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[Released] IOS Native Unity3D Plugin

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

  1. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Our plugins have some shared part such as StansAssets/Common folder.
    That's the only part which should be the same for our core plugins.
    The best scenario for an update is to import the latest version of the plugin from the Asset Store and reinstall in in your project (Reinstall button click in the plugin settings menu).
    In general, you should not remove the plugin and then import the new version.

    You should remove the current version and import the new one only if the versions of the plugins are incompatible.
    Such cases take places from time to time. You are informed about it via plugin version notes on the Asset Store.
    So, please, pay your attention to the version notes before an update.
     
  2. Skatola

    Skatola

    Joined:
    Jan 17, 2013
    Posts:
    45

    i know but in this case ios native update is not compatible with previous version so i have to remove it before import and install again right?
     
  3. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I answered this question in my previous message.
    So, one more time, the answer is - in generally, NOT.
    You should remove the current version and import the new one only if the versions of the plugins are incompatible.
    All these moments (when the versions are incompatible) are highlighted in the plugin version notes.
    Please, check the version notes of the plugin before every update. It's strictly recommended.

    Did I answer your question?
     
  4. Skatola

    Skatola

    Joined:
    Jan 17, 2013
    Posts:
    45
    yes, thank you...
    After some trouble my project give me no errors with plugin version 9.0, but today i updated ios native plugin from 9.0 to 9.2 and give me this error:

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/Editor/Social/SocialPlatfromInit.cs(17,73): error CS0117: `SA.Common.Config' does not contain a definition for `BUNDLES_PATH'

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/Editor/Social/SocialPlatfromInit.cs(17,41): error CS1502: The best overloaded method match for `SA.Common.Util.Files.IsFolderExists(string)' has some invalid arguments

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/Editor/Social/SocialPlatfromInit.cs(17,41): error CS1503: Argument `#1' cannot convert `object' expression to type `string'

    have to wait an android plugin update or something or i did something wrong?
     
  5. Erikir

    Erikir

    Joined:
    Jul 23, 2013
    Posts:
    7
    Hello Alex, sorry for bothering you but, we just updated to the last version of Ultimate Mobile and we are getting this error on Xcode :(.

     
  6. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think, some kind of update issue took place.
    I mean, the native libraries were not updated.

    To fix it, please, open iOS Native Settings and press Reinstall button.
    All the native libraries of the iOS Native should be updated to the latest version.
    Please, follow these instructions and retest the application build.
     
  7. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you have some incompatible CS scripts in your project.
    The best way is to contact support team directly and ask for an assistance in this case.
    You will get great assistance in a short time.
     
  8. Erikir

    Erikir

    Joined:
    Jul 23, 2013
    Posts:
    7
    Thanks for the answer! Will do and let you know!.
     
  9. zmwarlord

    zmwarlord

    Joined:
    Mar 3, 2014
    Posts:
    1
    I just updated to 9.0.2, and I wasn't sure if this was intentional in SA_Result.cs

    Code (CSharp):
    1. /// <summary>
    2.         /// True if is succeeded
    3.         /// </summary>
    4.         public bool IsSucceeded {
    5.             get {
    6.                 return !HasError;
    7.             }
    8.         }
    9.  
    10.  
    11.         /// <summary>
    12.         /// True if result is failed
    13.         /// </summary>
    14.         public bool IsFailed {
    15.             get {
    16.                 return !HasError;
    17.             }
    18.         }
    Every result seems to be both failed and succeeded.
     
  10. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think, it's a bug. This issue will be fixed with the following update.
    For now, please, fix it on your own.
    The right code should be following:
    Code (CSharp):
    1. /// <summary>
    2.         /// True if is succeeded
    3.         /// </summary>
    4.         public bool IsSucceeded {
    5.             get {
    6.                 return !HasError;
    7.             }
    8.         }
    9.  
    10.  
    11.         /// <summary>
    12.         /// True if result is failed
    13.         /// </summary>
    14.         public bool IsFailed {
    15.             get {
    16.                 return HasError;
    17.             }
    18.         }
    Thank you for this report!
     
  11. Erikir

    Erikir

    Joined:
    Jul 23, 2013
    Posts:
    7
    As you said, reinstalling the IOS Native at Settings fixed the issue, thanks a lot!.
     
  12. diegoadrada

    diegoadrada

    Joined:
    Nov 27, 2014
    Posts:
    54
    Hi Alex, i just updated to the last version and now this line is not working:
    Code (CSharp):
    1. IOSNotificationController.Instance.ApplicationIconBadgeNumber(0);
    I'm trying with ISN_RemoteNotificationsController.Instance but doesn't have this method anymore, any suggestion? Thanks!
     
  13. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    With the latest update, this functionality was replaced to ISN_LocalNotificationsController class.
    So, please, call ISN_LocalNotificationsController.InstanceApplicationIconBadgeNumber (int badges) method.
     
  14. Vitamin

    Vitamin

    Joined:
    Nov 17, 2014
    Posts:
    7
    Hello! I am looking for tool to sync PlayerPrefs with ICloud. I didnt found information about that feature in your plugin. Can it help me in my purpose?

    thanks
     
  15. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, check this documentation. I think, it will be very useful for you.
    The doc is about iCloud features included in iOS Native plugin.
     
  16. sahibzada_abdul

    sahibzada_abdul

    Joined:
    Oct 24, 2016
    Posts:
    3
    hi,
    i purchased your package, seems nice. but i am facing some issue. while in installing plugins IOSNativeSetting it asked me for apple id. so what should i give to it either game id or in-app id
     
  17. AlexRay

    AlexRay

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    Jul 9, 2014
    Posts:
    993
    Hello,
    You have to provide your Game Apple Id.
     
    sahibzada_abdul likes this.
  18. sahibzada_abdul

    sahibzada_abdul

    Joined:
    Oct 24, 2016
    Posts:
    3
    thanks for reply. i have one other problem, when i run the game in MAC, it says in console that initialization successful but it shows me product count =0, why is that ?
    and one thing else, will i be adding iosnativeutility script in my scene, i just read that in a comment on second page.
     
  19. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    As I can see, you are testing In-App purchases in Editor.
    I want to say, that In-App Purchases will work on the real iOS device.
    So, please, test on the real device only.
    Please, check our documentation about In-App Purchases integration guide.
    I think, this information will be useful for you.

    And the answer to your second questions is following.
    I believe, iOSNativeUtility script is not required for the plugin sample to work.
     
  20. sahibzada_abdul

    sahibzada_abdul

    Joined:
    Oct 24, 2016
    Posts:
    3
    thanks, and yes it started working as soon as i tested it on the device... thanks alot for the package.. it is exactly what i was looking for
     
  21. CrowJ

    CrowJ

    Joined:
    May 15, 2015
    Posts:
    1
    Hi,
    I seem to have a problem with updating from 8.3 to 9.0.2. I remove the plugin as per the documentation, by clicking the remove button. I then restart Unity and when the project loads I get a few errors related to the Unity Editor GUI stuff, which I think is it failing to add the Stans Asset menu thing under Window. I also get "Assets/Scripts/IAP/IAPManager.cs(611,38): error CS0246: The type or namespace name `ISN_Result' could not be found. Are you missing a using directive or an assembly reference?" And if I comment that out I then get another thing that obviously references stuff from Ios Native that can't be found etc.
    I have tried installing 9.0.2 straight over the top without deleting it, but this still throws up the same problems.
    It is pretty annoying...
    Cheers
     
  22. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    With the latest update, ISN_Result was renamed to SA.Common.Models.Result.
    Please, change ISN_Result class with the Result class from SA.Common.Models namespace.
    All the issues should be fixed.
     
  23. lilboylost

    lilboylost

    Joined:
    Feb 12, 2014
    Posts:
    265
  24. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Currently, iOS Universal Links are not supported with iOS Native plugin.
    You can contact our support team and request this feature.
    I am not 100% sure, that this feature will be implemented in a short time.
    But as more developers will request the same feature, the much higher priority it will have.
    So, please, go ahead with this.
     
  25. Skatola

    Skatola

    Joined:
    Jan 17, 2013
    Posts:
    45
    Hello again : )
    i saw u added contacts picker api with the last update, thanks i really waiting for it! but i can't find any documentation on union assets guide, maybe the guide is not updated yet or i didn't find it, where can i find it? : ) thanks
     
  26. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Most likely, the documentation is not ready for this time.
    I think, the documentation will be updated in a short time.

    If you need any kind of assistance in this case, please, feel free to contact our support team.
    You will get great assistance in a short time.
     
  27. DwinTeimlon

    DwinTeimlon

    Joined:
    Feb 25, 2016
    Posts:
    194
    Why did you remove iCloudManager.instance.init() from 9.1.0?

    It was commented out without any hint or comment. This is really not how a library should be maintained, imho, or did I miss something?.

    I have not seen anything in the release nodes in the Unity asset store either. I have looked at https://unionassets.com/iosnative/versions, but it's out of date unfortunately.

    Any help would be appreciated.
     
    Last edited: Nov 15, 2016
  28. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    With the last update, we had some refactor changes.
    The instance property is now renamed to Instance.
    So, please, fix it on your own and you will be ready to go with the latest version of the plugin.
     
  29. DwinTeimlon

    DwinTeimlon

    Joined:
    Feb 25, 2016
    Posts:
    194
    I already use Instance, so this not is not the problem I am talking about ;).

    Please check your iCloudManager.cs code:

    Code (CSharp):
    1. /*
    2.     public void init() {
    3.         #if ( (UNITY_IPHONE || UNITY_TVOS)  && !UNITY_EDITOR) || SA_DEBUG_MODE
    4.             _initCloud ();
    5.         #endif
    6.     }
    7. */
    init() is currently disabled as you can see, I enabled it again, but it does not seem to work. I can't get a cloud connection anymore. Do I have to switch back to 9.0.2?
     
    Last edited: Nov 16, 2016
  30. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    It looks really strange. Because I checked iOS Native plugin code.
    And everything is fine with iCloudManager. The init method public and available.
    Maybe some kind of update issue took place.

    Please, try to import the iOS Native plugin into the brand new project and check the source code there.
    If any kind of issue will take place, please, feel free to contact our support team via e-mail.
     
  31. DwinTeimlon

    DwinTeimlon

    Joined:
    Feb 25, 2016
    Posts:
    194
    I have just imported iOS native into an empty project and the iCloudManager.Instance.Init method ist still disabled there. I have also written support, because I need the old version 9.0.2 as 9.1.0 is definitely broken for me.

    Would be great if you could maybe speed things up, as I am in desperate need of the old version as I have to deploy our update today.

    Thanks.
     
  32. SteveXu

    SteveXu

    Joined:
    Jul 22, 2013
    Posts:
    15
    Can‘t load top 50 scores.
    OnLoaderBoardInfoRetrived in GameCenterManager.cs not compatible with the format
    send from ISN_GameCenter.m retriveScores


    the string send from object-C:
    "com.wlwx.test|%|2|%|1|%|G:1158782892|%|259949|%|1|%|0|%|G:1833426669|%|199178|%|2|%|0|%|G:858754353|%|173336|%|3|%|0|%|G:8359179524|%|136961|%|4|%|0|%|G:1832338411|%|131770|%|5|%|0|%|G:1030685979|%|126218|%|6|%|0|%|G:10042153520|%|125111|%|7|%|0|%|G:409901879|%|123901|%|8|%|0|%|G:8359454868|%|113224|%|9|%|0|%|G:8012387791|%|112388|%|10|%|0|%|G:1762948792|%|108290|%|11|%|0|%|G:681546087|%|106181|%|12|%|0|%|G:8467891933|%|104707|%|13|%|0|%|G:8170317993|%|104042|%|14|%|0|%|G:578113420|%|103893|%|15|%|0|%|G:10041707911|%|102396|%|16|%|0|%|G:8126462665|%|100144|%|17|%|0|%|G:432078954|%|97822|%|18|%|0|%|G:8473122610|%|97545|%|1
    the parsing code:

    Code (CSharp):
    1.  string leaderboardId = DataArray[0];
    2. GK_TimeSpan timeSpan = (GK_TimeSpan) System.Convert.ToInt32(DataArray[1]);
    3. GK_CollectionType collection = (GK_CollectionType) System.Convert.ToInt32(DataArray[2]);
    4. int requestId = System.Convert.ToInt32(DataArray[3]);//error
    5.  
    6. long scoreVal = System.Convert.ToInt64(DataArray[4]);
    7. int rank = System.Convert.ToInt32(DataArray[5]);
    8. int context = System.Convert.ToInt32(DataArray[6]);
    9. int maxRange = System.Convert.ToInt32(DataArray[7]);//error
    10. string title = DataArray[8];
    11. string describtion = DataArray[9];

    Please be care, I found this bug in a old version and now in version9.1.
     
  33. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Looks quite strange! I don't think we had this kind of issue earlier. Please, contact our support team for further investigation. If any kind of issue will be detected, the fix will be provided for you. And, of course, the fix will be included in following official update.
    So, please, go ahead and send this issue report to our support engineer.
     
  34. SteveXu

    SteveXu

    Joined:
    Jul 22, 2013
    Posts:
    15

    data format "com.wlwx.test|%|2|%|1|%|G:1158782892|%|259949|%
    int requestId = System.Convert.ToInt32(DataArray[3]);//

    the DataArray[3] is not a int

    I give the spec spec point, what's more do you need?
     
  35. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I can see, that you contacted our support team with this report. So, please, provide all the needed information requested by our support engineer and you will get the great assistance with this case.
     
  36. 4s4

    4s4

    Joined:
    May 15, 2012
    Posts:
    71
    Anyone else have issues with iCloud saves on ios 10 iPhones, cloud save/load work fine on apple TV& iPad.
    We debugged the issue a bit, and it seems that iCloud saving does create a file, but loading earlier or the new save returns absolutely nothing on iPhone. Any idea what might be the cause?
     
    Last edited: Nov 23, 2016
  37. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    This issue is quite new. I think, we didn't have such kind of behaviour earlier.
    I would recommend you to contact our support team for further assistance because it's quite hard to help you in the forum circumstances.

    Please, provide as much detailed information as you can.
    All the logs from your device while testing iCloud saves, all the screenshots/videos will be helpful in this case.
    So, please, feel free to contact our support engineer and you will get great assistance in a short time.
     
  38. 4s4

    4s4

    Joined:
    May 15, 2012
    Posts:
    71
    Never mind, we found the reson for saves failing on iPhone: CloudKit wasn't properly linked to xcode. Our bad :)
     
  39. hoangtienptit

    hoangtienptit

    Joined:
    Nov 28, 2016
    Posts:
    4
    Hello every one!
    In android native, I use AndroidInAppPurchaseManager.Client.Inventory.IsProductPurchased ("productID") to check product has purchased, but in ios i don't know what to do. Please help me!
    Thanks every one!
    (my english not good)
     
  40. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The flow of In-App Billing is quite different on iOS platform.
    I can make some explanations for this case. On Android platform, all the in-app products are managed (there are no consumable or non-consumable products, just managed). So, each purchased product you will get with the loading of player inventory.
    With the iOS platform, the situation is quite different. There are consumable and non-consumable in-app products.
    And you should keep in mind, that you will receive OnPurchaseFlowFinished event callback only once, after the actual purchasing. Save all the purchased non-consumable products is the developer responsibility.
    That's why such flows as restore purchases take place on iOS platform.

    I can provide you with the link to our iOS Native In-App Purchases guide.
    I hope, this information will be useful for you in this case and answers your questions.
    If you will have any additional questions, please, feel free to write here on forum or contact our support team.
    You will get great assistance in a short time.
     
  41. hoangtienptit

    hoangtienptit

    Joined:
    Nov 28, 2016
    Posts:
    4
    I'm sure it will help me. Thanks you very much! :)
     
  42. hoangtienptit

    hoangtienptit

    Joined:
    Nov 28, 2016
    Posts:
    4
    Hello,
    I have issuse with the purchase of my game. When I click button to purchase the product, nothing happens.
    Please help me! Thank you so much :)
    This is my code:
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections.Generic;
    3. //using System;
    4.  
    5. public class IAB : MonoBehaviour {
    6.     public const string REMOVE_ADS = "mygame.removeads";
    7.     static bool hasPurchased;
    8.     public static IAB instance;
    9.     public static IAB Instance{
    10.         get{
    11.             return instance;
    12.         }
    13.     }
    14.  
    15.     private static bool IsInitialized = false;
    16.  
    17.     void Start () {
    18.         instance = this;
    19.         init ();
    20.     }
    21.  
    22.     public static void init() {
    23.         if(!IsInitialized) {
    24.             IOSInAppPurchaseManager.Instance.AddProductId(REMOVE_ADS);    
    25.             //Event Use Examples
    26.             IOSInAppPurchaseManager.OnVerificationComplete += HandleOnVerificationComplete;
    27.             IOSInAppPurchaseManager.OnStoreKitInitComplete += OnStoreKitInitComplete;
    28.             IOSInAppPurchaseManager.OnTransactionComplete += OnTransactionComplete;
    29.             IOSInAppPurchaseManager.OnRestoreComplete += OnRestoreComplete;
    30.  
    31.             IsInitialized = true;
    32.  
    33.         }
    34.  
    35.         IOSInAppPurchaseManager.Instance.LoadStore();
    36.  
    37.     }    
    38.  
    39.     public void Purchase(int id) {
    40.         switch (id) {
    41.         case 1:
    42.             IOSInAppPurchaseManager.Instance.BuyProduct (REMOVE_ADS);
    43.             break;
    44.         }
    45.     }
    46.  
    47.     private static void UnlockProducts(string productIdentifier) {
    48.         switch(productIdentifier) {
    49.         case REMOVE_ADS_IOS:
    50.             hasPurchased = true;
    51. PlayerPrefs.SetInt ("hasPurchased", 1);
    52.            
    53.             //code for adding small game money amount here
    54.             break;
    55. //        case NC_PACK:
    56. //            //code for unlocking cool item here
    57. //            break;
    58.  
    59.         }
    60.     }
    61.  
    62.     private static void OnTransactionComplete (IOSStoreKitResult result) {
    63.  
    64.         Debug.Log("OnTransactionComplete: " + result.ProductIdentifier);
    65.         Debug.Log("OnTransactionComplete: state: " + result.State);
    66.  
    67.         switch(result.State) {
    68.         case InAppPurchaseState.Purchased:
    69.         case InAppPurchaseState.Restored:
    70.             //Our product been succsesly purchased or restored
    71.             //So we need to provide content to our user depends on productIdentifier
    72.             UnlockProducts(result.ProductIdentifier);
    73.             break;
    74.         case InAppPurchaseState.Deferred:
    75.             //iOS 8 introduces Ask to Buy, which lets parents approve any purchases initiated by children
    76.             //You should update your UI to reflect this deferred state, and expect another Transaction Complete  to be called again with a new transaction state
    77.             //reflecting the parent’s decision or after the transaction times out. Avoid blocking your UI or gameplay while waiting for the transaction to be updated.
    78.             break;
    79.         case InAppPurchaseState.Failed:
    80.             //Our purchase flow is failed.
    81.             //We can unlock intrefase and repor user that the purchase is failed.
    82.             Debug.Log("Transaction failed with error, code: " + result.Error.Code);
    83.             Debug.Log("Transaction failed with error, description: " + result.Error.Description);
    84.  
    85.  
    86.             break;
    87.         }
    88.  
    89.         if(result.State == InAppPurchaseState.Failed) {
    90. //            IOSNativePopUpManager.showMessage("Transaction Failed", "Error code: " + result.Error.Code + "\n" + "Error description:" + result.Error.Description);
    91.         } else {
    92. //            IOSNativePopUpManager.showMessage("Store Kit Response", "product " + result.ProductIdentifier + " state: " + result.State.ToString());
    93.         }
    94.  
    95.     }
    96.  
    97.  
    98.     private static void OnRestoreComplete (IOSStoreKitRestoreResult res) {
    99.         if(res.IsSucceeded) {
    100. //            IOSNativePopUpManager.showMessage("Success", "Restore Compleated");
    101.         } else {
    102. //            IOSNativePopUpManager.showMessage("Error: " + res.Error.Code, res.Error.Description);
    103.         }
    104.     }
    105.  
    106.  
    107.     static void HandleOnVerificationComplete (IOSStoreKitVerificationResponse response) {
    108. //        IOSNativePopUpManager.showMessage("Verification", "Transaction verification status: " + response.status.ToString());
    109.  
    110.         Debug.Log("ORIGINAL JSON: " + response.originalJSON);
    111.     }
    112.  
    113.  
    114.     private static void OnStoreKitInitComplete(ISN_Result result) {
    115.  
    116.         if(result.IsSucceeded) {
    117.  
    118.             int avaliableProductsCount = 0;
    119.             foreach(IOSProductTemplate tpl in IOSInAppPurchaseManager.instance.Products) {
    120.                 if(tpl.IsAvaliable) {
    121.                     avaliableProductsCount++;
    122.                 }
    123.             }
    124.  
    125. //            IOSNativePopUpManager.showMessage("StoreKit Init Succeeded", "Available products count: " + avaliableProductsCount);
    126.             Debug.Log("StoreKit Init Succeeded Available products count: " + avaliableProductsCount);
    127.         } else {
    128. //            IOSNativePopUpManager.showMessage("StoreKit Init Failed",  "Error code: " + result.Error.Code + "\n" + "Error description:" + result.Error.Description);
    129.         }
    130.     }
    131.  
    132.     public bool HasPurchase(){
    133.         int tmp = PlayerPrefs.GetInt ("hasPurchased");
    134.         if (tmp == 1) {
    135.             return true;
    136.         }
    137.         return false;
    138.     }
    139.  
    140. }
     
  43. VictorKrasovsky

    VictorKrasovsky

    Joined:
    Nov 24, 2016
    Posts:
    7
    Hello!

    Please could you send us your log of Xcode at startup billing service and point of purchase?

    I would recommend you to contact our support team for further assistance because it's quite hard to help you in the forum circumstances.
     
  44. mcmorry

    mcmorry

    Joined:
    Dec 2, 2012
    Posts:
    581
    @AlexRay I'm facing the same issue. I just installed 9.1.0 on new empty project and the init method is disabled.
    Why? What should I do?
     
  45. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello, well first fo all the intialization was removed because we shoudn't have the initialization at all. According to an Apple guidelines:

    The iCloud Fundamentals guide has a table that compares Document Storage to the Key-Value Store(Table 1-1). In contrary to Mobile Documents, the Key Value Store should be considered Always effectively available. Even if a user isn't connected to iCloud or in the offline mode. Data will be uploaded later when it's possible.

    But there were the issues from our side. Becuase we haven't signed to an NSUbiquitousKeyValueStoreDidChangeExternallyNotification and there was no [[NSUbiquitousKeyValueStoredefaultStore]synchronize]; call. But now we fixed it, and this operation will be performed once you making the first call to an iCloud API.
    Please replace attached file (just rename it to .mm) inside the Plugins/IOS folder and you good.
    Thx for the report.
     

    Attached Files:

    mcmorry likes this.
  46. Jee-Hyunho

    Jee-Hyunho

    Joined:
    Mar 16, 2015
    Posts:
    5
    After I update to iOS Native(9.1.0), iCloud is not working any more.
    I try to replace attached file (just rename it to .mm) inside the Plugins/IOS folder.
    And I call iCloudManager.Instance like "iCloudManager iCloudInstance = iCloudManager.Instance;" for initialize iCloud just in case.
    But it is not working. :(
     
  47. lilboylost

    lilboylost

    Joined:
    Feb 12, 2014
    Posts:
    265
    Is there a way to get deep link url parameters??

    If my app is open with url:
    gamename://store/id=50

    I want to know the query params: store/id=50

    Does it support universal app url also?
     
  48. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I would recommend you to contact Stan's Assets support team directly and ask for the status of this case.
    Most likely this issue has been resolved already and you will get the instructions how to fix it.
    Or you will be provided with the latest iOS Native plugin package with the fix included.
    Please, go ahead and you will get great support in a short time.
     
  49. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I am not 100% sure about it. Please, contact our support team and you will get clarified answer in a short time.
     
  50. dijital

    dijital

    Joined:
    Apr 28, 2010
    Posts:
    232
    I just updated to the latest version of IOS native (20th Dec 2016) and am suddenly getting this error directly after importing it in to a blank IOS project:

    Assets/Plugins/StansAssets/Modules/IOSDeploy/Scripts/Editor/ISD_PostProcess.cs(87,45): error CS0234: The type or namespace name `iOS' does not exist in the namespace `UnityEditor'. Are you missing an assembly reference?

    I am using Unity 4.6.9

    Any idea whats going on here?
     
unityunity