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Prime31 Unity Plugins Officially Live! [CLOSED]

Discussion in 'iOS and tvOS' started by prime31, Aug 27, 2010.

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  1. priznut

    priznut

    Joined:
    Apr 19, 2012
    Posts:
    20
    Ok, I figured as much. Thanks for the tools regardless!
     
  2. Davide

    Davide

    Joined:
    Sep 19, 2012
    Posts:
    13
    Posted: 03:36 AM 1 Week Ago

    Hi! I'm part of a developing team and we've bought your MediaPlayer plugin to use it in our apps (games). These games are for Ipads, Iphones and Ipods.
    The game has it's own audio (both music and fx), but we want to give the chance to the players to listen to their own iTunes music. The problem is that once the mediaplayer has popped up, i've selected the songs and went back to the game, it completely stops the game sound effects after fading them out.

    While, if i repeat these steps a second time, it works how it should (music + app sounds mixed).

    Its strange because it worked good in the past months when i've tested it more than once and on many devices. It just played the music but didn't stop the sound effects. I've checked for updates, and downloaded the last package of July 2012, nothing. We' re using Unity version 3.5.5f3 .

    Last but not least, all i'm doing is calling the mediaplayer through the MediaPlayerBinding.showMediaPicker() function. Am i missing something? Any ideas?
    Thanks in advance.
     
  3. Schnelle

    Schnelle

    Joined:
    Jan 17, 2011
    Posts:
    89
    The issue I was having with StoreKit "Restore Transactions" not working properly is now resolved with the Storekit-9-30 update. Thanks for the fast turn around, Mike.
     
  4. prime31

    prime31

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    Oct 9, 2008
    Posts:
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    @davide, do you see any oddities in the logs? We aren't able to reproduce what you are seeing with the latest version.
     
  5. Davide

    Davide

    Joined:
    Sep 19, 2012
    Posts:
    13
    Hello, thanks for the answer!

    Indeed in the Xcode logs i can see this:

    SendMessage: object MediaPlayerManager not found!

    I've also tried to include the MediaPlayerManager prefab in the scene and while xcode seems satisfied, the problem still remains.
     
    Last edited: Oct 1, 2012
  6. prime31

    prime31

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    @davide, nothing will work properly with the MediaPlayerManager. Ensure that it is in your initial loading scene and it will persist throughout your games lifetime.
     
  7. GamePro

    GamePro

    Joined:
    Jul 16, 2012
    Posts:
    35
    Hi Prime31,

    I am having problem on the Chartboost plugin. ads are not displaying, Please solve my problem,


    Thanks
     
  8. GamePro

    GamePro

    Joined:
    Jul 16, 2012
    Posts:
    35
    Hi Prime 31
    I waiting for you reply from the last 6 days. when ever i am using the prime31 plugin its never worked for me. I need a help. how to make it fix chartboost ads. i am trying from the last 3 days. i tried the xcode native integration it worked fine . but unity 3d plugin is not working . i double checked every thing. please help me.
     
  9. prime31

    prime31

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    Oct 9, 2008
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    @gamepro, first off, please dont double post. It is also a good idea to read the other thread posts. We posted a week ago saying that we will be off the grid and not answering support requests.

    You have provided next to no information to aid in debugging. Refer to our documentation and ChartBoosts to properly setup your interstitials and more apps screen. Listen to the events the plugin publishes to get information on why your ads are now showing.
     
  10. priznut

    priznut

    Joined:
    Apr 19, 2012
    Posts:
    20
    Hello again,

    This question is related to the MacStoreKit. So we have our app signed and in Apple's system. We have the in app purchase within the app working well. (Thanks for that by the way).

    Our question though is regarding testing in the sandbox environment. When we tested in app purchases with our test users. It would only ask for the itunes sign on dialog once. And then after it would not appear but purchases are going thru still. Is that normal behavior for the Mac? To only have to sign in once. For iOS sandbox that dialog would always appear for us.
     
  11. sonofbryce

    sonofbryce

    Joined:
    May 19, 2009
    Posts:
    111
    @prime31, I have a question about implementing the iOS In App Purchase plugin. I had a problem occur where when the iOS purchase dialog would appear, the app would crash. Leaving the buy dialog but no app to make the callback to. What's the best solution for this problem in the case that someone makes a purchase while the app is dead. Would the best solution be to just make a "restore transactions" button to force a transaction restore?

    Thanks!

    -Bryson
     
  12. prime31

    prime31

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    @priznut, I assume that is the normal behavior. We see that as well when testing.


    @son, a purchase cannot complete if your app crashes. It is a requirement that communication can occur to Unity and then back to native code to complete a transaction.
     
  13. sonofbryce

    sonofbryce

    Joined:
    May 19, 2009
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    Awesome, thanks for the quick reply.
     
  14. BTamas

    BTamas

    Joined:
    Jul 18, 2012
    Posts:
    15
    Hello prime31

    We have an issue with the ios storekit plugin. Buying and restore seems to work fine, except the restore does not restore all items.

    Our test user has purchased 6 products, restore only restores 5. Buying again the 6th product will give the user the option to download (because he already bought it).

    1. requestProductData on all 6 products
    2. we see 5 of these in the log: are we on iOS 6? lets check. respondsToDownloads: NO

    we are checking these events:

    Code (csharp):
    1. StoreKitManager.productPurchaseAwaitingConfirmationEvent //it seems, that purchaseSuccessfulEvent does not get fired, on restore
    2. StoreKitManager.restoreTransactionsFinishedEvent
    3. StoreKitManager.restoreTransactionsFailedEvent
    4.  
    3. restoreTransactiongets called
    4. finishing transaction, StoreKit: transaction completed 5 times in the logs
    5. we do some 3rd party chekcs, to verify the receipts

    Help would be appreciated.
     
  15. tr1stan

    tr1stan

    Joined:
    Jan 23, 2009
    Posts:
    150
    Hello Prime,

    The media player plugin cannot export songs as mp3 format on iOS6. I'm using Unity 3.5.6 and Xcode 4.5. Any idea how to fix it?
     
  16. serioustommy

    serioustommy

    Joined:
    Jun 12, 2012
    Posts:
    126
    Hi Prime,

    I've updated to the latest storekit plugin which added fine grained support for finishing transactions manually. However the StoreKitTransaction.transactionIdentifier always seems to be empty from the productPurchaseAwaitingConfirmationEvent, which makes it not possible to use the new method finishPendingTransaction. finishPendingTransactions still works though. Could it be because I'm in sandbox mode or something else at my end?

    Thanks,
    Tommy
     
  17. prime31

    prime31

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    @btamas, are you using the latest version of the plugin?


    @tr1stan, Apple is more strict about what can be exported with iOS 6.


    @serious, we are not seeing that. We will do some testing and see if we can get it to occur.
     
  18. tr1stan

    tr1stan

    Joined:
    Jan 23, 2009
    Posts:
    150
    Thanks for answering Prime. I have verified exporting songs as WAV via MediaPlayerBinding.exportSongFromLibraryAsWav method is still working perfectly on iOS6.
    Where I can I find the information on what type of formats can't be exported with iOS6?

    edit: I mean I can still export mp3s, but as wav format, which could be slower than what I have don with iOS5. why?
     
    Last edited: Oct 2, 2012
  19. prime31

    prime31

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    @tr1stan, if you tweak the sample rate and export as mono it will speed things up. There is no good source of information on what types are exportable with iOS 6 at this time. Apples docs are extremely light on that front.
     
  20. marsolla

    marsolla

    Joined:
    Sep 17, 2012
    Posts:
    1
    Hi Prime31 and all, I am using the Unity3.5.5-f3 , Xcode 4.5 with iOS 6(Final version).
    In my project, when I use the AdWhirl plugin, some errors occurs during the compilation stage.

    I think this error occurs because the "functions" are deprecated (in iOS 5.1.1), and in iOS6 they were totaly removed ?.

    The errors are bellow:

    on file source AdWhirlAdapterIAd.m:

    code:

    Could anyone help us ?
    Thks
     
  21. tr1stan

    tr1stan

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    Jan 23, 2009
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    Thanks for the trick. I have tweaked the sample rate to 22050. The delay is acceptable for me now. It's about 4-8s slower on A4 devices, and about 2s on A5 above.

    And in the lasted update the exportSongFromLibraryAsAAC method is added. But I remember AAC formats like m4a is not supported in Unity, right?
     
  22. prime31

    prime31

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    @tr1stan, Unity can't play the AAC files. They are more for if you are making a video composition or something on an external server.
     
  23. BTamas

    BTamas

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    Jul 18, 2012
    Posts:
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    @btamas, are you using the latest version of the plugin?

    @prime31 yes, we are using the latest version
     
  24. RedVonix

    RedVonix

    Joined:
    Dec 13, 2011
    Posts:
    414
    Hey Prime!

    We're getting everything updated to iOS6 and the most recent versions of your plugin, and came across a hiccup in getting the SocialNetworking plugin working. Whenever we compile we now get 2 errors, which are as follows:

    FacebookManager.h, line 40, "Parse Issue. Expected a type". The line of code is:
    Code (csharp):
    1. - (void)reauthorizeWithPublishPermissions:(NSArray*)permissions defaultAudience:(FBSessionDefaultAudience)audience;
    FacebookBinding.m, line 65, "Semantic Issue. Use of undeclared identifier "FBSessionDefaultAudience". The line of code is:
    Code (csharp):
    1. [[FacebookManager sharedManager] reauthorizeWithPublishPermissions:permissions defaultAudience (FBSessionDefaultAudience)defaultAudience];
    Any thoughts on what we may be able to do to alleviate the issue?

    Thanks in advance! :cool:
     
  25. prime31

    prime31

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    @DCalabrese, remove all old files before importing the latest version of the plugin and ensure you Clean your Xcode project to clear out Xcodes object cache.
     
  26. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
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    Prime31, I am using the Unity3.5.5-f3 , Xcode 4.5 with iOS 6

    I'm using the AdWhirl plugin, I have dragged the prefab into the scene and also tried to just build the testScene on its own.

    I get these errors, i see that marsolla has the same problem, can you please reply.

    The errors are bellow:

    HTML:
    ../src/Assets/Editor/AdWhirlAdapterIAd.m:43:6: Use of undeclared identifier 'ADBannerContentSizeIdentifierPortrait'; did you mean 'kADBannerContentSizeIdentifierPortrait'?
    
    ../src/Assets/Editor/AdWhirl/AdWhirlAdapterIAd.m:44:7: Use of undeclared identifier 'ADBannerContentSizeIdentifierPortrait'; did you mean 'kADBannerContentSizeIdentifierPortrait'?
    
    ../src/Assets/Editor/AdWhirl/AdWhirlAdapterIAd.m:45:7: Use of undeclared identifier 'ADBannerContentSizeIdentifier320x50'; did you mean 'kADBannerContentSizeIdentifierPortrait'?
    
    ../src/Assets/Editor/AdWhirl/AdWhirlAdapterIAd.m:47:6: Use of undeclared identifier 'ADBannerContentSizeIdentifierLandscape'; did you mean 'kADBannerContentSizeIdentifierLandscape'?
    
    ../src/Assets/Editor/AdWhirl/AdWhirlAdapterIAd.m:48:7: Use of undeclared identifier 'ADBannerContentSizeIdentifierLandscape'; did you mean 'kADBannerContentSizeIdentifierLandscape'?
    
    ../src/Assets/Editor/AdWhirl/AdWhirlAdapterIAd.m:49:7: Use of undeclared identifier 'ADBannerContentSizeIdentifier480x32'; did you mean 'kADBannerContentSizeIdentifierPortrait'?
    on file source AdWhirlAdapterIAd.m:
    Code (csharp):
    1. - (void)getAd {
    2. ADBannerView *iAdView = [[ADBannerView alloc] initWithFrame:CGRectZero];
    3. kADBannerContentSizeIdentifierPortrait =
    4. &ADBannerContentSizeIdentifierPortrait != nil ?
    5. ADBannerContentSizeIdentifierPortrait :
    6. ADBannerContentSizeIdentifier320x50;
    7. kADBannerContentSizeIdentifierLandscape =
    8. &ADBannerContentSizeIdentifierLandscape != nil ?
    9. ADBannerContentSizeIdentifierLandscape :
    10. ADBannerContentSizeIdentifier480x32;
    11. iAdView.requiredContentSizeIdentifiers = [NSSet setWithObjects:
    12. kADBannerContentSizeIdentifierPortrait,
    13. kADBannerContentSizeIdentifierLandscape,
    14. nil];
    15.  
    Thanks.
     
    Last edited: Oct 4, 2012
  27. prime31

    prime31

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    @el3et, until AdWhirl gets an update out you have to build against iOS 5 with Xcode 4.4
     
  28. The3DMediaToonz

    The3DMediaToonz

    Joined:
    Oct 4, 2012
    Posts:
    11
    Hi, i got a problem with the "saveImageToPhotoAlbum" function.
    I assign a script to a button: when pressed, my iPhone takes the screenshot correctly, but save it to the photoroll only when i take another screenshot! Seems that the last screenshot will never be saved to photoroll until i take another screenshot?

    Also, is it possible to save as JPG instead of PNG?
    Can someone help me with this problems? (i'm familiar with JS, but i find only C# scripts)

    Here is my code:
    Code (csharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4. using System.Collections.Generic;
    5.  
    6.  
    7. public class Photo : MonoBehaviour {
    8.  
    9.     private string imagePath;
    10.    
    11.     void OnGUI(){
    12.         if( GUI.Button( new Rect( 10, 10, 160, 80 ), "Take Screen Shot" ) ){
    13.             StartCoroutine( EtceteraBinding.takeScreenShot( "myScreenshot.png" ) );
    14.             imagePath = Application.persistentDataPath;
    15.             EtceteraBinding.saveImageToPhotoAlbum( imagePath+"/myScreenshot.png" );
    16.         }
    17.     }
    18. }
    19.  
    20.  
     
  29. prime31

    prime31

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    @3d, try providing a delay between the completion of the takeScreenShot method and the saveImageToPhotoAlbum call to ensure the file is written completely.
     
    Last edited: Oct 4, 2012
  30. The3DMediaToonz

    The3DMediaToonz

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    Posts:
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    Providing a delete? can you help me with a bit of code plz? thank you very much
     
  31. prime31

    prime31

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  32. The3DMediaToonz

    The3DMediaToonz

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    Oct 4, 2012
    Posts:
    11
    Ok, sorry, i'm italian and my english is not very god!
    Finally, here is the "definitive" solution in JavaScript, in my case works well, hope it can be useful for someone other!

    Code (csharp):
    1.  
    2. private var imagePath : String;
    3.  
    4.  
    5. function OnGUI(){
    6.     if( GUI.Button( new Rect( 10, 10, 160, 80 ), "Take Screen Shot" ) ){
    7.         TakeSound.Play();
    8.         StartCoroutine( EtceteraBinding.takeScreenShot( "myScreenshot.png" ) );
    9.         Invoke("saveToAlbum", 2);
    10.     }
    11. }
    12.  
    13. function saveToAlbum () {
    14.     SaveSound.Play();
    15.     imagePath = Application.persistentDataPath;
    16.     EtceteraBinding.saveImageToPhotoAlbum( imagePath+"/myScreenshot.png" );
    17. }
    18.  
     
  33. GarethJones

    GarethJones

    Joined:
    Oct 5, 2012
    Posts:
    3
    #0 0x32cb9d74 in strlen ()
    #1 0x00c94514 in UnitySendMessage at /Applications/buildAgent/work/a0f11f3559d72c6d/PlatformDependent/CommonWebPlugin/WebScripting.cpp:135
    #2 0x013c9cdc in -[StoreKitManager storeKitReceiptRequest:validatedWithResponse:] at /Users/desaro/Documents/dev/Unity3D/UnityPlugins/_SharedXcodeBuilders/P31StoreKitPlugin/StoreKitPlugin/StoreKitManager.mm:405
    #3 0x013ca2d8 in -[StoreKitReceiptRequest connectionDidFinishLoading:] at /Users/desaro/Documents/dev/Unity3D/UnityPlugins/_SharedXcodeBuilders/P31StoreKitPlugin/StoreKitPlugin/StoreKitReceiptRequest.m:100


    We're getting this callstack too - from code that worked previous to an iOS 6 update.

    The 'param' param in the UnitySendMessage call is null - so strlen is presumably dying on it.
     
    Last edited: Oct 5, 2012
  34. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    For anyone having problems with Adwhirl on iOS 6 and xCode 4.5 heres a work around / fix.

    Add...

    Code (csharp):
    1. #import <iAd/iAd.h>
    into the file

    AdWhirlAdapterIAd.m

    Fixes the errors of the deprecated methods and values. May still get warning but I now have a test app running on iPhone 5 iOS 6 that compiles, runs and shows ads.

    Thanks.
     
    Last edited: Oct 5, 2012
  35. prime31

    prime31

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    @gareth, can you include the steps you took to get the error along with a full stack trace?
     
  36. GarethJones

    GarethJones

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    Oct 5, 2012
    Posts:
    3
    I can get it in the testsupport example if I purchase a sandbox item and then hit the 'validate receipt' button. I'm running Unity 4 beta 9 and the latest xcode 4.5 (4G182) with the iOS6 sdk.

    Callstack is

    #0 0x32cb9d74 in strlen ()
    #1 0x006f85f4 in UnitySendMessage at /Applications/buildAgent/work/a0f11f3559d72c6d/PlatformDependent/CommonWebPlugin/WebScripting.cpp:135
    #2 0x00d45c5c in -[StoreKitManager storeKitReceiptRequest:validatedWithResponse:] at /Users/desaro/Documents/dev/Unity3D/UnityPlugins/_SharedXcodeBuilders/P31StoreKitPlugin/StoreKitPlugin/StoreKitManager.mm:405
    #3 0x00d46258 in -[StoreKitReceiptRequest connectionDidFinishLoading:] at /Users/desaro/Documents/dev/Unity3D/UnityPlugins/_SharedXcodeBuilders/P31StoreKitPlugin/StoreKitPlugin/StoreKitReceiptRequest.m:100
    #4 0x33564ef4 in __65-[NSURLConnectionInternal _withConnectionAndDelegate:eek:nlyActive:]_block_invoke_0 ()
    #5 0x334a49f0 in -[NSURLConnectionInternal _withConnectionAndDelegate:eek:nlyActive:] ()
    #6 0x334a490c in -[NSURLConnectionInternal _withActiveConnectionAndDelegate:] ()
    #7 0x354055de in ___delegate_didFinishLoading_block_invoke_0 ()
    #8 0x35404cca in ___withDelegateAsync_block_invoke_0 ()
    #9 0x3542d132 in ___performAsync_block_invoke_068 ()
    #10 0x3567b74c in CFArrayApplyFunction ()
    #11 0x3542d592 in RunloopBlockContext::perform() ()
    #12 0x3539115c in MultiplexerSource::perform() ()
    #13 0x3570a682 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ ()
    #14 0x35709f7e in __CFRunLoopDoSources0 ()
    #15 0x35708cb6 in __CFRunLoopRun ()
    #16 0x3567bebc in CFRunLoopRunSpecific ()
    #17 0x3567bd48 in CFRunLoopRunInMode ()
    #18 0x378282ea in GSEventRunModal ()
    #19 0x35cf4300 in UIApplicationMain ()
    #20 0x00004e68 in main at /Users/gareth.jones/Documents/UnityStoreKitVerifyTest/iOS/Classes/main.mm:22
     
  37. prime31

    prime31

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    Oct 9, 2008
    Posts:
    6,426
    @gareth, that explains why we cant reproduce it. We don't fully support Unity 4 at this time. It is still under heavy development. Once it gets to RC status we will push updates as required for it.
     
  38. psycocrusher

    psycocrusher

    Joined:
    Jul 24, 2011
    Posts:
    71
    Hi Prime,

    I' am using the tapgage plugin, my application is in landscape and when i call the interstitial it always displays sideways(in Portrait).

    I tried all orientation on their website but i always get the same result.

    is the plugin handling orientation correctly?
     
  39. prime31

    prime31

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    Oct 9, 2008
    Posts:
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    @psyco, the plugin doesn't do anything with regard to orientation. TapGage owns the interstitial view and is the only one with access to modify it. Assuming that you have your Unity Player Settings set to autorotate animated and that you never set the orientation manually you will want to open a bug report with the TapGage crew to get their eyes on it.
     
  40. Martin-Schultz

    Martin-Schultz

    Joined:
    Jan 10, 2006
    Posts:
    1,377
    @andymats: did you find a solution for why you received in the storekit the currency symbols in the hex format like "€"? I'm running into the same problem...
     
  41. serioustommy

    serioustommy

    Joined:
    Jun 12, 2012
    Posts:
    126
    @Prime
    It appears that there's a new version of the storekit plugin (StoreKit_2012-10-04) available for download that's not listed on your update page. To my surprise it actually fixes my issue with missing StoreKitTransaction.transactionIdentifier! Is that meant to be up already and ready for production?
     
  42. prime31

    prime31

    Joined:
    Oct 9, 2008
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    6,426
    @serious, it has an iOS 6 + Unity 4 fix and the transaction Id fix. It is ready for prod use.
     
  43. The Bag

    The Bag

    Joined:
    May 28, 2012
    Posts:
    24
    @Prime, with the StoreKit plugin does the "confirm your in-app purchase" pop-up box remain or is it just something in there for dev purposes?

    Also looking for advice, when purchaseFailedEvent is triggered should we just keep trying purchaseProduct again?
     
  44. prime31

    prime31

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    Oct 9, 2008
    Posts:
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    @thebag, any prompts are 100% handled by Apples code and cannot be modified for security reasons. I personally wouldn't automatically retry a failed purchase and I don't think I have ever seen any game do that but it is 100% up to you what you do.
     
  45. The Bag

    The Bag

    Joined:
    May 28, 2012
    Posts:
    24
    @Prime, cool, I guess we'll just show a purchase failed popup then.
     
  46. madayar

    madayar

    Joined:
    May 14, 2009
    Posts:
    28
    Hello Prime

    I'm trying to set up FlurryAndroid on Unity and I face some weird problems.
    On my test device I can open the catalog. It opens the catalog and everything seems all right.

    code: FlurryAndroid.openCatalog( "SOME_HOOK" );

    But, if I click on a already displayed banner on my test-device, nothing happens at all.
    code: FlurryAndroid.showBanner( "MAINSCREEN_HOOK", FlurryAdPlacement.TopLeft);

    I can tap around like crazy but neighter google.play opens nor is the catalog being opend.

    I tried to do this, but it didn't change anything.
    code: FlurryAndroid.launchCatalogOnBannerClicked( true );

    Did I miss something or what the heck am I doing wrong?

    Thank you very much.

    madayar
     
  47. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @madayar, please post Android questions in the Android forum and be sure to include relevant logcat logs.
     
  48. rudolfwm

    rudolfwm

    Joined:
    Apr 17, 2009
    Posts:
    11
    Hey Prime!

    We have a problem with the social networking plugin and iOS6, xcode 4.5. We get two errors:

    FacebookManager.h, line 40, "Parse Issue. Expected a type". The line of code is:
    Code:
    - (void)reauthorizeWithPublishPermissions:(NSArray*)permissions defaultAudience:(FBSessionDefaultAudience)audience;

    FacebookBinding.m, line 65, "Semantic Issue. Use of undeclared identifier "FBSessionDefaultAudience". The line of code is:
    Code:
    [[FacebookManager sharedManager] reauthorizeWithPublishPermissions:permissions defaultAudience (FBSessionDefaultAudience)defaultAudience];

    Ive read your answer to DCalabrese...tried your solutions...but nothing works...

    We deleted the old plug in (except for the prime31 folder, so just the socialnetworking folder..). Deleted the project from derived data in libraries...and still have this problem. Did a full rebuild...

    Please help!
     
  49. prime31

    prime31

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    Oct 9, 2008
    Posts:
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    @rudofl, just like we have mentioned many times in the past you have to do the following whenever anything major changes in a plugin or on the native side:

    - delete all old files
    - import the new files
    - Build and Replace from Unity
    - Clean the Xcode project to remove cached object files
     
  50. madayar

    madayar

    Joined:
    May 14, 2009
    Posts:
    28
    Hello Prime

    Thx for your quick reply - I've got another problem, this time with ios ;)

    I used the store-kit plugin on a older project and updated it today cause I want to add flurry too ;) - before doing so, I deleted my Editor and my Plugins folder to be sure to get everything out before Installing the new version of the store-kit. Then I also added Flurry, but when I try to build in xcode I get:

    duplicate symbol _OBJC_CLASS_$_FlurryHTTPEater in:
    /Users/geri/Unity/FireCraft Flurry/Assets/Editor/Flurry/libFlurryAnalytics.a(FlurryHTTPEater.o)
    /Users/geri/Unity/FireCraft Flurry/Assets/Editor/Flurry/libFlurryUniversal.a(FlurryHTTPEater.o)
    ld: 85 duplicate symbols for architecture armv6
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    Did I miss to delete a file somewhere?
    I thought everything was in editor and in plugins.

    thx.
     
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