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Prime31 Unity Plugins Officially Live! [CLOSED]

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

Thread Status:
Not open for further replies.
  1. RetroTK2

    RetroTK2

    Joined:
    Mar 9, 2013
    Posts:
    3
    Hi Prime,

    I keep getting a dialogue saying "You've already purchased this but it hasn't been downloaded" when a transaction has been interrupted (disconnected from the internet) and I try to buy the same item again (the item is a consumable). I read that Zarkwon also had the same problem and that he should call the "finishPendingTransactions" Method. I have done this but still get the same problem. The strange thing is that the "purchaseSuccessful" event does get called (I'm using the etcetera plugin to display a product purchased dialogue box), so it would appear that the transaction does go through. I've made 3 test users and all of them get the same outcome when the transaction is interrupted, preventing them from purchasing any more items. Any help you could give on this would be great, cheers.

    P.S. On a minor note, is there anyway to customise the "Confirm your in-app purchase" dialogue box message?
     
  2. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @retro, all dialogues are private API and not modifiable. Per Apple's docs if a transaction is interrupted they are supposed to put it back in the queue the next time the app is launched. I have seen the situation that you describe occur as well though. If you just respond to the purchaseSuccessful event and call finishPendingTransactions it should clear it up.
     
  3. Brad-Keys

    Brad-Keys

    Joined:
    May 1, 2006
    Posts:
    161
    Is this still the case? I believe I am running into the same issue.
     
  4. mass123

    mass123

    Joined:
    Oct 17, 2013
    Posts:
    3
    Hi prime31

    I'm using Unity 3.5
    I'm using plugin Social Networking (for iOS, Android).
    I update all plugins and tools from Prime31 menu.

    After building iOS project, in XCODE(5.0) a have linker errors:

    duplicate symbol _OBJC_IVAR_$_TwitterManager._consumerSecret in:
    /Users/proswag/projects/unity/Boat_Racer_HD/ip/DerivedData/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/TwitterManager.o
    /Users/proswag/projects/unity/Boat_Racer_HD/Assets/Editor/SocialNetworking/Twitter/libP31Twitter.a(TwitterManager.o)
    duplicate symbol _OBJC_IVAR_$_TwitterManager._consumerKey in:
    /Users/proswag/projects/unity/Boat_Racer_HD/ip/DerivedData/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/TwitterManager.o
    /Users/proswag/projects/unity/Boat_Racer_HD/Assets/Editor/SocialNetworking/Twitter/libP31Twitter.a(TwitterManager.o)
    duplicate symbol _OBJC_CLASS_$_TwitterManager in:
    /Users/proswag/projects/unity/Boat_Racer_HD/ip/DerivedData/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/TwitterManager.o
    /Users/proswag/projects/unity/Boat_Racer_HD/Assets/Editor/SocialNetworking/Twitter/libP31Twitter.a(TwitterManager.o)
    duplicate symbol _OBJC_METACLASS_$_TwitterManager in:
    /Users/proswag/projects/unity/Boat_Racer_HD/ip/DerivedData/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/armv7/TwitterManager.o
    /Users/proswag/projects/unity/Boat_Racer_HD/Assets/Editor/SocialNetworking/Twitter/libP31Twitter.a(TwitterManager.o)
    ld: 4 duplicate symbols for architecture armv7
    clang: error: linker command failed with exit code 1 (use -v to see invocation)

    How can I fix it?
     
  5. RetroTK2

    RetroTK2

    Joined:
    Mar 9, 2013
    Posts:
    3
    @prime31,
    Thank's for the quick reply.

    That's a shame about the API dialogues, sorry to hear that.

    Calling "finishPendingTransactions" on the purchaseSuccessful has worked brilliantly, It doesn't cause the error, and cures it if it does exist. Superb, Thank you very much man.
     
  6. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @mass, the previous update had the note "Delete all Twitter files before updating!". That is why you now have duplicates. You will need to delete all the Twitter files then reimport the plugin to clear them up.
     
  7. DanarKayfi

    DanarKayfi

    Joined:
    Aug 27, 2012
    Posts:
    72
    Hey Prime31
    Thanks for In App Purchase for iOS plugin its amazing :)
    i have a button in my game to purchase the Ad Free Version of my game
    and this is the code i used:

    void OnMouseDown()
    {

    var productIdentifiers = new string[] { "AdFree" };
    StoreKitBinding.requestProductData( productIdentifiers );
    StoreKitBinding.purchaseProduct( "AdFree", 1 );
    }

    now what im tryint is how to know if the purchase was success? if he press the buy button so i trigger a bool and remove the Ad? :) please help
     
  8. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @danar, you have to call requestProductData long before you can purchase a product. It has to hit Apples servers to fetch the product data which is returned by the productListReceivedEvent. The purchaseSuccessfulEvent fires when a purchase completes successfully.
     
  9. ConjureScape

    ConjureScape

    Joined:
    Feb 14, 2013
    Posts:
    445
    I'm getting ArgumentOutOfRangeException when your post processor script runs. And then about 60 errors in XCode.
    http://gyazo.com/436a72c6a954821c27302c51a14547f5
    I tried your troubleshooter (http://prime31.com/docs#iosTroubleshooter) with no results.

    I use Etcetera and gamekit. (Latest versions). Also latest Unity(4.2.1) and XCode(5.0) versions.

    The plugin log is empty: http://gyazo.com/0898965c73e7895a274569ef452f672c

    Here is the editor log entry:

    [/Applications/buildAgent/work/cac08d8a5e25d4cb/Editor/Src/Commands/IconUtility.cpp line 742]
    (Filename: /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)

    Executing PostprocessBuildPlayer...
    2013-10-18 08:18:53.640 Unity[30393:203] *** NSTask: Task create for path '/Users/ict/Desktop/Work/UnityProjects/MorphChess/UnityProject/MorphChess-iOs/Assets/Editor/PostprocessBuildPlayer' failed: 22, "Invalid argument". Terminating temporary process.
    executing prime[31] post processor...
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:Log(Object)
    Prime31Editor.MenuItem:eek:nPostProcessBuildPlayer(BuildTarget, String)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, BuildTarget, BuildOptions, Boolean)
    UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions, Boolean)
    UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(Boolean, Boolean, Boolean, BuildPlatform)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
    UnityEditor.BuildPlayerWindow:OnGUI()
    System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception)
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView:Invoke(String, Object)
    UnityEditor.HostView:Invoke(String)
    UnityEditor.HostView:OnGUI()

    (Filename: /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)

    ArgumentOutOfRangeException: Argument is out of range.
    Parameter name: index
    at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x0000c] in /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Collections.Generic/List.cs:633
    at Prime31Editor.MenuItem.stripRunnerCallFromPostProcessScript () [0x00000] in <filename unknown>:0
    at Prime31Editor.MenuItem.onPostProcessBuildPlayer (BuildTarget target, System.String pathToBuiltProject) [0x00000] in <filename unknown>:0
     
  10. DanarKayfi

    DanarKayfi

    Joined:
    Aug 27, 2012
    Posts:
    72
    Thanks :) i used this:
    // Use this for initialization
    void Start ()
    {
    var productIdentifiers = new string[] { "AdFree" };
    StoreKitBinding.requestProductData( productIdentifiers );
    }

    to call requestProductData on the start of the game.

    and when he press the button:
    void OnMouseDown()
    {
    StoreKitBinding.purchaseProduct( "AdFree", 1 );
    }

    Now i checked about purchaseSuccessfulEvent not sure how to use it and didn't find it in the demo (sorry but im new to in app purchase)
    anyway how to make sure if its the AdFree has been purchased or not?
    call it like this StoreKitManager.purchaseSuccessfulEvent ? or how?
     
  11. DanarKayfi

    DanarKayfi

    Joined:
    Aug 27, 2012
    Posts:
    72
    well i think i solved it by this:

    in StoreKitEventListener.cs

    void purchaseSuccessful( StoreKitTransaction transaction )
    {
    Debug.Log( "purchased product: " + transaction );

    if(transaction.productIdentifier == "AdFree")
    {
    Debug.Log( "*****AdFreeVersion*****");
    AdFree = true;
    }
    }
     
  12. DanarKayfi

    DanarKayfi

    Joined:
    Aug 27, 2012
    Posts:
    72
    Prime31 i have another quick question and maybe the problem is not with your plug in, anyway i want to make sure
    GameCenter Sandbox was working perfectly in my iphone 5 iOS 7
    but suddenly its stopped!!! when i open the game the sign in banner won't show
    and the when i press the show achievement button its says GameCenter Unavailable (player not sign in) !!! But i signed in
    i changed nothing it happened from no where it was working perfectly for a week...
    Do u have any idea?
    note: its working perfectly on other devices
     
  13. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @danar, delete the app from your device and reinstall. That usually fixes any sandbox issues.
     
  14. DanarKayfi

    DanarKayfi

    Joined:
    Aug 27, 2012
    Posts:
    72
    @Prime31 i already done that thousand times.... no luck
    i dont know what happened
    anyway im about to upload it to apple.. it will be fixed after publishing right?

    Another question about the challenges in Gamecenter plug ing
    i don't need to do anything to activate it right? its all can be done in Gamecenter app from apple?
     
    Last edited: Oct 18, 2013
  15. ConjureScape

    ConjureScape

    Joined:
    Feb 14, 2013
    Posts:
    445
    Hey Prime. Any response to my query? Did you see it above?
     
  16. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @3d, you have something conflicting (Assets/Editor/PostprocessBuildPlayer) which is not part of our build system. Import our plugin into an empty Unity project and I would almost guarantee that it works fine.
     
  17. ConjureScape

    ConjureScape

    Joined:
    Feb 14, 2013
    Posts:
    445
    I doesn't look like there is a conflict. This is the content of my Editor folder: http://gyazo.com/1de33e19c983d287da479374fe6801fe
    It's only your plugins that uses post processing.
    Also, this project worked perfectly fine until I upgraded XCode to 5.0 and your two plugins to their new versions.
     
  18. ConjureScape

    ConjureScape

    Joined:
    Feb 14, 2013
    Posts:
    445
  19. Unity_gamer

    Unity_gamer

    Joined:
    Aug 19, 2011
    Posts:
    30
    Hi Pime31,
    I'm facing a problem with Storekit Plugin. When ever i Tried to purchase I'm getting this Message in the starting
    "SendMessage: object StoreKitManager does not have receiver for function productsReceived!"
    and
    "SendMessage: object StoreKitManager does not have receiver for function productPurchaseFailed!"
    this message in the End . No idea Whats the reason.
    When i try the same in the default scene of your plugin it works fine! Could please guide me on the same

    Thanks in advance..
     
  20. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @unity, have you subscribed to the events? If you do not subscribe to the events then it is totally normal for that log to appear.
     
  21. Unity_gamer

    Unity_gamer

    Joined:
    Aug 19, 2011
    Posts:
    30
    Yes, I did call this
    "StoreKitBinding.requestProductData(purchaseIds); " in the start of the class. But still its the same. When i do call this I got this log
    "SendMessage: object StoreKitManager does not have receiver for function productsReceived!".
     
  22. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @unity, is it possible that you have a GameObject somewhere named StoreKitManager that is causing a conflict? When using just the demo scene does everything work as expected?
     
  23. Unity_gamer

    Unity_gamer

    Joined:
    Aug 19, 2011
    Posts:
    30
    Yes,It worked properly in the Demo scene . I tried using the same class you used in the demo scene and it gave me same log. Then I kept the GUI game object you have made in the demo scene in side my Main Menu and tried Then i got the calls properly . I modified the same class in the game play scene and used it according to my need. Its working fine now (But still didn't understand what was the root problem ) .

    Appreciate your quick response all the time :)
     
  24. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @Unity, glad to hear its working! Sometimes in the world of software the unexplainable happens. As long as it's working then all is good ;)
     
  25. _Max_

    _Max_

    Joined:
    Feb 21, 2013
    Posts:
    160
    The GameKit: https://www.assetstore.unity3d.com/#/content/2739
    Has not been updated for a long time :-( any future updates bug fixes for iOS 7?

    I seem to be having issues with Unity3d 4.2.2 and Xcode 5.0.1 when exporting to Xcode its thinking its a i386 build with errors.
    It should be iOS Arm7 etc, this is the Demo project that comes with GameKit

    Any ideas?
     
  26. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @max, if Xcode thinks it is i386 then you have not properly selected your device from the drop down menu. Just select device and it will clear that up.
     
  27. _Max_

    _Max_

    Joined:
    Feb 21, 2013
    Posts:
    160
    Which drop down menu in Xcode? Usually when I build a project in Unity it automatically launches xcode with the correct settings.
    Very strange, I try and investigate more.
     
    Last edited: Oct 27, 2013
  28. csux

    csux

    Joined:
    Mar 8, 2012
    Posts:
    6
    Last edited: Oct 27, 2013
  29. _Max_

    _Max_

    Joined:
    Feb 21, 2013
    Posts:
    160
    Gamekit: Version: 1.3.0 (Oct 26, 2013)Size: 235.8 kB on Asset Store.

    - IMPORTANT! BREAKING CHANGES! - all event names now have "Event" appended to match the API of the rest of our plugins
    - workaround for a bug that is only present on iOS 7

    Please explain more?
     
  30. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @_Max_, what isn't clear? Can you be more specific?
     
  31. _Max_

    _Max_

    Joined:
    Feb 21, 2013
    Posts:
    160
    Hi,

    I have purchased your "iOS GameKit Local Multiplayer" from the Asset store (£55 UK Buyer)
    I have a few issues with the kit already :-(

    iOS GameKit Version: 1.3.0 (Oct 26, 2013)
    Unity3d 4.2.2.
    OSX Mavericks 10.9
    XCode 5.0.1

    STEPS:

    I create a new unity project and import the package file.
    Once this is imported there is build error so I change the project to iOS and error is cleared.

    Query1
    Although there is one warning message;
    Code (csharp):
    1. Assets/Plugins/GameKit/demo/GameKitRawSendGUIManager.cs(17,35): warning CS0618: `UnityEngine.Object.FindSceneObjectsOfType(System.Type)' is obsolete: `use Object.FindObjectsOfType instead.'
    2.  
    I know how to resolve this and surprised you have not updated this line of code.

    Query2
    Anyway I then click on Prime31 menu and -> Update Prime31 tools, 3 updates are found, Unity then seems to do some kind of update for these files. Although when I do this same process again Unity keeps saying there is still these 3 new files to download. Again this causing me some confusion?

    Main Problem
    Ok so now I wish to try and test the demo as per your video.So I add both the test scenes from the demo to the build. GameKitTestScene and GameKitRawTestScene. The specific changes I make are to test on SDK Simulator and up Target iOS version to 6.0.

    Xcode opens up with following major errors:

    Code (csharp):
    1. ld: warning: ignoring file /Users/MAX/Prime31Test/Assets/Editor/GameKit/libP31GameKit.a, missing required architecture i386 in file /Users/DOB/Prime31Test/Assets/Editor/GameKit/libP31GameKit.a (2 slices)
    2. ld: warning: ignoring file /Users/DOB/Prime31Test/Assets/Editor/GameKit/libP31MonoBridge.a, missing required architecture i386 in file /Users/MAX/Prime31Test/Assets/Editor/GameKit/libP31MonoBridge.a (2 slices)
    3. Undefined symbols for architecture i386:
    4.   "DebugStringToFile(char const*, int, char const*, int, int, int, int, int)", referenced from:
    5.       prcore::Surface::ClearImage(prcore::color32 const, prcore::Surface::ClearMode) in libiPhone-lib.a(blitter_integer.o)
    6.       prcore::Surface::BlitImage(prcore::Surface const, prcore::Surface::BlitMode) in libiPhone-lib.a(blitter_integer.o)
    7. ld: symbol(s) not found for architecture i386
    8. clang: error: linker command failed with exit code 1 (use -v to see invocation)
    It is assuming architecture is i386? how is this possible, never had such error in Xcode before when using Unity3d and have done many project builds. It also seems to be the file causing it some problems, I'm not sure what I'm doing wrong as followed your video guide.

    Please can you help me out with this as I just paid a lot of money for the plugin and cannot even get it to work as a Demo build yet alone in a project. I'm willing to help Debug this issue and look forward to a update if needed.

    Thank you
    Regards
    Max
     
  32. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @max, the demo scene is left as iOS only so that you are reminded to delete the demo folder. Unity gets confused when importing unitypackages often and isn't great at determining if the files have updated. Just running the update menu item once is sufficient. The plugin will dump a message to the console if it detects a new version of the shared tools is available. All actual plugin code is wrapped in #defines. Unity does not support plugins in the simulator so you must run it on the device.
     
  33. _Max_

    _Max_

    Joined:
    Feb 21, 2013
    Posts:
    160
    Thank you, I did not know plugin code is not supported by the Simulator (newbie still), I checked with iPhone5s and works fine.
    Therefore I can start on my project, thank you for quick support and patience.

    Cheers
    Regards,
    Max
     
  34. ___Petr___

    ___Petr___

    Joined:
    Jun 4, 2013
    Posts:
    40
    We use Flurry plugin.
    Does the Flurry plugin enables Crash Analytics by default or should we explicity enable it?
     
  35. _Max_

    _Max_

    Joined:
    Feb 21, 2013
    Posts:
    160
    I cant seem to find any vids or tutorials on the net for Prime31 plugins. Maybe more people will start to use them if there was such tutorials.
    Eg. Small game example for each kit.

    Problem is Prime31 you may have good products but no one is going read 190 pages of thread mixed up.
    Also no one likes to do tutorials and right documentation as its simply boring, but of course if there was one written I would not have needed to even create thread posts about my noob issues.

    All in all its not a rant just a observation.

    Thank you
    Regards,
    Max
     
  36. Eric-Diepeveen

    Eric-Diepeveen

    Joined:
    Aug 19, 2013
    Posts:
    11
    We're using the iOS social networking plugin and getting an error in Xcode when trying to login via FB.

    "Facebook user data error: 400 bad request"

    And after a while of doing nothing:

    "
    FBSDKLog: Error Domain=com.facebook.sdk Code=5 "The operation couldn’t be completed. (com.facebook.sdk error 5.)" UserInfo=0xXXX {com.facebook.sdk:HTTPStatusCode=400, com.facebook.sdk:parsedJSONResponseKey={
    body = {
    error = {
    code = 190;
    "error_subcode" = 460;
    message = "Error validating access token: The session has been invalidated because the user has changed the password.";
    type = OAuthException;
    };
    };
    code = 400;
    }, com.facebook.sdk:ErrorSessionKey=<FBSession: 0x14e72050, state: FBSessionStateClosed, loginHandler: 0x0, appID: *Removed*, urlSchemeSuffix: , tokenCachingStrategy:<FBSessionTokenCachingStrategy: 0x14d4ebb0>, expirationDate: 4001-01-01 00:00:00 +0000, refreshDate: 2013-07-04 08:29:09 +0000, attemptedRefreshDate: 0001-12-30 00:00:00 +0000, permissions:(
    )>}
    "

    Any ideas?
     
    Last edited: Oct 28, 2013
  37. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @petr, Flurry's crash analytics is not enabled. It is not of much value to a Unity install due to it catching and returning native exceptions which don't provide any useful information for errors that occur on the Unity side.


    @max, look up the YouTube channel for "prime31studios". There are many videos available there.


    @eric, judging by the pretty descript error message the access token was invalided by Facebook due to the user changing their password.
     
  38. rushil133

    rushil133

    Joined:
    Nov 21, 2012
    Posts:
    19
    Hi

    I'm having some trouble merging the AndroidManifest.xml generated by the Android Social Networking plugin with the Unity Google Play Service plugin's AndroidManifest.xml. When I try to build an APK, I get this following error: http://i.imgur.com/XZgYc.png

    And here is the build log:


    Error building Player: CommandInvokationFailure: Failed to re-package resources. See the Console for details.
    /Users/Nztech/Desktop/Android Development/sdk/build-tools/android-4.3/aapt package --auto-add-overlay -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "/Users/Nztech/Desktop/Android Development/sdk/platforms/android-18/android.jar" -F bin/resources.ap_

    stderr[
    res/layout/com_facebook_placepickerfragment_list_row.xml:33: error: Error: No resource found that matches the given name (at 'layout_width' with value '@dimen/com_facebook_picker_place_image_size').
    res/layout/com_facebook_placepickerfragment_list_row.xml:33: error: Error: No resource found that matches the given name (at 'layout_height' with value '@dimen/com_facebook_picker_place_image_size').
    res/layout/com_facebook_search_bar_layout.xml:3: error: Error: No resource found that matches the given name (at 'background' with value '@color/com_facebook_picker_search_bar_background').
    res/layout/com_facebook_search_bar_layout.xml:15: error: Error: No resource found that matches the given name (at 'textColorHint' with value '@color/com_facebook_picker_search_bar_text').
    res/layout/com_facebook_search_bar_layout.xml:15: error: Error: No resource found that matches the given name (at 'background' with value '@color/com_facebook_picker_search_bar_background').
    ]
    stdout[
    Configurations:
    (default)
    hdpi
    ldpi
    mdpi
    xhdpi
    xxhdpi
    af
    am
    ar
    be
    bg
    ca
    cs
    da
    de
    el
    en-GB
    es
    es-US
    et
    fa
    fi
    fr
    he
    hi
    hr
    hu
    in
    it
    iw
    ja
    ko
    lt
    lv
    ms
    nb
    nl
    pl
    pt
    pt-BR
    pt-PT
    ro
    ru
    sk
    sl
    sr
    sv
    sw
    th
    tl
    tr
    uk
    vi
    zh-CN
    zh-TW
    zu

    Files:
    drawable/app_icon.png
    Src: () res/drawable/app_icon.png
    Src: (hdpi) res/drawable-hdpi/app_icon.png
    Src: (ldpi) res/drawable-ldpi/app_icon.png
    Src: (xhdpi) res/drawable-xhdpi/app_icon.png
    Src: (xxhdpi) res/drawable-xxhdpi/app_icon.png
    drawable/com_facebook_button_blue.xml
    Src: () res/drawable/com_facebook_button_blue.xml
    drawable/com_facebook_button_blue_focused.9.png
    Src: () res/drawable/com_facebook_button_blue_focused.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_blue_focused.9.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_button_blue_focused.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_blue_focused.9.png
    drawable/com_facebook_button_blue_normal.9.png
    Src: () res/drawable/com_facebook_button_blue_normal.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_blue_normal.9.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_button_blue_normal.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_blue_normal.9.png
    drawable/com_facebook_button_blue_pressed.9.png
    Src: () res/drawable/com_facebook_button_blue_pressed.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_blue_pressed.9.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_button_blue_pressed.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_blue_pressed.9.png
    drawable/com_facebook_button_check.xml
    Src: () res/drawable/com_facebook_button_check.xml
    drawable/com_facebook_button_check_off.png
    Src: () res/drawable/com_facebook_button_check_off.png
    drawable/com_facebook_button_check_on.png
    Src: () res/drawable/com_facebook_button_check_on.png
    drawable/com_facebook_button_grey_focused.9.png
    Src: () res/drawable/com_facebook_button_grey_focused.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_grey_focused.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_grey_focused.9.png
    drawable/com_facebook_button_grey_normal.9.png
    Src: () res/drawable/com_facebook_button_grey_normal.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_grey_normal.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_grey_normal.9.png
    drawable/com_facebook_button_grey_pressed.9.png
    Src: () res/drawable/com_facebook_button_grey_pressed.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_grey_pressed.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_grey_pressed.9.png
    drawable/com_facebook_close.png
    Src: () res/drawable/com_facebook_close.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_close.png
    Src: (ldpi) res/drawable-ldpi/com_facebook_close.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_close.png
    drawable/com_facebook_inverse_icon.png
    Src: () res/drawable/com_facebook_inverse_icon.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_inverse_icon.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_inverse_icon.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_inverse_icon.png
    drawable/com_facebook_list_divider.9.png
    Src: () res/drawable/com_facebook_list_divider.9.png
    drawable/com_facebook_list_section_header_background.9.png
    Src: () res/drawable/com_facebook_list_section_header_background.9.png
    drawable/com_facebook_loginbutton_silver.xml
    Src: () res/drawable/com_facebook_loginbutton_silver.xml
    drawable/com_facebook_logo.png
    Src: () res/drawable/com_facebook_logo.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_logo.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_logo.png
    drawable/com_facebook_picker_item_background.xml
    Src: () res/drawable/com_facebook_picker_item_background.xml
    drawable/com_facebook_picker_list_focused.9.png
    Src: () res/drawable/com_facebook_picker_list_focused.9.png
    drawable/com_facebook_picker_list_longpressed.9.png
    Src: () res/drawable/com_facebook_picker_list_longpressed.9.png
    drawable/com_facebook_picker_list_pressed.9.png
    Src: () res/drawable/com_facebook_picker_list_pressed.9.png
    drawable/com_facebook_picker_list_selector.xml
    Src: () res/drawable/com_facebook_picker_list_selector.xml
    drawable/com_facebook_picker_list_selector_background_transition.xml
    Src: () res/drawable/com_facebook_picker_list_selector_background_transition.xml
    drawable/com_facebook_picker_list_selector_disabled.9.png
    Src: () res/drawable/com_facebook_picker_list_selector_disabled.9.png
    drawable/com_facebook_picker_magnifier.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_picker_magnifier.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_picker_magnifier.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_picker_magnifier.png
    drawable/com_facebook_picker_top_button.xml
    Src: () res/drawable/com_facebook_picker_top_button.xml
    drawable/com_facebook_place_default_icon.png
    Src: () res/drawable/com_facebook_place_default_icon.png
    drawable/com_facebook_profile_default_icon.png
    Src: () res/drawable/com_facebook_profile_default_icon.png
    drawable/com_facebook_profile_picture_blank_portrait.png
    Src: () res/drawable/com_facebook_profile_picture_blank_portrait.png
    drawable/com_facebook_profile_picture_blank_square.png
    Src: () res/drawable/com_facebook_profile_picture_blank_square.png
    drawable/com_facebook_top_background.xml
    Src: () res/drawable/com_facebook_top_background.xml
    drawable/com_facebook_top_button.xml
    Src: () res/drawable/com_facebook_top_button.xml
    drawable/com_facebook_usersettingsfragment_background_gradient.xml
    Src: () res/drawable/com_facebook_usersettingsfragment_background_gradient.xml
    layout/com_facebook_friendpickerfragment.xml
    Src: () res/layout/com_facebook_friendpickerfragment.xml
    layout/com_facebook_login_activity_layout.xml
    Src: () res/layout/com_facebook_login_activity_layout.xml
    layout/com_facebook_picker_activity_circle_row.xml
    Src: () res/layout/com_facebook_picker_activity_circle_row.xml
    layout/com_facebook_picker_checkbox.xml
    Src: () res/layout/com_facebook_picker_checkbox.xml
    layout/com_facebook_picker_image.xml
    Src: () res/layout/com_facebook_picker_image.xml
    layout/com_facebook_picker_list_row.xml
    Src: () res/layout/com_facebook_picker_list_row.xml
    layout/com_facebook_picker_list_section_header.xml
    Src: () res/layout/com_facebook_picker_list_section_header.xml
    layout/com_facebook_picker_search_box.xml
    Src: () res/layout/com_facebook_picker_search_box.xml
    layout/com_facebook_picker_title_bar.xml
    Src: () res/layout/com_facebook_picker_title_bar.xml
    layout/com_facebook_picker_title_bar_stub.xml
    Src: () res/layout/com_facebook_picker_title_bar_stub.xml
    layout/com_facebook_placepickerfragment.xml
    Src: () res/layout/com_facebook_placepickerfragment.xml
    layout/com_facebook_placepickerfragment_list_row.xml
    Src: () res/layout/com_facebook_placepickerfragment_list_row.xml
    layout/com_facebook_search_bar_layout.xml
    Src: () res/layout/com_facebook_search_bar_layout.xml
    layout/com_facebook_usersettingsfragment.xml
    Src: () res/layout/com_facebook_usersettingsfragment.xml
    values/attrs.xml
    Src: () res/values/attrs.xml
    values/colors.xml
    Src: () res/values/colors.xml
    values/dimens.xml
    Src: (hdpi) res/values-hdpi/dimens.xml
    Src: (ldpi) res/values-ldpi/dimens.xml
    Src: (mdpi) res/values-mdpi/dimens.xml
    Src: (xhdpi) res/values-xhdpi/dimens.xml
    values/drawables.xml
    Src: () res/values/drawables.xml
    values/maps_attrs.xml
    Src: () res/values/maps_attrs.xml
    values/strings.xml
    Src: () res/values/strings.xml
    Src: (af) res/values-af/strings.xml
    Src: (am) res/values-am/strings.xml
    Src: (ar) res/values-ar/strings.xml
    Src: (be) res/values-be/strings.xml
    Src: (bg) res/values-bg/strings.xml
    Src: (ca) res/values-ca/strings.xml
    Src: (cs) res/values-cs/strings.xml
    Src: (da) res/values-da/strings.xml
    Src: (de) res/values-de/strings.xml
    Src: (el) res/values-el/strings.xml
    Src: (en-GB) res/values-en-rGB/strings.xml
    Src: (es) res/values-es/strings.xml
    Src: (es-US) res/values-es-rUS/strings.xml
    Src: (et) res/values-et/strings.xml
    Src: (fa) res/values-fa/strings.xml
    Src: (fi) res/values-fi/strings.xml
    Src: (fr) res/values-fr/strings.xml
    Src: (he) res/values-he/strings.xml
    Src: (hi) res/values-hi/strings.xml
    Src: (hr) res/values-hr/strings.xml
    Src: (hu) res/values-hu/strings.xml
    Src: (in) res/values-in/strings.xml
    Src: (it) res/values-it/strings.xml
    Src: (iw) res/values-iw/strings.xml
    Src: (ja) res/values-ja/strings.xml
    Src: (ko) res/values-ko/strings.xml
    Src: (lt) res/values-lt/strings.xml
    Src: (lv) res/values-lv/strings.xml
    Src: (ms) res/values-ms/strings.xml
    Src: (nb) res/values-nb/strings.xml
    Src: (nl) res/values-nl/strings.xml
    Src: (pl) res/values-pl/strings.xml
    Src: (pt) res/values-pt/strings.xml
    Src: (pt-BR) res/values-pt-rBR/strings.xml
    Src: (pt-PT) res/values-pt-rPT/strings.xml
    Src: (ro) res/values-ro/strings.xml
    Src: (ru) res/values-ru/strings.xml
    Src: (sk) res/values-sk/strings.xml
    Src: (sl) res/values-sl/strings.xml
    Src: (sr) res/values-sr/strings.xml
    Src: (sv) res/values-sv/strings.xml
    Src: (sw) res/values-sw/strings.xml
    Src: (th) res/values-th/strings.xml
    Src: (tl) res/values-tl/strings.xml
    Src: (tr) res/values-tr/strings.xml
    Src: (uk) res/values-uk/strings.xml
    Src: (vi) res/values-vi/strings.xml
    Src: (zh-CN) res/values-zh-rCN/strings.xml
    Src: (zh-TW) res/values-zh-rTW/strings.xml
    Src: (zu) res/values-zu/strings.xml
    values/styles.xml
    Src: () res/values/styles.xml
    AndroidManifest.xml
    Src: () AndroidManifest.xml

    Resource Dirs:
    Type drawable
    drawable/app_icon.png
    Src: () res/drawable/app_icon.png
    Src: (hdpi) res/drawable-hdpi/app_icon.png
    Src: (ldpi) res/drawable-ldpi/app_icon.png
    Src: (xhdpi) res/drawable-xhdpi/app_icon.png
    Src: (xxhdpi) res/drawable-xxhdpi/app_icon.png
    drawable/com_facebook_button_blue.xml
    Src: () res/drawable/com_facebook_button_blue.xml
    drawable/com_facebook_button_blue_focused.9.png
    Src: () res/drawable/com_facebook_button_blue_focused.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_blue_focused.9.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_button_blue_focused.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_blue_focused.9.png
    drawable/com_facebook_button_blue_normal.9.png
    Src: () res/drawable/com_facebook_button_blue_normal.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_blue_normal.9.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_button_blue_normal.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_blue_normal.9.png
    drawable/com_facebook_button_blue_pressed.9.png
    Src: () res/drawable/com_facebook_button_blue_pressed.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_blue_pressed.9.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_button_blue_pressed.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_blue_pressed.9.png
    drawable/com_facebook_button_check.xml
    Src: () res/drawable/com_facebook_button_check.xml
    drawable/com_facebook_button_check_off.png
    Src: () res/drawable/com_facebook_button_check_off.png
    drawable/com_facebook_button_check_on.png
    Src: () res/drawable/com_facebook_button_check_on.png
    drawable/com_facebook_button_grey_focused.9.png
    Src: () res/drawable/com_facebook_button_grey_focused.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_grey_focused.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_grey_focused.9.png
    drawable/com_facebook_button_grey_normal.9.png
    Src: () res/drawable/com_facebook_button_grey_normal.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_grey_normal.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_grey_normal.9.png
    drawable/com_facebook_button_grey_pressed.9.png
    Src: () res/drawable/com_facebook_button_grey_pressed.9.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_button_grey_pressed.9.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_button_grey_pressed.9.png
    drawable/com_facebook_close.png
    Src: () res/drawable/com_facebook_close.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_close.png
    Src: (ldpi) res/drawable-ldpi/com_facebook_close.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_close.png
    drawable/com_facebook_inverse_icon.png
    Src: () res/drawable/com_facebook_inverse_icon.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_inverse_icon.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_inverse_icon.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_inverse_icon.png
    drawable/com_facebook_list_divider.9.png
    Src: () res/drawable/com_facebook_list_divider.9.png
    drawable/com_facebook_list_section_header_background.9.png
    Src: () res/drawable/com_facebook_list_section_header_background.9.png
    drawable/com_facebook_loginbutton_silver.xml
    Src: () res/drawable/com_facebook_loginbutton_silver.xml
    drawable/com_facebook_logo.png
    Src: () res/drawable/com_facebook_logo.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_logo.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_logo.png
    drawable/com_facebook_picker_item_background.xml
    Src: () res/drawable/com_facebook_picker_item_background.xml
    drawable/com_facebook_picker_list_focused.9.png
    Src: () res/drawable/com_facebook_picker_list_focused.9.png
    drawable/com_facebook_picker_list_longpressed.9.png
    Src: () res/drawable/com_facebook_picker_list_longpressed.9.png
    drawable/com_facebook_picker_list_pressed.9.png
    Src: () res/drawable/com_facebook_picker_list_pressed.9.png
    drawable/com_facebook_picker_list_selector.xml
    Src: () res/drawable/com_facebook_picker_list_selector.xml
    drawable/com_facebook_picker_list_selector_background_transition.xml
    Src: () res/drawable/com_facebook_picker_list_selector_background_transition.xml
    drawable/com_facebook_picker_list_selector_disabled.9.png
    Src: () res/drawable/com_facebook_picker_list_selector_disabled.9.png
    drawable/com_facebook_picker_magnifier.png
    Src: (hdpi) res/drawable-hdpi/com_facebook_picker_magnifier.png
    Src: (mdpi) res/drawable-mdpi/com_facebook_picker_magnifier.png
    Src: (xhdpi) res/drawable-xhdpi/com_facebook_picker_magnifier.png
    drawable/com_facebook_picker_top_button.xml
    Src: () res/drawable/com_facebook_picker_top_button.xml
    drawable/com_facebook_place_default_icon.png
    Src: () res/drawable/com_facebook_place_default_icon.png


    Plzz Urgently need help???
     
  39. trooper

    trooper

    Joined:
    Aug 21, 2009
    Posts:
    746
    I've got a test project with just Play Game Services Pushwoosh (nothing else), pushwoosh doesn't receive notifications, if I remove Play Game Services plugin it works fine.

    But I wondered if you could have a quick look at this manifest and tell if there is anything in your UnityPlayerActivityProxy that might be stopping it from working:

    Code (csharp):
    1.  
    2. <?xml version="1.0" encoding="utf-8"?>
    3. <manifest xmlns:android="[URL]http://schemas.android.com/apk/res/android[/URL]" package="com.unity3d.player" android:installLocation="preferExternal" android:theme="@android:style/Theme.NoTitleBar" android:versionCode="1" android:versionName="1.0">
    4.   <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
    5.   <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="true">
    6.     <activity android:name="com.prime31.UnityPlayerProxyActivity" android:screenOrientation="portrait" android:launchMode="singleTask" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    7.       <intent-filter>
    8.         <action android:name="android.intent.action.MAIN" />
    9.         <category android:name="android.intent.category.LAUNCHER" />
    10.       </intent-filter>
    11.       <intent-filter>
    12.         <action android:name="au.com.oddgames.monstertruckdestruction.MESSAGE" />
    13.         <category android:name="android.intent.category.DEFAULT" />
    14.       </intent-filter>
    15.     </activity>
    16.     <activity android:name="com.prime31.UnityPlayerActivity" android:screenOrientation="portrait" android:launchMode="singleTask" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    17.     </activity>
    18.     <activity android:name="com.prime31.UnityPlayerNativeActivity" android:screenOrientation="portrait" android:launchMode="singleTask" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    19.       <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
    20.       <meta-data android:name="android.app.lib_name" android:value="unity" />
    21.     </activity>
    22.     <meta-data android:name="com.google.android.gms.games.APP_ID" android:value="\ REMOVED" />
    23.     <meta-data android:name="com.google.android.gms.appstate.APP_ID" android:value="\ REMOVED" />
    24.     <meta-data android:name="com.prime31.PlayGameServicesPlugin" android:value="UnityPlayerActivityProxy" />
    25.     <meta-data android:name="PW_APPID" android:value="REMOVED" />
    26.     <meta-data android:name="PW_PROJECT_ID" android:value="REMOVED" />
    27.     <meta-data android:name="PW_BROADCAST_PUSH" android:value="false" />
    28.     <activity android:name="com.arellomobile.android.push.PushWebview" />
    29.     <activity android:name="com.arellomobile.android.push.MessageActivity" />
    30.     <activity android:name="com.arellomobile.android.push.PushHandlerActivity" />
    31.     <!--
    32.               BroadcastReceiver that will receive intents from GCM
    33.               services and handle them to the custom IntentService.
    34.              
    35.               The com.google.android.c2dm.permission.SEND permission is necessary
    36.               so only GCM services can send data messages for the app.
    37.             -->
    38.     <receiver android:name="com.google.android.gcm.GCMBroadcastReceiver" android:permission="com.google.android.c2dm.permission.SEND">
    39.       <intent-filter>
    40.         <!-- Receives the actual messages. -->
    41.         <action android:name="com.google.android.c2dm.intent.RECEIVE" />
    42.         <!-- Receives the registration id. -->
    43.         <action android:name="com.google.android.c2dm.intent.REGISTRATION" />
    44.         <category android:name="au.com.oddgames.monstertruckdestruction" />
    45.       </intent-filter>
    46.     </receiver>
    47.     <!--
    48.               Application-specific subclass of PushGCMIntentService that will
    49.               handle received messages.
    50.             -->
    51.     <service android:name="com.arellomobile.android.push.PushGCMIntentService" />
    52.     <receiver android:name="com.arellomobile.android.push.AlarmReceiver">
    53.     </receiver>
    54.   </application>
    55.   <uses-permission android:name="android.permission.INTERNET" />
    56.   <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
    57.   <uses-feature android:glEsVersion="0x00020000" />
    58.   <uses-sdk android:minSdkVersion="8" android:targetSdkVersion="17" />
    59.   <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
    60.   <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
    61.   <uses-permission android:name="android.permission.READ_PHONE_STATE" />
    62.   <!--library-->
    63.   <!-- GCM connects to Google Services. -->
    64.   <!-- GCM requires a Google account. -->
    65.   <uses-permission android:name="android.permission.GET_ACCOUNTS" />
    66.   <!-- Keeps the processor from sleeping when a message is received. -->
    67.   <uses-permission android:name="android.permission.WAKE_LOCK" />
    68.   <!--
    69.           Creates a custom permission so only this app can receive its messages.
    70.          
    71.           NOTE: the permission *must* be called PACKAGE.permission.C2D_MESSAGE,
    72.                 where PACKAGE is the application's package name.
    73.        -->
    74.  <permission android:name="au.com.oddgames.monstertruckdestruction.permission.C2D_MESSAGE" android:protectionLevel="signature" />
    75.  <uses-permission android:name="au.com.oddgames.monstertruckdestruction.permission.C2D_MESSAGE" />
    76.  <!-- This app has permission to register and receive data message. -->
    77.  <uses-permission android:name="com.google.android.c2dm.permission.RECEIVE" />
    78.  
    79.  
    80. </manifest>
    81.  
     
    Last edited: Oct 30, 2013
  40. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @trooper, firstly, a quick heads up: please remove the dropbox link from your post. Our license forbids distribution of our plugins outside of a compiled game. With regard to the manifest, from what I can tell it looks fine. I don't have any experience with Pushwoosh though so I havent a clue about the entries they require. Our UnityPlayerProxyActivity is a very simple override that simply calls super for each Activity lifecycle method so it shouldn't interfere with anything else at all.
     
  41. trooper

    trooper

    Joined:
    Aug 21, 2009
    Posts:
    746
    Sorry mate, not thinking clearly today. Thanks for confirming that for me.
     
  42. ___Petr___

    ___Petr___

    Joined:
    Jun 4, 2013
    Posts:
    40
    Will the flurry crash analytics works if we add
    [Flurry setCrashReportingEnabled:YES];
    to applicationDidFinishLaunchingWithOptions (after building to Xcode)?
    Are there any explicit calls like
    [Flurry setCrashReportingEnabled:NO];
    in Prime31 Flurry Plugin?
    Thank you!
     
  43. sparrow

    sparrow

    Joined:
    May 6, 2012
    Posts:
    17
    I have purchased Social Networking plugin and then later on I have updated it to a new version. Had a linker error in xcode saying there are duplicate symbols for one of the twitter libraries. The solution for me was to:
    - completely delete prime31 plugin from Project (not only the twitter files)
    - reimport from asset store
    - delete IOS project from disk
    - run "Build" again from unity Build settings (So that prime31 post build scripts get executed)

    Just in case someone bumps to the same problem as me...
     
  44. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @Petr, it may or may not work. Unity has it's own crash analytics coming and with iOS there can be only one unhandled exception handler so it may or may not work.
     
  45. TommiH

    TommiH

    Joined:
    Jan 14, 2008
    Posts:
    253
    Hello, prime31

    A while back DARK_ETERNAL mentioned that when he was posting a score while his device was offline, he got the callback that indicates a successful submission (reportScoreFinished). You answered that this must be a problem with the Apple servers. Since I have a similar issue, I'm wondering how this can be possible. It seems to me that a problem on the Apple servers can't affect things while the device is offline. I'd appreciate clafication on this, and if you could tell me why the plugin is giving me this callback that seems the incorrect one to me.
     
  46. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @tommi, if you want clarification you need to contact Apple. All the plugin can do is return to you exactly what Apple returns. If Apple returns a success then the plugin does so as well. If Apple returns a failure then the plugin does so.
     
  47. TommiH

    TommiH

    Joined:
    Jan 14, 2008
    Posts:
    253
    Ah, so you're saying that the Apple component that your plugin talks with, on my device, is returning this wrong. I was confused because you were also talking about their servers, but now I see you mentioned their code as well. My mistake.
     
  48. Next Beat Games

    Next Beat Games

    Joined:
    Dec 18, 2012
    Posts:
    7
    prime31 is great. You save a lot of money with these plugins. Well worth the cost. I especially like how you don't have to modify the generated projects (xcode or android projects)
     
  49. ThumbBladeInc

    ThumbBladeInc

    Joined:
    Nov 10, 2013
    Posts:
    1
    I'm having trouble with GameCenter, using the latest version and building for SDK 7.0, Deployment Target 6.0.
    I get nothing popping up asking me to log in when I call authenticatePlayer.
    I've checked that the bundle identifier and developer provision are correct, I'm logged out of the GameCenter app on the phone, and GameCenter is active and all three parts are √'d under the "Capabilities" tab in XCode.
    But when I call authenticatePlayer I only get this log:
    "using iOS 6+ authentication handler"
    but no visible reaction, no pop-up asking me to log in, etc.

    Please, any help would be greatly appreciated,
    Thank you
     
  50. rushil133

    rushil133

    Joined:
    Nov 21, 2012
    Posts:
    19
    I am using Google Play Game Services prime 31 Plugin in IOS but when i authenticate it once; it force me to reauthenticate again hence the authenticate process happen twice i am facing this problem in demo Scence provided by prime 31 also ?? Please help me @Prime31???
     
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