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Resolved Mobile Notifications - Not working ?

Discussion in 'Android' started by Protokoll, Mar 24, 2021.

  1. Protokoll

    Protokoll

    Joined:
    Nov 17, 2016
    Posts:
    18
    Hello everybody

    Hope I am in the good thread.

    I am currently trying to implement the mobile notifications (v.1.3.2) with an android phone (Android v.11)

    I tried to show the notification with a simple button but it doesn't work. I can see my Debug.Log but not the notifications

    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5. using Unity.Notifications.Android;
    6.  
    7. public class NotificationManager : MonoBehaviour
    8. {
    9.     // Start is called before the first frame update
    10.     public void SendNote()
    11.     {
    12.         var channel =
    13.             new AndroidNotificationChannel()
    14.             {
    15.                 Id = "default_channel",
    16.                 Name = "SpeedySquare",
    17.                 Importance = Importance.Default,
    18.                 Description = "channel_description"
    19.             };
    20.  
    21.         AndroidNotificationCenter.RegisterNotificationChannel (channel);
    22.  
    23.         var notification = new AndroidNotification();
    24.         notification.Title = "Speedy Square";
    25.         notification.Text = "Someone beat the highscore!";
    26.         notification.FireTime = System.DateTime.Now.AddSeconds(10);
    27.  
    28.         AndroidNotificationCenter.SendNotification(notification, "default_channel");
    29.         Debug.Log("Send note");
    30.  
    31.     }
    32.  
    33. }
    34.  
    I remember it worked with an old version of Android (v.9 in think) but now...

    Do you have also a problem?

    Have a great day :)
     
  2. Protokoll

    Protokoll

    Joined:
    Nov 17, 2016
    Posts:
    18
    Hello everybody,

    "Good news" : the notifications will only work when the project is builded with the status "Development Build". But how to be sure it will work with the final version?
     
  3. Pranav_Redstoneinvente

    Pranav_Redstoneinvente

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    Apr 13, 2018
    Posts:
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    Did you find a way on how to make it work?
     
  4. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
    18
    Oops. Forgot to post the solution :

    Under Project Settings then Player and finally Publishing Settings, uncheck the box Release and Debug under the section Minify.

    And Voilà! :)
     
  5. Pranav_Redstoneinvente

    Pranav_Redstoneinvente

    Joined:
    Apr 13, 2018
    Posts:
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    I actually found another way, simply adding
    -keep class com.unity.** { *;}
    -keep class com.unity.androidnotifications.** { *;}
    -keepclassmembers class com.unity.androidnotifications.** { *;}
    -keepnames class com.unity.androidnotifications.** { *;}
    -keepclassmembernames class com.unity.androidnotifications.** { *;}
    to the proguard works fine. LOL thanks tho
     
  6. Idan_Shm

    Idan_Shm

    Joined:
    Jul 28, 2021
    Posts:
    2
    Do you mean setting them both to None? They are both None and still, I do not receive any notifications in my build (android)
     
    GloryGamesCompany likes this.
  7. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
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    Yep. I have just unchecked them both. Since I have implanted this feature in July, here is my experience:
    - It doesn't work on my phone. I need to open the app to see the notification... No sense
    - It work perfectly on others friends phone.

    If I found something, I will tell but you.

    Did you tried the ways that @Pranav1234 said?
     
  8. halimozturk

    halimozturk

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    Dec 1, 2012
    Posts:
    16
    How about when we publish our apps ? Thanks for you I managed to get notifications work on test environment. However they are not pop up on published app. Do you have any solution for published apps ?
     
  9. halimozturk

    halimozturk

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    Are those work even If you publish your app ? Have you tried those in published app ?
     
  10. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
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    Hello @halimozturk

    If i remember, it worked properly when I have published the App but not in test environment. Completly the opposite :(
    And nope, I do not have tested the "keep class..." . May be interesting to implement.

    Tell me if you have a solution.

    EDIT: Tested my application again: the notifications doesn't work well or no more for some of my friends... I will check that as soon as possible

    EDIT2: Did you build your project in APK or AAB? Read the "Knows issues" : https://area51.protokoll-studio.com/unity-mobile-notifications/

    PS: Maybe I need to remove the status "Resolved"
     
    Last edited: Nov 16, 2021
  11. halimozturk

    halimozturk

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    Dec 1, 2012
    Posts:
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    Hi @Protokoll ,
    Thank you for your very quick and kind response. I also don't have tested "keep class.." but I'll do it ASAP.
    By the way If build apk and deselect release from publishing settings and create test apk it works fine. But I when I select release (I think I have to do that if I am going to publish) and create aab file for google play it doesn't work.

    I am trying to solve this and let you know if I got any solution. Removing status "Resolved" is completely up to you but it seems It is only resolved for test environment right now.
     
  12. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
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    Thank you for your quick reply too.

    When I have builded the project as an aab file, the notification didn’t work anymore, only when I’ve checked “Development Build”. In this case, my current solution was to uncheck the box Release and Debug under the section Minify. But it seems that it doesn't work anymore...

    Yes! Let me know :D
     
  13. halimozturk

    halimozturk

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    I've tried the @Pranav1234 's proguard solution it works even if I build aab. Now I am uploading new bundle to Google Play. After approval I am gonna have to wait 24 hours to see actual results and let you know :) In the mean time you can test this in your own project.
     
  14. Pranav_Redstoneinvente

    Pranav_Redstoneinvente

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    nopes i did not yet published my app
     
  15. Protokoll

    Protokoll

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    Hope it will work for you! I will try that today :)
     
  16. halimozturk

    halimozturk

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    Dec 1, 2012
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    Good News :) My app has been updated on Google Play and I fast forward the process by changing my phones local time, and the notification is working fine now, even the app is downloaded from play store. The problem is SOLVED by @Pranav1234 's solution.
     
  17. Protokoll

    Protokoll

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    Posts:
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    Oh good to read! What's your app?

    I am currently trying the answer of @Pranav1234. I've unchecked Release/Debug under Minify (Player Settings) and checked "Custom Proguard File" and then adding the answer of pranav. Do I miss something else? I build the project with "App Bundle" (aab)

    INFO: I am trying to implement that with my schedule notification.It works weirdly when the app is closed: sometimes it doesn't appears :(
    Code (csharp):
    1.  
    2. var notification = new AndroidNotification(title, text, System.DateTime.Now, new System.TimeSpan(72,0,0));
    3.  
     
    Last edited: Nov 17, 2021
  18. halimozturk

    halimozturk

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    This is my app https://play.google.com/store/apps/details?id=com.EeGames.PopBlast
    You don't need to uncheck Release it's checked on my project and build it as aab. That's it.
     
  19. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
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    Thank you for your answers and the link :)
    Do you have also a schedule notifications? Like: every x days, do you show a notification? It doesn't seems to work well with my current code. I randomly can see the notification...
     
  20. OwaisSaeedSG

    OwaisSaeedSG

    Joined:
    Oct 25, 2021
    Posts:
    3
    This works for me

    Code (CSharp):
    1.     public void SchudleNotification(string title, string text, string iconSmall, string iconLarge, int notificationTime, string notificationType)
    2.     {
    3.         AndroidNotificationCenter.SendNotification(new AndroidNotification()
    4.         {
    5.             Title = title,
    6.             Text = text,
    7.             SmallIcon = iconSmall,
    8.             LargeIcon = iconLarge,
    9.             FireTime = System.DateTime.Now.AddSeconds(notificationTime)
    10.         },
    11.         CreateChannels(notificationType));
    12.     }
    13.  
    14.     private string CreateChannels(string notificationType)
    15.     {
    16.         string channelID = "ChID_" + notificationType;
    17.         var channelDefault = new AndroidNotificationChannel()
    18.         {
    19.             Id = channelID,
    20.             Name = notificationType.ToString(),
    21.             Description = "Default Description",
    22.             Importance = Importance.Default,
    23.         };
    24.         AndroidNotificationCenter.RegisterNotificationChannel(channelDefault);
    25.         return channelID;
    26.     }
     
    sroycho1 and Protokoll like this.
  21. OwaisSaeedSG

    OwaisSaeedSG

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    Oct 25, 2021
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  22. halimozturk

    halimozturk

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    Dec 1, 2012
    Posts:
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    Yes I have scheduled notifications, actually I made notifications (for test purpose) on every hour when user left app.
    By the way I am using Gley Notification Asset for faster implementation but it is using the same structure of Unity Notification system. The only benefit of using that asset is it is faster to implement nothing more or less. If you want to check over here is the link of that asset https://assetstore.unity.com/packages/tools/integration/mobile-notifications-156905 . Certainly I have no connection with the author :D I am just using it and it is also not working in production If you won't do the proguard thing.
     
    Protokoll likes this.
  23. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
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    Thank you for your answers and the link :)
    Can you also implement a repeatable notifications? Is that working with that assets?
    How did you implement that (every hour)?

    So many questions now haha

    Take care.
     
    Last edited: Nov 18, 2021
    RebelBinary likes this.
  24. OwaisSaeedSG

    OwaisSaeedSG

    Joined:
    Oct 25, 2021
    Posts:
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    I can show you but to be fair, its extremely messy and there can be a lot better ways to do it that I haven't figured out yet and it doesn't really work well if you want to add notification while the whole thing is already running

    The concept behind it is that I give set amount of time to run after previous timer is over. Timer being anytime I specify it to be, 1 hour, 2 hours, 30 seconds, 2354 seconds, but it'll be written in seconds

    Next is that I run a loop to schedule all of the timers I have and schedule them all together, the timer for the previous one gets added to the next one with each loop so it knows exactly when to run.

    I can probably make it better by using DateTime but for now this is what I did

    Code (CSharp):
    1.     public void SchudleNotification(List<SetTimers> timerSettings)
    2.     {
    3.  
    4.         int forFireTime = timerSettings[0].TimeDelay;
    5.         for (int i = 0; i < timerSettings.Count; i++)
    6.         {        
    7.             Debug.Log("Entered Notification Schedule");
    8.  
    9.             Debug.Log("Fire time: " + forFireTime);
    10.             AndroidNotificationCenter.SendNotification(new AndroidNotification()
    11.             {
    12.                 Title = timerSettings[i].timerTitle,
    13.                 Text = timerSettings[i].timerDescription,
    14.                 FireTime = System.DateTime.Now.AddSeconds(forFireTime)
    15.             },
    16.             CreateChannels("Test_Notification"));
    17.  
    18.             if (i + 1 < timerSettings.Count)
    19.             {
    20.                 forFireTime = forFireTime + timerSettings[i + 1].TimeDelay;
    21.             }          
    22.         }
    23.         return;
    24.     }
    25.  
    26.     //-----------------------------------------------------------------------------------------------------------------//
    27.     // Make all the channels we'll use as notifications
    28.     private string CreateChannels(string notificationType)
    29.     {
    30.         string channelID = "ChID_" + notificationType;
    31.         var channelDefault = new AndroidNotificationChannel()
    32.         {
    33.             Id = channelID,
    34.             Name = notificationType,
    35.             Description = "Default Description",
    36.             Importance = Importance.Default,
    37.         };
    38.         AndroidNotificationCenter.RegisterNotificationChannel(channelDefault);
    39.         return channelID;
    40.     }
    also using Gley would help a lot as their API does most of the work for you
     
    Last edited: Nov 19, 2021
  25. halimozturk

    halimozturk

    Joined:
    Dec 1, 2012
    Posts:
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    Not every hour, that's my mistake :) This is how I do it with Gley.
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class NotificationHandler : MonoBehaviour
    6. {
    7.     public static NotificationHandler instance;
    8.     public string[] n_Title;
    9.     public string[] n_Text;
    10.     private int i;
    11.     // Start is called before the first frame update
    12.     void Start()
    13.     {
    14.         if (instance)
    15.         {
    16.             DestroyImmediate(this.gameObject);
    17.             return;
    18.         }
    19.         instance = this;
    20.         DontDestroyOnLoad(gameObject);
    21.         i = Random.Range(0, 7);
    22.         GleyNotifications.Initialize();
    23.     }
    24.  
    25.  
    26.     private void OnApplicationFocus(bool focus)
    27.     {
    28.         if (!focus)
    29.         {
    30.             //app is minimize
    31.             GleyNotifications.SendNotification(n_Title[i], n_Text[i], new System.TimeSpan(23, 50, 0), "icon_1", "icon_0", "");
    32.             GleyNotifications.SendNotification(n_Title[i], n_Text[i], new System.TimeSpan(72, 0, 0), "icon_1", "icon_0", "");
    33.             GleyNotifications.SendNotification(n_Title[i], n_Text[i], new System.TimeSpan(168, 0, 0), "icon_1", "icon_0", "");
    34.  
    35.         }
    36.         else
    37.         {
    38.             //Cancel all scheduled notifications
    39.             GleyNotifications.Initialize();
    40.         }
    41.     }
    42. }
    43.  
    In addition to the Gley's plugin, I've made sure to use random sentences here and have the code working in every scene. Since I have multiple scenes, my notfication code must be working on each scene.

    I've been testing it for couple of days and so far so good, everything works perfectly
     
    Protokoll likes this.
  26. Protokoll

    Protokoll

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    Nov 17, 2016
    Posts:
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    Thank you for your code sample @halimozturk and @OwaisSaeedSG :)

    I have contacted Gley for the plugin and they said there will be an update where we will be able to make repeteable notifications :)
     
  27. Protokoll

    Protokoll

    Joined:
    Nov 17, 2016
    Posts:
    18
    Hey everybody

    I have switched to an other and better solution for my case: Firebase Cloud Messaging
    It's really simple to implement and it work like a charm.You can set different kind of message : live or repeatable (each monday for example)

    I will show you my code ASAP :)
     
  28. Protokoll

    Protokoll

    Joined:
    Nov 17, 2016
    Posts:
    18
    Hello
    So, here is my setup for the Cloud Messaging. It's simple to implement, free and work like a charm
    You only need to create one C# script:

    Code (csharp):
    1.  
    2. using System;
    3. using System.Collections;
    4. using System.Collections.Generic;
    5. using Firebase.Messaging;
    6. using UnityEngine;
    7.  
    8. public class FirebaseCloudMessaging : MonoBehaviour {
    9.     public void Start() {
    10.         Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
    11.         Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
    12.     }
    13.  
    14.     public void OnTokenReceived(object sender, Firebase.Messaging.TokenReceivedEventArgs token) {
    15.         UnityEngine.Debug.Log("Received Registration Token: " + token.Token);
    16.     }
    17.  
    18.     public void OnMessageReceived(object sender, Firebase.Messaging.MessageReceivedEventArgs e) {
    19.         UnityEngine.Debug.Log("Received a new message from: " + e.Message.From);
    20.     }
    21. }
    22.  
    You need to import those packages :
    - FirebaseAnalytics.unitypackage
    - FirebaseMessaging.unitypackage (optional)

    You can now send any message via the firebase console :)

    More informations here: https://firebase.google.com/docs/cloud-messaging/unity/client
     
  29. sethi-sahil27

    sethi-sahil27

    Joined:
    Apr 8, 2016
    Posts:
    12
    I'm using unity 2020.3.6f1 with Mobile notifications v1.3.2, local notifications are working fine on a device with android 7 but not on a device with android 11.
    I've also tried using the custom proguard method but that didn't solve the issue either.
     
  30. Protokoll

    Protokoll

    Joined:
    Nov 17, 2016
    Posts:
    18
    Hey! I have also had this problem with a new version of Android. I don't have any solution for that so that's why I have switched to Firebase Cloud Messaging :/

    What is your current code?
     
  31. sethi-sahil27

    sethi-sahil27

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    Apr 8, 2016
    Posts:
    12
    Last edited: Jan 21, 2022
  32. Voxel-Busters

    Voxel-Busters

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    Posts:
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    No. FCM is only for remote/push notifications. For local notifications you need to trigger it on the client end.
     
    Protokoll likes this.
  33. Voxel-Busters

    Voxel-Busters

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    Feb 25, 2015
    Posts:
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    I hope I'm not too late for someone else who may find this useful :)
    This is how you can do with our plugin Cross Platform Native Plugins : Essential Kit which supports both Local and Remote notifications (FCM/APNS) on iOS and Android with single api.

    Create a notification with your required data (set to 3600 secs as you need it for every hour)
    Code (CSharp):
    1. INotification notification = NotificationBuilder.CreateNotification("notif-id-1")
    2.     .SetTitle("Title")
    3.     .SetTimeIntervalNotificationTrigger(interval: 3600, repeats: true)
    4.     .Create();
    Schedule the notification
    Code (CSharp):
    1. NotificationServices.ScheduleNotification(notification, (error) =>
    2. {
    3.     if (error == null)
    4.     {
    5.         Debug.Log("Request to schedule notification finished successfully.");
    6.     }
    7.     else
    8.     {
    9.         Debug.Log("Request to schedule notification failed with error. Error: " + error);
    10.     }
    11. });
    Also, our plugin supports remote notifications.
    On receiving a remote notification event, you receive INotification instance which contains the payload details.
     
  34. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,056
    Does this support attaching an image to a push notification
     
  35. Voxel-Busters

    Voxel-Busters

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    Feb 25, 2015
    Posts:
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    We support BigPicture style to a notification. So yes, you can attach an image which shows as a big preview.

    For us both Local and Push notifications are treated same in the api. Just that push notifications are constructed from the payload sent from your server. We provide options to change the keys for predefined payload for easy migration.
     
    Last edited: Jun 28, 2022
  36. GamerixTech

    GamerixTech

    Joined:
    Jun 13, 2022
    Posts:
    5
    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.
     
  37. konsnos

    konsnos

    Joined:
    Feb 13, 2012
    Posts:
    120
    Which version is your most recent? Different unity versions have different available package versions.
     
  38. Deathtreak

    Deathtreak

    Joined:
    Nov 19, 2017
    Posts:
    17
    Hi,

    I know this thread is quite inactive since few months,
    But i'm still facing issues with local notifications
    I'm using version 2.1 but still continue to not get local notification fired if the app is not opened,
    In resume, i schedule a local notification 1 minute later, i kill the app, nothing happen, if i launch the app after the delay, the notifiction appear
    I've sent .apk to a colleague, and everything seems to work well on his device, he got local notification,
    both device run on Android 12 and i already tried everything suggested in this thread
    Did i miss something ? Or this is an issue from the package ?
     

    Attached Files:

  39. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,620
    Unfortunately, this is the case on some devices. You can try the new exact scheduling options in notification settings, maybe that will help.
     
  40. gchoquer

    gchoquer

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    Jun 3, 2021
    Posts:
    1
    Hello,

    Could you elaborate a little bit more on this answer please ? Is this already an entry on the issue tracker ( I didn't find it ) have we any estimation of the range of concerned devices , can a fix be expected in a near future, is this purely related to the mobile notification library and are we supposed to implement our own handling of the notifications as a workaround in order to have a complete support on android devices ?

    Thanks,
     
  41. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

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    Jul 31, 2013
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    Notifications package 2.1 has new setting regarding exact scheduling (can be found in Project Settings).
    When exact scheduling is not used, notifications may arrive at slightly different time (like a minute or two from scheduled time). On some Android versions application has to be allowed to consume more power in OS settings (related to mentioned exact scheduling setting, just user is allowed to override that).
     
  42. Costasconsc

    Costasconsc

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    Apr 4, 2022
    Posts:
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    Where exactly is this 'exact scheduling' setting in Project Settings? I've looked everywhere but could not find it.
     
  43. Aurimas-Cernius

    Aurimas-Cernius

    Unity Technologies

    Joined:
    Jul 31, 2013
    Posts:
    3,620
    In Mobile Notifications page.
     
  44. unity_CC81291D515BDED9C3A7

    unity_CC81291D515BDED9C3A7

    Joined:
    Sep 23, 2022
    Posts:
    1
    Hello,

    I am using mobile notification 2.1.0.
    when I set fire time to schedule a local notification it will trigger an alarm by the alarm manager but the notification does not show. it works perfectly if not set fire time.
    are there any extra steps to schedule local notification?
    or did I miss something?

    here is the code sample I am using.
     

    Attached Files:

  45. llim_unity

    llim_unity

    Joined:
    Feb 13, 2020
    Posts:
    12
    Hi, I know this post is from quite a few months ago, but I just wanted to know if you were able to fix your issue? We are facing a pretty similar case as well where our notifications show up ONLY when we launch our game. On some devices, it works fine, however.
     
  46. llim_unity

    llim_unity

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    Feb 13, 2020
    Posts:
    12
    Hi, can we get confirmation if this is a general Android OS thing, or if it is related to the Mobile Notifications Package.
     
  47. breban1

    breban1

    Joined:
    Jun 7, 2016
    Posts:
    187
    It would be nice to get an answer here. Does Mobile Notifications Package like it's supposed to?

    I don't want to use EXACT because my notifications are usually in hours/days.
     
  48. breban1

    breban1

    Joined:
    Jun 7, 2016
    Posts:
    187
    Going to follow up with my Unity and Mobile Notifications Versions:
    - Unity 2020.3.42f1 LTS
    - Mobile Notifications 2.1.1

    Works on Samsumg A03s (Android 12)
    Doesn't work on REVVL (Android 10)

    I will try on a few more devices and reply back with results.

    I basically copied the example from here:
    https://docs.unity3d.com/Packages/com.unity.mobile.notifications@2.1/manual/Android.html

    And docs here:
    https://docs.unity3d.com/Packages/c...ations.Android.AndroidNotificationCenter.html
     
  49. breban1

    breban1

    Joined:
    Jun 7, 2016
    Posts:
    187
    My results with 5 devices:

    Galaxy A03s Android 12 -> SUCCESS
    Galaxy S9 Android 10 -> SUCCESS
    Galaxy S7 Android 8 -> SUCCESS
    REVVL 4 Android 10 -> FAIL
    Galaxy S8 Android9 -> FAIL

    It seems to be hit-or-miss, and not based on Android OS version.

    I do have notifications enabled on the devices that are failing. Unity, any ideas?
     
  50. MrWeavil

    MrWeavil

    Joined:
    Nov 15, 2017
    Posts:
    1
    I have the same issue.
    My setup is:
    Unity 2021.3.8f1
    Mobile notifications 2.1.1
    - reschedule on restart device: true
    - schedule at exact time: Everything
    Xiaomi Mi 9T and Realme 8 with turned off battery management for the app like in this instruction: https://dontkillmyapp.com/

    My local notifications fire time range about 1-60 min. Sometimes notifications appear at the same time that I scheduled and sometimes appear with the application opening.
    For example:
    19:00 notifications scheduling and pushing the application in the background
    19:03 must have triggered the first notification
    19:06 must have triggered the second notification
    19:10 both notifications appear when the application is opened by a user

    Any ideas how to solve this? Maybe another local notifications plugin will be working fine?