Search Unity

  1. Unity 2019.1 beta is now available.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. We're looking for insight from anyone who has experience with game testing to help us better Unity. Take our survey here. If chosen to participate you'll be entered into a sweepstake to win an Amazon gift card.
    Dismiss Notice
  4. On February 28th the Feedback website will shut down and be redirected to the Unity forums. See the full post for more information.
    Dismiss Notice
  5. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  6. Unity 2018.3 is now released.
    Dismiss Notice
  7. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

Native Plugins for Unity: iOS, Android [Billing, Cloud Save, Game Services, Webview, Sharing & More]

Discussion in 'Assets and Asset Store' started by Voxel-Busters, Apr 4, 2015.

?

Do you want to see Windows Mobile support in CPNP? FYI, current market share is less than 3%.

Poll closed Dec 25, 2015.
  1. Ooh la la, Love to see that!

    52.2%
  2. I don't give a damn!

    26.1%
  3. Are you crazy! Who makes games for Windows Mobile.

    21.7%
  1. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    PromoFlatRects.png

    Introducing Cross Platform Native Plugins a true cross platform tool for Unity which provides unique and unified way to access native functionality.

    Important links: Documentation | Official Thread | Product Website | Forum | Tutorials (NEW)




    Update : Unity 2018.3 Compatibility
    Update :
    New Detailed Tutorials!
    Update : Now supports PlayMaker!

    Download Links: Lite Version (Free to download) | iOS Pack (Supports iOS only) | Android Pack (Supports Android only) | Ultra Pack (Supports iOS n Android) | PlayMaker Packages

    HIGHLIGHTS:
    • Unified API set

    From now on, no need to write platform specific calls for same functionality i.e., single line of code will work fine in all platforms.​
    • Easy Setup
    Setting up plugin is so easy that its too hard to explain. Package includes NPSettings dashboard, which provides easy way to access and configure native functionality settings.​
    • Source Code included
    Package includes full source code with Documentation
    • Simulation Tools
    Packed with tools which provide simple yet elegant way to simulate native behaviour in Unity Editor itself. This increases productivity by reducing the burden of testing features on mobile.​
    • Uses Default Android Main Activity
    Most annoying problem faced by developers when developing Android games with 3rd party plugins is conflicting Main Activity. We followed a very simple solution to overcome it i.e., we didn’t override it. Its guaranteed that our plugin can be integrated effortlessly with any of the existing plugins.​
    • Built-in Plugin Updater
    No long wait for new updates. Now you can download latest version of plugin using Voxel Busters’s built-in Plugin Updater.​
    • Android Manifest Auto Generation
    Gone are those days when you had to manually configure/modify Manifest. CPNP auto-generates Android Manifest based on features that user wants to use. It even tracks Player Settings modifications and updates Manifest accordingly.​

    FEATURE SET:
    • Address Book
    • Billing
    (In-app purchase and receipt validation)
    • Media Library (Image, Videos, Youtube)
    • Network Connectivity
    • Notification System
    (Both local and push)
    • Sharing (Mail, Messaging, FB, Twitter, WhatsApp)
    • Twitter SDK
    • UI Dialogs
    (Alertbox and Prompt dialogs)
    • Rate My App
    • Web View


    Not sure how our plugin works??? Thats totally fine, we have Lite Version just to help you guys decide before making purchase. So go ahead and testt Lite Version of our plugin for free.

    NOTE:
    • Currently iOS(6.0+) and Android(2.3.3+) platforms are only supported.
    • Lite Version Users: If you are upgrading our product from Lite version to Full version then please don't forget to delete "smcs.rsp", "gmcs.rsp", "us.rsp", "boo.rsp" files from Assets directory before importing our new package.

    ROADMAP:
    November release:
    • Future updates will include support for Game Services.

    December release:
    • New Addon Service: Soomla Grow inbuilt support.
    • Feature enhancements, bug fixes.


    January release:
    • New Feature: Cloud storage.
    • New Addon Service: One Signal inbuilt support.
    • PlayMaker support.


    June release:
    • Amazon IAP support.

    We aim for product excellence and to make sure that our product serves to be helpful to everyone with minimal integration efforts. So we are marching ahead towards perfection and we want you to assist us by giving us feedback and suggestions to make this product better. So feel free to post your questions, suggestions and feedback. And you can also contact us at support@voxelbusters.com





     

    Attached Files:

    Last edited: Jan 23, 2019
    BrianND and SAOTA like this.
  2. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Thanks a lot to the users who are supporting us by choosing our product! Hope you guys like it!

    Here is the Forum link. Please don't hesitate to make a post there when you face any issues or if you have any suggestions.
     
  3. JariHuomo

    JariHuomo

    Joined:
    Feb 8, 2013
    Posts:
    29
    Hi Guys, playing with your plugin and having a little problem , what I
    am doing wrong ? :)

    Using Unity 5 & Mac & Default settings, created empty project and
    using your DemoScene.

    On Amazon FIRE HD Tablet PickImage from Camera does not launch the
    Camera at all.

    Log mentions something about:
    Unable to acquire context: EGL_BAD_NATIVE_WINDOW: A NativeWindowType
    argument does not refer to a valid native window.

    ON HTC One , Camera is launched and taking photo but returning only
    Image picker was closed, reason = FAILED message without texture.

    Any ideas?

    Thanks for the help
     
  4. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hi JariHuomo,
    Thanks for writing to us. We are looking into the issue currently.
    Could you paste us the log for HTC one if you don't mind?

    Thankyou.
     
  5. JariHuomo

    JariHuomo

    Joined:
    Feb 8, 2013
    Posts:
    29
    Seems like some kind of permission problem:
    /HTCCamera(12454): saveAndFinish() - contentUri = 'content://com.voxelbusters.nativeplugins.fileprovider/SHARING_DIR/mediaPicker-camera-image.jpg'

    E/HTCCamera(12454): saveAndFinish() - Cannot save data to 'content://com.voxelbusters.nativeplugins.fileprovider/SHARING_DIR/mediaPicker-camera-image.jpg'

    E/HTCCamera(12454): java.lang.SecurityException: Permission Denial: opening provider com.voxelbusters.nativeplugins.extensions.FileProviderExtended from ProcessRecord{42c8bcd8 12454:com.htc.camera/u0a303} (pid=12454, uid=10303) that is not exported from uid 10493

    E/HTCCamera(12454): at android.os.Parcel.readException(Parcel.java:1474)

    E/HTCCamera(12454): at android.os.Parcel.readException(Parcel.java:1428)

    E/HTCCamera(12454): at android.app.ActivityManagerProxy.getContentProvider(ActivityManagerNative.java:3037)

    E/HTCCamera(12454): at android.app.ActivityThread.acquireProvider(ActivityThread.java:5224)

    E/HTCCamera(12454): at android.app.ContextImpl$ApplicationContentResolver.acquireUnstableProvider(ContextImpl.java:2469)

    E/HTCCamera(12454): at android.content.ContentResolver.acquireUnstableProvider(ContentResolver.java:1448)

    E/HTCCamera(12454): at android.content.ContentResolver.openAssetFileDescriptor(ContentResolver.java:929)

    E/HTCCamera(12454): at android.content.ContentResolver.openOutputStream(ContentResolver.java:692)

    E/HTCCamera(12454): at android.content.ContentResolver.openOutputStream(ContentResolver.java:668)

    E/HTCCamera(12454): at com.htc.camera.HTCCamera.saveAndFinish(HTCCamera.java:3044)

    E/HTCCamera(12454): at com.htc.camera.HTCCamera.returnRequestedMedia(HTCCamera.java:2981)

    E/HTCCamera(12454): at com.htc.camera.actionscreen.RequestActionScreen.onDoneClicked(RequestActionScreen.java:73)

    E/HTCCamera(12454): at com.htc.camera.actionscreen.RequestActionScreen.access$000(RequestActionScreen.java:21)

    E/HTCCamera(12454): at com.htc.camera.actionscreen.RequestActionScreen$1.onClick(RequestActionScreen.java:192)

    E/HTCCamera(12454): at android.view.View.performClick(View.java:4470)

    E/HTCCamera(12454): at android.view.View$PerformClick.run(View.java:18593)

    E/HTCCamera(12454): at android.os.Handler.handleCallback(Handler.java:733)

    E/HTCCamera(12454): at android.os.Handler.dispatchMessage(Handler.java:95)

    E/HTCCamera(12454): at android.os.Looper.loop(Looper.java:157)

    E/HTCCamera(12454): at android.app.ActivityThread.main(ActivityThread.java:5867)

    E/HTCCamera(12454): at java.lang.reflect.Method.invokeNative(Native Method)

    E/HTCCamera(12454): at java.lang.reflect.Method.invoke(Method.java:515)

    E/HTCCamera(12454): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:858)

    E/HTCCamera(12454): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:674)

    E/HTCCamera(12454): at dalvik.system.NativeStart.main(Native Method)

    D/Event (12454): [HTCCamera.SelfFinishing] rasing

    D/Event (12454): [HTCCamera.SelfFinishing] raised

    W/ActivityManager( 744): Permission Denial: opening provider com.voxelbusters.nativeplugins.extensions.FileProviderExtended from ProcessRecord{42c8bcd8 12454:com.htc.camera/u0a303} (pid=12454, uid=10303) that is not exported from uid 10493
     
  6. JariHuomo

    JariHuomo

    Joined:
    Feb 8, 2013
    Posts:
    29
    On iOS a little problem too. It is taking a photo, but it does not let user to change crop position
     

    Attached Files:

  7. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hi @JariHuomo,

    iOS issue
    We cross checked with Apple's sample code and even it has the same functionality. So this seems like a default behaviour on iOS.

    Android Issue
    Can you please share info about the Android version installed in your HTC and Amazon FIRE HD Tablet. We are currently looking into this and please check our forum for updates on this issue.
     
  8. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hi @JariHuomo,
    Thanks for your time. As we don't have direct access to Amazon device, got a bit late. Thanks to Amazon cloud testing!
    We see Amazon devices need explicit Camera permission which isn't a requirement for many devices.

    On this occasion, we would like to add a new feature in the next release. Have a look at the attachment rough sketch for getting the idea on how we can make it easier for permissions part. This will help a lot in avoiding editing Manifest file.

    Hope you love it :).

    We will send you a private message on the fixes and update in forum as well. We include these in the coming update which will have the new features as early as we can.
     

    Attached Files:

  9. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    DOWNLOAD LITE VERSION FOR FREE !!!

    We would like everyone to experience ease of coding to access native features using our plugin. So our team had decided to release lite version of plugin and we are pleased to announce that Lite Version of Native Plugins package is approved by Unity and currently live @ Asset Store. So hurry up and download a new copy of Lite Version for free!!!

    Download link: http://bit.ly/1KFEzdi
     
    Last edited: Jul 13, 2015
  10. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    IMPORTANT NOTE FOR LITE VERSION USERS!!!

    Follow these instructions before exporting Full Version package
    Step 1: Delete "Assets/VoxelBusters/NativePlugins" folder.
    Step 2: Delete "smcs.rsp", "gmcs.rsp", "us.rsp", "boo.rsp" files from your Assets directory.
    Step 3: Thats it. Now you can import our full version package.
     
    Last edited: Jul 13, 2015
  11. Cromfeli

    Cromfeli

    Joined:
    Oct 30, 2014
    Posts:
    184
    Great asset. I'm using the ultra package for push notifications and it works great after clarifying few things from author + author is very responsive with support. Highly recommended
     
  12. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Thanks @Cromfeli for your kind words :) We are glad that you liked our product :)
     
    Last edited: Jun 9, 2015
  13. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    NEW UPDATES RELEASED!!!
    Cross Platform Native Plugins v1.03 is released and available for download @ Unity Asset Store.

    Release Notes:
    [Android] Added new features for Notification customization. Now can configure LargeIcon and Custom Sound
    [Android] Pick Image and Camera access fixes on Android 4.4 versions. Thanks to Kino Lam for reporting!
    [Android] Network Data Usage fix. Thanks to @Cromfeli for reporting!
    [Android] Now for sharing files, it picks external directory if available. Else it will use content provider.
    Changed from hostName to IPAddress in NetoworkConnectivity.
    Added method to initialize Network Connectivity instead of making default call.
    Some Minor bug fixes.

    Important:
    Delete package folders before updating.
     
    Last edited: Jul 13, 2015
  14. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    IMPORTANT NOTE FOR LITE VERSION USERS!!!

    Few hours back, Kapolas Alexandros reported build issue on iOS platform and on investigating, we found that we had forgot to remove few native iOS files which are functional only on full version. So apologies for the inconvenience caused for our Lite Version users.

    Good news is that, we have already submitted the package with the required fixes and its currently under review. We will keep you updated regarding its status. And for those who want a fix immediately, please contact us at support@voxelbusters.com and we will share the unofficial package.
     
    Last edited: Jul 13, 2015
  15. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Guys, If you liked our product then please share your opinion and ratings at Unity Asset Store. And incase if you are not happy, then please contact us at support@voxelbusters.com share your feedback and pointers for improving this product and help us to make it better.

    We at VB, graciously accept compliment as well as criticism for our work, as it helps us to push ourselves towards excellence :)
     
    Cromfeli likes this.
  16. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Lite Version: New Updates!!!
    Please download the latest version of the plugin from AssetStore.

    Release Notes:
    - Removed unused libraries from lite version package, which caused build errors on iOS platform. Thanks to Kapolas Alexandros for reporting.

    Important:
    - Delete package folders before updating.
     
    Last edited: Jul 13, 2015
  17. PsychoPsam

    PsychoPsam

    Joined:
    Aug 1, 2012
    Posts:
    32
    Hi I just bought this but there is no documentation on how to use it that I can see. All I can find is a link to the forum that talks about a step by step that isn't ready yet and a couple of assets in the folder for changing settings, and a link to a DOxygen documentation website. Where are the tutorials to set this up?
     
  18. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hi @PsychoPsam ,
    Integration for iOS is plug and play.
    For Android Integration, please replace PASTE_BUILD_IDENTIFIER_HERE with your build identifier. You can find Manifest file under Assets/Plugins/Android/Native-Plugins_Lib folder. If you already have a root manifest, please make sure you have the required flags mentioned in AndroidManifest_root_activity_settings_sample.txt file. [ http://inft.ly/3bHCHZ8 ]

    Please let us know if you see any other issue while using the plugin. Please shoot a mail [ support@voxelbusters.com ]if you have any questions.

    We are currently working on tutorials and will be up soon.

    Please download the work in progress tutorials from here [ http://inft.ly/3dAYzXX ]. Sorry for the inconvenience.
     
    Last edited: Jun 18, 2015
  19. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Great News Guys!!! Next Version of CPNP will include Android Manifest auto-generation support. Using this functionality, CPNP will auto generate Android Manifest based on native features you choose to use within your game. And is even capable of tracking Player Settings changes and updates Android Manifest accordingly. This makes CPNP completely Plug n Play.

    Currently these changes are in test phase and a new update will be rolled out in few days.
     
  20. danielvmacedo

    danielvmacedo

    Joined:
    Nov 2, 2009
    Posts:
    26
    Can I Share a screenshot with this plugin!? Thanks
     
  21. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    @danielvmacedo Yes its possible.
    Please check below for possible sharing options.

    Share Text/URL via SMS/Mail
    Share Screenshot / Image via SMS/Mail
    Share Text / URL via Social Network (FB & Twitter)
    Share Screenshot / Image via Social Network (FB & Twitter)
    Share Text/URL/Screenshot/Image via Whats App.

    Have a look at sharing documentation.

    Please let us know if you have further queries.
     
  22. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    NEW UPDATES RELEASED!!!
    CPNP v1.04 is now available for download @ Unity Asset Store.

    New Feature:
    - Automatic Android Manifest generation based on features used(configured using NPSettings).

    Fixes:
    - Random crashes related to feature intialisation.
    - Issues related to il2cpp iOS builds. Thanks to Brian for reporting.
    - Issues related to singleton component. Thanks to Brian for reporting.
    - Other minor issues.

    Important:
    Delete package folders before updating.
     
  23. jprocha101

    jprocha101

    Joined:
    Apr 8, 2015
    Posts:
    134
    @Voxel Busters

    Any eta on the games services functionality?

    I am trying to decide between this and Stan's assets ultimate mobile. I see you guys are more active on updates and support so I would rather go with you guys.
     
    Cromfeli likes this.
  24. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    @jprocha101

    We are working on Game Services feature. Currently we are in testing and bug fixing phase. This feature will have same API interface for iOS and Android similar to our other features. i.e, same interface will make use of Game Center API's on iOS and Google Play Services on Android platform respectively.

    This feature will include Leaderboard and achievements API set.
    With in another 1-2 weeks it should be ready in Asset Store.
     
    Cromfeli and jprocha101 like this.
  25. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    CPNP AssetStore.png
    Wow!!! This is really amazing. Definitely, this wouldn't have been possible without your support and cooperation. And we are really grateful for the love that is been shown for our maiden product. This is just the beginning there is so much more things to achieve :) We'll continue serving according to the high set standards and develop many more fantastic products.

    Cheers
    VB Team
     
    jprocha101 likes this.
  26. raphaelbaldi

    raphaelbaldi

    Joined:
    Mar 4, 2008
    Posts:
    22
    Hey there, we're using your plugin for native share capabilities, but found a major bug: if the plugin is present, device orientation will be stuck - we're deploying to iOS. The game will keep the orientation of the device upon launching the title and will not trigger rotations no matter what we set both on Unity and XCode. If we remove the plugin's directory, everything works just fine. Is it a known issue? Is there a workaround or should we look for another plugin? Thanks
     
  27. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    @raphaelbaldi Could you please share us the details for the following? We got it recently reported and working on it for the fix. And strange thing is it seems to be proper on our iOS 6 devices.

    1. What's the iOS version of the device?
    2. Could you please share with us Xcode and Unity Versions?

    We will try to find a fix by EOD and update you as early as we can.
     
  28. raphaelbaldi

    raphaelbaldi

    Joined:
    Mar 4, 2008
    Posts:
    22
    Hey there, our devices are running iOS 8.3. We're deploying from Unity 5.1.2p1, using XCode 6.4. What we discovered is that avoiding UIDeviceOrientationManager from registering itself to receive notifications about screen orientation solves the issue. Maybe its ignoring some of Unity's settings?
     
  29. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hello @raphaelbaldi

    We were able to reproduce this issue and yes Class UIDeviceOrientationManager registration was causing this issue. We have fixed it and soon we will release a new update along with this solution. Anyways you don't have to wait until it becomes available, PM me your mail id and we will share the updated package.
     
  30. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    452
    Im very interested in purchasing your plugin, because i dont like the support from Prime31 plugins and i recently stopped using neatplug plugins because they haven't updated their plugins in awhile and are having trouble communicating from china.

    What are your long terms plans with your plugins? What country are you based from? How do i know you won't disappear out of nowhere?

    This is important for me because i have wasted a lot of money and time using plugins from providers that didn't work out in the end and im very very cautious now.

    Prime31 has horrible support BUT they are UP TO DATE, based in san diego and I'm sure they won't DISAPPEAR.

    thanks.

    P.S.
    At the moment all i need is sharing functionality.

    I also need leaderboards for google+ for android/ios, when are you planning to release that?

    Also can i use UnityScript to call plugin functions? is there a set up script already where i can access C# event callbacks?

    How is your IOS IL2CPP integration, is your plugin arm64 bit ready? when building for XCODE does it automatically link proper frameworks, directives, etc etc?

    I have an admob plugin which generates AndroidManifest. How do i use your plugin which also generates AndroidManifest?


    What's important to me is crossplatform SIMPLICITY.
    I will be reading all your documentation and tutorials.
    There is a need for a NICE plugin provider that is active on Unity.
    I'm looking for social plugins that i can use for many years, maybe it's you guys.

    I just want to focus on making my games instead of wasting months implementing social crap, you feel me? :)
     
    Last edited: Aug 5, 2015
    jprocha101 likes this.
  31. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hello @luniac

    Thank you for the the interest you have shown in our product. And we can understand when you said "want to focus on making games" and exactly keeping those things in mind, we developed this product.

    What are your long terms plans with your plugins? What country are you based from? How do i know you won't disappear out of nowhere?

    We are small independent game studio, based in India, formed in 2014. Apart from the need to provide a better solution when compared to existing plugins , we also wanted to tryout Asset Store as a platform to explore because of its reach and success.

    We are mainly into mobile game development, so previously we have used other native plugins. And we always wondered why no one has even attempted to create a complete cross platform solution. One more drawback was integration of plugin was too annoying and usually developer takes more time doing that. So we planned to come up with a solution which avoids all these problems to max extent possible and thats how we ended up with CPNP.

    Recently we released Runtime Serialization for Unity. As name says it all, its a tool for serializing objects at runtime. Its just like any other serialization tool JSON.net, Easy Save etc but adding to script object serialization, it can even serialize Unity Objects like GameObjects, MonoBehaviour etc. So yeah, we have plans to develop many more awesome products. And we are definitely here to stay for our longer run and successfully fulfil our Indie dream!

    At the moment all i need is sharing functionality.
    Then you can check out our free to download Lite Version. It includes features like AddressBook, Network Connectivity, UI, Sharing (Mail/Message/FB/Twitter/WhatsApp), RateMyApp etc. So I guess that should come be enough.

    I also need leaderboards for google+ for android/ios, when are you planning to release that?
    Game Services feature (uses GameCenter in iOS and Google Play Services in Android) implementation is almost done. Currently testing and bug fixation is going on. So should be available in a weeks time.

    Also can i use UnityScript to call plugin functions? is there a set up script already where i can access C# event callbacks?
    CPNP is fully in c#. And frankly we haven't tried/tested calling functions from UnityScripts. However it seems to be possible by moving scripts to Plugins folder, so that it gets executed prior to other UnityScripts. Please check this link for more info: http://www.tasharen.com/forum/index.php?topic=1763.0

    How is your IOS IL2CPP integration, is your plugin arm64 bit ready? when building for XCODE does it automatically link proper frameworks, directives, etc etc?
    Yes CPNP is fully compatible with il2cpp and its tested as well. And yes again, all framework and direction are included automatically by our plugin. So only trouble you need to take is press Build! ;)

    I have an admob plugin which generates AndroidManifest. How do i use your plugin which also generates AndroidManifest?
    Plugin provides NPSettings, a single configuration window which maintains all the settings required for native behaviours. So there you can just check and uncheck the features that you would like to use within your app. And based on these changes Manifest file is generated.

    Every 3rd party plugin, usually provides its own Android Manifest file. While building the project, Unity merges all these files into a single manifest file. So this shouldn't be a problem.

    There is a need for a NICE plugin provider that is active on Unity.
    Yes we agree on that part. And we are here to fill that space ;)
     
    Last edited: Aug 5, 2015
    Cromfeli likes this.
  32. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    452
    Thank you very much, sounds great :)
    I had no idea the android manifest files combine on build, that's awesome.
    I like the idea of automated google+ for android and gamecenter for apple, that would be cool.
     
    Last edited: Aug 5, 2015
    Cromfeli and Voxel-Busters like this.
  33. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    776
    Any plans to add in native Facebook integration? On iOS show the native Facebook share dialog and Android direct to the official Facebook app?
     
  34. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Hello mimminito

    Actually, there are no plans to add native FB feature, as official SDK for Unity is already available. However plugin supports sharing via FB/Mail/Messaging/Twitter/Whatsapp by making use of native share dialog i.e., Share Sheet in iOS and Share with intent chooser in Android platform.
     
    Last edited: Aug 6, 2015
  35. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    776
    Ok thanks. Can you specify to only share to a specific app via the share sheet? So only share to Facebook for example?
     
  36. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    @mimminito Yes possible. We defined methods for Social network sharing as well as other methods to share exclusively. So you can share exclusively to a service alone. Please check this API for the required methods. Let us know if you need any more info.
    Feel free to try out LITE version as it includes Sharing feature completely.
     
    mimminito likes this.
  37. atkd1890

    atkd1890

    Joined:
    May 14, 2015
    Posts:
    2
    Hi.
    I had these 2 conflicts when using Native Plugins with GooglePlayGames plugin.

     
  38. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    @atkd1890 The log says GPG has included Reachability class in to its framework. So only option is to update our naming to resolve conflict. Will PM you soon for the quick fix.

    Reachability is a class provided by Apple for easy of check related to network connectivity. Let us try to schedule this fix in our upcoming version by resolving the naming conflict.

    Really appreciate for letting us know about this conflict.
     
  39. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    776
    Hi,

    So I can see that when I want to share I can "exclude" options, is there a way for me to directly say "share to Facebook only?

    Adam
     
  40. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    @mimminito Currently Share to Social Network is available which includes FB, Twitter and G+ (on android).
    For specific share you need to use exclude options provided with the API.
    Code (CSharp):
    1. //As you want to share on FB only we will exclude rest of the options.
    2. eShareOptions[] _excludedOptions    = new eShareOptions[] {
    3. eShareOptions.MESSAGE,
    4. eShareOptions.MAIL,
    5. eShareOptions.WHATSAPP,
    6. eShareOptions.TWITTER
    7. };
    8.  
    9. //Call for sharing only on FB exclusively
    10. NPBinding.Sharing.ShareImage(_message, _texture2D, _excludedOptions, FinishedSharingCallback);
    11.  
    12.  
     
  41. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    776
    Hi,

    I tried this but it shows the share sheet. On iOS, it would be handy to actually show the Facebook Share dialog natively integrated into the device using SLComposeViewController
     
  42. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Yes current implementation uses Share Sheet dialog for sharing items and internally it excludes all the non-required services before displaying. But as rightfully pointed out by you, it makes sense to use SLComposeViewController for specific sharing request like FB only, Twitter only. So definitely we will consider your request and add it in future versions.
     
    mimminito and luniac like this.
  43. jprocha101

    jprocha101

    Joined:
    Apr 8, 2015
    Posts:
    134
    @Voxel Busters -
    Are you guys planning on adding google ad mob support?
    Thanks!
     
  44. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Currently we yet need to schedule our next feature set based on the requests we get.
    But on this context, isn't mo-pub/official unity admob plugin doesn't solve your requirement? Could you please let us know if you don't mind?
     
  45. jprocha101

    jprocha101

    Joined:
    Apr 8, 2015
    Posts:
    134
    I can use that. It would just be nice to have all the needed Android and iOS plugins in a single package :)
     
    Voxel-Busters likes this.
  46. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Yea agreed on having it in one place. In-fact we do love that kind of stuff too. But we need to think on many other aspects in terms of developing it. Probably we can create a poll and pick the most useful request for all. Thoughts?
     
    jprocha101 likes this.
  47. jprocha101

    jprocha101

    Joined:
    Apr 8, 2015
    Posts:
    134
    A poll would be awesome.
     
    luniac and Voxel-Busters like this.
  48. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    452
    The admob doesn't necessarily have to be part of this particular plugin but if you did make a new plugin for easy admob integration id rather buy from you to keep things under one developer. Currently I'm purchasing Stan's Mobile Ads plugin for admob. It's literally the only up to date admob plugin on the asset store that i found, with good reviews thankfully.
     
    Last edited: Aug 9, 2015
    jprocha101 likes this.
  49. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    608
    Thanks @luniac for your input. we will add ads feature to the poll.
    In-fact, We haven't checked Stan's ads plugin yet. Once we check it, if there is some thing that can be done for a smoother workflow, we can give some priority.

    Lastly, Plugins under one dev, is definitely a consideration for us too as it will keep maintenance easier for users.
     
  50. jprocha101

    jprocha101

    Joined:
    Apr 8, 2015
    Posts:
    134
    @Voxel Busters

    I went ahead and pulled the trigger - I am now using the paid version :)

    Question - does the asset support toast messages for Android? I am not sure if there is an iOS equivalent, which might be why they were left out.

    Thanks!
     
    Last edited: Aug 11, 2015