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Official Mobile Notification Package

Discussion in 'Android' started by _Paulius, Jan 28, 2019.

  1. planetfactory

    planetfactory

    Joined:
    May 18, 2016
    Posts:
    56
    Hi,

    On iOS, I want to send local notifications without asking permission to the user. According to Apple this should be possible using "Provisional Authorization" to send trial notifications. Apple docs (https://developer.apple.com/documentation/usernotifications/asking_permission_to_use_notifications) says that to obtain provisional authorisation without asking user permission it only requires to add the "Provisional" option in the request:

    "Unlike explicitly requesting authorization, this code doesn’t prompt the user for permission to receive notifications. Instead, the first time you call this method, it automatically grants authorization. However, until the user either explicitly keeps or turns off the notification, the authorization status is UNAuthorizationStatus.provisional. Because users can change the authorization status at any point, you should still check the status before scheduling local notifications.
    Additionally, if you request provisional authorization, you can request authorization when your app first launches. The user is only asked to keep or turn off notifications when they actually receive the notification."

    I'm using the following code to achieve my goal:

    Code (CSharp):
    1. var authorizationOption = AuthorizationOption.Provisional;
    2.  
    3.         using (var req = new AuthorizationRequest(authorizationOption, false))
    4.         {
    5.             while (!req.IsFinished)
    6.             {
    7.                 yield return null;
    8.             };
    9.  
    10.             string res = "\n RequestAuthorization:";
    11.             res += "\n finished: " + req.IsFinished;
    12.             res += "\n granted :  " + req.Granted;
    13.             res += "\n error:  " + req.Error;
    14.             res += "\n deviceToken:  " + req.DeviceToken;
    15.             Debug.Log(res);
    16.         }
    The log on Xcode says the request is finished and permissions are granted, but anyway the app prompts the alert asking for the user permission.

    So... I'm missing something or there is a bug here? Has anyone tried to send "Trial Notifications"?

    Thanks!
     
  2. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,722
    Check the notifications settings. Maybe your has an automatic permission asking enabled without provisional in it, so your app is actually asking for permission twice: once by your code which is automatically granted and other by the package itself and without provisional flag.
     
    planetfactory likes this.
  3. planetfactory

    planetfactory

    Joined:
    May 18, 2016
    Posts:
    56
    That was it. Thank you!
     
  4. Tomurtogu

    Tomurtogu

    Joined:
    Nov 30, 2012
    Posts:
    26
    There are crashes on Google Play for Motorola Edge device (see attachment)

    java.lang.OutOfMemoryError
    com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationCustom


    Log

    java.lang.OutOfMemoryError:
    at android.os.Parcel.createString8Array (Parcel.java:1477)
    at android.content.pm.ApplicationInfo.<init> (ApplicationInfo.java:2058)
    at android.content.pm.ApplicationInfo.<init> (ApplicationInfo.java:62)
    at android.content.pm.ApplicationInfo$1.lambda$createFromParcel$0 (ApplicationInfo.java:2027)
    at android.content.pm.ApplicationInfo$1$$ExternalSyntheticLambda0.readRawParceled (Unknown Source)
    at android.os.Parcel.readSquashed (Parcel.java:2122)
    at android.content.pm.ApplicationInfo$1.createFromParcel (ApplicationInfo.java:2027)
    at android.content.pm.ApplicationInfo$1.createFromParcel (ApplicationInfo.java:2024)
    at android.os.Parcel.readParcelable (Parcel.java:3333)
    at android.os.Parcel.readValue (Parcel.java:3226)
    at android.os.Parcel.readArrayMapInternal (Parcel.java:3623)
    at android.os.BaseBundle.initializeFromParcelLocked (BaseBundle.java:292)
    at android.os.BaseBundle.unparcel (BaseBundle.java:236)
    at android.os.BaseBundle.getString (BaseBundle.java:1196)
    at com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationCustom (UnityNotificationUtilities.java:300)
    at com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationIntent (UnityNotificationUtilities.java:219)
    at com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationIntent (UnityNotificationUtilities.java:206)
    at com.unity.androidnotifications.UnityNotificationManager.loadNotificationIntents (UnityNotificationManager.java:429)
    at com.unity.androidnotifications.UnityNotificationRestartOnBootReceiver.onReceive (UnityNotificationRestartOnBootReceiver.java:23)
    at android.app.ActivityThread.handleReceiver (ActivityThread.java:4432)
    at android.app.ActivityThread.access$1700 (ActivityThread.java:261)
    at android.app.ActivityThread$H.handleMessage (ActivityThread.java:2148)
    at android.os.Handler.dispatchMessage (Handler.java:106)
    at android.os.Looper.loopOnce (Looper.java:226)
    at android.os.Looper.loop (Looper.java:329)
    at android.app.ActivityThread.main (ActivityThread.java:8063)
    at java.lang.reflect.Method.invoke (Native Method)
    at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:548)
    at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1026)
     

    Attached Files:

    • edge.png
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    CU_Marko likes this.
  5. CU_Marko

    CU_Marko

    Joined:
    Jan 6, 2022
    Posts:
    7
    We are seeing the same crash stack as AaronSaron but on Samsung Galaxy devices (99% on android 12, 1% android 11). Package version 2.0.0.

     
  6. Tomurtogu

    Tomurtogu

    Joined:
    Nov 30, 2012
    Posts:
    26
    I see same crashes on these Android 12 (SDK 31) devices:
    Motorola motorola edge 20
    Samsung Galaxy M31
    Samsung Galaxy A51

    Unity version 2020.3.33f1
    Mobile Notifications Package 2.0.0

    Code (CSharp):
    1. java.lang.OutOfMemoryError:
    2.   at android.os.Parcel.createString8Array (Parcel.java:1489)
    3.   at android.content.pm.ApplicationInfo.<init> (ApplicationInfo.java:1999)
    4.   at android.content.pm.ApplicationInfo.<init> (ApplicationInfo.java:62)
    5.   at android.content.pm.ApplicationInfo$1.lambda$createFromParcel$0 (ApplicationInfo.java:1968)
    6.   at android.content.pm.ApplicationInfo$1$$ExternalSyntheticLambda0.readRawParceled (Unknown Source)
    7.   at android.os.Parcel.readSquashed (Parcel.java:2134)
    8.   at android.content.pm.ApplicationInfo$1.createFromParcel (ApplicationInfo.java:1968)
    9.   at android.content.pm.ApplicationInfo$1.createFromParcel (ApplicationInfo.java:1965)
    10.   at android.os.Parcel.readParcelable (Parcel.java:3345)
    11.   at android.os.Parcel.readValue (Parcel.java:3238)
    12.   at android.os.Parcel.readArrayMapInternal (Parcel.java:3635)
    13.   at android.os.BaseBundle.initializeFromParcelLocked (BaseBundle.java:292)
    14.   at android.os.BaseBundle.unparcel (BaseBundle.java:236)
    15.   at android.os.BaseBundle.getString (BaseBundle.java:1196)
    16.   at com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationCustom (UnityNotificationUtilities.java:300)
    17.   at com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationIntent (UnityNotificationUtilities.java:219)
    18.   at com.unity.androidnotifications.UnityNotificationUtilities.deserializeNotificationIntent (UnityNotificationUtilities.java:206)
    19.   at com.unity.androidnotifications.UnityNotificationManager.loadNotificationIntents (UnityNotificationManager.java:429)
    20.   at com.unity.androidnotifications.UnityNotificationRestartOnBootReceiver.onReceive (UnityNotificationRestartOnBootReceiver.java:23)
    21.   at android.app.ActivityThread.handleReceiver (ActivityThread.java:4761)
    22.   at android.app.ActivityThread.access$1700 (ActivityThread.java:310)
    23.   at android.app.ActivityThread$H.handleMessage (ActivityThread.java:2292)
    24.   at android.os.Handler.dispatchMessage (Handler.java:106)
    25.   at android.os.Looper.loopOnce (Looper.java:226)
    26.   at android.os.Looper.loop (Looper.java:313)
    27.   at android.app.ActivityThread.main (ActivityThread.java:8663)
    28.   at java.lang.reflect.Method.invoke (Native Method)
    29.   at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run (RuntimeInit.java:567)
    30.   at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1135)
     
  7. tarmo-jussila

    tarmo-jussila

    Joined:
    Jun 4, 2015
    Posts:
    42
    Our iOS notifications stopped working after updating to Xcode 13.2.1 from 12.4.0.

    This is the log message I receive in the Xcode log:
    Code (CSharp):
    1. unregister notification for write_timeout failed
    We are using Mobile Notifications (2.0.0) and Firebase plugins together.
     
  8. imaginalis

    imaginalis

    Joined:
    Feb 20, 2015
    Posts:
    29
    When is 2.0.2 expected? We really need that Android 12 fix.
     
  9. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    Jul 31, 2013
    Posts:
    3,722
    Expected in next few weeks.
     
    azuma_unity likes this.
  10. AntonPetrov

    AntonPetrov

    Joined:
    Dec 27, 2013
    Posts:
    63


    This large number in the error "Bundle length is not aligned by 4: 1347308885" is a Magic Number
    UNITY_MAGIC_NUMBER_PARCELLED which is 0x504E4D55 (and forms letters "UMNP") written by SDK version 2.0.0 in the header. And SDK version 1.4.3 treats this number as a Bundle byte-size thus this error occurs.

    So you must not downgrade from SDK 2.0.0 to 1.4.3 because it is not forward compatible. I am writing this because we did just that. Damn it.
     
  11. CU_Marko

    CU_Marko

    Joined:
    Jan 6, 2022
    Posts:
    7
    Hi @Aurimas-Cernius. We recently updated package to version 2.0.1 and now we're getting these crash reports (on Android 5/6/7/8):

    We are also still seeing these on Android 12:

    And these on Android 7:

    Additional problem is, that it seems that GooglePlay considers some of these as ANR as well (and pushing us above bad behaviour limit), at least that's how we understand it, because there is no stack trace in GooglePlay, only this:

    With package 2.0.1 we've also had to disable sending local notifications on Android 5, because one of our test devices (only one with android 5) was crashing with this crash report:
     
    Last edited: May 14, 2022
    Qbit86 and AntonPetrov like this.
  12. mvaz_p

    mvaz_p

    Joined:
    Aug 22, 2018
    Posts:
    80
    Is there any way to safely downgrade it?
     
  13. plotlessplot

    plotlessplot

    Joined:
    Sep 16, 2012
    Posts:
    28
    Is there any way to check, using the Mobile Notifications package, if the game has been opened by tapping a local notification on Android? Thank you!
     
  14. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    plotlessplot likes this.
  15. plotlessplot

    plotlessplot

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    28
  16. marcinzmijewski

    marcinzmijewski

    Joined:
    Feb 4, 2015
    Posts:
    11
    Hello,
    Is anybody else having issues with local notifications on android? When I schedule them they appear only when the app is opened. When app is closed - they do not appear.
    I tried Mobile Notifications 1.4.3 and 2.0.1, both in my project and an empty project with only Mobile Notifications package and sample code imported. All the time same issue - notification appear only when game is opened, never when it is closed. (I schedule very simple notification to appear in 5min after opening the app)
    Any help would be appreciated.

    EDIT:
    And the issue does not happen only on Huawei and Xiaomi, it happens on all devices that I tested.
    ( https://issuetracker.unity3d.com/is...red-after-closing-the-app-on-specific-devices )
     
    Last edited: May 18, 2022
    llim_unity and sleepy_sima like this.
  17. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    By closed you mean appsent to background or completely killed.
    I think we did encounter a couple devices where they don't work if you kill app entirely, but in general they should work.
     
  18. marcinzmijewski

    marcinzmijewski

    Joined:
    Feb 4, 2015
    Posts:
    11
    Thank you for your reply.

    Just if I press Home button to put app in background - that is enough to not receive notifications.
    When I do that it makes notifications that were shown before (when app was opened) dissappear and no new notifications appear. (I scheduled a few, each few minutes apart for testing)

    I intentionally removed all code that cancels/clears notifications (just for testing), so it not the case that I cancal/clear notifications OnApplicationPause for example.
     
  19. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    What phone are you using?
    Do you have a different one?
     
  20. stefan-j

    stefan-j

    Joined:
    Feb 9, 2022
    Posts:
    2
    I have been testing this package (the latest release) on iOS and it doesn't seem to be working, it would say that the notification is expired immediately. It does work in version 1.3.2.

    Is this bug or some other project setting that is needed?
     
    Last edited: May 18, 2022
  21. marcinzmijewski

    marcinzmijewski

    Joined:
    Feb 4, 2015
    Posts:
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    We checked on a few:
    Xiaomi Mi 9T Pro, HUAWEI MYA-L41 Y6 2017 - which might have this issue - https://issuetracker.unity3d.com/is...red-after-closing-the-app-on-specific-devices
    but we tested also on
    Nokia 6.1, OnePlus 7 Pro

    I checked that notifications are enabled for the app and that I do not have "Do not disturb" enabled.

    ---

    EDIT:

    I tried a few things:

    I went to the battery settings of some of the devices:
    - on HUAWEI MYA-L41 Y6 2017 there is a list of "protected apps" as soon as I added my app on that list - notifications work fine after closing/killing the app.
    - on Nokia 6.1 I disabled addaptive battery

    I also installed latest Unity 2019.4.39f1 (I was using 37f1 before).

    I also noticed the problem with my previous test with MobileNotifications 2.0.1 - I didnt change minimum API level to 21 (I had 19 set). So I changed that one also. (I tested before also MobileNotifications 1.4.3 - so that change alone should not be the cause of all the problems.)

    After all that I have notifications working.

    So my only question now is:
    How other apps are doing so that their local notifications appear even on those devices that suppress local notifications due to battery savings? (without user having to change Battery settings) (as someone posted here: https://issuetracker.unity3d.com/is...red-after-closing-the-app-on-specific-devices )
     
  22. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    Can't tell without more details. They do work in our tests.
    One thing we changed in newest release is addition of Provisional authorisation support. If you have that enabled, notifications work silently - they are sent and received, but not visible on screen.
     
  23. stefan-j

    stefan-j

    Joined:
    Feb 9, 2022
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    Thanks for the quick response, this was triggered:
    Code (CSharp):
    1. private void OnExpired(PendingNotification obj)
    2.         {
    3.             QueueEvent($"Notification with title \"{obj.Notification.Title}\" expired and was not displayed.");
    4.         }
    I'll look at the "Provisional authorisation"
     
  24. azuma_unity

    azuma_unity

    Joined:
    Sep 7, 2017
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    It wasn't fixed in ver2.0.2 yet.
     
  25. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    Please make a proper bug report of it, so I have something to look into, rather than blindly guessing.
     
  26. azuma_unity

    azuma_unity

    Joined:
    Sep 7, 2017
    Posts:
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    As #650, I have already repoted.
    However, I upgraded the versions and submitted the bug report again. (Case 1429447)
     
    cchang likes this.
  27. cwy_ek

    cwy_ek

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    Dec 14, 2017
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  28. marcinzmijewski

    marcinzmijewski

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    sleepy_sima likes this.
  29. lorizju

    lorizju

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    Mar 11, 2016
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    How can this plugin support rich notification? Such as big image.
     
  30. heigi-fanxuan

    heigi-fanxuan

    Joined:
    Jul 2, 2021
    Posts:
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    Is it possible to receive a remote notification received callback from APNs?
    I've tried with FCM but it seems not worked.
    I subscribed OnRemoteNotificationReceived but nothing happened when I receive and tap on the remote notification.
     
    Last edited: May 24, 2022
  31. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    You have direct access to Notification.Builder. No built-in support for this yet.
     
  32. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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  33. heigi-fanxuan

    heigi-fanxuan

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    Last edited: May 25, 2022
  34. KarenAvdalyan

    KarenAvdalyan

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    Mar 27, 2020
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    @Nyankoooo I have the same issue,
    Were you able to solve this?
     
  35. lorizju

    lorizju

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    Mar 11, 2016
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    I meet the same bug on Android 7, many crashes with same stacktrace.
     
  36. AntonPetrov

    AntonPetrov

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    Dec 27, 2013
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    @Aurimas-Cernius Hey guys, you did a good job in 2.0.2 eliminating a couple of very annoying Java crashes.

    But we have one remaining (very popular). This is an Android 7.0 specific crash:

    Code (csharp):
    1. Caused by android.content.res.Resources$NotFoundException
    2. failed to add asset path /data/app/com.colossi.survival.gladiators-2/base.apk
    3.  
    4. android.app.ResourcesManager.createAssetManager (ResourcesManager.java:275)
    5. android.app.ResourcesManager.createResourcesImpl (ResourcesManager.java:332)
    6. android.app.ResourcesManager.getOrCreateResources (ResourcesManager.java:612)
    7. android.app.ResourcesManager.getResources (ResourcesManager.java:690)
    8. android.app.ActivityThread.getTopLevelResources (ActivityThread.java:2000)
    9. android.app.LoadedApk.getResources (LoadedApk.java:799)
    10. android.app.ContextImpl.<init> (ContextImpl.java:2218)
    11. android.app.ContextImpl.createApplicationContext (ContextImpl.java:1987)
    12. android.content.ContextWrapper.createApplicationContext (ContextWrapper.java:792)
    13. android.content.ContextWrapper.createApplicationContext (ContextWrapper.java:792)
    14. android.app.Notification$Builder.recoverBuilder (Notification.java:3976)
    15. com.unity.androidnotifications.UnityNotificationUtilities.recoverBuilder (UnityNotificationUtilities.java:517)
    16. com.unity.androidnotifications.UnityNotificationManager.getNotificationOrBuilderForIntent (UnityNotificationManager.java:844)
    17. com.unity.androidnotifications.UnityNotificationManager.onReceive (UnityNotificationManager.java:641)
    18. android.app.ActivityThread.handleReceiver (ActivityThread.java:3192)
    19. android.app.ActivityThread.-wrap18 (ActivityThread.java)
    20. android.app.ActivityThread$H.handleMessage (ActivityThread.java:1664)
    21. android.os.Handler.dispatchMessage (Handler.java:105)
    22. android.os.Looper.loop (Looper.java:156)
    23. android.app.ActivityThread.main (ActivityThread.java:6623)
    24. java.lang.reflect.Method.invoke (Method.java)
    25. com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:942)
    26. com.android.internal.os.ZygoteInit.main (ZygoteInit.java:832)
    I looked into the source code and I have no better ideas than putting Builder.recoverBuilder() call in try-catch clause. But I am not sure what fallback path to choose for UnityNotificationUtilities.recoverBuilder method. What do you think?

    Besides that there is a github issue about OutOfMemoryError thrown by Builder.recoverBuilder, probably you should try catch OutOfMemoryError too?
     
    Qbit86 and damelin like this.
  37. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    That sounds like a mitigation we should do. I have bigger redesign plans for solving this for the future, hopefully will start on that soon and will see regarding what to ship sooner.
     
    AntonPetrov likes this.
  38. lorizju

    lorizju

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    Is BigPicture support in future plan? Thanks.
     
  39. CU_Marko

    CU_Marko

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    Hi @Aurimas-Cernius. We are currently using version 2.0.2, and for some reason on Android 7, the crash stack trace also shows that UnityNotificationRestartOnBootReceiver.rescheduleSavedNotifications was also called.
    Which is weird, because we have disabled the Reschedule Notifications on Device Restart in hopes to prevent the crashes. And it worked in 2.0.0 (although other stack traces leading to UnityNotificationUtilities.recoverBuilder crash have still appeared), but with 2.0.2 it seems that setting is somehow ignored?

     
    Qbit86 likes this.
  40. imaginalis

    imaginalis

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    Qbit86 likes this.
  41. ItsGonnaBeOk

    ItsGonnaBeOk

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    @Aurimas-Cernius Hi there.

    It seems like you're forcing UTC time format in iOSNotification.Trigger property.
    upload_2022-6-22_18-7-31.png
    upload_2022-6-22_17-50-49.png
    And then its used for the rest of system, not only during scheduling.
    Can you elaborate, please? It seems like it can potentially generate time-related issues for local notifications. In fact I've just stumbled upon such an issue myself. The fix was relatively simple but it took quite a while to figure out whats going because of counterintuitive design.
    Is utc time even suitable for the system? It seems like Notification Manager uses local time for all verifications and checks.
     
    Last edited: Jun 22, 2022
  42. Aurimas-Cernius

    Aurimas-Cernius

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    Looks like a missed case. Is it the case that when you query the trigger, it has UTC set to false, but actually is UTC?
     
  43. ItsGonnaBeOk

    ItsGonnaBeOk

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    Actually the other way around.
    I query the trigger with local time but then it is converted to UTC automatically during property set (as shown above).
    After that, when implementation of IGameNotification.DeliveryTime for iOS is requested - it returns already converted time.
    For example, if I want to schedule notification to 19:00 in local Finland time (+3), it will then return me 16:00 utc, and the Notification Manager will clear these notifications during reschedule procedure, because it uses DateTime.Now to verify correct time.
     
    Last edited: Jun 22, 2022
  44. ItsGonnaBeOk

    ItsGonnaBeOk

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    upload_2022-6-22_21-42-1.png
    just checked old version (1.4.3) and it didnt force the UTC conversion.

    I wonder why it was added later. It feels like a big issue - all notifications for iOS that are added to scheduled pool via GameNotificationsManager with Queue mode on can be incorrectly removed from cache under certain conditions.
     
    Aurimas-Cernius likes this.
  45. alebro_w

    alebro_w

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    Oct 16, 2018
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    Hi! The changes in 2.0.2 highlighted above by ItsGonnaBeOk seems likely to why notifications on iOS has stopped working for us as well. We also use the GameNotificationsManager with queuing mode enabled.

    The temporary solution for our case was to create a custom tarball package which uses the 2.0.2 version for Android and the 1.4.3 version for iOS. It's not something we would do normally, and it's fully understandable that this could've introduced numerous other issues instead (luckily it didn't for us).
     
    Last edited: Jun 25, 2022
  46. ksgy

    ksgy

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  47. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    It's API 21, which is 5.0.
    Damned double versioning...
     
  48. ksgy

    ksgy

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    Thanks for the clarification @Aurimas-Cernius
     
  49. GamerixTech

    GamerixTech

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    Jun 13, 2022
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    Hello,

    We are using the latest version of Mobile Notification in our game. The notifications work perfectly fine on the lower android versions.

    However, the notifications are not coming on Android 11. Strangely, the notifications come only when the game is minimized. If the game is closed or killed, then the notifications do not come on Android 11.


    Please help! We would really appreciate it.
     
  50. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    Might be device specific. What device is it?
    Some of the settings might also have impact on this.