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[Released] Ultimate Mobile Pro

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Oct 19, 2018.

  1. ME-Samu

    ME-Samu

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    Sep 22, 2020
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    Hi! I can't find 2020.9 for iOS Native in the asset store. Is it coming soon? Thanks
     
    Last edited: Sep 22, 2020
  2. stanislav-osipov

    stanislav-osipov

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    I've added this to the TOOD list. thx!

    I am sorry I had troubles with the release it's now finally updated to 2020.9

    Can you give me the documentation link?
    Probably not, because I do not touch NSUserTrackingUsageDescription, but in the same thing we do have advertising identifier API:
    https://api.stansassets.com/ios-native/SA.iOS.AdSupport.ISN_ASIdentifierManager.html



    It's in the store already. sorry for the delay.
     
  3. stanislav-osipov

    stanislav-osipov

    Joined:
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    2020.9 is finally here :)

    CROSS PLATFORM
    * feat: UM_Preloader.LockScreen the progressBarText parameter added.
    * feat: UM_DialogUtility the ShowNotification method added.
    * fix: um in apps fix the connection state.
    * fix: UM_WheelPickerDialog & ISN_UIWheelPickerController dialogs result.
    * chore: iCloud sample scene added.
    * chore: foundation lib updated to 1.0.13
    * chore: UDM4U & Google Ad mob version updated
    * chore: unity analytics version define added.
    * chore: UM_AdvertisementService client registration exception added.

    ANDROID
    * feat: Wheel picker default value.
    * feat: Android Games Settings Intent API added.
    * feat: Firebase support via UMP added.
    * feat: um contacts fields added: OrganizationName, JobTitle, Note.
    * fix: Setting recreation bug fixed with Android bootstrapper.
    * fix: Android image/camera picker error messages updated when the user canceled an action.
    * chore: Logger log info log improved.
    * chore: foundation usage of some old API replaced with new

    iOS
    * feat: UIMenuController Added.
    * feat: GKLocalPlayer new properties added: GuestIdentifier, GamePlayerId, TeamPlayerId, ScopedIDsArePersistent.
    * feat: ARKit framework option added to the XCode project Editor.
    * feat: Add cloud kit.
    * feat: ISN_Contact Note property added.
    * feat: AVAudioSession interruptions event added.
    * fix: ISN_AVAudioSession.mm compilation fix.
    * fix: removed `AVFoundation` dependency from the `AVKit`.
    * fix: Modal presentation controller fixed for IOS version lower than 13.
    * fix: ISN ApplicationWillResignActive event.
    * fix: AV API, Editor implementation fixes.
    * fix: ISN_NSNativeModelsAPI Mac OS plarfrom issues fixed.
    * fix: userNotificationCenter: complete callback added.
    * chore: ISN_GKScore context updated to unit
    * chore: GKCommunication models compilation fix.
    * chore: _ISN_GKAchievement_ReportAchievements misleading debug logs fixed
    * chore: ISN_NSUbiquitousKeyValueStore documentation updated.
     
  4. aero80

    aero80

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    Jan 29, 2013
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    https://developer.apple.com/documentation/apptrackingtransparency?language=objc Here is the documentation about app tracking transparency framework and how to ask the user for that permission. I hear the requirement has been delayed until early next year due to companies like Facebook objecting the change but I assume it is here to stay so it would be nice to have this available in the plugin.
     
  5. stanislav-osipov

    stanislav-osipov

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    1,790
  6. NickNack84

    NickNack84

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    Dec 5, 2013
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    Hi lacost how did you solve the issue regarding "missing symbols" in SA.iOS.o ? - Undefined symbol: __ISN_WP_ShareMedia, __ISN_WP_ShareText, __ISN_WP_FbPost, etc. I still got this error with 2020.9 plugin version. Unity 2019.2.21f
    Please help me :) I need to upload my project to the AppStore in the next days.

    Error is attached.
     

    Attached Files:

    Last edited: Oct 1, 2020
  7. jGate99

    jGate99

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    Hi @lacost

    How can i check if a permission/authorization is ALREADY given for local notifications on ios n android? (instead of asking for authorization)

    This way i only show dialog, if its not given.

    Thanks
     
  8. OSGDev

    OSGDev

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    Oct 2, 2020
    Posts:
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    Hi! @lacost
    I'm having issues related to achievements unlock on iOS platform (android works just fine). I'm getting this log in Xcode & console:

    IOSNative::Unity->Native method: _ISN_GKAchievement_ReportAchievements data: contentJSON: {"m_error":{"m_code":0,"m_message":""},"m_requestId":"","m_Achievements":[{"m_Identifier":"ACHIEVEMENT_ID","m_PercentComplete":100.0,"m_LastReportedDate":0,"m_Name":"unset"}]}
    IOSNative: ISN_GKAchievementsResult JSON parsing error: Error Domain=JSONModelErrorDomain Code=1 "Invalid JSON data. Required JSON keys are missing from the input. Check the error user information." UserInfo={kJSONModelMissingKeys=(
    "m_Data"
    ), NSLocalizedDescription=Invalid JSON data. Required JSON keys are missing from the input. Check the error user information.}
    IOSNative::Native->Unity callback data: {"m_error":{"m_message":"","m_code":0}}

    Leaderboards are working on both platforms too (iOS / Android)
    I'm using the 2020.9 plugin version and Unity 2019.4.8f1
    Thanks in advance.
     
  9. nasirs

    nasirs

    Joined:
    Dec 5, 2019
    Posts:
    11
    Hi - Getting these below errors in the new update:

    Assets\Plugins\StansAssets\NativePlugins\AndroidNativePro\Runtime\API\Firebase\Analytics\AN_FirebaseAnalytics.cs(99,13): error CS0103: The name 'Fire' does not exist in the current context
    Assets\Plugins\StansAssets\NativePlugins\AndroidNativePro\Runtime\API\Firebase\Analytics\AN_FirebaseAnalytics.cs(122,13): error CS0103: The name 'Fire' does not exist in the current context
     
  10. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
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    Hi! @lacost
    Running Local Notification on Android Device returns this error ? Any idea why i'm getting this?
    {"m_error":{"m_code":0,"m_message":""},"m_requestId":""}
     
  11. jGate99

    jGate99

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    Also checking local notificaiton permission gets a denied result
    var result =
    AN_PermissionsManager.CheckSelfPermission(AMM_ManifestPermission.ACCESS_NOTIFICATION_POLICY);
     
  12. stanislav-osipov

    stanislav-osipov

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    Interesting, what is your Unity version?
    It should be hidden under the version defines.
     
  13. stanislav-osipov

    stanislav-osipov

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    An empty error object actually means that there is no error. Can you give me the full log, please?

    Are you sure you granted your application right to post the local notifications?
    https://stackoverflow.com/a/41308697
     
  14. stanislav-osipov

    stanislav-osipov

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    This is a known one, already working on it.
     
  15. jGate99

    jGate99

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    I actually gave up and implemented Unity's own notification package which is working fine,
    But i want to use UM for other features like Gameplay Services etc so i want to know if it works/compile with unity own notification package fine?
     
  16. jGate99

    jGate99

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    @lacost Does UM supports Unity 2020.1 ?
     
  17. manlymooning

    manlymooning

    Joined:
    Apr 11, 2020
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    @lacost Is there a workaround/patch for this that we could apply meanwhile?
    We just put an app on sale and discovered that achievements aren't getting reported properly.
    It's been a thing since at least 2020.8 and wasn't fixed in 2020.9 despite our hopes... It worked fine in IOS Native v2019.17 + Unity 2019.2 combo but we use Unity 2019.4 for this project
     
  18. Andrey37

    Andrey37

    Joined:
    Oct 25, 2018
    Posts:
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    I can't figure out for 3 days how to solve such a WINDOW error - Gradle Error: Resource Not Found / Resource 'string/app_id' not found in AndroidManifest.xml:155, (See the Console for details) - Note: Temp/gradleOut/unityLibrary/src/main/java/com/unity3d/player/UnityPlayerActivity.java uses or overrides a deprecated API.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)
    What should I do and how should I be?
     
  19. stanislav-osipov

    stanislav-osipov

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    Sure, I just PMed you package version with the fix.
     
    manlymooning likes this.
  20. stanislav-osipov

    stanislav-osipov

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    Okay :(
    I will get it fixed with the new version anyway.
    But the package is designed to be conflict-free with any other Unity or 3rd party plugin, So no wories.
     
    jGate99 likes this.
  21. jGate99

    jGate99

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    Are you saying that you will add support for Unity 2020.1?
    If yes, when its expected
    Thanks
     
  22. Andrey37

    Andrey37

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    Oct 25, 2018
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    I wrote to you in Support. Why don't you answer it?
    I'm asking a question in Russian there please look at it
     
    Last edited: Oct 18, 2020
  23. QuadomSoft

    QuadomSoft

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    Apr 8, 2015
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    Hello we are having same issue, we have just published our game and achievements aren t firing can you send a update :( upload_2020-10-24_16-23-12.png
     
  24. stanislav-osipov

    stanislav-osipov

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    Hey @QuadomSoft sure, I will PM you an updated version!
     
    QuadomSoft likes this.
  25. ljiazh3ng

    ljiazh3ng

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    Jun 30, 2019
    Posts:
    1
    Hi, I just purchased the ultimate mobile pro. I was wondering if there's an API to fetch multiple images from the gallery. To my knowledge ios native pro only has API to fetch a single image from the ipad's image gallery.
     
  26. CeleDko

    CeleDko

    Joined:
    Jan 15, 2017
    Posts:
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    I have exactly the same errors and I am using version Unity 2019.4.13f1
    Can you help me?
     
  27. stanislav-osipov

    stanislav-osipov

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    It seems like the user needs to explicity grant the permission to app via the settings screen in order for the app to manipulate the priority/silent via the notifications api. I am assuming that you are using the notificationManager class for this. Some links that might help you:

    https://developer.android.com/refer...ml#ACTION_NOTIFICATION_POLICY_ACCESS_SETTINGS

    https://developer.android.com/refer...ON_NOTIFICATION_POLICY_ACCESS_GRANTED_CHANGED

    I think essentially what you need to do is direct the user to the "Show Do Not Disturb access settings" and have him enable the option for notification management (Something similar for what would you do for mock location for example)

    Sample code:
    Code (CSharp):
    1. var intent = new AN_Intent(AN_Settings.ACTION_NOTIFICATION_POLICY_ACCESS_SETTINGS);
    2. AN_MainActivity.Instance.StartActivity(intent);
     
  28. syamilsynz

    syamilsynz

    Joined:
    Dec 22, 2013
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    Hi @lacost , need help.

    I have a problem where during building my android game apk, it failed on gradle build with message minSdk error. But this error only happen after I import Ultimate Mobile Pro without doing anything.

    Attach is the screenshot of error show

    I’m using unity hub 2020.1.6f1 personal

    I'm already google this error but looks like can't find the solution to fix it. Hope can get a help. Thank you.

    This is my first project using unity 2020. Before this I'm using unity 2017.

    Order Details
    Order #18966743491352 Order Date: Dec 5, 2018 12:27 PM
     

    Attached Files:

  29. stanislav-osipov

    stanislav-osipov

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    Hey @syamilsynz I believe I also got an e-mail support request. The minSDK is a known issue.
    I already fixed that and update is coming this weekend on the Asset Store.
    I also e-mail you an updated version.
     
  30. ibyte

    ibyte

    Joined:
    Aug 14, 2009
    Posts:
    1,048
    Hello @lacost is your API for the camera a direct native replacement for Unity WebCamTexture()? We need to preview and setup the shot before the picture is snapped by button press or automatic take picture count down. Having a l;ot of issues with WebCamTexture() on mobile so looking for an alternative. Thanks
     
  31. stanislav-osipov

    stanislav-osipov

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    No, it's just an ability to take a photo. To make what you need we will need to grab an image from the camera and send it over to Unity as a pointer, then convert it to unity texture and make sure no garbage is generated during the transport.

    This is a 100% durable but not a trivial task.
    Unirtuntaly there was no need for that in plugin so far, since I had no intention in replacing WebCamTexture.
    May I ask what issues do you have with it?
     
  32. CreaTech

    CreaTech

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    May 29, 2017
    Posts:
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    Experiencing the minSDK issue, please post the update to asset store, and check your mail. I mailed you there
     
  33. stanislav-osipov

    stanislav-osipov

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    Hey @CreaTech
    The 2020.10 version is out. Please grab it from the asset store and let me know if you will have any problems with it. Will be happy to help!
     
  34. stanislav-osipov

    stanislav-osipov

    Joined:
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    2020.19 is out. The cover is updated as well :)


    CROSS-PLATFORM
    • feat: Wheel picker dialog callbacks update.
    • chore: Dark theme support.
    • chore: Achievements sample minor improvements.
    • chore: Devkit & foundation package updated.
    • chore: Updating for facebook package.
    ANDROID
    • feat: Dark mode support.
    • feat: Games ids code gen.
    • feat: Wheel picker dialog callbacks update.
    • feat: Google play games-XML UI improvements.
    • fix: Force internal storage resolvers update bug.
    • fix: Manifest camera permission fixes.
    • chore: Billing API updated based on com.android.billingclient:billing:3.0.1
    • chore: Native lib versions updated.
    • chore: Multiplier deprecated API removed.
    • chore: Native plugin installation reworked.
    iOS
    • feat: ISN_ATTrackingManager added.
    • feat: The ability to choose if note filed is included.
    • fix: SA_Result native interfaces fixed.
    • fix: date picker appearance for iOS 14 fixed.
    • fix: ISN_UIDevice major version serialization fix.
    • chore: cloud kit warning fix.
    • chore: Native plugin installation reworked.
     
    Grumpy-Dot likes this.
  35. CreaTech

    CreaTech

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    May 29, 2017
    Posts:
    5
    Hi Lacost, new error Error building Player: Can't find the source lib folder at path: Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/Android/Internal
     
  36. CreaTech

    CreaTech

    Joined:
    May 29, 2017
    Posts:
    5
    Tested on clean project with only the ultimate mobile pro plugin, same error
     
  37. stanislav-osipov

    stanislav-osipov

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    Totally my bad. Just made the 2020.10.1 patch with the fix.
     
  38. jGate99

    jGate99

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    Oct 22, 2013
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    Hi @lacost
    Does it support Unity 2021.1 ?
    I really want to give it a try again after giving up on local notifications and switching to unity's own.
     
  39. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
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    Hi @lacost
    How does rate review dialog works on Amazon Store?
    Thanks
     
  40. Eysar82

    Eysar82

    Joined:
    Jun 21, 2013
    Posts:
    4
    Hi @lacost ,

    after updated to latest Version 2020.10.1 we getting on android this error as following:

    Code (CSharp):
    1. 12-03 11:51:15.667 6627-6664/com.triboot.games.tmcblitz E/Unity: AndroidJavaException: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.triboot.games.tmcblitz/com.stansassets.core.utility.AN_ProxyActivity}; have you declared this activity in your AndroidManifest.xml?
    2.     android.content.ActivityNotFoundException: Unable to find explicit activity class {com.triboot.games.tmcblitz/com.stansassets.core.utility.AN_ProxyActivity}; have you declared this activity in your AndroidManifest.xml?
    3.         at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:1794)
    4.         at android.app.Instrumentation.execStartActivity(Instrumentation.java:1512)
    5.         at android.app.Activity.startActivityForResult(Activity.java:3930)
    6.         at android.app.Activity.startActivityForResult(Activity.java:3890)
    7.         at android.app.Activity.startActivity(Activity.java:4213)
    8.         at android.app.Activity.startActivity(Activity.java:4181)
    9.         at com.stansassets.core.utility.AN_ProxyActivity.Create(AN_ProxyActivity.java:33)
    10.         at com.stansassets.core.utility.AN_ProxyActivity.startForResult(
    This is happening, when we perform AN_GoogleSignIn interactive SingIn.
    Do you have any idea, how we can solve it?

    Thanks in advance
    Eysar

    Forgot to mention that we are using Unity 2019.4.15 LTS
     
    Last edited: Dec 3, 2020
  41. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,945
    Hi @lacost
    I upgraded to latest Ultimate Mobile Pro for Unity 2020.1 iOS for just showing a request review dialog.
    but when i compile XCode project i get this error.


    ISN_UIDateTime.mm
    No visible @interface for 'UIDatePicker' declares the selector 'setPreferredDatePickerStyle:'


    Looks like your QA team need to take their work seriously.
     
    firstuser likes this.
  42. stanislav-osipov

    stanislav-osipov

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    Posts:
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    I believe I have your request on e-mail. Error says that this activity wasn't added to the manifest. Plugin does this automatically unless it's explicitly disabled, please check this setting:
    https://github.com/StansAssets/com.stansassets.android-native/wiki/Settings#environment-management


    Just checked, and I do not have this problem with the latest version. I wondering why you have it, might me something I am missing here, can you please PM me so we can maybe arrange a quick call?
    Thanks,
     
  43. Akeru

    Akeru

    Joined:
    May 2, 2014
    Posts:
    13
    Hi!

    I have some issues with the Ultimate Mobile's last version.

    If I go either Android or iOS tab inspector, any category (App, Vending, Social, etc.) will load correctly. But if I go to "Ultimate" tab, the main panel will load and visualize correctly, but if I enter to any category (Foundation, In-App Purchasing, Game Services, etc.) it appears nothing. It seems like elements are there but the editor visualization part doesn't work right.

    I made a video to make things easier!
    Here the errors!

    I tested this in a real project with 2019.4.15, in a empty project with the same version and in a empty project with 2020.1.14; all ending in the same result.

    Let me know if I can help, thanks for all the efforts!
     
  44. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hey @Akeru thx a lot for the report. It looks like the cached index is higher than the number of tab buttons avaliable.
    Normally this can be fixed by just reopening the window, but I think you've already done it. Can you please PM me, I will appreciate if we can investigate together on your machine since of course, I have the UI working just fine on my side.
     
  45. Akeru

    Akeru

    Joined:
    May 2, 2014
    Posts:
    13
    Thanks for the response @lacost, somehow I already fixed it. I can't tell if it was the re-import of the settings or the library folder clean up.

    Either way, everything goes fine for now!
     
  46. daniel-choi

    daniel-choi

    Joined:
    Apr 13, 2015
    Posts:
    9
    Hi, i use ultimate mobile pro ver. 2020.10.2 , unity 2020.1.17f1 , android
    i have error.
    This is an error that appears when press the connect button to "google play".
    Only "Ultimate Mobile Pro" is an imported project
    Please refer to the screenshot
     

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  47. daniel-choi

    daniel-choi

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    Apr 13, 2015
    Posts:
    9
    detail error
     

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  48. daniel-choi

    daniel-choi

    Joined:
    Apr 13, 2015
    Posts:
    9
    another settings..

    please , I need your help ^^;;
     

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  49. daniel-choi

    daniel-choi

    Joined:
    Apr 13, 2015
    Posts:
    9
    help me
     

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  50. Headtilt

    Headtilt

    Joined:
    Mar 18, 2018
    Posts:
    2
    I really need some help to enable this asset, It just doesn't work on Android! Support is not responding.

    I want to add this asset to an existing app, but whatever I try, I always get this error:

    AndroidJavaException: android.content.ActivityNotFoundException: Unable to find explicit activity class {bundleid.removed/com.stansassets.android.app.permissions.AN_PermissionsProxyActivity}; have you declared this activity in your AndroidManifest.xml?

    It looks like the AndroidManifest.xml is not automatically merged? Is there anything I have to do in the assets settings to make it work?


    Asset version: 2020.10.2
    Unity version: 2019.4.12f1 / 2019.4.16f1
    I'm working on macOS


    I also tried a brand new project. Nothing added but the Ultimate Mobile Pro asset, but even then I have the same error.

    What I did:
    • Create a new project
    • Added the ultimate Mobile Pro asset
    • Enabled Camera
    • Added a button with the following script:
    Code (CSharp):
    1. var camera = UM_Application.CameraService;
    2.  
    3.         int maxThumbnailSize = 1024;
    4.         camera.TakePicture(maxThumbnailSize, (result) => {
    5.             if (result.IsSucceeded)
    6.             {
    7.                 UM_Media mdeia = result.Media;
    8.  
    9.                 Texture2D image = mdeia.Thumbnail;
    10.                 Debug.Log("Thumbnail width: " + image.width + " / height: " + image.height);
    11.                 Debug.Log("mdeia.Type: " + mdeia.Type);
    12.                 Debug.Log("mdeia.Path: " + mdeia.Path);
    13.             }
    14.             else
    15.             {
    16.                 Debug.Log("failed to take a picture: " + result.Error.FullMessage);
    17.             }
    18.         });

    The Error:
    AndroidJavaException: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.DefaultCompany.CameraTest/com.stansassets.android.app.permissions.AN_PermissionsProxyActivity}; have you declared this activity in your AndroidManifest.xml?
    android.content.ActivityNotFoundException: Unable to find explicit activity class {com.DefaultCompany.CameraTest/com.stansassets.android.app.permissions.AN_PermissionsProxyActivity}; have you declared this activity in your AndroidManifest.xml?
    android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:2246)
    android.app.Instrumentation.execStartActivity(Instrumentation.java:1902)
    android.app.Activity.startActivityForResult(Activity.java:5231)
    android.app.Activity.startActivityForResult(Activity.java:5189)
    android.app.Activity.startActivity(Activity.java:5560)
    android.app.Activity.startActivity(Activity.java:5528)
    com.stansassets.android.app.permissions.AN_PermissionsProxyActivity.Create(AN_PermissionsProxyActivity.java:31)
    com.stansassets.android.app.permissions.AN_PermissionsManager.RequestPermissions(AN_PermissionsManager.java:33)
    com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
    com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)
    android.os.Handler.dispatchMessage(Handler.java:103)
    android.os.Looper.loop(Looper.java:214)
    com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
    UnityEngine.AndroidJNISafe.CheckException () (at <4d1b0fc064fc4626a6c5fb77c6066e9b>:0)
    UnityEngine.AndroidJNISafe.CallStaticVoidMethod (System.IntPtr clazz, System.IntPtr methodID, UnityEngine.jvalue[] args) (at <4d1b0fc064fc4626a6c5fb77c6066e9b>:0)
    UnityEngine.AndroidJavaObject._CallStatic (System.String methodName, System.Object[] args) (at <4d1b0fc064fc4626a6c5fb77c6066e9b>:0)
    UnityEngine.AndroidJavaObject.CallStatic (System.String methodName, System.Object[] args) (at <4d1b0fc064fc4626a6c5fb77c6066e9b>:0)
    SA.Android.Utilities.AN_JavaBridge.CallStaticWithCallback[T] (System.String javaClassName, System.String methodName, System.Action`1[T] callback, System.Object[] args) (at <4792aa179a2c45148dd13553f50c6076>:0)
    SA.Android.App.AN_PermissionsManager.RequestPermissions (SA.Android.Manifest.AMM_ManifestPermission[] permissions, System.Action`1[T] callback) (at <4792aa179a2c45148dd13553f50c6076>:0)
    SA.Android.App.AN_PermissionsUtility.TryToResolvePermission (SA.Android.Manifest.AMM_ManifestPermission[] permissions, System.Action`1[T] callback) (at <4792aa179a2c45148dd13553f50c6076>:0)
    SA.Android.Camera.AN_Camera.CaptureImage (System.Int32 maxSize, System.Action`1[T] callback) (at <4792aa179a2c45148dd13553f50c6076>:0)
    SA.CrossPlatform.App.UM_AndroidCameraService.TakePicture (System.Int32 thumbnailSize, System.Action`1[T] callback) (at <400e0dacfc174330a44720f85a9bd920>:0)
    Test.TestClicker () (at <44923e97c35f416889c35665b9d762db>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <a44c0954cff24a8c849e503e9efbf01a>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <a44c0954cff24a8c849e503e9efbf01a>:0)
    UnityEngine.UI.Button.Press () (at <689e94e3563f476bb32d6772d0d1e75c>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <689e94e3563f476bb32d6772d0d1e75c>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <689e94e3563f476bb32d6772d0d1e75c>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <689e94e3563f476bb32d6772d0d1e75c>:0)
    UnityEngine.EventSystems.EventSystem:Update()