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[Released] Ultimate Mobile Pro

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

  1. ShockFactor

    ShockFactor

    Joined:
    Sep 30, 2015
    Posts:
    8
    Have you found a solution? I have a very similar problem.
     
  2. Headtilt

    Headtilt

    Joined:
    Mar 18, 2018
    Posts:
    2
    Hello Support! Please respond to emails or at this forum! The product is NOT working!
     
  3. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hay folks! First of all, I apologize for being out of the radar few weeks. The new update is coming and let me address all the questions you had.

    @daniel-choi I see 2 issues from the screenshot you've posted.

    1. The plugin and library meta-file issue. - It will be fixed with the next update and in the meantime, there is a guide on how to fix it as well as a bit more info about an issue:
    https://github.com/StansAssets/com.stansassets.android-native/issues/32

    2. Looks like something is wrong with the way you've configured the application singing, please make sure you have followed this article.
    Setting Up Google Play Games Services
    https://developers.google.com/games/services/console/enabling

    Possible GooglePlay Sign-In issues
    https://github.com/StansAssets/com.stansassets.android-native/wiki/Android-Sign-In-issues

    Make sure you are using correct keystore

    @deJong-IT , @ShockFactor guys, the problem, solutions & the description are posted here:
    https://github.com/StansAssets/com.stansassets.android-native/issues/32

    Again, my apologies for the slow replay. Let me know in case of any other issues. I am back from holidays and back to a normal update schedule.
     
  4. Azirell

    Azirell

    Joined:
    Oct 16, 2015
    Posts:
    29
    Hi all!
    Is there a chance you add Safari View Controller support?
    I'm desperately need it and it seems like your asset does not implement this, does it?
     
  5. unitynewb

    unitynewb

    Joined:
    Feb 22, 2009
    Posts:
    243
    I'm having this issue where on Android if I take a picture it saves it to the gallery and allows me to use it in game, but if I try to pass it to a sharing dialog it doesn't send it over. I noticed that in the adb log AndroidNative shows is exist: false for the image, here is the log:

    Code (CSharp):
    1.  
    2. 01-25 20:02:06.035  4574  4623 D AndroidNative: Unity: [Async] Sent to Unity ->: {"m_path":"/storage/emulated/0/Pictures/GameName/GameName-511475.png"}
    3. 01-25 20:02:06.120  4574  4574 D AndroidNative: AN_ProxyActivity onStart
    4. 01-25 20:02:06.120  4574  4574 D AndroidNative: activity started
    5. 01-25 20:02:06.120  4574  4574 D AndroidNative: intent.setAction android.intent.action.SEND
    6. 01-25 20:02:06.120  4574  4574 D AndroidNative: intent.setType image/*
    7. 01-25 20:02:06.120  4574  4574 D AndroidNative: intent.addFlags 1
    8. 01-25 20:02:06.120  4574  4574 D AndroidNative: intent.addFlags 524288
    9. 01-25 20:02:06.120  4574  4574 D AndroidNative: extra type: 0
    10. 01-25 20:02:06.120  4574  4574 D AndroidNative: intent.putExtra: android.intent.extra.TEXT / Check out my image from the GameName app!
    11. 01-25 20:02:06.120  4574  4574 D AndroidNative: extra type: 2
    12. 01-25 20:02:06.153  4574  4574 D AndroidNative: Creating Share URI with external storage
    13. 01-25 20:02:06.714  4574  4574 D AndroidNative: FileName: Screenshot_20210125_200206.png
    14. 01-25 20:02:06.715  4574  4574 D AndroidNative: is exists: false
    15. 01-25 20:02:07.389  4574  4574 D AndroidNative: Saved: content://media/external/images/media/118
    16. 01-25 20:02:07.389  4574  4574 D AndroidNative: intent.putExtra: android.intent.extra.STREAM / content://media/external/images/media/118
    17. 01-25 20:02:07.389  4574  4574 D AndroidNative: Intent.createChooser
    18. 01-25 20:02:09.140  4574  4574 D AndroidNative: AN_ProxyActivity::onActivityResult
    19. 01-25 20:02:09.141  4574  4574 D AndroidNative: AN_ProxyActivity::finish
    20. 01-25 20:02:09.142  4574  4623 D AndroidNative: Unity: [Async] Sent to Unity ->: {"m_resultCode":0}
    21. 01-25 20:02:09.143  4574  4623 I Unity   : Sharing flow is finished, User has retured to the app
    22. 01-25 20:02:09.143  4574  4623 I Unity   : UnityEngine.Logger:Log(LogType, Object)
    23. 01-25 20:02:09.143  4574  4623 I Unity   : System.Action:Invoke()
    24. 01-25 20:02:09.143  4574  4623 I Unity   : System.Action`1:Invoke(T)
    25. 01-25 20:02:09.143  4574  4623 I Unity   : System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    26. 01-25 20:02:09.143  4574  4623 I Unity   : System.Reflection.MethodBase:Invoke(Object, Object[])
    27. 01-25 20:02:09.143  4574  4623 I Unity   : UnityEngine.AndroidJavaProxy:Invoke(String, Object[])
    28. 01-25 20:02:09.143  4574  4623 I Unity   : UnityEngine._AndroidJNIHelper:InvokeJavaProxyMethod(AndroidJavaProxy, IntPtr, IntPtr)
    29. 01-25 20:02:09.143  4574  4623 I Unity   :
    30. 01-25 20:02:09.143  4574  4623 I Unity   : (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
    31. 01-25 20:02:09.143  4574  4623 I Unity   :
     
  6. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    I think we don't. But maybe Web view can be something we can support. Feel free post the feature request here:
    https://github.com/StansAssets/com.stansassets.ultimate-mobile/issues

    Can you please post a code sample here?
     
  7. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    2021.1
    • feat: um master analytics client & firebase analytics UI
    • chore: force enabled an_library.bundle Android platform compatibility.
    • chore: playmaker ui creation fix.
    • chore: Google AdMob and Unity Adds add-ons compatibility update.
    ANDROID
    • fix: capture image permissions.
    • fix: android resolver installation.
    • fix: ios music player items select delegate.
    • fix: android contracts async retrieval fixed.
    • chore: packages installation reworked & facebook package version updated.
    • chore: force enabled an_library.bundle Android platform compatibility.
    iOS
    • fix: ios application delegate events.
     
  8. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    845

    Stan I have used your assets for years, but just because folks don't ask or talk, don't mean they don't like or want something, most of us are just busy developing, working etc... Unity, multi player, is crap for mobile. I personally like the fact that you supported it early on. even if it was in early stages. Back then. But that is my 2 cents. I wish developers would understand, most people will ONLY post when there is a problem, I rarely ask for support, I fix it myself. Just saying.
     
  9. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Thanks for using our stuff @Recon03 that's really nice to hear.
    Regarding the multiplayer. I really liked the idea of a native multiplayer built by Apple & Google with matchmaking support on top of it.
    The facts are sad:
    * Majority of developers need multiplayer to allow players from iOS to play with Android players, etc.
    * Google does not support real-time multiplayer anymore.

    This is the reason why it's not in the plugin anymore. But yea, this is sad.
     
  10. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    845

    ya well we need to use firebase, for real time, but ya, Google has its head up there butt for some reason. also I used to be a mobile dev, on top of a PC, console dev for 3 decades I normally stayed away from Apple. personally. but I understand for you wanting to support it since there are devs who want IOS. but many of us can't stand Apple, nor like developing for them.

    But real time does exist, we just need to make it our selves, using Firebase is what google recommends, I been using that for years now.

    The issue is google is making it harder and harder for Android devs to make money, which is what caused me to stop developing for mobile.. but I went back for my kids and so forth as of late again. I made my own tool years ago for real time, but I wanted to make a comment about folks not commenting, so I wanted you to be aware , just because we don't comment about something does not mean we don't like or dislike something. It just normally means we are busy, so I wanted to be sure you knew that.

    There are many vets like myself, who don't typical bother you guys, we just fix stuff our selves unless its a big issue since its faster for us to do so. ya I used stan's asset for Android since your release what 10 years now? I think.
     
  11. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Yea, heard it, thx! :)
    Most likely with the next project, we will play around with firebase multiplayer.
    And since support for analytics and cloud messaging within firebase is already there, so it makes sense to add that on either :)

    This is an exact thing why I am sure all sources should be open. And me personally would never invest in any tool or framework which is not an open source. This is super important to be able to mod or fix based on project needs.


    It's super good to hear that my and my teammate's work is actually helpful and saves somebody's time.
     
  12. Webbstre

    Webbstre

    Joined:
    Mar 7, 2015
    Posts:
    41
    Hiya! I'm running Unity 2020.2.1f1, and either v. 2020.10.2 or 2020.21 of Ultimate Mobile Pro (Not sure which... the Packages says 2020.21 but in the actual editor it says 2020.10.2 next to the Ultimate and Android windows).

    Anyway, when trying to get a simple login script going in my latest app I get the following mess of errors (via logcat)
    Code (CSharp):
    1. 2021/02/19 14:07:03.620 31732 31768 Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_Logger
    2. 2021/02/19 14:07:03.620 31732 31768 Error Unity java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_Logger
    3. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at java.lang.Class.classForName(Native Method)
    4. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at java.lang.Class.forName(Class.java:400)
    5. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    6. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer.access$300(Unknown Source)
    7. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source)
    8. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at android.os.Handler.dispatchMessage(Handler.java:101)
    9. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at android.os.Looper.loop(Looper.java:156)
    10. 2021/02/19 14:07:03.620 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer$e.run(Unknown Source)
    11. 2021/02/19 14:07:03.620 31732 31768 Error Unity Caused by: java.lang.ClassNotFoundException: Didn't find class "com.stansassets.core.utility.AN_Logger" on path: DexPathList[[zip file "/data/app/com.TwistedWebbe.PlasmaMania-2/base.apk", zip file "/data/app/com.TwistedWebbe.PlasmaMania-2/split_config.arm64_v8a.apk"],nativeLibraryDirectories=[/data/app/com.TwistedWebbe.PlasmaMania-2/lib/arm64, /data/app/com.TwistedWebbe.PlasmaMania-2/base.apk!/lib/arm64-v8a,
    12. 2021/02/19 14:07:03.626 31732 31768 Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_ImageWrapper
    13. 2021/02/19 14:07:03.626 31732 31768 Error Unity java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_ImageWrapper
    14. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at java.lang.Class.classForName(Native Method)
    15. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at java.lang.Class.forName(Class.java:400)
    16. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    17. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer.access$300(Unknown Source)
    18. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source)
    19. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at android.os.Handler.dispatchMessage(Handler.java:101)
    20. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at android.os.Looper.loop(Looper.java:156)
    21. 2021/02/19 14:07:03.626 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer$e.run(Unknown Source)
    22. 2021/02/19 14:07:03.626 31732 31768 Error Unity Caused by: java.lang.ClassNotFoundException: Didn't find class "com.stansassets.core.utility.AN_ImageWrapper" on path: DexPathList[[zip file "/data/app/com.TwistedWebbe.PlasmaMania-2/base.apk", zip file "/data/app/com.TwistedWebbe.PlasmaMania-2/split_config.arm64_v8a.apk"],nativeLibraryDirectories=[/data/app/com.TwistedWebbe.PlasmaMania-2/lib/arm64, /data/app/com.TwistedWebbe.PlasmaMania-2/base.a
    23. 2021/02/19 14:07:03.706 31732 31768 Info Unity ==================== Preparing to log in? ====================
    24. 2021/02/19 14:07:03.706 31732 31768 Info Unity StartAppFunctions:Start()
    25. 2021/02/19 14:07:03.706 31732 31768 Info Unity
    26. 2021/02/19 14:07:03.724 31732 31768 Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_UnityBridge
    27. 2021/02/19 14:07:03.724 31732 31768 Error Unity java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_UnityBridge
    28. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at java.lang.Class.classForName(Native Method)
    29. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at java.lang.Class.forName(Class.java:400)
    30. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    31. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer.access$300(Unknown Source)
    32. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source)
    33. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at android.os.Handler.dispatchMessage(Handler.java:101)
    34. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at android.os.Looper.loop(Looper.java:156)
    35. 2021/02/19 14:07:03.724 31732 31768 Error Unity     at com.unity3d.player.UnityPlayer$e.run(Unknown Source)
    36. 2021/02/19 14:07:03.724 31732 31768 Error Unity Caused by: java.lang.ClassNotFoundException: Didn't find class "com.stansassets.core.utility.AN_UnityBridge" on path: DexPathList[[zip file "/data/app/com.TwistedWebbe.PlasmaMania-2/base.apk", zip file "/data/app/com.TwistedWebbe.PlasmaMania-2/split_config.arm64_v8a.apk"],nativeLibraryDirectories=[/data/app/com.TwistedWebbe.PlasmaMania-2/lib/arm64, /data/app/com.TwistedWebbe.PlasmaMania-2/base.apk!
    37. 2021/02/19 14:07:03.775 31732 31839 Info AudioTrack-JNI audioTrack send start state to pg
    38.  
    I have successfully used the same script (based on the documentation for how to implement a login) and it worked in a previous app, so I'm not sure what's different this time.
     
  13. sik5646

    sik5646

    Joined:
    Jul 31, 2019
    Posts:
    3
    Hi, Is this asset can streaming multiple images too?
     
  14. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    What do you mean by streaming images?

    Yea, please update to the latest version, this is a known issue that was already fixed. And of course let me know if you will have any problems. Thank you!
     
  15. Webbstre

    Webbstre

    Joined:
    Mar 7, 2015
    Posts:
    41
    I have successfully updated and there is no change to the error.
     
  16. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    PM me please, let's have a quick call.
     
  17. FeerikGamesBuilds

    FeerikGamesBuilds

    Joined:
    Sep 7, 2017
    Posts:
    2
    Hi Stan!
    I don't know why but I just restarted an old project and I now get this error:

    Can't find the source lib folder at path:
    Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/AndroidDisabled/Maven/
    UnityEngine.Debug:LogError(Object)
    SA.Foundation.Editor.SA_PluginsEditor:InstallLibFolder(String, String) (at Assets/Plugins/StansAssets/Foundation/Editor/AssetsManagment/SA_PluginsEditor.cs:67)
    SA.Android.AN_Preprocessor:ResolveBinaryLibs(AN_AndroidBuildRequirements) (at Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/Editor/Preprocessor/AN_Preprocessor.cs:195)
    SA.Android.AN_Preprocessor:Resolve(AN_AndroidBuildRequirements) (at Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/Editor/Preprocessor/AN_Preprocessor.cs:109)
    SA.Android.AN_Preprocessor:Resolve() (at Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/Editor/Preprocessor/AN_Preprocessor.cs:46)
    SA.Android.AN_Preprocessor:preprocess(BuildTarget) (at Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/Editor/Preprocessor/AN_Preprocessor.cs:345)
    SA.Android.AN_Preprocessor:OnPreprocessBuild(BuildReport) (at Assets/Plugins/StansAssets/NativePlugins/AndroidNativePro/Editor/Preprocessor/AN_Preprocessor.cs:328)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    It seems that something is removing this folder...
    Thanks for the help.

    f
     
  18. aero80

    aero80

    Joined:
    Jan 29, 2013
    Posts:
    27
    I have upgraded to 2021.1. I'm getting a similar error like the one Webbstre is having.

    2021/04/30 09:13:24.409 16746 10014 Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_UnityBridge
    2021/04/30 09:13:24.409 16746 10014 Error Unity java.lang.ClassNotFoundException: com.stansassets.core.utility.AN_UnityBridge
    2021/04/30 09:13:24.409 16746 10014 Error Unity at java.lang.Class.classForName(Native Method)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at java.lang.Class.forName(Class.java:454)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at android.os.Handler.dispatchMessage(Handler.java:102)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at android.os.Looper.loop(Looper.java:246)
    2021/04/30 09:13:24.409 16746 10014 Error Unity at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)


    I'm only using admob and native dialogs. Above error is happening when trying to launch a rating dialog. Have you guys figured out a solution?
     
    Last edited: Apr 30, 2021
  19. Colin_MacLeod

    Colin_MacLeod

    Joined:
    Feb 11, 2014
    Posts:
    334
    Hi @stanislav-osipov ,

    We're using the Ultimate Mobile Pro asset on iOS and Android specifically for UM_WheelPickerDialog.

    It's great for us, but on Android I've noticed I'm seeing a very different picker in my app versus the picker I get in a small demo app I made.

    Screenshot_20210504-143508_MainApp.jpg Screenshot_20210504-144646_TestPicker.jpg

    Any idea why this is? I'd prefer to get the scrolling/native version without the + and - buttons.

    Is there a setting that controls this? I'm using Assembly Definition files in my main program, in case this is significant.
     
  20. Colin_MacLeod

    Colin_MacLeod

    Joined:
    Feb 11, 2014
    Posts:
    334
  21. fornetjob

    fornetjob

    Joined:
    Sep 11, 2014
    Posts:
    27
    How I can find inventory in new C# api?
    AN_Billing.Inventory.Purchases not exists and AN_Purchase from AN_iPurchasesUpdatedListener.onPurchasesUpdated doesn't not contains PriceCurrencyCode.
     
  22. tiloc

    tiloc

    Joined:
    May 12, 2021
    Posts:
    2
     
  23. tiloc

    tiloc

    Joined:
    May 12, 2021
    Posts:
    2
    I am having the same issue. It seems to be related to obfuscation / shrinking of resources. The aar file for Stan's Assets does not contain a proguard file which would prevent that. I tried to write my own proguard file but must have missed something. Currently turning off the obfuscator in its entirety. That works, but makes me dissatisfied of course.
     
  24. JoseRochaCCG

    JoseRochaCCG

    Joined:
    May 15, 2021
    Posts:
    1
    Hello.

    When’s the update coming for fixing the camera and the gallery on android 11? They aren’t working :/
     
  25. VEWO

    VEWO

    Joined:
    Sep 30, 2014
    Posts:
    8
    1. Create a brand new Unity project.
    2. Add this asset.
    3. Get this error:

    An error occurred while resolving packages:
    Project has invalid dependencies:
    com.google.external-dependency-manager: Package [com.google.external-dependency-manager@1.2.157] cannot be found

    4. The Package manifest has this:

    "com.google.external-dependency-manager": "1.2.157"

    And the scoped registry:

    "scopedRegistries": [
    {
    "name": "Game Package Registry by Google",
    "url": "https://unityregistry-pa.googleapis.com",
    "scopes": [
    "com.google"
    ]
    }
    ]


    All I did was add the asset to an empty project. It just doesn't work.

    I know that I could just manually download the dependency manager and remove the part of the project that keeps adding it to the manifest, but I feel like this shouldn't be happening out of the box to begin with.
     
  26. firstuser

    firstuser

    Joined:
    May 5, 2016
    Posts:
    147
  27. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Yes, I already updated an implementation, so now it will be installing from the git hub instead of the package manager.
     
  28. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    In fact yup, we have fix for it in the new update!

    Sorry, I did. You mean like on different android devices you have different popups?
     
  29. Colin_MacLeod

    Colin_MacLeod

    Joined:
    Feb 11, 2014
    Posts:
    334
    No, I have 2 separate Unity projects. So when I build a small stand-alone project, I get a different UI on device than when I include your asset in our main project.

    The actual call to UM_WheelPickerDialog is the same in both cases (as far as I can see).

    The question was, do you have any idea why this might be? The main project is large and includes several other third-party assets, so it would be hard to isolate what's causing this different behavior. I just wondered if it might be a setting or something that you could suggest that would cause the Android UX to be so different.
     
  30. RendergonPolygons

    RendergonPolygons

    Joined:
    Oct 9, 2019
    Posts:
    98
    Hey @stanislav-osipov , just purchased Ultimate pro, thanks for putting together such cool asset ! I can't see how I can access aswebauthenticationsession for third party oauth like this? Where can I find this please, if not currently available is it in the cards for development considering the need for aswebauthenticationsession? thanks for your help!
     
  31. Will_at_BridgeWorxGames

    Will_at_BridgeWorxGames

    Joined:
    Feb 20, 2020
    Posts:
    12
    How do I get the notification to display? I ticked the box, and when I build, archive (on XCode) and then upload to TestFlight, the notification doesn't display at all. How do I get it to display? Tracking is required with using Unit's ads, so I need to have this. Currently Apple is rejecting my app because I don't have it.

    I'm also getting this error:
    Assets/RequestTrackingAuthorization.cs(14,13): error CS0103: The name 'UM_DialogsUtility' does not exist in the current context

    How do I display this pop up?
     

    Attached Files:

    Last edited: Jun 24, 2021
  32. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello, this is definitely something we do not have yet.
    Also, this looks like something only ios related.
    I will be grateful if you can post the request here. that is helping us to track and plan accordingly.
    https://github.com/StansAssets/com.stansassets.ios-native


    You need to call `RequestTrackingAuthorization` I assume you used a sample from here:
    https://github.com/StansAssets/com.stansassets.ios-native/wiki/ATTrackingManager

    Please note, that we use `UM_DialogsUtility` just for a sample to show something in a screen after auth is requested.
    Looks like to forgot to add `SA.CrossPlatform.UI` namespace that is needed for `UM_DialogsUtility`
     
  33. pcchen730

    pcchen730

    Joined:
    Aug 21, 2018
    Posts:
    1
    Hello
    Is the fix for camera and the gallery on android 11 in the Version 2021.1 ?
     
  34. Grumpy-Dot

    Grumpy-Dot

    Joined:
    Feb 29, 2016
    Posts:
    93
    @stanislav-osipov Hello, not sure you are aware, google plugins are no longer working properly with Unity Package Manager, so the integration for Firebase cloud messaging is not working as expected.
    Even if the FCM Messaging is manually installed with the unitypackage, Ultimate is not recognizing it.
     
    Last edited: Aug 11, 2021
    firstuser likes this.
  35. aero80

    aero80

    Joined:
    Jan 29, 2013
    Posts:
    27
    I think someone needs to make it official and call time of death on this plugin. Developers are offly quiet.
     
  36. Aligdev

    Aligdev

    Joined:
    Mar 9, 2016
    Posts:
    35
    Did you manage to solve your problem? I'm having exact same problem.

    @stanislav-osipov I tested lastest version of Ultimate Mobile Pro with Unity 2021 and 2020, I get same error, even in an empty project with just Ultimate Mobile Pro!

    Edit: It happens at the first moment of executing program, before Unity logo show up.

    Here is debug log:

    Code (CSharp):
    1. FATAL EXCEPTION: main
    2. Process: com.editali.test, PID: 14593
    3. java.lang.RuntimeException: Unable to get provider androidx.core.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "androidx.core.content.FileProvider" on path: DexPathList[[zip file "/data/app/com.editali.test-1/base.apk"],nativeLibraryDirectories=[/data/app/com.editali.test-1/lib/arm, /vendor/lib, /system/lib]]
    4. at android.app.ActivityThread.installProvider(ActivityThread.java:4999)
    5. at android.app.ActivityThread.installContentProviders(ActivityThread.java:4591)
    6. at android.app.ActivityThread.handleBindApplication(ActivityThread.java:4531)
    7. at android.app.ActivityThread.access$1500(ActivityThread.java:147)
    8. at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1342)
    9. at android.os.Handler.dispatchMessage(Handler.java:102)
    10. at android.os.Looper.loop(Looper.java:135)
    11. at android.app.ActivityThread.main(ActivityThread.java:5253)
    12. at java.lang.reflect.Method.invoke(Native Method)
    13. at java.lang.reflect.Method.invoke(Method.java:372)
    14. at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:900)
    15. at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:695)
    16. 08/19 21:51:07.835 14593 14593 Error AndroidRuntime Caused by: java.lang.ClassNotFoundException: Didn't find class "androidx.core.content.FileProvider" on path: DexPathList[[zip file "/data/app/com.editali.test-1/base.apk"],nativeLibraryDirectories=[/data/app/com.editali.test-1/lib/arm, /vendor/lib, /system/lib]]
    17. at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)
    18. at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    19. at java.lang.ClassLoader.loadClass(ClassLoader.java:469)
    20. at android.app.ActivityThread.installProvider(ActivityThread.java:4984)
    21. ... 11 more
    22. Suppressed: java.lang.ClassNotFoundException: androidx.core.content.FileProvider
    23.     at java.lang.Class.classForName(Native Method)
    24.     at java.lang.BootClassLoader.findClass(ClassLoader.java:781)
    25.     at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)
    26.     at java.lang.ClassLoader.loadClass(ClassLoader.java:504)
    27.     ... 13 more
    28. Caused by: java.lang.NoClassDefFoundError: Class not found using the boot class loader; no stack available
    29.  
     
  37. Grumpy-Dot

    Grumpy-Dot

    Joined:
    Feb 29, 2016
    Posts:
    93
    I found a quick fix for an issue with SocialResolver on iOS that kept adding the "instagram" and "whatsapp" plist keys in the ISD_Settings at every build or library resolve.
    The fix is to add a check for the "LSApplicationQueriesSchemes" key in the ISN_SocialResolver class like this:
    Code (CSharp):
    1. if (!ISD_API.ContainsKey("LSApplicationQueriesSchemes"))
    2. {
    3.     var LSApplicationQueriesSchemes = new ISD_PlistKey();
    4.     LSApplicationQueriesSchemes.Name = "LSApplicationQueriesSchemes";
    5.     LSApplicationQueriesSchemes.Type = ISD_PlistKeyType.Array;
    6.     requirements.AddInfoPlistKey(LSApplicationQueriesSchemes);
    7.     var instagram = new ISD_PlistKey();
    8.     instagram.StringValue = "instagram";
    9.     instagram.Type = ISD_PlistKeyType.String;
    10.     LSApplicationQueriesSchemes.AddChild(instagram);
    11.     var whatsapp = new ISD_PlistKey();
    12.     whatsapp.StringValue = "whatsapp";
    13.     whatsapp.Type = ISD_PlistKeyType.String;
    14.     LSApplicationQueriesSchemes.AddChild(whatsapp);
    15. }
     
  38. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,085
    Is there a guide or tutorial for WatchOS - it's advertised for this asset but i don't see the documentation
     
  39. Hukha

    Hukha

    Joined:
    Aug 12, 2013
    Posts:
    61
    Hello @stanislav-osipov !
    How firebase Analytics set-up works?
    I've tried everything, but my "FireBase Analytics" section only says "No additional setting required" but is OFF, no button to install or refresh or anything, only that...
    Tried to manual install and different instalation methods but that never change. In the docs says that I should see a download button but never been there...
    upload_2022-3-20_22-1-33.png
     
    Last edited: Mar 21, 2022
  40. Ardito92ITA

    Ardito92ITA

    Joined:
    Apr 1, 2014
    Posts:
    37
    @Aligdev Is it possible that you have multiple AndroidManifest in the project? I have similar error, and I found that after adding a plugin for Firebase it created another AndroidManifest, and I don't know how to fix it.
     
  41. seojoonwon1

    seojoonwon1

    Joined:
    Dec 13, 2021
    Posts:
    1
    Hi all!
    recently i encouter same issue

    Code (CSharp):
    1. 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?
    I already tried you mentioned
    check Assets/Plugins/StanAssets/NativePlugins/Android/Core/an_library.bundle in Inspecor
    that Android Platform is enabled.


    but no luck. Not solved

    but finally I find solution.

    When I build apk file and Open Android Studio and
    select Menu Build -> Analyze APK
    and see AndroidManifest.xml
    there is no AN_ProxyActivity Activity added.

    so I edit my Plugins/Android/AndroidManifest.xml in Unity project

    Code (CSharp):
    1. <activity android:name="com.stansassets.core.utility.AN_ProxyActivity" android:launchMode="singleTask" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:theme="@android:style/Theme.Translucent.NoTitleBar" />
    2.     <activity android:name="com.stansassets.android.app.permissions.AN_PermissionsProxyActivity" android:launchMode="singleTask" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:theme="@android:style/Theme.Translucent.NoTitleBar" />
    --> I copied these tag from
    Assets\Plugins\StansAssets\NativePlugins\AndroidNativePro\Android\Core\an_library.bundle\AndroidManifest.xml

    --> Inside the application tag in AndroidManifest.xml

    and build my project again, problem solved!
     
    Ardito92ITA likes this.
  42. Ardito92ITA

    Ardito92ITA

    Joined:
    Apr 1, 2014
    Posts:
    37
    Thanks man, it worked!! <3
     
  43. Ardito92ITA

    Ardito92ITA

    Joined:
    Apr 1, 2014
    Posts:
    37
    I noticed that the error has disappeared, but now I get this error:
    Info Unity Sign In StatusCode: DEVELOPER_ERROR

    Edit:
    On Unity 2020.3.35f1 it works fine, but on Unity 2021.3.3f1 even after entering permissions in AndroidManifest, I get errors.

    I think the developer should make some compatibility changes with Unity 2021.X
     
    Last edited: May 31, 2022
  44. MariuszFJ

    MariuszFJ

    Joined:
    Feb 27, 2022
    Posts:
    1
    Hi,
    Our team was recently developing Push Notifications and we encountered some issues.

    According to the logs, the notifications seem to be scheduled correctly, but they never show up on the device nor they are received in our application. Does anyone know any solution regarding this issue?

    I enabled local notifications on both Android and iOS.

    I included both logs for the application and the whole Android system (from Logcat).

    Here's the code we're using. For testing purposes, it is supposed to send a notification after 20 seconds from OnPlayerPillarChanged event.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using I2.Loc;
    5. using SA.CrossPlatform.Notifications;
    6.  
    7.  
    8.     public enum PushNotificationType { Daily = 1 }
    9.  
    10.  
    11.     public class PushNotificationsManager : MonoBehaviour, ILocalizationParamsManager
    12.     {
    13.         private const string nextDailyNotificationIndexPref = "nextDailyNotification";
    14.  
    15.  
    16.         [SerializeField]
    17.         private List<LocalizedString> notifications;
    18.  
    19.  
    20.         bool authorizationGranted = false;
    21.  
    22.  
    23.         private void Start()
    24.         {
    25.             var client = UM_NotificationCenter.Client;
    26.  
    27.             client.RemoveAllDeliveredNotifications();
    28.             client.RemoveAllPendingNotifications();
    29.  
    30.             client.OnNotificationClick.AddListener((UM_NotificationRequest request) =>
    31.             {
    32.                 //User clicked on notification while app is running
    33.                 Debug.Log("Received notification");
    34.             });
    35.  
    36.             client.RequestAuthorization((result) =>
    37.             {
    38.                 authorizationGranted = result.IsSucceeded;
    39.  
    40.                 if (result.IsSucceeded)
    41.                     Debug.Log("Notifications Authorization granted", this);
    42.                 else
    43.                     Debug.Log($"Notifications authorization declined: {result.Error.FullMessage}");
    44.             });
    45.         }
    46.  
    47.  
    48.         private void OnEnable()
    49.         {
    50.             GameManager.I.OnPlayerPillarChanged += OnPlayerPillarChanged;
    51.         }
    52.  
    53.  
    54.         private void OnDisable()
    55.         {
    56.             if (GameManager.I != null)
    57.                 GameManager.I.OnPlayerPillarChanged -= OnPlayerPillarChanged;
    58.         }
    59.  
    60.  
    61.         private void OnPlayerPillarChanged(PillarBehavior _pillar)
    62.         {
    63.             UpdateDailyNotification();
    64.         }
    65.  
    66.  
    67.         private void UpdateDailyNotification()
    68.         {
    69.             int nextDailyNotificationIndex = PlayerPrefs.GetInt(nextDailyNotificationIndexPref, 0);
    70.  
    71.             if (!LocalizationManager.ParamManagers.Contains(this))
    72.             {
    73.                 LocalizationManager.ParamManagers.Add(this);
    74.                 LocalizationManager.LocalizeAll(true);
    75.             }
    76.  
    77.             string notification = notifications[nextDailyNotificationIndex];
    78.  
    79.             LocalizationManager.ParamManagers.Remove(this);
    80.  
    81.             Debug.Log($"Pushing notification: {notification}");
    82.  
    83.             nextDailyNotificationIndex++;
    84.             if (nextDailyNotificationIndex >= notifications.Count)
    85.                 nextDailyNotificationIndex = 0;
    86.             PlayerPrefs.SetInt(nextDailyNotificationIndexPref, nextDailyNotificationIndex);
    87.  
    88.             PushNotification(notification, 20, (int)PushNotificationType.Daily);
    89.         }
    90.  
    91.  
    92.         public void PushNotification(string _body, int _intervalInSeconds, int requestId)
    93.         {
    94.             if (!authorizationGranted)
    95.             {
    96.                 Debug.Log("Tried to push a notification, but authorization was not granted");
    97.                 return;
    98.             }
    99.  
    100.             var content = new UM_Notification();
    101.  
    102.             content.SetBody(_body);
    103.  
    104.             var trigger = new UM_TimeIntervalNotificationTrigger(_intervalInSeconds);
    105.             var request = new UM_NotificationRequest(requestId, content, trigger);
    106.  
    107.             var client = UM_NotificationCenter.Client;
    108.             client.AddNotificationRequest(request, (result) =>
    109.             {
    110.                 if (result.IsSucceeded)
    111.                 {
    112.                     //Notification was successfully scheduled
    113.                     Debug.Log("Notification was successfully scheduled");
    114.                 }
    115.                 else
    116.                 {
    117.                     //There was an issue with scheduling
    118.                     Debug.Log($"Error occured when scheduling a notification: {result.Error.FullMessage}");
    119.                 }
    120.             });
    121.         }
    122.  
    123.  
    124.         public string GetParameterValue(string Param)
    125.         {
    126.             if (Param == "SCORE")
    127.                 return GameManager.I.CurrentTopScore.WithCommaSeparator();
    128.  
    129.             if (Param == "LEVEL")
    130.                 return GameManager.I.SessionDataReader.LevelSettings.Title;
    131.  
    132.             if (Param == "GLOBALFAILS")
    133.                 return GameManager.I.GlobalData.TotalFails.WithCommaSeparator();
    134.  
    135.             if (Param == "PILLARINDEX")
    136.                 return GameManager.I.SessionDataReader.CurrentPillarIndex.ToString();
    137.  
    138.             return null;
    139.         }
    140.     }
    141.  
     

    Attached Files:

  45. mickeyband

    mickeyband

    Joined:
    Dec 30, 2018
    Posts:
    16
    Is this still supported?
     
  46. EFFalcon2

    EFFalcon2

    Joined:
    Apr 28, 2014
    Posts:
    17
    I'd say not, and now we need billing library 4
     
  47. unity_wvkKxKHSCXFlpA

    unity_wvkKxKHSCXFlpA

    Joined:
    Jul 21, 2022
    Posts:
    1
    Did you solve this problem?
     
  48. splitter77

    splitter77

    Joined:
    Feb 25, 2018
    Posts:
    14
    hi,I had bought ultimate mobile pro which was android and ios but this asset no longer exists and I will have to use the android version even more... not very commercial. a solution is envisaged for users? a replacement by the 2 ios and android assets?
     
  49. Starbox

    Starbox

    Joined:
    Sep 17, 2014
    Posts:
    470
    The extension's publisher is MIA. Either you will need to find a coder to maintain the tool for you, or you will need to move to another extension.
     
  50. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi friends, the author @stanislav-osipov and his team are from Ukraine, during the current situation you can understand why they are MIA :( hope the situation will be fine asap and they will be able to continue the amazing work!