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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. poojithareddy

    poojithareddy

    Joined:
    Dec 28, 2016
    Posts:
    2
    @Robota No our plugin doesn't support Subscriptions. We don't have plans yet to support yet.
     
  2. Robota

    Robota

    Joined:
    Feb 7, 2012
    Posts:
    82
    Ok.
    Is it so difficult to add?
     
  3. poojithareddy

    poojithareddy

    Joined:
    Dec 28, 2016
    Posts:
    2
    Shouldn't be. But the initial focus was on getting the regular In-App Purchases. And we didn't have significant history of devs who request for subscriptions too.

    It would be great if you can let us know how well you are using subscriptions in games?
     
  4. 2rusbekov

    2rusbekov

    Joined:
    Jul 12, 2013
    Posts:
    43
    Hi.
    Some of our users cant use billing.

    From Unity Game Performance I got next exceptions:

    Code (CSharp):
    1. java.lang.NullPointerException
    2. com.voxelbusters.nativeplugins.features.billing.serviceprovider.google.util.IabHelper.startSetup(IabHelper.java:261)
    3. com.voxelbusters.nativeplugins.features.billing.serviceprovider.google.GoogleBillingService.startSetup(GoogleBillingService.java:96)
    4. com.voxelbusters.nativeplugins.features.billing.serviceprovider.google.GoogleBillingService.init(GoogleBillingService.java:88)
    5. com.voxelbusters.nativeplugins.features.billing.BillingHandler.initialize(BillingHandler.java:68)
    6. com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    7. com.unity3d.player.UnityPlayer.a(Unknown Source)
    8. com.unity3d.player.UnityPlayer$b$1.handleMessage(Unknown Source)
    9. android.os.Handler.dispatchMessage(Handler.java:98)
    10. android.os.Looper.loop(Looper.java:212)
    11. com.unity3d.player.UnityPlayer$b.run(Unknown Source)
    12. UnityEngine.AndroidJNISafe.CheckException ()
    13. UnityEngine.AndroidJNISafe.CallVoidMethod (IntPtr obj, IntPtr methodID, UnityEngine.jvalue[] args)
    14. UnityEngine.AndroidJavaObject._Call (System.String methodName, System.Object[] args)
    15. UnityEngine.AndroidJavaObject.Call (System.String methodName, System.Object[] args)
    16. VoxelBusters.NativePlugins.BillingAndroid.Initialise (VoxelBusters.NativePlugins.BillingSettings _settings)
    17. VoxelBusters.NativePlugins.Billing.Awake ()
    18. UnityEngine.GameObject:AddComponent(Type)
    19. NPBinding:AddComponentBasedOnPlatformOnlyIfRequired()
    20. NPBinding:Init()
    21. VoxelBusters.DesignPatterns.SingletonPattern`1:Awake()
     
  5. wahyuway

    wahyuway

    Joined:
    Oct 7, 2013
    Posts:
    80
    Hi @Voxel-Busters
    Everytime i open my project, it usually need to install the android sdk like picture shown attached.
    Even i already has latest Android Support Repository and Google Repository 41 installed.
    :( Any clue how did this always happen?

    Thanks
     

    Attached Files:

    Last edited: Jan 15, 2017
  6. cakeslice

    cakeslice

    Joined:
    Oct 18, 2014
    Posts:
    186
    Hello, I tried downloading the latest Lite version and importing on a fresh Unity 5.5.0p4 project but I'm getting a lot of namespace errors:

     
  7. invadererik

    invadererik

    Joined:
    Oct 31, 2010
    Posts:
    126
    Using Twitter in the:
    Cross Platform Native Plugins - Ultra Pack.

    On Android build is working great, on iOS build Im getting error, here is part of log:

    Code (CSharp):
    1. 2017-01-26 02:31:57.760 hitmc[1784:6088058] [TwitterHandler] login request received.
    2.  
    3. 2017-01-26 02:31:57.762 hitmc[1784:6088058] [TwitterKit] No matching scheme found.
    4.  
    5. 2017-01-26 02:31:58.136 hitmc[1784:6088058] [TwitterKit] did encounter error with message "Error obtaining user auth token.": Error Domain=TWTRLogInErrorDomain Code=-1 "<?xml version="1.0" encoding="UTF-8"?>
    6.  
    7. <hash>
    8.  
    9.  <error>Desktop applications only support the oauth_callback value 'oob'</error>
    10.  
    11.  <request>/oauth/request_token</request>
    12.  
    13. </hash>
    14.  
    15. " UserInfo={NSLocalizedDescription=<?xml version="1.0" encoding="UTF-8"?>
    16.  
    17. <hash>
    18.  
    19.   <error>Desktop applications only support the oauth_callback value 'oob'</error>
    20.  
    21.   <request>/oauth/request_token</request>
    22.  
    23. </hash>
    Running just the demo scene in empty project, I realized that on iOS Login with email permission will return the error above. While the Login without email will work but only if the phone has twitter already authorized on phone. I think based on looking at the Twitter SDK, when you call the login thing its supposed to try 3 different approaches to the login and your plugin is only really trying 1 of them possibly. Would be great if it tried all the approaches.

    Another small issue, is I keep on needing to add "MessageUI.framework" to my build.
     
    Last edited: Jan 26, 2017
  8. cakeslice

    cakeslice

    Joined:
    Oct 18, 2014
    Posts:
    186
    Just bought the Ultra Pack and there's a bug:

    The image picker (with the camera) crashes/restarts the application on Android (empty 5.5.1 project with the Demo scene, tested 2 different Android 5.0 phones)

    This happens randomly (sometimes takes multiple tries)
     
    Last edited: Feb 14, 2017
  9. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Sorry for the inconvenience caused.

    Could you please mail us the crash logs. We will look into it and find out whats causing it.
     
  10. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Thanks for reaching out on this! Has your app been whitelisted to get the email address from a user?

    Sorry! We will fix it. Btw for which feature its being asked for? Please specify the native features used in your application.
     
  11. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    558
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. VoxelBusters.NativePlugins.Demo.BillingDemo.DisplayFeatureFunctionalities () (at Assets/VoxelBusters/NativePlugins/Demo/Scripts/Features/BillingDemo.cs:91)
    3. VoxelBusters.NativePlugins.Demo.NPDemoBase.OnGUIWindow () (at Assets/VoxelBusters/NativePlugins/Demo/Scripts/Base/NPDemoBase.cs:53)
    4. VoxelBusters.Utility.GUIModalWindow.GUIWindowBase (Int32 _windowID) (at Assets/Standard Assets/VoxelBusters/Common/Utility/UI/Script/Base/GUIModalWindow.cs:80)
    5. UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at /Users/builduser/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1958)
    Im getting this error along with a bunch of warnings in a clean project using your demo 5.5.1. Also, where can I find the change log ?
     
    Last edited: Feb 15, 2017
  12. invadererik

    invadererik

    Joined:
    Oct 31, 2010
    Posts:
    126
    Yes it has been white listed. Notice that it works fine on Android build.

    The only feature I am using is Twitter. I tried to turn everything off except Twitter.
     
  13. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Okie, we will schedule a test this weekend and get back to you.

    Thank you for your patience and support.
     
  14. LightYarn

    LightYarn

    Joined:
    Nov 18, 2012
    Posts:
    56
    Hey there!

    I just updated my Unity to version 5.5.1 and the native plugins ultra pack to 1.5.1. Unfortunately I cannot get my Android-Build to work. It crashes on PostProcess with this Exception:

    In Line 5 it says
    so i reckon it might have something to do with the native plugins.
    Can you guys help me?
     
  15. LightYarn

    LightYarn

    Joined:
    Nov 18, 2012
    Posts:
    56
    Alright, sorry for double-posting but I got rid of the problem. It had nothing to do with any plugin: Unity itself was it!

    I had to reinstall Unity and now everything works fine!
     
  16. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    558
    @Voxel-Busters did you not see my post?
     
  17. imaleper

    imaleper

    Joined:
    Nov 14, 2012
    Posts:
    30
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. VoxelBusters.NativePlugins.Billing+<DidReceiveBillingProducts>c__AnonStorey27.<>m__1F (VoxelBusters.NativePlugins.BillingProduct _requestedProduct) (at Assets/Standard Assets/VoxelBusters/NativePlugins/Plugins/Features/Billing/Binding/Base/Billing.Events.cs:221)
    I just purchased this product and am also getting a Null reference exception in the demo scene :/
     
  18. imaleper

    imaleper

    Joined:
    Nov 14, 2012
    Posts:
    30
    Some help would be greatly appreciated!
     
  19. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Can you provide more information about the issue such as platform and version details.
     
  20. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Thanks for reporting this issue. We have found that this occurs only when product identifiers to be used in Editor are not defined in Billing Products (NPSettings->Billing Settings). We understand that this is not a ideal behaviour to have, so we have made the required changes to use identifiers based on active build platform. The fix will be included in upcoming release, until then I suggest you to create dummy product identifier for Editor in Billing Settings.
     
  21. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    558
    Where is the change log? I tried updating from the last version in a game that's complete already and Nothing works.
     
  22. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Sorry please provide more information about the issue you are facing. I suggest you to follow the steps mentioned in the upgrade guide while upgrading to the latest version.

    And about the fixes to EditorStore issue, it will be released in a weeks time.

    Thank you
     
  23. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    558

    Just tried again. Besides my whole store being wiped out I get this warning
    The class named 'VoxelBusters.NativePlugins.RateMyApp' is not derived from MonoBehaviour or ScriptableObject!
     
  24. TheADrain

    TheADrain

    Joined:
    Nov 16, 2016
    Posts:
    48
    Hi,

    I've bought your plugin to use to implement push notifications in a project and I'm having a couple of issues integrating it.

    On Android, I'm getting the following runtime error when calling NPBinding.NotificationService.RegisterForRemoteNotifications(); from an Awake function.

    java.lang.NoClassDefFoundError com.google.android.gms.common.GoogleApiAvailability

    Any light you could shed on this one would be hugely appreciated. I've got the firebase-common.jar in my plugins as well, but I can't find a play-services-common jar anywhere.
     
  25. ludos

    ludos

    Joined:
    Nov 14, 2011
    Posts:
    53
    Hi,
    i want to minimize requested permissions on android. i am using the media library to save screenshots. however i dont want the camera to be used. however the plugin system still requests the following android permissions even if i have Camera deselected in the NPSettings (media library is active and photo album is active, uses camera is deactivated).
    Code (csharp):
    1.   <uses-permission android:name="android.permission.CAMERA" />
    2.   <uses-feature android:name="android.hardware.camera" android:required="false" />
    3.   <uses-feature android:name="android.hardware.camera.autofocus" android:required="false" />
     
  26. ludos

    ludos

    Joined:
    Nov 14, 2011
    Posts:
    53
    yesterday i did not find the fix myself, but today i found the NPAndroidManifestGenerator. I changed:
    Code (CSharp):
    1.             if (m_supportedFeatures.UsesMediaLibrary)
    2.             {
    3.                 WriteUsesPermission(_xmlWriter:    _xmlWriter,
    4.                                     _name:         "android.permission.CAMERA",
    5.                                     _features:    new Feature[] {
    6.                                                     new Feature("android.hardware.camera", false),
    7.                                                     new Feature("android.hardware.camera.autofocus", false)},    
    8.                                     _comment:    "Media Library");
    9.  
    10.                 WriteUsesPermission(_xmlWriter:    _xmlWriter,    
    11.                                     _name:         "com.google.android.apps.photos.permission.GOOGLE_PHOTOS");
    12.  
    13.                
    14.                 WriteUsesPermission(_xmlWriter:    _xmlWriter,    
    15.                                     _name:         "android.permission.MANAGE_DOCUMENTS");
    16.             }
    17.  
    18.  
    to:
    Code (CSharp):
    1.             if (m_supportedFeatures.UsesMediaLibrary)
    2.             {
    3.                 if (m_supportedFeatures.MediaLibrary.usesCamera) {
    4.                     WriteUsesPermission(_xmlWriter:    _xmlWriter,
    5.                                     _name:         "android.permission.CAMERA",
    6.                                     _features:    new Feature[] {
    7.                                                     new Feature("android.hardware.camera", false),
    8.                                                     new Feature("android.hardware.camera.autofocus", false)},    
    9.                                     _comment:    "Media Library");
    10.                 }
    11.                 WriteUsesPermission(_xmlWriter:    _xmlWriter,    
    12.                                     _name:         "com.google.android.apps.photos.permission.GOOGLE_PHOTOS");
    13.  
    14.                
    15.                 WriteUsesPermission(_xmlWriter:    _xmlWriter,    
    16.                                     _name:         "android.permission.MANAGE_DOCUMENTS");
    17.             }
    18.  
    19.  
    and i think it does it right now. Hope this helps anybody encountering the same problem. maybe you can add this to the upcoming version?

    thank you.
     
  27. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Definitely! And we will be happy to credit you for the same.
     
  28. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Could you please get in touch with our support team and provide the necessary details about this issue. We will definitely try our best to help you with it.
     
  29. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Yes in the recent version RateMyApp is used as a simple c# class object. Based on that change we have updated code for its instantiation. So I din't get the reason why you are getting above issue.

    Could you please mention the file and line number from which this warning is thrown.
     
  30. TheADrain

    TheADrain

    Joined:
    Nov 16, 2016
    Posts:
    48
    Thanks for the response, but I was able to fix the issue in the end.

    For Android the problem was that I wasn't including the right play-services packages (we're having to juggle them because of the DEX limit)

    For IOS the problem was an out of date provisioning profile causing Cloud Build to compile without allowing background -> notifications.

    Thanks!
     
  31. ramon_delmondo

    ramon_delmondo

    Joined:
    Aug 19, 2015
    Posts:
    22
    Hi

    I'm using Cross Platform Native Plugins - Lite Version and I'm trying to share a picture by whatsapp. On Android works fine, but on iOS the image not attached together (don't work only on whatsapp).

    Code (CSharp):
    1. public void ShareImageAtPathUsingShareSheet ()
    2.     {
    3.         this.ShareContainer.SetActive(false);
    4.         Texture2D texture = this.Photo.texture as Texture2D;
    5.         Texture2D newTexture = new Texture2D(texture.width, texture.height, TextureFormat.RGB24, false);
    6.         newTexture.SetPixels(texture.GetPixels(0, 0, texture.width, texture.height));
    7.         newTexture.Apply();
    8.         byte[] dataToSave = newTexture.EncodeToPNG();
    9.         string destination = Path.Combine(Application.persistentDataPath, System.DateTime.Now.ToString("yyyy-MM-dd-HHmmss") + ".png");
    10.         File.WriteAllBytes(destination, dataToSave);
    11.  
    12.         // Create share sheet
    13.         ShareSheet _shareSheet     = new ShareSheet();  
    14.         _shareSheet.Text        = "#ConvencaoDGN2017";
    15.         _shareSheet.AttachImageAtPath(destination);
    16.  
    17.         // Show composer
    18.         NPBinding.UI.SetPopoverPointAtLastTouchPosition();
    19.         NPBinding.Sharing.ShowView(_shareSheet, FinishedSharing);
    20.     }
    Debug:

    2017-03-22 23:14:26.018332 convencaodgn[3878:3788629] [core] SLComposeViewController initWithExtension: <NSExtension: 0x174174d00> {id = net.whatsapp.WhatsApp.ShareExtension} requestedServiceType: (null)
    2017-03-22 23:14:26.022593 convencaodgn[3878:3788629] [core] SLComposeViewController addExtensionItem: <NSExtensionItem: 0x17420a2a0> - userInfo: {
    NSExtensionItemAttachmentsKey = (
    "<NSItemProvider: 0x174646840> {types = (\n \"public.image\"\n)}",
    "<NSItemProvider: 0x17464b0a0> {types = (\n \"public.plain-text\"\n)}"
    );
    NSExtensionItemAttributedContentTextKey = <7b5c7274 66315c61 6e73695c 616e7369 63706731 3235320a 7b5c666f 6e747462 6c5c6630 5c667377 6973735c 66636861 72736574 30204865 6c766574 6963613b 7d0a7b5c 636f6c6f 7274626c 3b5c7265 64323535 5c677265 656e3235 355c626c 75653235 353b7d0a 7b5c2a5c 65787061 6e646564 636f6c6f 7274626c 3b3b7d0a 5c706172 645c7478 3536305c 74783131 32305c74 78313638 305c7478 32323430 5c747832 3830305c 74783333 36305c74 78333932 305c7478 34343830 5c747835 3034305c 74783536 30305c74 78363136 305c7478 36373230 5c706172 6469726e 61747572 616c5c70 61727469 67687465 6e666163 746f7230 0a0a5c66 305c6673 3234205c 63663020 23436f6e 76656e63 616f4447 4e323031 377d>;
    }
    2017-03-22 23:14:26.545157 convencaodgn[3878:3788629] [core] viewWillAppear
    2017-03-22 23:14:26.545412 convencaodgn[3878:3788629] [core] SLComposeViewController including 1 explicit NSExtensionItems
    2017-03-22 23:14:26.545667 convencaodgn[3878:3788629] [core] SLComposeViewController about to instantiate remote view controller with array of 1 NSExtensionItems
    2017-03-22 23:14:26.547504 convencaodgn[3878:3788629] [core] viewDidAppear
    2017-03-22 23:14:27.157229 convencaodgn[3878:3788629] [core] SLComposeViewController finished instantiate remote view controller <SLRemoteComposeViewController: 0x1042b7a00> error (null) extension request identifier C3CCB1FA-B61B-455E-A674-5EDB2E898128
    2017-03-22 23:14:27.157331 convencaodgn[3878:3788629] [core] SLComposeViewController received remoteViewController of class SLRemoteComposeViewController, and setting its delegate to self
    2017-03-22 23:14:27.157397 convencaodgn[3878:3788629] [core] HOST: Successfully loaded remote SLComposeVC
    2017-03-22 23:14:27.157458 convencaodgn[3878:3788629] [core] [remoteViewController setupRemoteViewController]
    2017-03-22 23:14:27.178704 convencaodgn[3878:3788629] [core] Finished setting up remote view controller



    Someone can help me please?
     
  32. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    WhatsApp sharing on iOS, has limitations. It supports sharing of image or text, but not both. Few weeks back we got a complaint that share feature wasn't working on some versions. But unfortunately there's nothing we could do. As always we will keep looking for solutions which helps us overcome this issue.

    Thanks
    VB Team
     
  33. NOoooRyuk

    NOoooRyuk

    Joined:
    Mar 7, 2017
    Posts:
    6
    Hi.. When I import your asset and play my game, I got this msg..

    DirectoryNotFoundException: Directory 'Assets/Plugins/Android' not found.
    System.IO.Directory.GetFileSystemEntries (System.String path, System.String searchPattern, FileAttributes mask, FileAttributes attrs) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/Directory.cs:514)
    System.IO.Directory.GetFileSystemEntries (System.String path, System.String searchPattern) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/Directory.cs:336)
    System.IO.Directory.GetFileSystemEntries (System.String path) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/Directory.cs:331)
    Google.JarResolver.PlayServicesSupport.GetCurrentDependencies (System.Collections.Generic.Dictionary`2 dependencies, System.String destDirectory)
    Google.JarResolver.PlayServicesSupport.DependenciesPresent (System.String destDirectory)
    GooglePlayServices.ResolverVer1_1.DoResolution (Google.JarResolver.PlayServicesSupport svcSupport, System.String destinationDirectory, Google.JarResolver.OverwriteConfirmation handleOverwriteConfirmation, System.Action resolutionComplete)
    GooglePlayServices.PlayServicesResolver.Resolve (System.Action resolutionComplete)
    GooglePlayServices.PlayServicesResolver.AutoResolve ()
    UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:197)


    please help me
     
  34. gianfanatee

    gianfanatee

    Joined:
    Jun 14, 2016
    Posts:
    13
    When is push messaging via FCM scheduled to be included? Thanks
     
  35. Simon_says

    Simon_says

    Joined:
    Oct 19, 2013
    Posts:
    141
    How to report decimal score with game services? ReportScoreWithGlobalID method takes long type as 'score', however I would like to pass a float.
     
  36. arlefreak

    arlefreak

    Joined:
    Nov 28, 2013
    Posts:
    5
    Hi, I couldn't find anything about Android runtime permissions, do you plan to add support for managing them ?
     
  37. gururise

    gururise

    Joined:
    Oct 12, 2016
    Posts:
    11
    I am ready to buy this plugin, but I need to know a little more info on the Webviews:
    1. Does the Android WebView support WebRTC video & audio chat? (Introduced in Android 5.0+ with Chrome Webviews).
    2. iOS 11 is coming out with WebRTC support in the Webkit Webviews. Will this plugin support the new iOS 11 Webviews? Would I be able to use the iOS 11 Public Beta to test this feature?
    Thank You
     
  38. K1kk0z90_Unity

    K1kk0z90_Unity

    Joined:
    Jun 2, 2013
    Posts:
    83
    Hi,
    Does the Media Library plugin allow to let the user crop a photo taken with the phone's camera or taken from the phone's gallery (without modifying the original image file) and force a specific aspect ratio?
    Thank you in advance for your anwer! :)
     
  39. Dodzilla

    Dodzilla

    Joined:
    Nov 19, 2010
    Posts:
    14
    I'm having some trouble getting it to log in to Google Play Services on Android.

    (Solved)

    The plugin was adding the APP_ID to the manifest in a way that wasn't working for me.

    <meta-data android:name="com.google.android.gms.games.APP_ID" android:value="\ 1234567890" />

    The comment explained that this was to try and force the value to be parsed as a string value.
    I moved the app_id to the strings file and modified the manifest generation code to insert the following line instead:

    <meta-data android:name="com.google.android.gms.games.APP_ID" android:value="@string/app_id" />
     

    Attached Files:

    Last edited: Jul 9, 2017
  40. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    305
    Does the plugin support deep linking?
     
  41. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
  42. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Yes, We have it in current pipeline.

    Yes, WEBRTC Support was on Android only as of now.

    @Dodzilla I was wondering why you got this issue as it was working for all of our customers. Once you include the APP_ID in NPSettings, we create the manifest file with the required value. Would be great if you can give us more information.

    Sorry for replying late over here we are using our forum as standard support platform. Hope you understand :)

    Thanks,
    VB Team
     
  43. ryo0ka

    ryo0ka

    Joined:
    Sep 27, 2015
    Posts:
    32
    Hi, do you (or will you) support saving images under a specific folder in the user photo library? E.g. saving a screenshot from my AwesomeApp to "AwesomeApp" folder in the photo library?

    Thanks,
    Ryo
     
  44. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Yes, By default we save it in the App's specific folder.

    In the coming update we gave an option to save in public folder as well.

    Thanks,
    VB Team
     
  45. ryo0ka

    ryo0ka

    Joined:
    Sep 27, 2015
    Posts:
    32
    Hi, images are not saved in the app's specific folder but in the root. Using Unity 2017.1.0f3 on iOS 11.

    But anyway good to hear of the update plan.

    Thanks,
    Ryo
     
  46. ZXY-ST

    ZXY-ST

    Joined:
    Jun 26, 2015
    Posts:
    4
    Send HTML Text mail does not seem to work on Android. The formatting is lost. Works on iOS though. Any idea why?
     
  47. rich2701

    rich2701

    Joined:
    Mar 24, 2013
    Posts:
    6
    Hi Voxel-Busters,
    The plugin looks great - do you have a demo APK available for download? I'd like to test before purchasing.
    Thanks
     
  48. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    827
    Hi,
    Yes we have. Please download the demo from here. We submitted a new update on Google Play Store. It might take a while to get reflected.

    Here are some important links:

    Tutorials
    Forum
    Documentation

    Cheers,
    VB Team
     
  49. GGeff

    GGeff

    Joined:
    Nov 11, 2014
    Posts:
    40
    Any plans for vibration/haptic support? The Unity functions don't offer any control over vibration duration.
     
  50. EkaDev

    EkaDev

    Joined:
    Sep 4, 2017
    Posts:
    1
    Hello,
    is it possible, when saving a screenshot, to give it a name? Thanks