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[Released] Ultimate Mobile Pro

Discussion in 'Assets and Asset Store' started by lacost, Oct 19, 2018.

  1. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    @seneka123 can you please a snippet how do you make & save the screenshot?
     
  2. seneka123

    seneka123

    Joined:
    Jun 16, 2013
    Posts:
    30
    Code (CSharp):
    1. FinalNameScreen = "NameScreenshot";
    2.         AllUI.SetActive(false);
    3.  
    4.         var gallery = UM_Application.GalleryService;
    5.         gallery.SaveScreenshot(FinalNameScreen, (result) => {
    6.             if (result.IsSucceeded)
    7.             {
    8.                 AllUI.SetActive(true);
    9.                 Debug.Log("Saved");
    10.             }
    11.             else
    12.             {
    13.                 AllUI.SetActive(true);
    14.                 Debug.Log("Failed: " + result.Error.FullMessage);
    15.             }
    16.         });
     
  3. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    @seneka123
    I see, well yea SaveScreenshot resizes a screenshot automatically to 1024px. You can define size your self, see the snippet below:

    Code (CSharp):
    1. var FinalNameScreen = "NameScreenshot";
    2. int screenshotSizePx = 1024;
    3. SA_ScreenUtil.TakeScreenshot(screenshotSizePx, (image) => {
    4.      UM_Application.GalleryService.SaveScreenshot(FinalNameScreen, (result) => {
    5.             if (result.IsSucceeded)
    6.             {
    7.                 AllUI.SetActive(true);
    8.                 Debug.Log("Saved");
    9.             }
    10.             else
    11.             {
    12.                 AllUI.SetActive(true);
    13.                 Debug.Log("Failed: " + result.Error.FullMessage);
    14.             }
    15.         });
    16.  
    17.     SaveImage(image, fileName, callback);
    18. });
     
  4. neowedge

    neowedge

    Joined:
    May 6, 2014
    Posts:
    9
    Hi, @lacost! This error has been fixed in the version 2019.4.11. Thanks you very much!!!! :).
     
  5. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
  6. seneka123

    seneka123

    Joined:
    Jun 16, 2013
    Posts:
    30
    Hello! Is it possible to save Texture 2D in * .jpg format?
     
  7. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Technically yes. But why would you need that?
     
  8. seneka123

    seneka123

    Joined:
    Jun 16, 2013
    Posts:
    30
    I use the code to create a high-quality screenshot and in * .png in the gallery it takes a lot of space

    Code (CSharp):
    1. RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
    2.             Cam.targetTexture = rt;
    3.             Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
    4.             Cam.Render();
    5.             RenderTexture.active = rt;
    6.             screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);                      
    7.             screenShot.Apply();
    8.             Cam.targetTexture = null;
    9.             RenderTexture.active = null; // JC: added to avoid errors
    10.             Destroy(rt);
     
  9. kaplica

    kaplica

    Joined:
    Feb 20, 2014
    Posts:
    87
    Hi,

    Is there any procedure for upgrading from the ultimate mobile package?
     
  10. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    20
    Hi there. I have an issue with Ultimate Mobile Pro.

    When building an xcode project it says 'GoogleMobileAds/GoogleMobileAds.h' file not found. Adding AdMob iOS sdk to the project didn't help but I can see this file in GoogleMobileAds.framework.

    There is no problem with an android and I can see ads.

    Unity 2018.1.9f2 and Ultimate Mobile Pro 2019.4.11
    Mac OS - Mojave. XCode - 10.1
     
    Last edited: Mar 18, 2019
  11. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hey @vARDAmir88 I am currently looking into that issue, will keep you updated.
     
  12. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    20
    I Added some additional frameworks, like it was in your old AdMob Ads Plugin

    CoreTelephony
    MessageUI
    StoreKit
    AdSupport
    EventKit
    EventKitUI

    After it:

    Re-imported Google Mobile Ads SDK with all 4 frameworks
    Added -ObjC linker flag to Other Linker Flags
    Added GADApplicationIdentifier to the Info.plist with my Admob app ID

    And in the end I set Framework Search Paths in XCode Build Setting with AdMob Ads Plugin folder.

    So now I have successful build in XCode with working ads:)
     
  13. seneka123

    seneka123

    Joined:
    Jun 16, 2013
    Posts:
    30
    Hello! The screenshot is saved for a very long time in the gallery (about 7-8 seconds), can this be accelerated somehow?

    Code (CSharp):
    1. var gallery = UM_Application.GalleryService;
    2.         gallery.SaveImage(flipped, FinalNameScreenshot, (result) => {
    3.             if (result.IsSucceeded)
    4.             {
    5.                 Debug.Log("Saved");
    6.             }
    7.             else
    8.             {
    9.                 Debug.Log("Failed: " + result.Error.FullMessage);
    10.             }
    11.         });
     
  14. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Thx for sharing your experience @vARDAmir88, but I fill like most of the steps you described aren't really required. Unfortunately, I wasn't able to reproduce an issue, everything just worked for me exactly as planned.

    I will look into this @seneka123, currently, I need to convert texture to base64 and then make a new image on the native side from a base64 data.
    If I will find the way to transfer pure bytes it will significantly speed up the process but will still require some time to build an image in a native side.
    Also, I assume you are sending a very large texture.

    --Edit.
    Thx for bringing up this topic again, I was able to find a solution to avoid base64 conversion, so data sending should be A LOT faster right now. This changes will be a part of an upcoming update. If you want to give a try earlier, feel free to DM me.

    Cheers!
     
  15. seneka123

    seneka123

    Joined:
    Jun 16, 2013
    Posts:
    30
    @lacost, The resolution of the texture is 1920 * 1080 and saving it takes about 5-6 seconds on the HTC One M8
     
  16. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    20
    Hi there!

    Please, tell me what mac os and xcode version you use? Do you install GoogleMobileAds framework via CocoaPods or manually?

    I build XCode project under windows and then send it to MacInCloud.com managed server.
     
  17. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Well, as I sad @seneka123 I found a solution to speed it up :) Thx for bringing up this issue. And you are welcome to DM me in case you want to give a try to a new version.

    @vARDAmir88
    I think windows is the issue here. I pretty sure
    UnityEditor.iOS.Xcode.Extensions & PBXProject on windows.. And this is what I use to perform project post-processing.

    I am using mac os 10.14.1 and the Xcode 10.1
    I am also just using the designed plugin flow, so not via CocoaPods.
     
  18. seneka123

    seneka123

    Joined:
    Jun 16, 2013
    Posts:
    30
    How much faster is saving the same file on average?
     
  19. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    20
    Thank you very much! I knew that the problem was in windows as always:)

    I'll try to find a real mac machine next time.
     
  20. Kats-FGMNT

    Kats-FGMNT

    Joined:
    Mar 27, 2019
    Posts:
    2
    Hello @lacost.

    I am currently running into an issue when testing an app build on android.

    The issue is involving sharing any content (text or image) via UM_SocialService.SharingClient.

    Whenever going to share, the device will allow me to actually share the content, however after closing the native share dialog the application will crash, regardless of whether sharing was completed or not. Any action taken after the native share dialog has open will result in the application crashing.

    To see if the problem was within my app, I created a new project using Unity 2018.2.21f, and proceeded to just load the plugin. I then added the UM_SharingExample scene, turned on camera & gallery and social in services and proceeded to test the app on android. This clean project resulted in the same outcome, however right before the crash the example scene alert saying success can be seen activating.

    I did some debug logging but no errors seemed to be getting thrown.

    Also, this seems to just affect android, as the iOS version of the full app was built and tested, and the above features worked correctly.

    (As a quick side note, it seems as if turning options on and off on the services screen may not be working correctly as I think I was able to save an image to gallery without having the service turned on, however it may be good to test this as I may have just been doing something wrong. This was also on android).

    Thanks in advance!
     
  21. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    @seneka123 about 3x faster for me.

    @Kats-FGMNT thx for sharing your experience. Can you please send me a log? Also if you are able to repo the issue all the time, and I will not see anything useful in the log, how about we will have a call and will try to debug it together?

    For Android enabling camera and gallery, service is only adding necessary permissions to the manifest, rather preventing you from using an API.
    So if you already have your app installed from the previous session with the granted permission (or same permissions was requested by another service API) -> then yes, you can use the Gallery without having the service enabled :) But still, this is extremely not recommended since services requirements could be changed in future.
     
  22. Radik-Salakhov

    Radik-Salakhov

    Joined:
    Nov 16, 2014
    Posts:
    16
    Hello @lacost,

    Is there reliable way to detect that user has no score in particular leaderboard?

    I use "UM_GameService.LeaderboardsClient.LoadCurrentPlayerScore" to load player score. If player has no score "UM" on android returns the following error:
    m_code: 10
    m_message: Native API responded with a null object.

    How reliable is this code "10"? Can it be changed without warning?
    Is there any other way to detect that user has no score?

    Just noticed that editor return another error:
    {"m_error":{"m_code":100,"m_message":"Leaderboard with id: XXX does not have any scores yet."},"m_requestId":""}

    P.S.
    about my use case. I am making incremental leaderboard. For some odd reason there is no way to add "diff" to the leaderboard score (I have to push exact value). Thus I have to load current score first. That's why I need a robust way to retrieve actual score (even if it is Zero). Using error code for this purpose looks not very good.

    Thanks.

    best regards,
    Radik
     
    Last edited: Apr 2, 2019
  23. Kats-FGMNT

    Kats-FGMNT

    Joined:
    Mar 27, 2019
    Posts:
    2
    @lacost I have attached a log and a recording of the issue. I can reproduce the issue consistently on test devices, an S7 and a Pixel are both having the issue. For this test and log I used a new project with just the plugin and the share example scene. If you are having issues I am happy to have a call.

    Also thank you for the information regarding the services.



    Thanks again!
     

    Attached Files:

  24. Radik-Salakhov

    Radik-Salakhov

    Joined:
    Nov 16, 2014
    Posts:
    16
    Hello @lacost ,

    I have encountered on two different android devices problem with SignIn.

    Steps to reproduce
    1. Switch on internet on Adnroid device
    2. Run some test application and sign in using "UM_GameService.SignInClient.SingIn(callback)". Verify that user logged in, and it's profile is loaded.
    3. Switch off internet.
    4. Run application again and verify that everything still works fine (with silent login). User is logged in, profile is returned.
    5. Wait for at least 1,5 hour (with switched off internet).
    6. Run application again and observe the problem: there is some kind of infinite loop. Application looses focus, screen gets darker (I guess, Android tries to show some UI), then it fails, application gets focus again (normal screen) for a fraction of a second, and then loop repeats. Method "callback" is not called at all.

    It looks like, it is a problem with google play services. Did you see such behavior before? Is there a way to limit amount of connection attempts during silent login? Any other ideas?

    Thanks.

    best regards,
    Radik
     
    Last edited: Apr 2, 2019
  25. Radik-Salakhov

    Radik-Salakhov

    Joined:
    Nov 16, 2014
    Posts:
    16
    Hello @lacost ,

    I hope, I don't bother you too much.
    I have question regarding unnecessary memory allocations. My game is very dynamic and it is very important for me not to allocate any memory during game itself (to avoid garbage collection). I cache everything on game/level start. I don't even use "foreach" as they produce garbage. As result during game itself "Unity Profiler" shows only zeros in "GC Alloc" column.

    This situation was changed after I started to use "UM".
    Each "SA_MonoEvents.Update" method calls "m_onUpdate.Invoke();". This method inside creates two instances of List<SafeActionInfo> and it uses "foreach" 2 times. As result "Unity Profiler" on Android device shows that each game cycle creates 48B of garbage (see screenshot below).

    I rewrote this method as following. It works and UnityProfiler shows no more garbage. Do you see any potential issues with this version of the method?
    Code (CSharp):
    1.  
    2.         private readonly List<SafeActionInfo> m_targetedActionsValid = new List<SafeActionInfo>();
    3.         public void Invoke()
    4.         {
    5.             m_targetedActionsValid.Clear();
    6.  
    7.             for (var i = m_targetedActions.Count - 1; i >= 0; i--)
    8.             {
    9.                 var targetAction = m_targetedActions[i];
    10.                 if (targetAction != null && targetAction.Target != null && !targetAction.Target.Equals(null))
    11.                     m_targetedActionsValid.Add(targetAction);
    12.                 else
    13.                     m_targetedActions.RemoveAt(i);
    14.             }
    15.  
    16.             for (var i = m_targetedActionsValid.Count - 1; i >= 0; i--)
    17.                 m_targetedActionsValid[i].Action.Invoke();
    18.         }
    19.  

    best regards,
    Radik
     

    Attached Files:

  26. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hey guys sorry for the delay with response.
    @Radik-Salakhov
    That what is actually happens on Android. When you trying to request scores from leaderboard that does not has any records it will return null instead of scores object.
    And yes, it is safe to rely on this.

    So the UM emulating API in the editor, so you can test your implementation before building on a real device. And yes editor codes and errors could be different from when you are running on a real device.
    The reason is: this is just an emulator I am not calling Any Google or Apple API. So all the error codes aren't coming from those APIs and just hardcoded.
    Answering the question of why I do not use the same error code that Android has -> Android can change this behavior, and If I will use a code that matches Android it will not much iOS, but can confuse users that emulator codes would match with real API codes. I hope I was able to explain :)

    Thanks for the feedback. That seems like a good improvement. I probably want to add
    Code (CSharp):
    1. m_targetedActionsValid.Clear()
    After the action was fired, just to make sure it does not hold a reference to it. I'll make sure those changes would be a part of the next update.
     
  27. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    1. Yes it does looks like an issue with Google Play API.
    2. But even if it is. Your problem description means that the plugin does not handle this correctly. Can you please send me the log, so I can try to adjust the plugin behavior for this case. Thanks.
     
  28. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
  29. fraise25

    fraise25

    Joined:
    Jan 7, 2015
    Posts:
    6
    ios build this error


    2019-04-06 18:12:42.236330+0300 ProductName[324:38003] [DYMTLInitPlatform] platform initialization successful

    2019-04-06 18:12:42.367971+0300 ProductName[324:37785] Built from '2018.3/staging' branch, Version '2018.3.11f1 (5063218e4ab8)', Build type 'Release', Scripting Backend 'il2cpp'

    2019-04-06 18:12:42.379490+0300 ProductName[324:37785] -> registered mono modules 0x101886300

    -> applicationDidFinishLaunching()

    2019-04-06 18:12:42.621228+0300 ProductName[324:37785] Metal GPU Frame Capture Enabled

    2019-04-06 18:12:42.622003+0300 ProductName[324:37785] Metal API Validation Disabled

    2019-04-06 18:12:42.766639+0300 ProductName[324:37785] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects

    2019-04-06 18:12:42.825790+0300 ProductName[324:38023] [MC] System group container for systemgroup.com.apple.configurationprofiles path is /private/var/containers/Shared/SystemGroup/systemgroup.com.apple.configurationprofiles

    2019-04-06 18:12:42.826939+0300 ProductName[324:38023] [MC] Reading from public effective user settings.

    -> applicationDidBecomeActive()

    2019-04-06 18:12:42.961010+0300 ProductName[324:37785] Uncaught exception: GADInvalidInitializationException: The Google Mobile Ads SDK was initialized incorrectly. Google AdMob publishers should follow instructions here: https://googlemobileadssdk.page.link/admob-ios-update-plist to include the AppMeasurement framework, set the -ObjC linker flag, and set GADApplicationIdentifier with a valid App ID. Google Ad Manager publishers should follow instructions here: https://googlemobileadssdk.page.link/ad-manager-ios-update-plist

    (

    0 CoreFoundation 0x0000000186a64530 <redacted> + 252

    1 libobjc.A.dylib 0x0000000185c3f9f8 objc_exception_throw + 56

    2 CoreFoundation 0x0000000186981ec0 <redacted> + 0

    3 ProductName 0x0000000100930a68 GADVerifyApplicationID + 152

    4 ProductName 0x0000000100931684 GADVerifyApplicationID + 3252

    5 libdispatch.dylib 0x00000001864a4a38 <redacted> + 24

    6 libdispatch.dylib 0x00000001864a57d4 <redacted> + 16

    7 libdispatch.dylib 0x0000000186453004 <redacted> + 1068

    8 CoreFoundation 0x00000001869f5ec0 <redacted> + 12

    9 CoreFoundation 0x00000001869f0df8 <redacted> + 1924

    10 CoreFoundation 0x00000001869f0354 CFRunLoopRunSpecific + 436

    11 GraphicsServices 0x0000000188bf079c GSEventRunModal + 104

    12 UIKitCore 0x00000001b2e63b68 UIApplicationMain + 212

    13 ProductName 0x00000001006dc590 main + 160

    14 libdyld.dylib 0x00000001864b68e0 <redacted> + 4

    )

    2019-04-06 18:12:42.962381+0300 ProductName[324:37785] *** Terminating app due to uncaught exception 'GADInvalidInitializationException', reason: 'The Google Mobile Ads SDK was initialized incorrectly. Google AdMob publishers should follow instructions here: https://googlemobileadssdk.page.link/admob-ios-update-plist to include the AppMeasurement framework, set the -ObjC linker flag, and set GADApplicationIdentifier with a valid App ID. Google Ad Manager publishers should follow instructions here: https://googlemobileadssdk.page.link/ad-manager-ios-update-plist'

    *** First throw call stack:

    (0x186a64518 0x185c3f9f8 0x186981ec0 0x100930a68 0x100931684 0x1864a4a38 0x1864a57d4 0x186453004 0x1869f5ec0 0x1869f0df8 0x1869f0354 0x188bf079c 0x1b2e63b68 0x1006dc590 0x1864b68e0)

    libc++abi.dylib: terminating with uncaught exception of type NSException

    (lldb)
     

    Attached Files:

  30. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hey, @fraise25 thx for sharing your issue. I believe you also contact us via support e-mail. Anyways I will just copy and post my replay here, you are welcome to respond here as well, or just get back to me via e-mail.

    The Google Mobile Ad is a plugin provided by Google, and even though Ultimate Mobile offers the ability to use google mobile API via ads unified API.
    So the error on your log clearly states that you haven't proper;y configured google mobile ads plugin before the use.
    However I tried to follow the flow, I described here while making an implementation:
    https://unionassets.com/ultimate-mobile-pro/google-admob-784

    And it went pretty well.. So I am a bit curious about what kind of setting is missed.
    If you already figured it out, please let me know, I would love to hear what was the issue.
    If not, you can send me the project or share a repo access, and I will take a look into it, since I am also curious why it didn't work for you the same it worked for me, just to be able to aware future customer of a potential issue, and provide a guidelines how to solve it.
    Thanks.
     
  31. fraise25

    fraise25

    Joined:
    Jan 7, 2015
    Posts:
    6
    I get the same error I repeat. I tried it on an empty project. I'm sending you an empty project
     
  32. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Yep, looked at the project you sent me and replayed via e-mail :) thx.
     
  33. fraise25

    fraise25

    Joined:
    Jan 7, 2015
    Posts:
    6
    I don't work. where am i making a mistake. please help me

    2019-04-06 18:12:42.236330+0300 ProductName[324:38003] [DYMTLInitPlatform] platform initialization successful

    2019-04-06 18:12:42.367971+0300 ProductName[324:37785] Built from '2018.3/staging' branch, Version '2018.3.11f1 (5063218e4ab8)', Build type 'Release', Scripting Backend 'il2cpp'

    2019-04-06 18:12:42.379490+0300 ProductName[324:37785] -> registered mono modules 0x101886300

    -> applicationDidFinishLaunching()

    2019-04-06 18:12:42.621228+0300 ProductName[324:37785] Metal GPU Frame Capture Enabled

    2019-04-06 18:12:42.622003+0300 ProductName[324:37785] Metal API Validation Disabled

    2019-04-06 18:12:42.766639+0300 ProductName[324:37785] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects

    2019-04-06 18:12:42.825790+0300 ProductName[324:38023] [MC] System group container for systemgroup.com.apple.configurationprofiles path is /private/var/containers/Shared/SystemGroup/systemgroup.com.apple.configurationprofiles

    2019-04-06 18:12:42.826939+0300 ProductName[324:38023] [MC] Reading from public effective user settings.

    -> applicationDidBecomeActive()

    2019-04-06 18:12:42.961010+0300 ProductName[324:37785] Uncaught exception: GADInvalidInitializationException: The Google Mobile Ads SDK was initialized incorrectly. Google AdMob publishers should follow instructions here: https://googlemobileadssdk.page.link/admob-ios-update-plist to include the AppMeasurement framework, set the -ObjC linker flag, and set GADApplicationIdentifier with a valid App ID. Google Ad Manager publishers should follow instructions here: https://googlemobileadssdk.page.link/ad-manager-ios-update-plist

    (

    0 CoreFoundation 0x0000000186a64530 <redacted> + 252

    1 libobjc.A.dylib 0x0000000185c3f9f8 objc_exception_throw + 56

    2 CoreFoundation 0x0000000186981ec0 <redacted> + 0

    3 ProductName 0x0000000100930a68 GADVerifyApplicationID + 152

    4 ProductName 0x0000000100931684 GADVerifyApplicationID + 3252

    5 libdispatch.dylib 0x00000001864a4a38 <redacted> + 24

    6 libdispatch.dylib 0x00000001864a57d4 <redacted> + 16

    7 libdispatch.dylib 0x0000000186453004 <redacted> + 1068

    8 CoreFoundation 0x00000001869f5ec0 <redacted> + 12

    9 CoreFoundation 0x00000001869f0df8 <redacted> + 1924

    10 CoreFoundation 0x00000001869f0354 CFRunLoopRunSpecific + 436

    11 GraphicsServices 0x0000000188bf079c GSEventRunModal + 104

    12 UIKitCore 0x00000001b2e63b68 UIApplicationMain + 212

    13 ProductName 0x00000001006dc590 main + 160

    14 libdyld.dylib 0x00000001864b68e0 <redacted> + 4

    )

    2019-04-06 18:12:42.962381+0300 ProductName[324:37785] *** Terminating app due to uncaught exception 'GADInvalidInitializationException', reason: 'The Google Mobile Ads SDK was initialized incorrectly. Google AdMob publishers should follow instructions here: https://googlemobileadssdk.page.link/admob-ios-update-plist to include the AppMeasurement framework, set the -ObjC linker flag, and set GADApplicationIdentifier with a valid App ID. Google Ad Manager publishers should follow instructions here: https://googlemobileadssdk.page.link/ad-manager-ios-update-plist'

    *** First throw call stack:

    (0x186a64518 0x185c3f9f8 0x186981ec0 0x100930a68 0x100931684 0x1864a4a38 0x1864a57d4 0x186453004 0x1869f5ec0 0x1869f0df8 0x1869f0354 0x188bf079c 0x1b2e63b68 0x1006dc590 0x1864b68e0)

    libc++abi.dylib: terminating with uncaught exception of type NSException

    (lldb)
     

    Attached Files:

  34. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hey @fraise25 , I looked at the project you sent me, here is the thing:

    You are trying to use Google Ad Manager, not the google ad mo SDK:
    https://developers.google.com/ad-manager/mobile-ads-sdk/

    And requirements for this framework are described here:
    https://developers.google.com/ad-manager/mobile-ads-sdk/ios/quick-start#update_your_infoplist

    Wha you where missing is a
    Code (CSharp):
    1. <key>GADIsAdManagerApp</key>
    2. <true/>
    Unity-iPhone_xcodeproj.png

    Once it's added you'll be able to launch the APP

    But I think you wanted to use AdMob SDK, not the AdManager.
    To get a proper SDK, all you need to do is to click on the Import SDK button inside the plugin settings:
    222.png

    Or get the latest Google AdMob Unity SDK version from here:
    https://developers.google.com/admob/unity/start

    Cheers!
     
  35. fraise25

    fraise25

    Joined:
    Jan 7, 2015
    Posts:
    6

    DUDE TY FOR ALL

    all I've done is to add the line
    1. <key>GADIsAdManagerApp</key>
    2. <true/>
     
  36. dnw_nomad

    dnw_nomad

    Joined:
    Apr 3, 2019
    Posts:
    1
    Hey @lacost,

    We are hitting an issue with the Native Share Dialogs in Android that seems to only effect android 8.0 onward.

    The share selector dialog shows correctly, launches the chosen app correctly and even sends the share data correctly but, upon closing the sharing service it crashes. It appears to be a similar issue to that of @Kats-FGMNT in an earlier post:

    Earlier versions appear to leave a black screen when finishing the share process, hitting the software/hardware back buttons returns you to the original app.

    Was there ever a solution found for this issue?
    I have attached the relevant portion of the logs if it helps any. In this log we were launching Gmail as the share service, however we got the same crash with SMS and WhatsApp. The android version for this log is 8.1
     

    Attached Files:

  37. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hey @dnw_nomad I am actually holding release before I can make sure that problem is fixed/
    I was able to locate and solve a sharing issue with older Android devices but looks like something is still there.

    I just got brand new Android 8.1 device today and it works just fine with sharing. I will appreciate your help with debugging since looks like you can reproduce an issue with 100% chance on your device.
     
  38. denlee0710

    denlee0710

    Joined:
    Mar 9, 2015
    Posts:
    29
    I have purchased IOS Native Pro and Android Native Pro separately. WIll I need to purchase the ultimate mobile pro package to get access to the unified API? If so is there an upgrade path available?
     
  39. Michoko

    Michoko

    Joined:
    Apr 15, 2017
    Posts:
    11
    Hi,

    This looks like a nice asset! I was wondering if the current implementation offered iOS KeyChain access, please? I need to store some simple strings keys in the local KeyChain, but I don't see this feature listed. Thank you for your reply. :)

    Edit: Also, is there a way to get the actual ANDROID_ID value on Android? Unity's SystemInfo.deviceUniqueIdentifier returns an md5 hash of it, I'd need the original value.
     
    Last edited: May 2, 2019
  40. matiasini

    matiasini

    Joined:
    Mar 11, 2014
    Posts:
    7
    Hi,
    After making enable the local notifications for iOS on my Unity Project, I can build my xCode project but when running it I have an error a few seconds after the game starts. (I did not add any code, I have just enabled the "Local Notification" option)
    I am attaching a screen with the log UltimateMobile_LocalNotification.png
    Hope you can help me with this issue.
    Cheers,
    Matias Ini
     
  41. unity_CM5LIE6yvxd4fQ

    unity_CM5LIE6yvxd4fQ

    Joined:
    Apr 20, 2019
    Posts:
    5
    if you wanted to use date pickers but with different elements? type choice of names? How should i do?
    ps: I also use Playmaker if necessary.

    Thank you
     
  42. prabhjotlamba

    prabhjotlamba

    Joined:
    Jun 2, 2018
    Posts:
    6
    I was looking to purchase a solution for easily adding iOS and Android features to our games.

    This might be a silly question, but I wanted to know if the Ultimate Mobile Pro asset is sufficient for both Android and iOS or the iOS Native and Android Native assets have something other than what is available in the Ultimate asset?

    I am confused by the wording which says that it is a unified API, but for some features it may not be possible to have a unified API because of the nature of iOS and Android, are those features still supported in this asset or do we need to get the iOS Native and Android Native for those features?
     
  43. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hm.. there isn't unfortunately. I can't register upgrades for the plugin that was released less than a year ago, but please get in touch with me we will figure something out.
     
  44. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hey, let's make it simpler, send me documentation link to the API's you'd like to see in a future update, and I will make sure those API's will be included.
    As of now, I don't think we have it.
     
    Michoko likes this.
  45. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Hm.. do you want something like a scrolble list of option to choose from? Can you post some screenshot from another app? Just to make sure we are on the same page. Thanks.


    Hey, there is no such thing as silly question :)
    I will try to update the product description to make it more clear

    iOS Native and Android Native + a lot more are included in the Ultimate Mobile Pro asset.
    Yes, not all the features that are available on iOS and Android covered by unified API. Only similar once.
    But since pure iOS Native and Android Native plugins are cinluded you can use API of that plugin directly for features that aren't covered with unified API. Like Replay kit for example.
     
    prabhjotlamba likes this.
  46. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    @matiasini I wasn't able to reproduce, unfortunately, any chance you could send me a sample project with the described issue?
    Thanks in advance!
     
  47. unity_CM5LIE6yvxd4fQ

    unity_CM5LIE6yvxd4fQ

    Joined:
    Apr 20, 2019
    Posts:
    5
  48. HYPERSONICs

    HYPERSONICs

    Joined:
    Dec 10, 2014
    Posts:
    5
    Hey @lacost,

    We are also hitting an issue with the Native Share Dialogs in Android in Ultimate Mobile Pro ver. 2019.5.12!
    As dnw_nomad and Kats-FGMNT describe, the post share successfully but won't return to Unity App.

    We had tried on Nexus 6(Android 7.1.1) and Onepulus 5T(Android 9) with Unity 2017.4.26. Was the fix release in ver. 2019.5.12? Thanks.

    Also, the native preloader having issue in Android that the preloader backgound can be clicked to unlock the "locked screen". I believe this behavior is not desired. It happened in All versions(2017 and 2018.)

    P.S. The Native Share works in Unity 2018.3.14f1 on both devices above.
     
    Last edited: May 6, 2019
  49. HassanKhurshid

    HassanKhurshid

    Joined:
    Dec 8, 2016
    Posts:
    3
    Hey There,

    I am using Ultimate Mobile Pro v2019.4.11, i can create Cross Platform notifications which is working fine but i need to add initial delay (like 2 hours) to show 1st notification after that i want to repeat notification in every 24 hour?
     
  50. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,720
    Got it, I've added it to the plugin TODO list, so you can expect it to appear in new plugin version. Stay tuned.



    Hey, so the most common approach is the following.
    You schedule let's say 10 notification on application pause with delay:
    2h, 26h, 50h, 74h, etc.
    Then when your app enters foreground (up pause or launched) you just cancel all the notifications.



    I haven't implemented any fix for those. Still looking for somebody who would be able to help catch it.
    I just tried Android 8.1 using Unity 2017.4.22f1 and plugin version 2019.5.12, as you can expect it did work just fine for me. Please PM me if you are willing to help with debugging since looks like you are able to reproduce it.
    Cheers!
     
unityunity