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Official Mobile Notification Package

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

  1. junz_unity

    junz_unity

    Joined:
    Jan 2, 2019
    Posts:
    3
    Hi, I got similar problems on S8. what do you mean a debug/real version? Thanks!
     
  2. unity_TMWeAMXXVf3pbg

    unity_TMWeAMXXVf3pbg

    Joined:
    Aug 24, 2018
    Posts:
    2
    Greetings! We have one problem on different projects. Notification icons are not displayed if the build takes place on build server. But if build manually, all is good. There is an assumption that if the build script additionally specify icons in the asset, it will help. Is it possible to specify icons for notify-asset in code?
     
  3. Daxes

    Daxes

    Joined:
    May 25, 2014
    Posts:
    1
    Hello @_Paulius, package work fine but i cant manage to getting work Reschedule Notifications on Device Restart, if i reboot my device no more notification show. Only work in some Android versions or something like that? please help me out
     
    Last edited: Dec 31, 2019
    dozhwal likes this.
  4. Split3

    Split3

    Joined:
    Aug 21, 2017
    Posts:
    17
    Sveikas, čia Saulius :D
    Visdelto rašysiu Angliškai, kad visi suprastu.

    Anyways, I think there's something wrong with AndroidNotificationChannel() because after creation it gives me null. In addition, the notifications doesn't work at all.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using Unity.Notifications.Android;
    5.  
    6. public class NotificationManager : MonoBehaviour
    7. {
    8.     private const string channelId = "0sb";
    9.  
    10.     private void Start()
    11.     {
    12.         DontDestroyOnLoad(gameObject);
    13.         CreateNotificationChannel();
    14.         SendNotification();
    15.     }
    16.  
    17.     private void CreateNotificationChannel()
    18.     {
    19.         var c = new AndroidNotificationChannel()
    20.         {
    21.             Id = channelId,
    22.             Name = "Default Channel",
    23.             Importance = Importance.High,
    24.             Description = "Generic notifications",
    25.         };
    26.         AndroidNotificationCenter.RegisterNotificationChannel(c);
    27.  
    28.  
    29.         //Prints null
    30.         print(AndroidNotificationCenter.GetNotificationChannel(channelId).Id);
    31.     }
    32.  
    33.     private void SendNotification()
    34.     {
    35.         var notification = new AndroidNotification();
    36.         notification.Title = "SomeTitle";
    37.         notification.Text = "SomeText";
    38.         notification.FireTime = System.DateTime.Now.AddSeconds(5);
    39.         notification.LargeIcon = "big";
    40.  
    41.         AndroidNotificationCenter.SendNotification(notification, channelId);
    42.     }
    43. }
    44.  
     
  5. Split3

    Split3

    Joined:
    Aug 21, 2017
    Posts:
    17
    Out o
    Out of blue skyes it started working, so I guess I don't need help....
     
  6. unity_TMWeAMXXVf3pbg

    unity_TMWeAMXXVf3pbg

    Joined:
    Aug 24, 2018
    Posts:
    2
    Happy new year!

    Has anyone encountered such a problem?
    when you build manually, everything is fine, and if you build through a script (for example on jenkins), then there are no icons
     
    kinondoni likes this.
  7. KrcKung

    KrcKung

    Joined:
    Jul 18, 2017
    Posts:
    56
    Anyone hav encounter this before? I want to not asking for notification permission in iOS and I've set it accordingly in project setting. But the configuration just won't stick, it keep on reset every time the project init https://imgur.com/a/s0xbNhK
     
  8. SebastianMihali

    SebastianMihali

    Joined:
    Sep 12, 2019
    Posts:
    5
    @_Paulius I've downloaded the sample and added the package, checked "Reschedule Notifications on Device Restart" and everything works fine except when i reboot the device i get no notification, i've tryied searching the status of the notification with the id but i get "Unknown".
    I've also checked the AndroidManifest.xml and everything seems right.

    Edit: i found out that the notification are rescheduled after 1 or 2 minutes after the reboot that's why i could find them
     
    Last edited: Jan 30, 2020
  9. ALI3D69

    ALI3D69

    Joined:
    Apr 20, 2014
    Posts:
    19
    Hi. How can i enable poping on screen for my notifications in android?
     
  10. marcinlazo

    marcinlazo

    Joined:
    Mar 21, 2018
    Posts:
    3
    For me the mobile notification options in project settings reset to default values every time I open the window...
     
  11. KyleAceViral

    KyleAceViral

    Joined:
    Oct 8, 2019
    Posts:
    4
    Hi, so I've updated my Mobile Notifications up to 1.0.3 and I'm still getting the
    java.lang.SecurityException: !@Too many alarms (500) registered from uid
    error is there any chance I need to remove some old files or something? The bug reporter claims it's fixed
     
  12. ALI3D69

    ALI3D69

    Joined:
    Apr 20, 2014
    Posts:
    19
    Hi. I don't want to receive notification when i am in the game in android. what should i do?
    I add this code to my Notification Manager but notifications still show on the screen when the game is running!
    Code (CSharp):
    1. private void AndroidNotificationCenter_OnNotificationReceived(AndroidNotificationIntentData data)
    2. {
    3.     AndroidNotificationCenter.CancelNotification(data.Id);
    4.     AndroidNotificationCenter.CancelDisplayedNotification(data.Id);
    5. }
     
    Last edited: Feb 5, 2020
  13. kinondoni

    kinondoni

    Joined:
    Jul 20, 2017
    Posts:
    1
    Yup, we've been having the same issue. Specifically, the large icon is not showing up but we get a grey icon instead.
     
  14. chuongdp161

    chuongdp161

    Joined:
    Feb 2, 2016
    Posts:
    1
    I think better when you start game, after init channels and you should cancel pending notifications, when not focus or quit game then push all your notifications.
     
  15. Isao_Shinohara

    Isao_Shinohara

    Joined:
    Feb 27, 2019
    Posts:
    1
    Hi, I use Unity 2018.4.4f1 + Mobile Notifications 1.0.3.

    The following log is output when building in batch mode.
    "RenderTexture creation failed. 'Default' is not supported on this platform. Use 'SystemInfo.SupportsRenderTextureFormat' C# API to check format support."

    (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Texture.cs Line: 347)

    RenderTexture creation failed. 'Default' is not supported on this platform. Use 'SystemInfo.SupportsRenderTextureFormat' C# API to check format support.
    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object, Object)
    UnityEngine.Debug:LogError(Object, Object)
    UnityEngine.Texture:ValidateFormat(RenderTextureFormat) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Texture.cs:347)
    UnityEngine.RenderTexture:.ctor(Int32, Int32, Int32, RenderTextureFormat, RenderTextureReadWrite) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Texture.cs:152)
    UnityEngine.RenderTexture:.ctor(Int32, Int32, Int32) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Texture.cs:170)
    Unity.Notifications.TextureAssetUtils:ScaleTexture(Texture2D, Int32, Int32) (at Library/PackageCache/com.unity.mobile.notifications@1.0.3/Editor/UnityNotificationEditorManager.cs:682)
    Unity.Notifications.UnityNotificationEditorManager:GenerateDrawableResourcesForExport() (at Library/PackageCache/com.unity.mobile.notifications@1.0.3/Editor/UnityNotificationEditorManager.cs:559)
    Unity.Notifications.AndroidNotificationResourcesPostProcessor:OnPostGenerateGradleAndroidProject(String) (at Library/PackageCache/com.unity.mobile.notifications@1.0.3/Editor/UnityNotificationEditorManager.cs:778)
    UnityEditor.Android.AndroidBuildPipelineInterfaces:OnGeneratePlatformProjectPostprocess(String, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Android/AndroidPostGenerateGradleProject.cs:39)
    UnityEditor.Android.PostProcessor.Tasks.ExportProject:Execute(PostProcessorContext)
    UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks(PostProcessorContext)
    UnityEditor.Android.PostProcessAndroidPlayer:postProcess(BuildTarget, String, String, String, String, String, String, BuildOptions, RuntimeClassRegistry, BuildReport)
    UnityEditor.Android.AndroidBuildPostprocessor:postProcess(BuildPostProcessArgs, BuildProperties&)
    UnityEditor.PostprocessBuildPlayer:postprocess(BuildTargetGroup, BuildTarget, String, String, String, Int32, Int32, BuildOptions, RuntimeClassRegistry, BuildReport) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:286)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:358)
    UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:257)
    UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:240)
    UnityEditor.BuildPipeline:BuildPlayer(EditorBuildSettingsScene[], String, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:223)

    I tried the following steps
    1. Set Notification icons.
      `Project Settings -> Mobile Notifications Settings - Notification icons`.
    2. Build in batch mode.
      with "-batchmode", "-nographics", "-quit"
    3. Check build log.
      "RenderTexture creation failed. 'Default' is not supported on this platform. Use 'SystemInfo.SupportsRenderTextureFormat' C# API to check format support."

    How should I solve it?
     
  16. daniel_ys

    daniel_ys

    Joined:
    Feb 13, 2017
    Posts:
    2
    Hi, currently the postprocessing script for this plugin breaks our current building pipeline on iOS.

    There is a typo in iOSNotificationPostProcess.cs, which executes the wrong method, and completely REWRITES the used Entitlements file.

    The line:

    Code (CSharp):
    1. var entitlementsFileName = proj.GetBuildPropertyForConfig(mainTarget, "CODE_SIGN_ENTITLEMENTS");
    Should be:

    Code (CSharp):
    1. var entitlementsFileName = proj.GetBuildPropertyForAnyConfig(mainTarget, "CODE_SIGN_ENTITLEMENTS");
    The consequence is that a NEW Entitlements file is ALWAYS created, replacing any current entitlements file used for project. You can see both entitlements file in the Xcode project.

    Writing this here because I can't find the iOS official thread for this plugin
     
    Last edited: Feb 18, 2020
  17. unity_mjL6a3uyLJKrEg

    unity_mjL6a3uyLJKrEg

    Joined:
    Jul 22, 2019
    Posts:
    3
    When I use Mobile Notifications 1.0.4 preview with Unity 2018.4, I am getting the following error:

    Code (CSharp):
    1. E/Unity: AndroidJavaException: java.lang.ClassNotFoundException: com.unity.androidnotifications.UnityNotificationManager
    2.     java.lang.ClassNotFoundException: com.unity.androidnotifications.UnityNotificationManager
    3.         at java.lang.Class.classForName(Native Method)
    4.         at java.lang.Class.forName(Class.java:453)
    5.         at java.lang.Class.forName(Class.java:378)
    6.         at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    7.         at com.unity3d.player.UnityPlayer.c(Unknown Source:0)
    8.         at com.unity3d.player.UnityPlayer$e$2.queueIdle(Unknown Source:72)
    9.         at android.os.MessageQueue.next(MessageQueue.java:395)
    10.         at android.os.Looper.loop(Looper.java:160)
    11.         at com.unity3d.player.UnityPlayer$e.run(Unknown Source:32)
    12.      Caused by: java.lang.ClassNotFoundException: Didn't find class "com.unity.androidnotifications.UnityNotificationManager" on path: DexPathList[[zip file "/data/app/com.mi.app.premium-IK3Tldp9ZmgivOa8rIG-jg==/base.apk"],nativeLibraryDirectories=[/data/app/com.mi.app.premium-IK3Tldp9ZmgivOa8rIG-jg==/lib/arm, /data/app/com.mi.app.premi
    13. 2020-02-18 18:02:15.508 23156-24231/com.mi.app.premium E/Unity: java.net.ConnectException: Failed to connect to config.uca.cloud.unity3d.com/0.0.0.0:443
    Do I need to do anything from Android end?
     
  18. unity_mjL6a3uyLJKrEg

    unity_mjL6a3uyLJKrEg

    Joined:
    Jul 22, 2019
    Posts:
    3
    Fixed this problem by adding the following line to mainTemplate.gradle file.

    implementation(name: "androidnotifications-release", ext: "aar")
     
    kiles likes this.
  19. dabo248

    dabo248

    Joined:
    Jul 1, 2019
    Posts:
    4
    Code (CSharp):
    1. iOSNotificationCenter.GetLastRespondedNotification();
    ..is always returning null for me, when I open the app with clicking on the notification, after it was killed / not in background. If the app is in background everything works fine and I can access the notification. On Android everything works fine. Is this a known issue @_Paulius?

    Using Unity 2019.3.0f3 and Mobile Notifications package 1.0.4 - preview 9.
     
    konsnos likes this.
  20. TijsVdV

    TijsVdV

    Joined:
    Mar 7, 2017
    Posts:
    32
    Could it be that this does not work in combination with firebase messaging on iOS? I have both implemented and on android all works, but on ios i dont receive any of my firebase messages
     
  21. andymads

    andymads

    Joined:
    Jun 16, 2011
    Posts:
    1,614
    On iOS is the DeviceToken property on class AuthorizationRequest supposed to be filled after finishing a request?

    For me, on an iOS 13 device, the token is null or empty.

    Code (CSharp):
    1.             using (var req = new AuthorizationRequest(options, remote))
    2.             {
    3.                 while (!req.IsFinished)
    4.                 {
    5.                     yield return null;
    6.                 };
    7.  
    8.                 if(!string.IsNullOrEmpty(req.Error))
    9.                 {
    10.                     Debug.LogError(req.Error);
    11.                 }
    12.                 else
    13.                 {
    14.                     granted = req.Granted;
    15.                     if(granted)
    16.                     {
    17.                         Debug.LogFormat("DeviceToken={0}",req.DeviceToken);
    18.                     }
    19.                   }
    20.             }
    21.  
     
  22. Deleted User

    Deleted User

    Guest

    We
    Sorry for the trouble. We're working on exposing the java source code directly in the package, this shouldn't be necessary by then.
     
  23. Deleted User

    Deleted User

    Guest

    Thanks for reporting, we already have a bug for this, will look into it.
     
  24. Deleted User

    Deleted User

    Guest

    Could you please post the bug number? Then we can double-check.
     
  25. Deleted User

    Deleted User

    Guest

    Could you please open a bug for it? Thanks.
     
  26. Deleted User

    Deleted User

    Guest

    C
    Could you please report a bug? Thanks.
     
  27. Deleted User

    Deleted User

    Guest

    Could you please report a bug? Thanks
     
  28. Deleted User

    Deleted User

    Guest

    No, it's not known. Could you please report a bug? Thanks.
     
  29. Deleted User

    Deleted User

    Guest

    Could you please report a bug for this? Thanks.
     
  30. andymads

    andymads

    Joined:
    Jun 16, 2011
    Posts:
    1,614
    Done. Case 1223357.
     
    Deleted User likes this.
  31. KyleAceViral

    KyleAceViral

    Joined:
    Oct 8, 2019
    Posts:
    4
    The bug number is 1165178 however I believe the error has since ceased. Thanks for the reply
     
    Deleted User likes this.
  32. dabo248

    dabo248

    Joined:
    Jul 1, 2019
    Posts:
    4
    Done as well: case 1223367
     
    Deleted User likes this.
  33. Dolzen

    Dolzen

    Joined:
    Mar 26, 2014
    Posts:
    90
    Does anyone know how to "cap" the badge number displayed in the app in any way? Let's say I schedule 3 notifications, and of course, any time a notification pops up it will trigger an app badge number increment, I want the app badge number always be 1 no matter if 2 or more notifications have popped up, I tried setting the notification BadgeNumber to 0, to -1 but it doesn't work, looks like the minimum app badge number increment is 1.

    Any help would be appreciated!
     
  34. andymads

    andymads

    Joined:
    Jun 16, 2011
    Posts:
    1,614
    Are you talking about iOS?

    I'm not seeing the badge incrementing. If I schedule 3 notifications, all with badge=1, then the badge stays at 1 after all 3 notification have been triggered.
     
  35. Dolzen

    Dolzen

    Joined:
    Mar 26, 2014
    Posts:
    90
    Hello! I'm talking about Android, looks like if the notification has the same ID then the badge number doesn't increment, but if it has a different ID the badge number will increment regardless, and I can't seem to make it work like intended, like incrementing 0 numbers to the badge when triggering a notification :(
     
  36. eagleTiger

    eagleTiger

    Joined:
    Apr 20, 2017
    Posts:
    14
    Hi,

    Unity Mobile Notification v1.0.3
    Unity v1029.3.0f6 Pro version

    I'm using local notifications in a project. It is working fine in iOS and showing proper notification whether the app is running or not (as expected).

    But in case of Android, I'm getting the callback
    AndroidNotificationCenter.OnNotificationReceived
    , only when the app is in the foreground. Otherwise, it just debugs to Android console that the app is not in the foreground, so can't call the callback.

    While I want the proper notification when it is scheduled, whether the app is in the foreground or not.

    Any help? What I would be doing wrong, any guess?
     
  37. jedai747

    jedai747

    Joined:
    Oct 31, 2018
    Posts:
    77
    can i set custom BG, instead white?? upload_2020-3-19_16-16-18.png
     
  38. david_unity534

    david_unity534

    Joined:
    Mar 18, 2020
    Posts:
    1
  39. rfadeev

    rfadeev

    Joined:
    Oct 1, 2013
    Posts:
    21
    Hi, few questions regarding the package and GitHub repository https://github.com/Unity-Technologies/com.unity.mobile.notifications
    1. During the development I need to add/remove notification icon in Assets/Editor/com.unity.mobile.notifications/NotificationSettings.asset via code at editor time. I found methods UnityNotificationEditorManager.RegisterDrawableResource and UnityNotificationEditorManager.RemoveDrawableResource which can do it but they are internal. Are there any plans to expose them (or any other API) to add/remove notification icon in the settings asset? For now I have to use reflection to access those methods to set notification icon via code.
    2. Is it possible to add git tags on the GitHub for the package releases? I can see latest tag is 1.0.1 here https://github.com/Unity-Technologies/com.unity.mobile.notifications/releases while in Unity package manager latest package version is 1.0.3 (stable) and preview-9 1.0.4 (preview). Having tags would help browse the code w/o need to update the package to the required version.
    3. Could you please advise whether it's possible to contribute to GitHub project with pull requests? Asking since there are no contribution guidelines in the project (like CONTRIBUTING.md). It would be good to know upfront before starting to consider pull request submission.
    Thanks!
     
  40. Imsoconstipated

    Imsoconstipated

    Joined:
    Nov 10, 2018
    Posts:
    4
    Is there a tutorial I can follow or can someone please help me? I made a simple code and it does not work.
    Code (CSharp):
    1. using Unity.Notifications.Android;
    2.  
    3. public class Hope : MonoBehaviour
    4. {
    5.   AndroidNotificationChannel NotificationChannel;
    6.  
    7.     private void Start()
    8.     {
    9.  
    10.         NotificationChannel = new AndroidNotificationChannel()
    11.         {
    12.             Id = "default_channel",
    13.             Name = "Default Channel",
    14.             Description = "For Generic notifications",
    15.             Importance = Importance.Default,
    16.         };
    17.  
    18.         AndroidNotificationCenter.RegisterNotificationChannel(NotificationChannel);
    19.  
    20.         AndroidNotification notification = new AndroidNotification()
    21.         {
    22.             Title = "Test Notification!",
    23.             Text = "This is a test notification!",
    24.             SmallIcon = "app_icon_small",
    25.             LargeIcon = "app_icon_large",
    26.             FireTime = System.DateTime.Now.AddSeconds(3),
    27.         };
    28.  
    29.         identifier = AndroidNotificationCenter.SendNotification(notification, "default_channel");
    30.     }
     
  41. JacekStaszewski

    JacekStaszewski

    Joined:
    Dec 9, 2019
    Posts:
    3
    Same. My code isn't far from the post above, actually.

    I looked into this with debug after having added some in app "aids" to determine where is the problem.
    The Visual Studio debugger stopped on breakpoint in AndroidNotificationCenter.SendNotification, but after entering the method the debugger lock is being released and the breakpoint in the line after SendNotification is not being hit.

    There is no exception caught, nor info in the console.

    I attempted to use logcat on the app, and there seems to be regular errors, however I cannot be certain at *all* whether those errors are a result of Mobile Notification getting an aneurysm under the hood or not. I most certainly f***cking do.

    The errors from logcat suggest Java Exceptions thrown, except the stack doesn't explicitly show a source that is discernable (at least to me):



    I've asked those coworkers with better experience in Android side and we tried some angles, but nothing really helped.

    The Unity is 2019.2.17f1
    Unity Mobile Notifications Package is 1.0.3.

    I do understand that I should include the code as well, but I am far from eager to do so for legal reasons.
    As I already mentioned, the code in question is a barebones version of the insctructions provided here: https://docs.unity3d.com/Packages/com.unity.mobile.notifications@1.0/manual/index.html
    and is fairly close to what previous poster included.


    Edit: where on earth are the package files supposed to be again? Can't find anything other than the on in Editor folder...
     
    Last edited: Mar 25, 2020
  42. JacekStaszewski

    JacekStaszewski

    Joined:
    Dec 9, 2019
    Posts:
    3
    (Sorry for double posting)

    Alright. I started a fresh project today with Mobile Notifications only. Recreated the code.
    Same result - SendNotification forcing an exit from the scope of the method it's used in.

    Edit: forgot to mention. Tried downgrading the package version to 1.0.2. Same result, as in no result.
     
  43. eagleTiger

    eagleTiger

    Joined:
    Apr 20, 2017
    Posts:
    14
    Notifications on Android issue

    UPDATE: The same code works fine on non-Chinese phone brands and a proper notification comes. But notification doesn't come on Chinese phone brands like Huawei, OnePlus, Xiaomi, etc.
    NOTE: I don't mean Chinese devices with Chinese ROM, I mean Chinese phone brands

    The only log comes is
    Screenshot 2020-03-27 at 5.39.36 PM.png

    Any idea to solve this issue
     
  44. luvjungle

    luvjungle

    Joined:
    Dec 18, 2017
    Posts:
    58
    Can you please help me with this crash.
    Unity 2019.2.21
    "com.unity.mobile.notifications": "1.0.4-preview.5",

    Code (csharp):
    1. Crashed: com.apple.usernotifications.UNUserNotificationServiceConnection.call-out
    2. 0  libsystem_platform.dylib       0x1b5db3f44 _platform_strlen + 4
    3. 1  empire                         0x103e00be0 il2cpp::vm::String::New(char const*) + 248744
    4. 2  empire                         0x102349dc4 iOSAuthorizationRequestData_t6C24EAE783FA6D0B65CFD70ACDFB1CA4141702C6_marshal_pinvoke_back + 4339883460
    5. 3  empire                         0x103de95d8 il2cpp::icalls::mscorlib::System::Runtime::InteropServices::Marshal::PtrToStructure(long, Il2CppReflectionType*) + 152992
    6. 4  empire                         0x104cf1498 RemoteConfigAddSkipBackupAttributeToItemAtPath.cold.1 + 15914080
    7. 5  empire                         0x10234a2a0 ReversePInvokeWrapper_iOSNotificationsWrapper_AuthorizationRequestReceived_m0B9514890D5292A398583EB5FB52C84E89EF2C44 + 4339884704
    8. 6  empire                         0x10237e4a0 -[UnityNotificationManager checkAuthorizationFinished] + 46 (UnityNotificationManager.m:46)
    9. 7  empire                         0x10237e7ec __50-[UnityNotificationManager requestAuthorization::]_block_invoke + 96 (UnityNotificationManager.m:96)
    10. 8  libdispatch.dylib              0x1b5d72610 _dispatch_call_block_and_release + 24
    11. 9  libdispatch.dylib              0x1b5d73184 _dispatch_client_callout + 16
    12. 10 libdispatch.dylib              0x1b5d1f404 _dispatch_lane_serial_drain$VARIANT$mp + 608
    13. 11 libdispatch.dylib              0x1b5d1fe28 _dispatch_lane_invoke$VARIANT$mp + 468
    14. 12 libdispatch.dylib              0x1b5d29314 _dispatch_workloop_worker_thread + 588
    15. 13 libsystem_pthread.dylib        0x1b5dc2b88 _pthread_wqthread + 276
    16. 14 libsystem_pthread.dylib        0x1b5dc5760 start_wqthread + 8
     
  45. Deleted User

    Deleted User

    Guest

    Sorry for the trouble. Could you please open a bug report?
    Btw: we just released a new version 1.1.0-preview which is mainly about the Android plugin refactoring. Now we expose the java source code rather than an .aar, so you can have the full source code to check what could cause the exception.
     
  46. Deleted User

    Deleted User

    Guest

    Could you please open a bug report?
     
  47. Deleted User

    Deleted User

    Guest

    Please open a bug report then we can have a look. Thanks.
     
  48. Deleted User

    Deleted User

    Guest

    For #1: currently there is no plan, but we heard you.
    For #2: yes, we should do that. The tag has been added for the latest 1.1.0-preview, I'll see if we can add all the missing tags for the previous releases.
    For #3: you're welcomed to contribute to the project, you can fork, do your changes and start pr there. Then somebody from Unity will review the prs. And we will provide guidelines as you suggested. Thanks.
     
    rfadeev likes this.
  49. JacekStaszewski

    JacekStaszewski

    Joined:
    Dec 9, 2019
    Posts:
    3
    I'll see about opening the bug report. Thing is, I am not 100% sure whether it's a bug per se, or perhaps non clear instructions leading to misuse of IDE, aka my own stupidity. As I mentioned in my original post, the post right before mine has a code that is fairly similar.

    I'll look into it as soon as I am supposed to return to the task, as it is currently postponed until the issue is fixed.
     
  50. darkguy2008

    darkguy2008

    Joined:
    Mar 26, 2020
    Posts:
    8
    I think I found an interesting bug, maybe?

    using 1.1.0-preview on Android: If I schedule a notification like:

    var notification = new AndroidNotification(title, body, deliveryTime, TimeSpan.FromMinutes(2));


    It doesn't appear, nor it repeats. It only works if I don't set a repeatInterval, but then for repeated notifications I have to schedule them manually with my own code.

    Any ideas?