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Introducing IOS Native Pro

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

  1. RendergonPolygons


    Oct 9, 2019
    Hey @stanislav-osipov just purchased Ultimate pro, I can't see how I can access aswebauthenticationsession for third party oauth like this? Where can I find this please? thanks!
    woops, just realized ultimate is in a different forum - moved here in case anyone interested
    Last edited: Jun 20, 2021
  2. stanislav-osipov


    May 30, 2012
    Hello, this is definitely something we do not have yet.
    I will be grateful if you can post the request here. that is helping us to track and plan accordingly.
  3. LE-Peter


    Sep 15, 2020
  4. pistoleta


    Sep 14, 2017
    Anybody knows how can I add more options in the build properties section down here? I tried adding a ISD_BuildProperty to the BuildProperties function in ISD_Settings but didn't work... do I have to do anything
    Also... are these settings affecting the main target? or the UnityFramework target?

  5. unity_9CCA220D4DD566253859


    Jul 26, 2021
  6. pistoleta


    Sep 14, 2017
  7. mike_ludoko


    Feb 4, 2015
    Hi @stanislav-osipov, I was wondering with the iOS Native plugin has it been compiled to support Apple Silicon or a Universal x86/Silicon build? We're trying to update a game to support Apple Silicon natively and we were running into an DLLNotFoundException with StansAssets.
  8. pistoleta


    Sep 14, 2017
    The asset has some sort of problem with Unity 2020.3.32

    I'm using MacOS BigSur and building for iOS

    Exception Type: EXC_BAD_ACCESS (SIGABRT)
    Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000020
    Exception Note: EXC_CORPSE_NOTIFY

    VM Regions Near 0x20:
    __TEXT 10db5e000-1120ee000 [ 69.6M] r-x/r-x SM=COW /Applications/Unity/*/

    Application Specific Information:
    *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[EditorApplicationPrincipalClass type]: unrecognized selector sent to instance 0x7fb71b2376e0'
    terminating with uncaught exception of type NSException
    abort() called

    Application Specific Backtrace 1:
    0 CoreFoundation 0x00007fff206541db __exceptionPreprocess + 242
    1 libobjc.A.dylib 0x00007fff2038dd92 objc_exception_throw + 48
    2 CoreFoundation 0x00007fff206d6d0d -[NSObject(NSObject) __retain_OA] + 0
    3 CoreFoundation 0x00007fff205bc24b ___forwarding___ + 1448
    4 CoreFoundation 0x00007fff205bbc18 _CF_forwarding_prep_0 + 120
    5 AppKit 0x00007fff22f6a8cf -[NSWindow(NSEventRouting) sendEvent:] + 36
    6 AppKit 0x00007fff230022bb -[NSApplication(NSResponder) sendAction:to:from:] + 288
    7 Unity 0x000000011036a327 _ZL15ForwardKeyEventP7NSEvent + 391
    8 Unity 0x000000011036a479 -[UnityMainMenu performKeyEquivalent:] + 89
    9 AppKit 0x00007fff2355bebf routeKeyEquivalent + 534
    10 AppKit 0x00007fff22f6912f -[NSApplication(NSEvent) sendEvent:] + 1147
    11 Unity 0x000000011036f49e -[EditorApplicationPrincipalClass sendEvent:] + 190
    12 AppKit 0x00007fff230b7ee5 -[NSApplication _doModalLoop:peek:] + 364
    13 AppKit 0x00007fff232425ee __33-[NSApplication runModalSession:]_block_invoke_2 + 69
    14 AppKit 0x00007fff23242596 __33-[NSApplication runModalSession:]_block_invoke + 78
    15 AppKit 0x00007fff230b6470 _NSTryRunModal + 100
    16 AppKit 0x00007fff23242491 -[NSApplication runModalSession:] + 128
    17 Unity 0x000000011036b5af -[ProgressbarController setProgressBar:andText:andTitle:canCancel:canSkipProcessing:] + 1855
    18 Unity 0x000000011036b7f1 _ZN23ModalProgressBackendMac6UpdateEfN4core16basic_string_refIcEES2_bb + 305
    19 Unity 0x000000010f356999 _ZL22UpdateProgressBarStateb + 505
    20 Unity 0x000000010f35765b _ZN13ProgressScope3SetEN4core16basic_string_refIcEES2_fbbb + 203
    21 Unity 0x000000010f5b928d _ZN20LegacyImportProgress22UpdateProgressCallbackEfN4core16basic_string_refIcEEb + 1229
    22 Unity 0x000000010f5ed3dd _ZL17RefreshInternalV2N13AssetDatabase18UpdateAssetOptionsERK10ScanFilter22InternalRefreshFlagsV2 + 22765
    23 Unity 0x000000010f5cab84 _ZL20StopAssetImportingV2N13AssetDatabase18UpdateAssetOptionsE22InternalRefreshFlagsV2PK10ScanFilter + 276
    24 Unity 0x000000010f5cbcc7 _Z23ImportAssetsV2_InternalIN4core8hash_setI9UnityGUIDNS0_4hashIS2_EENSt3__18equal_toIS2_EEEEEvRKT_N13AssetDatabase18UpdateAssetOptionsE + 1207
    25 Unity 0x000000010f55ecfc _ZN13AssetDatabase12ImportAssetsERKN4core8hash_setI9UnityGUIDNS0_4hashIS2_EENSt3__18equal_toIS2_EEEENS_18UpdateAssetOptionsE + 60
    26 Unity 0x000000010f56739e _ZN13AssetDatabase17WriteRevertAssetsERKN4core8hash_setI9UnityGUIDNS0_4hashIS2_EENSt3__18equal_toIS2_EEEESA_ + 206
    27 Unity 0x000000010f37880e _ZN18EditorSceneManager25ShouldSaveScenesAndAssetsERK13dynamic_arrayIPKN4core12basic_stringIcNS1_20StringStorageDefaultIcEEEELm0EEbRS0_IbLm0EE + 1294
    28 Unity 0x000000010f379220 _ZN18EditorSceneManager10SaveScenesERK13dynamic_arrayIP10UnitySceneLm0EEb + 224
    29 Unity 0x000000010f3798b6 _ZN18EditorSceneManager12FileMenuSaveEv + 198
    30 Unity 0x000000010f2b2a87 _ZN8FileMenu7ExecuteERK8MenuItem + 199
    31 Unity 0x000000010eead092 _ZN14MenuController15ExecuteMenuItemER8MenuItemNS_14ExecutionCauseE + 178
    32 Unity 0x000000010f9166b0 _Z40EditorApplication_CUSTOM_ExecuteMenuItemP37ScriptingBackendNativeStringPtrOpaque + 208
    33 ??? 0x00000001f0aad3b2 0x0 + 8332694450

    Thread 0 Crashed:: tid_103 Dispatch queue:
    0 libsystem_kernel.dylib 0x00007fff204b392e __pthread_kill + 10
    1 libsystem_pthread.dylib 0x00007fff204e25bd pthread_kill + 263
    2 libsystem_c.dylib 0x00007fff20437406 abort + 125
    3 libc++abi.dylib 0x00007fff204a5ef2 abort_message + 241
    4 libc++abi.dylib 0x00007fff204975fd demangling_terminate_handler() + 266
    5 libobjc.A.dylib 0x00007fff2039058d _objc_terminate() + 96
    6 libc++abi.dylib 0x00007fff204a5307 std::__terminate(void (*)()) + 8
    7 libc++abi.dylib 0x00007fff204a7dd1 __cxa_rethrow + 99
    8 libobjc.A.dylib 0x00007fff2038e110 objc_exception_rethrow + 37
    9 0x00007fff23242627 __33-[NSApplication runModalSession:]_block_invoke_2 + 126
    10 0x00007fff23242596 __33-[NSApplication runModalSession:]_block_invoke + 78
    11 0x00007fff230b6470 _NSTryRunModal + 100
    12 0x00007fff23242491 -[NSApplication runModalSession:] + 128
    13 com.unity3d.UnityEditor5.x 0x000000011036b5af -[ProgressbarController setProgressBar:andText:andTitle:canCancel:canSkipProcessing:] + 1855
    14 com.unity3d.UnityEditor5.x 0x000000011036b7f1 ModalProgressBackendMac::Update(float, core::basic_string_ref<char>, core::basic_string_ref<char>, bool, bool) + 305
    15 com.unity3d.UnityEditor5.x 0x000000010f356999 UpdateProgressBarState(bool) + 505
    16 com.unity3d.UnityEditor5.x 0x000000010f35765b ProgressScope::Set(core::basic_string_ref<char>, core::basic_string_ref<char>, float, bool, bool, bool) + 203
    17 com.unity3d.UnityEditor5.x 0x000000010f5b928d LegacyImportProgress::UpdateProgressCallback(float, core::basic_string_ref<char>, bool) + 1229
    18 com.unity3d.UnityEditor5.x 0x000000010f5ed3dd RefreshInternalV2(AssetDatabase::UpdateAssetOptions, ScanFilter const&, InternalRefreshFlagsV2) + 22765
    19 com.unity3d.UnityEditor5.x 0x000000010f5cab84 StopAssetImportingV2(AssetDatabase::UpdateAssetOptions, InternalRefreshFlagsV2, ScanFilter const*) + 276
    20 com.unity3d.UnityEditor5.x 0x000000010f5cbcc7 void ImportAssetsV2_Internal<core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > >(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, AssetDatabase::UpdateAssetOptions) + 1207
    21 com.unity3d.UnityEditor5.x 0x000000010f55ecfc AssetDatabase::ImportAssets(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, AssetDatabase::UpdateAssetOptions) + 60
    22 com.unity3d.UnityEditor5.x 0x000000010f56739e AssetDatabase::WriteRevertAssets(core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&, core::hash_set<UnityGUID, core::hash<UnityGUID>, std::__1::equal_to<UnityGUID> > const&) + 206
    23 com.unity3d.UnityEditor5.x 0x000000010f37880e EditorSceneManager::ShouldSaveScenesAndAssets(dynamic_array<core::basic_string<char, core::StringStorageDefault<char> > const*, 0ul> const&, bool, dynamic_array<bool, 0ul>&) + 1294
    24 com.unity3d.UnityEditor5.x 0x000000010f379220 EditorSceneManager::SaveScenes(dynamic_array<UnityScene*, 0ul> const&, bool) + 224
    25 com.unity3d.UnityEditor5.x 0x000000010f3798b6 EditorSceneManager::FileMenuSave() + 198
    26 com.unity3d.UnityEditor5.x 0x000000010f2b2a87 FileMenu::Execute(MenuItem const&) + 199
    27 com.unity3d.UnityEditor5.x 0x000000010eead092 MenuController::ExecuteMenuItem(MenuItem&, MenuController::ExecutionCause) + 178
    28 com.unity3d.UnityEditor5.x 0x000000010f9166b0 EditorApplication_CUSTOM_ExecuteMenuItem(ScriptingBackendNativeStringPtrOpaque*) + 208
  9. LesBloom


    Feb 2, 2017

    I just purchased your plugin, and I am using it for GameKit iCloud saves. I purchased your plugin specifically for handling game save conflict resolution, because my old plugin didn't properly support this.

    I have read your documentation, but I am bit confused on exactly how to implement it.

    First, I call FetchSavedGames.

    If that returns multiple entries in result.SavedGames that have the same file name; then I have a conflict that needs resolving.

    Next, I need to call ResolveConflictingSavedGames with a list of the conflicting game saves.

    Your documentation says:
    "you must resolve the name conflict before you present the list of saved games to the player"
    "After you have resolved any conflicts"
    "This method resolves any saved game conflicts and modifies the array so that it does not contain any saved game conflicts"

    However, it's unclear to me exactly *how* I am supposed to use the ResolveConflictingSavedGames to do this.

    public static void ResolveConflictingSavedGames(List<string> conflictedGames, byte[] data, Action<ISN_GKSavedGameFetchResult> callback)

    List<string> conflictedGames: This is the list of game saves that have the same name. These were found via the FetchSavedGames callback. Correct?

    byte[] data: What is this?

    Action<ISN_GKSavedGameFetchResult> callback: If this succeeds; what do I do next? Do I then call
    LoadGameData? What if this fails?

    Thank you for your assistance with this
  10. mike_ludoko


    Feb 4, 2015
    Following up on this with @stanislav-osipov or anyone else in this forum. Has anyone had success putting this on a M1/Apple Silicon computer?
  11. pistoleta


    Sep 14, 2017
    dudes, get rid of this asset ASAP, there is no support for years
  12. BenoitFreslon


    Jan 16, 2013

    I downloaded the 2021.2 iOS Native pro and I installed the asset on an empty Unity project 2021.3 and 2020.3
    I got the same problem when I active the Game Kit service and when I build the project.

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEditor.iOS.Xcode.ProjectCapabilityManager.AddGameCenter () (at /Users/bokken/buildslave/unity/build/External/XcodeAPI/Xcode/ProjectCapabilityManager.cs:166)
    3. StansAssets.IOS.XCode.XCodeProjectBuildPostProcess.AddCapabilities (UnityEditor.iOS.Xcode.ProjectCapabilityManager capManager) (at Assets/Plugins/StansAssets/com.stansassets.xcode-project/Editor/Core/XCodeProjectBuildPostProcess.cs:255)
    4. StansAssets.IOS.XCode.XCodeProjectBuildPostProcess.OnPostprocessBuild (UnityEditor.BuildTarget target, System.String projectPath) (at Assets/Plugins/StansAssets/com.stansassets.xcode-project/Editor/Core/XCodeProjectBuildPostProcess.cs:52)
    5. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    6. UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)


    ` if (capability.GameCenter.Enabled) capManager.AddGameCenter();`

    Do you have the same problem?
    Last edited: Jul 22, 2022
  13. khushalkhan


    Aug 6, 2016
  14. Tobias_Mipumi


    Jun 1, 2023
    We are trying to fetch the iCloud savegames using your plugin. Unfortunately there is an issue on the first startup of the app.
    Our approach is to wait for the authentication, then fetch the savegames, but the result is empty on the first startup of the app. Closing and launching the app again fixes the issue. Unfortunately that is a pretty big issue, as it makes savegames very unreliable.
    Currently the implementation works as follows:
    Subscribe to ISN_GKLocalPlayer.SetAuthenticateHandler, in the handler call ISN_GKLocalPlayer.FetchSavedGames. It returns no error, but the array is empty.
    Closing and launching the app again then returns the expected result and the array of fetched games contains items.

    Are we missing something in the way we are using the plugin or might this be a bug?
    Thanks in advance.

    Managed to triage the issue by waiting a frame between the authentication handler and fetching the saves.
    Last edited: Dec 1, 2023