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[Released] IOS Native Unity3D Plugin

Discussion in 'Assets and Asset Store' started by lacost, Apr 22, 2013.

  1. blunzn

    blunzn

    Joined:
    Jan 14, 2015
    Posts:
    11
    Hi Stan,
    thanks for fixing the ReplayKit issue on iPad so fast. Just a note how to get the VideoDialog in fullscreen on iPad: add
    [self rpk_previewViewController].modalPresentationStyle = UIModalPresentationFullScreen;
    to
    ISN_ReplayKit.mm::showVideoDialog

    Another issue on my iPad mini 2 (and probably similar hardware too, not on iphone6): when recording starts, often the screen flickers 2 or 3 times, causing strongly noticeable stuttering, which is also visible in the recorded video. Afterwards recording works fine, without any fps troubles. It looks like something is initialised in the background (multiple times), each time recording starts.
    Has anyone experienced this?

    thanks!
     
  2. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,743
    Hello, IOSProductTemplate.Price is now float, so now I guess it should be easy to do what you need.


    It shouldn't be any side effect with your solution. But I didn't found the logical mistake in my code as well. Anyway, I decided to just add what you suggest, since obviously described issues may appear.


    Your setting the App Id, in the plugin settings, this is more than enough to open your app page with rate popup.


    @acidduck I am not sure that this errors are connected with tge Stan's Assets plugins, but if you will send me your project I can have a look


    Hey @nyrang
    Thanks for the head up, I updated load match method to look like this:
    Code (CSharp):
    1.  
    2. -(void) loadMatch:(NSString *)matchId {
    3.     [GKTurnBasedMatch loadMatchWithID:matchId withCompletionHandler:^(GKTurnBasedMatch *match, NSError *error) {
    4.         if(error == nil) {
    5.             [match loadMatchDataWithCompletionHandler:^(NSData * _Nullable matchData, NSError * _Nullable error) {
    6.                 if(error == nil) {
    7.                     [self updateMatchInfo:match];
    8.                     NSString* matchData = [self serializeMathcData:match];
    9.                     UnitySendMessage("GameCenter_TBM", "OnLoadMatchResult", [ISN_DataConvertor NSStringToChar:matchData]);
    10.                 } else {
    11.                      UnitySendMessage("GameCenter_TBM", "OnLoadMatchResultFailed",  [ISN_DataConvertor serializeError:error]);
    12.                 }
    13.             }];
    14.            
    15.            
    16.         } else {
    17.             UnitySendMessage("GameCenter_TBM", "OnLoadMatchResultFailed",  [ISN_DataConvertor serializeError:error]);
    18.         }
    19.     }];
    20. }

    I've added it as an option in the setting you can now choose presentation mode on iPad.
    https://unionassets.com/iosnative/replaykit-480#additional-settings

    I haven't noticed anything like this, does anyone else has the same issues?


    Cheers!
     
  3. acidduck

    acidduck

    Joined:
    Apr 20, 2014
    Posts:
    12
    @acidduck I am not sure that this errors are connected with tge Stan's Assets plugins, but if you will send me your project I can have a look

    I reinstalled the plugin, and then it worked again :)
     
  4. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,743
    Good to know that :)
     
  5. craighinrichs

    craighinrichs

    Joined:
    Dec 15, 2014
    Posts:
    4
    I updated IOSNative and IOSDeploy and I am getting some Undefined Symbols for

    ISN_loadLeaderboardScore
    ISN_loadLeaderboardInfo
    ISN_SkipToPreviousItem
    ISN_SkipToBeginning
    ISN_ShowMediaPicker
    ISN_SkipToNextItem
    ISN_SetShuffleMode
    ISN_SetRepeatMode
    ISN_SetCollection
    ISN_RequestNotificationSettings
    ISN_SetApplicationBagesNumber
    ISN_InitMediaController
    ISN_Play
    ISN_InstaShare
    ISN_PickImage
    ISN_Pause
    ISN_GetLocale

    What am I missing?
     
  6. craighinrichs

    craighinrichs

    Joined:
    Dec 15, 2014
    Posts:
    4
    I was able to fix it. I had to clean out the old IOSNative code. Also, the .mm files were .mm.txt. Had to rename them by removing the .txt
     
  7. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,743
  8. TomSantoro

    TomSantoro

    Joined:
    Oct 17, 2015
    Posts:
    9
    Hey man,

    I'm getting several Mach-O Linker errors in xCode 7.

    "Undefined symbols for architecture armv7:

    "__verifyLastPurchase", referenced from:

    _IOSNativeMarketBridge__verifyLastPurchase_m233 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeMarketBridge__verifyLastPurchase_m233)

    "__submitAchievement", referenced from:

    _GameCenterManager__submitAchievement_m103 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__submitAchievement_m103)

    "__showProductView", referenced from:

    _IOSStoreProductView__showProductView_m241 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSStoreProductView__showProductView_m241)

    "__showLeaderBoards", referenced from:

    _GameCenterManager__showLeaderBoards_m98 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__showLeaderBoards_m98)

    "__showLeaderBoard", referenced from:

    _GameCenterManager__showLeaderBoard_m96 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__showLeaderBoards_m98, _GameCenterManager__showLeaderBoard_m96 )

    "__showAchievements", referenced from:

    _GameCenterManager__showAchievements_m101 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__showAchievements_m101)

    "__setString", referenced from:

    _iCloudManager__setString_m401 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iCloudManager__setString_m401)

    "__setData", referenced from:

    _iCloudManager__setData_m403 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iCloudManager__setData_m403)

    "__reportScore", referenced from:

    _GameCenterManager__reportScore_m97 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__reportScore_m97)

    "__sendDataToPlayers", referenced from:

    _GameCenterMultiplayer__sendDataToPlayers_m155 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterMultiplayer__sendDataToPlayers_m155)

    "__ISN_RedirectToAppStoreRatingPage", referenced from:

    _IOSNativeUtility__ISN_RedirectToAppStoreRatingPage_m82 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeUtility__ISN_RedirectToAppStoreRatingPage_m82)

    "__sendDataToAll", referenced from:

    _GameCenterMultiplayer__sendDataToAll_m154 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterMultiplayer__sendDataToAll_m154)

    "__ISN_ShowMessage", referenced from:

    _IOSNativePopUpManager__ISN_ShowMessage_m299 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativePopUpManager__ISN_ShowMessage_m299)

    "__restorePurchases", referenced from:

    _IOSNativeMarketBridge__restorePurchases_m231 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeMarketBridge__restorePurchases_m231)

    "__requestDataForKey", referenced from:

    _iCloudManager__requestDataForKey_m404 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iCloudManager__requestDataForKey_m404)

    "__loadStore", referenced from:

    _IOSNativeMarketBridge__loadStore_m230 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeMarketBridge__loadStore_m230)

    "__resetAchievements", referenced from:

    _GameCenterManager__resetAchievements_m102 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__resetAchievements_m102)

    "__ISNsubscribe", referenced from:

    _IOSNativeAppEvents__ISNsubscribe_m70 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeAppEvents__ISNsubscribe_m70)

    "__loadLeadrBoardScore", referenced from:

    _GameCenterManager__loadLeadrBoardScore_m100 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__loadLeadrBoardScore_m100)

    "__createProductView", referenced from:

    _IOSStoreProductView__createProductView_m240 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSStoreProductView__createProductView_m240)

    "__loadGCUserData", referenced from:

    _GameCenterManager__loadGCUserData_m104 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__loadGCUserData_m104)

    "__findMatch", referenced from:

    _GameCenterMultiplayer__findMatch_m153 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterMultiplayer__findMatch_m153)

    "__disconnect", referenced from:

    _GameCenterMultiplayer__disconnect_m156 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterMultiplayer__disconnect_m156)

    "__ISN_openUrl", referenced from:

    _IOSSharedApplication__ISN_openUrl_m274 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSharedApplication__ISN_openUrl_m274)

    "__initCloud", referenced from:

    _iCloudManager__initCloud_m400 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iCloudManager__initCloud_m400)

    "__IADLoadInterstitialAd", referenced from:

    _iAdBannerController__IADLoadInterstitialAd_m358 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBannerController__IADLoadInterstitialAd_m358)

    "__ISN_checkUrl", referenced from:

    _IOSSharedApplication__ISN_checkUrl_m273 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSharedApplication__ISN_checkUrl_m273)

    "__getLeadrBoardScore", referenced from:

    _GameCenterManager__getLeadrBoardScore_m99 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__getLeadrBoardScore_m99)

    "__ISN_TwPostWithMedia", referenced from:

    _IOSSocialManager__ISN_TwPostWithMedia_m310 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSocialManager__ISN_TwPostWithMedia_m310)

    "__ISN_FbPostWithMedia", referenced from:

    _IOSSocialManager__ISN_FbPostWithMedia_m312 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSocialManager__ISN_FbPostWithMedia_m312)

    "__ISN_ShowPreloader", referenced from:

    _IOSNativeUtility__ISN_ShowPreloader_m83 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeUtility__ISN_ShowPreloader_m83)

    "__IADStartInterstitialAd", referenced from:

    _iAdBannerController__IADStartInterstitialAd_m357 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBannerController__IADStartInterstitialAd_m357)

    "__ISN_MediaShare", referenced from:

    _IOSSocialManager__ISN_MediaShare_m313 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSocialManager__ISN_MediaShare_m313)

    "__ISN_TwPost", referenced from:

    _IOSSocialManager__ISN_TwPost_m309 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSocialManager__ISN_TwPostWithMedia_m310, _IOSSocialManager__ISN_TwPost_m309 )

    "__ISN_ShowDialog", referenced from:

    _IOSNativePopUpManager__ISN_ShowDialog_m298 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativePopUpManager__ISN_ShowDialog_m298)

    "__ISN_SendMail", referenced from:

    _IOSSocialManager__ISN_SendMail_m314 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSocialManager__ISN_SendMail_m314)

    "__IADShowInterstitialAd", referenced from:

    _iAdBannerController__IADShowInterstitialAd_m359 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBannerController__IADShowInterstitialAd_m359)

    "__ISN_HidePreloader", referenced from:

    _IOSNativeUtility__ISN_HidePreloader_m84 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeUtility__ISN_HidePreloader_m84)

    "__ISN_GetImageFromCamera", referenced from:

    _IOSCamera__ISN_GetImageFromCamera_m262 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSCamera__ISN_GetImageFromCamera_m262)

    "__ISN_ShowRateUsPopUp", referenced from:

    _IOSNativePopUpManager__ISN_ShowRateUsPopUp_m297 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativePopUpManager__ISN_ShowRateUsPopUp_m297)

    "__IADShowAd", referenced from:

    _iAdBanner__IADShowAd_m338 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBanner__IADShowAd_m338)

    "__ISN_GetImageFromAlbum", referenced from:

    _IOSCamera__ISN_GetImageFromAlbum_m263 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSCamera__ISN_GetImageFromAlbum_m263)

    "__IADHideAd", referenced from:

    _iAdBanner__IADHideAd_m339 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBanner__IADHideAd_m339)

    "__IADCreateBannerAd", referenced from:

    _iAdBanner__IADCreateBannerAd_m336 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBanner__IADCreateBannerAd_m336, _iAdBanner__IADCreateBannerAdPos_m337 )

    "__issueAchievementChallenge", referenced from:

    _GameCenterManager__issueAchievementChallenge_m106 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__issueAchievementChallenge_m106)

    "__gcRetrieveFriends", referenced from:

    _GameCenterManager__gcRetrieveFriends_m107 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__gcRetrieveFriends_m107)

    "__ISN_SaveToCameraRoll", referenced from:

    _IOSCamera__ISN_SaveToCameraRoll_m261 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSCamera__ISN_SaveToCameraRoll_m261)

    "__initGamaCenter", referenced from:

    _GameCenterManager__initGamaCenter_m95 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__initGamaCenter_m95)

    "__setDouble", referenced from:

    _iCloudManager__setDouble_m402 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iCloudManager__setDouble_m402)

    "__IADCreateBannerAdPos", referenced from:

    _iAdBanner__IADCreateBannerAdPos_m337 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBanner__IADCreateBannerAdPos_m337)

    "__ISN_DismissCurrentAlert", referenced from:

    _IOSNativePopUpManager__ISN_DismissCurrentAlert_m300 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativePopUpManager__ISN_DismissCurrentAlert_m300)

    "__issueLeaderboardChallenge", referenced from:

    _GameCenterManager__issueLeaderboardChallenge_m105 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _GameCenterManager__issueLeaderboardChallenge_m105)

    "__ISN_FbPost", referenced from:

    _IOSSocialManager__ISN_FbPost_m311 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSSocialManager__ISN_FbPost_m311, _IOSSocialManager__ISN_FbPostWithMedia_m312 )

    "__IADDestroyBanner", referenced from:

    _iAdBannerController__IADDestroyBanner_m356 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _iAdBannerController__IADDestroyBanner_m356)

    "__buyProduct", referenced from:

    _IOSNativeMarketBridge__buyProduct_m232 in Bulk_Assembly-CSharp_0.o

    (maybe you meant: _IOSNativeMarketBridge__buyProduct_m232)

    ld: symbol(s) not found for architecture armv7

    clang: error: linker command failed with exit code 1 (use -v to see invocation)"

    Any infö would be of great help.

    Cheers.
     
  9. TomSantoro

    TomSantoro

    Joined:
    Oct 17, 2015
    Posts:
    9
    Hey guys,

    Solved my issue by re-installing the plugin.

    Amazing work Stan!
     
  10. joza404

    joza404

    Joined:
    Dec 24, 2014
    Posts:
    7
    Hey Stan,

    When unity cloud build tries to build a project - I'm getting this issue

    760: [xcode] /BUILD_PATH/somepath/temp.RbLHQx/Libraries/Plugins/IOS/ISN_GameCenter.mm:2255:76: error: expected ')'

    though everything is fine when I build xcode project by myself on mac.

    iOS Native: 8.0.4
    Xcode Version: Always Use Latest (unity cloud build)
    Unity Version: Unity 5.1.2p3 (unity cloud build)

    Would appreciate any help
    Thanks!
     
  11. Biggerplay

    Biggerplay

    Joined:
    Feb 22, 2013
    Posts:
    147
    Hi,

    Does this also have a rating button option?
     
  12. Biggerplay

    Biggerplay

    Joined:
    Feb 22, 2013
    Posts:
    147
    Another question, Is it possible to get all the scores data from a leaderboard with this plugin?
     
  13. rahuxx

    rahuxx

    Joined:
    May 8, 2009
    Posts:
    537
    Hi,

    Can I check for installed application and launch it?
    In case if not installed can I open app store with that app URL?
     
  14. loko08

    loko08

    Joined:
    Oct 6, 2013
    Posts:
    39
    Hi Stan!

    Big Fan of your work!

    I want to purchase this plugin, but I was wondering, does this plugin give me access to the CoreTelephony in the iOS API???

    Thanks!
     
  15. RSH1

    RSH1

    Joined:
    Jul 9, 2012
    Posts:
    186
    I'm getting the error

    Code (CSharp):
    1. 2015-11-02 14:12:42.838 app[9852:1957337] *** Terminating app due to uncaught exception 'com.facebook.sdk:InvalidOperationException', reason: 'FBAppBridge: AppID not found; Add a string valued key with the appropriate id named FacebookAppID to the bundle *.plist'
    EDIT: Deleted the 'Facebook' folder as I'm not using it and the error went.
     
    Last edited: Nov 2, 2015
  16. chico_barnstorm

    chico_barnstorm

    Joined:
    Jun 11, 2014
    Posts:
    9
    Hi,

    Just a quick question, maybe it was already answered somewhere but haven't found anything relevant yet.

    I'm currently using:
    Code (CSharp):
    1. GameCenterManager.ShowLeaderboards();
    However that brings up the GameCenter popup with the Achievements?? I don't want to see a particular Leaderboard, just the main Leaderboards section.

    Thanks!
     
    Last edited: Nov 9, 2015
  17. strongbox3d

    strongbox3d

    Joined:
    May 8, 2012
    Posts:
    816
    Hello lacost,

    I published my game with IAP using your asset and it worked very well. But now suddenly stop working... When trying to buy or restore items, a "Purchasing" loading screen appears with a circular loading bar forever and the purchase or restore never happens. Any idea what could this be. The problem appeared by itself after the game has been published for a while, so I haven't changed anything.

    Regards,
    Carlos
     
  18. mtsanchez10001

    mtsanchez10001

    Joined:
    Oct 15, 2015
    Posts:
    7
    hi,
    when i call GameCenterManager.Init(); the method OnAuthFinished takes too much to succeed.
    is there other method that respond faster?

    I call the init method after clicking a button. Then i have to wait until OnAuthFinished succeded to make appear learderbord and achievements buttons. But even when i log in, the OnAuthFinished is not called until i leave the scene and enter again.

    Please help
     
  19. alecli

    alecli

    Joined:
    Jul 22, 2014
    Posts:
    4
    May I know...It's this support Free subscriptions type for IAP ?
     
  20. PyroStudios

    PyroStudios

    Joined:
    Sep 23, 2012
    Posts:
    229
    I just purchased this great package and everything looks great. However when I try to use it on Apple TV .. there's one problem with InApp Purchases. It uses "SKStoreProductViewController" ... this class isn't supported on AppleTV.

    That class is the only thing stopping the AppleTV build from working for me right now. Is there a way to disable the store product view?
     
  21. Oleg-Oleg

    Oleg-Oleg

    Joined:
    Sep 15, 2014
    Posts:
    4
    Hi, Stan! After ios upgrade to version 9 stopped working buying, I have version 8.0.4 plugin. And where can I find actual documentation ? on the site obsolete data.
     
  22. BenoitFreslon

    BenoitFreslon

    Joined:
    Jan 16, 2013
    Posts:
    136
    Hi Stan,

    I exported with Unity 5.2.1 and iOS native 8.0.6 but I got error when I build on Xcode 7.1

    In the fbUniteInterface.mm
     

    Attached Files:

  23. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Hi Stan,

    I was using this plugin for many games now and I'm very happy with it. Unfortunately it stopped working. I imported the latest version from the assetstore into an empty project. I built the included demo scene: SocialPostingExample.

    I'm getting "Undefined symbols for architecture arm64" errors.
    - Unity3d version: 5.2.2f1
    - XCode version: 7.1

    Unfortunately I have a deadline right ahead and this problem is preventing me from finishing my project.
    Do you have any idea when this will be fixed?
     
  24. BenoitFreslon

    BenoitFreslon

    Joined:
    Jan 16, 2013
    Posts:
    136
    It seems the Android Facebook libs from Android Native asset create this error because the Facebook lib adds files in the Xcode projects.
     
  25. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,743
    @joza404 will try it thx for the report.


    Sure, have a look:
    https://unionassets.com/iosnative/leaderboards-45#loading-other-player-scores
    Yep, here is now you can open AppStore page with the specified app:
    https://unionassets.com/iosnative/system-utilities-371#open-application-appstore-page

    It depends of what kind of API you would like to use. Send me documentation links to the API you want tot use from the CoreTelephony framework and I will let you know if it is implemented.

    @RSH1 looks like you have unconfigured FB SDK in your project, but FB SDK isn't the part of IOS Native plugin.

    Her @chico_barnstorm this was an pretty old bug, and it's already fixed. Just make sure you are using the latest plugin version.
    No Ideas unfortunately, but sounds like you need to contact the Apple support.

    I do not think it depends of the method we using. Game Center authentication always takes a while.


    Game Application are not allowed to use this. That's why it isn't implemented to the IOS Native plugin.

    We will work on Apple TV adaptation shortly.


    Cheers!
     
  26. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,743
    Hello.

    Can you be more specific please? Do you have any errors? is it compilation errors in Unity editor, or you see some errors in the Xcode log?


    What IOS Native version do you currently use? thx.

    Hey @badben yep looks lie FB SDK is the one who throwing the errors? Are you suing OAuth FB API on android platform with your project?


    Cheers!
     
  27. loko08

    loko08

    Joined:
    Oct 6, 2013
    Posts:
    39
  28. snacktime

    snacktime

    Joined:
    Apr 15, 2013
    Posts:
    3,041
  29. mtsanchez10001

    mtsanchez10001

    Joined:
    Oct 15, 2015
    Posts:
    7
    hi,

    i receive a message when implementing iap billing
    "Store init Succeded
    Available products count: 0 "

    and then, when trying to buy a product the message showed is
    "Transaction Failed
    Error code: 4
    Error description : StoreKit not yet initialized "

    i checked the enabled editor testing option in IOSNativeSttings and everything works fine in the unity editor
     
  30. chico_barnstorm

    chico_barnstorm

    Joined:
    Jun 11, 2014
    Posts:
    9
    Hi,

    Thanks for replying to my previous question. There is a trickier question regarding ShareMedia. I can successfully show the iOS share dialog and share a texture. However, is it possible to make that dialog point to a specific location? Or does it always point to the top left corner of the screen? In particular we are trying to do something like the following (from other native iOS app):



    Thanks!
     
  31. darkinyourass

    darkinyourass

    Joined:
    Sep 24, 2015
    Posts:
    28
    Can you describe what kind of functionality you want to see in our plugin?
    Unfortunately we don't have this functionality in our plugin yet.
    Contact our support via this email - support@stansassets.com and we will help you to go through this.

    And again, unfortunately you can't do this with our plugin.
     
  32. loko08

    loko08

    Joined:
    Oct 6, 2013
    Posts:
    39
    Don't worry, I already wrote the plugin myself.

    Thanks
     
  33. aer0ace

    aer0ace

    Joined:
    May 11, 2012
    Posts:
    1,300
    Can someone explain to me why the achievement ids need to be added to iOS Native in the Unity Editor? Can I ignore them if I use the achievement id strings that are hardcoded in one of my scripts since I also use them for Android Native?

    EDIT:
    I saw the note in the example script. Also, I can't find documented anywhere what units of measurement the achievement value is. Are we to assume that the range is 0.0f - 100.0f?
     
    Last edited: Dec 11, 2015
  34. ziad10a

    ziad10a

    Joined:
    Mar 21, 2014
    Posts:
    16
    Hey, does this plugin give the ability to call the sensors that can help calculating the step count (Pedometer) from the phone ??
     
  35. bigblueboo

    bigblueboo

    Joined:
    Aug 28, 2014
    Posts:
    14
    There's a crash issue with iOS 6 and the IAP plugin. Fortunately, it's an easy workaround. The feature of separate users on one device was introduced with iOS 7, so you just have to avoid the code that makes post iOS 6 API calls (SKPayment.applicationUsername).

    An a different note: Great work Stan. You've built a high-quality plugin and your clean code made it easy to patch this edge case.
     
  36. A-Zhdanov

    A-Zhdanov

    Joined:
    Sep 26, 2015
    Posts:
    3
    Hello!
    I have some issue with plugin. When i build project in XCode i get error: ISN_NativeCore.h not found, but if i deleted .txt extension in files in Plugins/StansAssets/IOS/ i can build my game. So, how can i rename this files automaticly?
     
    Last edited: Dec 25, 2015
  37. tametick

    tametick

    Joined:
    Aug 29, 2014
    Posts:
    6
    Hey,
    I'm getting 2 errors with replaykit:

    1. when building locally and running in debug mode on the device, I can start recording and stop, and then the native ios replaykit video replay screenshows up but crashes immediately afterwards. in xcode the following error message is shown:

    Code (CSharp):
    1. 2015-12-30 18:19:55.759 slayaway[1139:775302] -[UIWindow endDisablingInterfaceAutorotationAnimated:] called on <UIWindow: 0x15f7f3450; frame = (0 0; 568 320); gestureRecognizers = <NSArray: 0x15f67b7d0>; layer = <UIWindowLayer: 0x160a05ef0>> without matching -beginDisablingInterfaceAutorotation. Ignoring.
    2. 2015-12-30 18:19:56.406 slayaway[1139:775302] Stop rectording
    3. 2015-12-30 18:19:57.071 slayaway[1139:775302] Uncaught exception: NSInvalidArgumentException: Application tried to present modally an active controller <UnityDefaultViewController: 0x16081a220>.
    This might happen due to unity losing focus to the video sharing screen?


    2. when trying to build via unity cloud build, it doesn't even finish compiling:
    Code (CSharp):
    1.        [xcode] /BUILD_PATH/tristydee.slayaway-camp.default-ios/temp.AhRo6Q/Libraries/Plugins/iOS/ISN_ReplayKit.mm:10:9: fatal error: 'ReplayKit/ReplayKit.h' file not found
    Any idea what's going on?
     
    Last edited: Jan 4, 2016
  38. xfer

    xfer

    Joined:
    Mar 30, 2015
    Posts:
    3
    (I asked this by email few days ago, but probably my email server ate it, so I'm asking here again)

    I’ve implemented the ReplayKit in a simple Unity app. Recording works fine, sharing works fine too, however ISN_ReplayKit.Instance.ShowVideoShareDialog(); shares the video and the text “[app store name] by [developer]” http://apple.com”. Is there a way to share only the movie? WhatsApp is terribly broken and it will ignore the movie if there's some text shared too.
     
  39. darkinyourass

    darkinyourass

    Joined:
    Sep 24, 2015
    Posts:
    28
    Hello, yes, you are right 0.0f - 100.0f

    Unfortunately, we don't have this functionality.

    Can you describe what problems you encountered?

    Really strange issue, when you press install button, it automatically renames files ISN_NativeCore.h.txt to ISN_NativeCore.h. Try to make a new fresh project, and if you still have this problem, let me know via email.

    You have this error in our example scene? If yes, contact me via email, and we will help you with this issue.
     
  40. WhosTheBoss

    WhosTheBoss

    Joined:
    Jan 8, 2013
    Posts:
    54
    After importing the Assets, Absolutely nothing is happening. Very frustrating!!!!!!!!!!!!!!!!
    I click "Window" and there is no "Stans Assets" for me to setup my plug in, whats going on?

    Unity 5.3.1 p4
     

    Attached Files:

    Last edited: Jan 24, 2016
  41. darkinyourass

    darkinyourass

    Joined:
    Sep 24, 2015
    Posts:
    28
    Editor scripts, won't compile until you have error in the console. Fix the, and you will get Stan's Assets windows.
     
  42. Illuvatar

    Illuvatar

    Joined:
    Nov 6, 2009
    Posts:
    11
    I'm looking to do something basic, but I haven't yet been able to figure out how to achieve it.
    When starting the game I want to load a sequence of values synchronously. Simplified it looks something like this:

    score = GetString(keyScore);
    stars = GetString(keyStars);
    progress = GetString(keyProgress);
    ...

    Using PlayerPrefs (and another plugin I used earlier) this is possible:

    score = PlayerPrefs.GetString(keyScore);
    stars = PlayerPrefs.GetString(keyStars);
    progress = PlayerPrefs.GetString(keyProgress);
    ...

    So the question is, how can I do this with iOSNative?
    I've encapsultated the API in functions like this:

    public string GetString(string key)
    {
    iCloudManager.Instance.requestDataForKey(key);
    return ""; <---- I want to return the value here synchronously
    }

    This returns the value in the OnCloudDataReceivedAction function. But I need the value to be returned synchronously. When loading the game I want to read the saved values, and then be sure that the values are ready to be used when the execution moves on. Now the processing has to be halted while waiting for the callback which happens in an unknown amount of milliseconds later. The dataflow seems very unintuitive. Is there a way around this?

    thanks
     
  43. aer0ace

    aer0ace

    Joined:
    May 11, 2012
    Posts:
    1,300
    I'm in the process of upgrading my iOS build from 5.1.3 to 5.3.1, and I noticed that after the upgrade, achievement notifications do not appear in-game when the achievements are satisfied. Is anyone else experiencing this problem?

    I'm not sure if it's a problem with the Unity upgrade, or the asset upgrade.
     
  44. Illuvatar

    Illuvatar

    Joined:
    Nov 6, 2009
    Posts:
    11
    So after spending several evenings trying to build around the async problem when reading data from the iOSNative plugin, it seems like threading doesn't solve the problem. Which is illustrated here:



    It's possible to create a new thread and do the ICloudManager.Instance.requestDataForKey() within it, but the callback isn't returned to the same thread, instead to the UI thread which is locked and waiting for the _stopWaitHandler to be set from thread 2. So the game freeze.

    So, anybody has any ideas how to build around this problem? I want to be able to do a sequence of data-reads, and make sure that the data has been filled in before continuing the execution. Like this:

    score = GetString(keyScore);
    stars = GetString(keyStars);
    progress = GetString(keyProgress);

    Of course, the best solution would be for the plugin itself to contain these functions. But that might be too much to ask.

    ICloudManager.Instance.GetInt(String)
    ICloudManager.Instance.GetFloat(String)
    ICloudManager.Instance.GetString(String)
    ICloudManager.Instance.HasKey(String)
     
  45. wei1943

    wei1943

    Joined:
    Feb 9, 2016
    Posts:
    1
    Hi,
    Thanks for this awesome plugin.

    I have a question about Youtube api (IOSVideoManager.instance.PlaySteamingVideo(XXX)). I used the sample code and found it opens the native ios youtube app for playing the video. My question is could I have an embed window for playing the youtube clip in my app? If yes, could you provide me some sample code.

    Thanks!
     
  46. WhosTheBoss

    WhosTheBoss

    Joined:
    Jan 8, 2013
    Posts:
    54
    Thanks
     
  47. pKallv

    pKallv

    Joined:
    Mar 2, 2014
    Posts:
    872
    How good is this plugin vs. doing it with UNET? As I have developed XCODE prior to Unity i think the GameCenter is very convenient.

    Does it work like native GameCenter lobby etc?
     
  48. GMT

    GMT

    Joined:
    Sep 18, 2014
    Posts:
    50
    Any news or expected release date on Apple TV adaption?
     
  49. A-Fatal

    A-Fatal

    Joined:
    Feb 8, 2013
    Posts:
    1
    Hi, I've recently been having issues in Xcode where I receive an error on build:
    "Lexical or Preprocessor Issue.. ISN_NativeCore.h file not found"

    it seems like the file is not being created when we export the Xcode project from Unity.

    any help will be greatly appreciated, Thank you
     
  50. GMT

    GMT

    Joined:
    Sep 18, 2014
    Posts:
    50
    Last activity from lacost and darkinyourass (!??) was Feb 5th - are they on hiatus or something? Sorry for the impatience, running toward a deadline.
     
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