
  37. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    589
    I followed the guide word for word and I keep getting "product not found" errors on my build. I've triple checked everything, I don't know what I'm missing at this stage.

    When I run the game in editor it finds the product without issue, the moment I build it stops working.

    The ID matches the ID on app store connect, I'm using a tester account which I've set up, I've tried using the XCode build, I've tried TestFlight.

    Any suggestions?

    Kindest,
    Mark
     
  38. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    I just know I couldn't simulate the purchases on device until we sent it to revision. Drop by the unity discord and ask there. People are quite helpful.
     
  39. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,782
    I can't tell what exactly are you missing, but definitely missing something. There area lot of steps so pretty easy to miss one. If you like we can try to have a quick skype call.

    And the fact that it works in the editor - is good. This means all the plugin related setup is correct. But as you understand in the editor it does not interact with Apple servers
     
  40. lrtrime

    lrtrime

    Joined:
    Sep 16, 2020
    Posts:
    5
    Hello,

    I've been struggling for many days and weeks to try to implement a good enough form in Unity for mobile (iOS + Android). Nothing visually fancy, I simply want it to look and feel native in terms of interactions, virtual keyboard coming up and down and moving the texte, copy/pasting, etc, and so on.

    For now, solutions I found to mimic native input fields directly in Unity such as the Advanced Input Field 2 asset (https://assetstore.unity.com/packages/tools/gui/advanced-input-field-2-185464) are getting as close as one can get to mimicking native, but it is still not good and feels weird when using it on mobile.
    I even imagined using a Web View in Unity just for the input field but it is a lot of hacking and so.

    I cannot imagine I am the only one struggling with that as I can't find anyone talking about this. Is your work by chance going into that direction? Sure I could rebuild everything from scratch using some UITextfield on iOS and similar on Android, but aren't there any pieces of codes or libraries out there that is already reproducing this? I don't want to reinvent the wheel.

    Thanks a mil if you have a pointer for me!

    Best,

    Laurent
     
  41. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    I don't know exactly what you are trying to do but if all what you want is to create a form... You shouldn't be using Unity. There are tons of tools extremely lighter and more appropriate tools for that task.
    You could be using Ionic (very easy to learn) , React Native, Xamarin, Flutter...
     
    Last edited: Mar 10, 2021
  42. lrtrime

    lrtrime

    Joined:
    Sep 16, 2020
    Posts:
    5
    Hi Pistoleta,

    Thanks for your reply. But no indeed, I am not trying just to create forms, but instead doing tons of 3D and AR with Unity for mobile. The only thing is that at some point, we have a sign up form with some input fields but these fields just don't feel right (keyboard coming on top of the fields, no copy/paste functionality, no selection possible, etc).

    There are tons of games out there on mobile, and I am guessing that some of them have some sorts of form. And I cannot imagine that nobody never wanted to build something close to a native feel....

    Or maybe I am wrong?
     
  43. pistoleta

    pistoleta

    Joined:
    Sep 14, 2017
    Posts:
    249
    maybe any of this tools can help?

    https://assetstore.unity.com/?q=form&orderBy=1
     
  44. lrtrime

    lrtrime

    Joined:
    Sep 16, 2020
    Posts:
    5
    Yeah thanks, I had a look at these assets already. What they are doing is working on the "controller" part of the forms, not really the way you interact with them with a mobile (Android or iOS).

    Haha, I definitely think now that we are the only ones concerned about native UX feel when playing with forms and input fields. We have started implementing our own scripts to do what we are looking for. Let's see how it goes!
     
  45. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,782
    That's actually a quite big demand for native forms.
    The Unity UI that everybody using in games most of the time feels wrong. Good thing that games do not need a lot of forms UI.

    But I've seen a lot of super cool hi-budget games who even used Unity default input, you know with native input filed that popup up on top of the keyboard and almost covers up the whole screen.

    Long story short - there is no wor around this. There are only 2 ways to go in my opinion:

    1. You other trying to do use Unity is and polish it as much as you can - and it will still be far off comparing to the native application UI. But this is good enou[h for most of the app.

    2. You are just making all the forms you need with native UI and package it into the Unity project as the plugin. It's a bit of boiler plate code yet, but in the end, you have the best from 2 worlds. But sure enough, you will need to do the same thing for Android.
     
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