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[Released] Ultimate Mobile

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Aug 14, 2014.

  1. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    It has been a long time since Ultimate Mobile v4.1.1. For now, the latest version is v4.8
    If you don't update the plugin in your project, you may miss some important fixes such this one.

    From my side, there is no additional advice instead of keeping the plugin updated in your project.

    Best regards,
    Alex
     
  2. young-gu

    young-gu

    Joined:
    Aug 10, 2015
    Posts:
    5
    I am creating. The iOS in app payment.

    But it is not easy. The image below is my xcode log.
    I would like to know why there you can not buy items.

    Please help me.
     

    Attached Files:

  3. young-gu

    young-gu

    Joined:
    Aug 10, 2015
    Posts:
    5
    Add Content

    I have updated to the latest version of the asset.

    And the result of same action.

    Wait for your answer.

    Have a nice day.
     

    Attached Files:

  4. bakira

    bakira

    Joined:
    Jul 1, 2016
    Posts:
    19
    How can i get a refund?
    This plugin is different than what i expected.
    So i want refund! Also alexray said that i can get a refund.
    I sent a mail to support team last week. but i still have not received a reply.
     
  5. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, send me your e-mail in the private message.
    I'll answer to you from our support e-mail.

    Cheers!
     
  6. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you missed some basic integration steps.
    Please, check our In-App Purchases with Ultimate Mobile documentation guide.
    I am sure, it will be useful for you in this case.

    At first glance, it looks like you didn't release your In-App purchases in your iTunes developer console.
    Please, double check it on your own.

    Best regards,
    Alex
     
  7. Jee-Hyunho

    Jee-Hyunho

    Joined:
    Mar 16, 2015
    Posts:
    5
    Hello,
    I've got problem applying Google Cloud Saved Game using UltimateMobile plugin.
    Google Cloud Saved Game is not work properly in some devices.

    1. Load Data
    When called OnSavedGamePicked() fuction in GooglePlaySavedGamesManager.cs,
    Title(storeData [1]), LastModifiedTimestamp(storeData [2]), Description(storeData [3]), CoverImageUrl(storeData [4]), TotalPlayedTime(storeData [5]) are loaded same as google server data.
    but decodedFromBase64 (from storeData [6]) is not same as google server data! It load the data from previous saved data in that device.

    I found that others have same issue too,
    http://forum.unity3d.com/threads/released-ultimate-mobile.262319/page-3
    http://forum.unity3d.com/threads/released-ultimate-mobile.262319/page-9


    2. ActionGameSaveLoaded
    I found that ActionGameSaveLoaded() function always called after ActionConflict() function.
    Functions are called like below:

    [Try Save]
    Normal: CreateNewSnapshot() -> ActionGameSaveResult()
    Conflict: CreateNewSnapshot() -> ActionConflict() -> ActionGameSaveLoaded() -> Need to save again?

    [Try Load]
    Normal: LoadSpanshotByName() -> ActionGameSaveLoaded()
    Conflict: LoadSpanshotByName() -> ActionConflict() -> ActionGameSaveLoaded()

    It this right scenario??

    I'm using Unity 5.3.4p6, UltimateMobile 4.8 (Android Native 7.8, google play lib 9.2.0)

    Please examine closely.
     
  8. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It's quite difficult to help you resolve this problem in the forum circumstances.
    You better contact Stan's Assets Support Team directly via support@stansassets.com

    You will get great assistance with this case in a very short time.

    Best regards,
    Alex
     
  9. ajwad_imran

    ajwad_imran

    Joined:
    Jun 27, 2015
    Posts:
    3
    Hi Stan,

    I am trying to integrate Admob Rewarded Videos for iOS using the ultimate mobile plugin. However I couldn't see where to put the Rewarded Video ID in the ad setting. Is it not supported in the plugin yet? I am using Version 4.8 of the plugin.

    Also do we need to initialize/ask for permission for local notifications from the user? If yes then how?
    I followed the below guide but there was nothing regarding initialization or asking for permissions.

    https://unionassets.com/ultimate-mobile/local-and-push-notifications-232

    Thanks
    Ajwad
     
  10. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Unfortunately, the Rewarded Video features are not implemented for iOS platform for now.
    We have some plans for the integration of these features, but, unfortunately, I can not say exactly how much time it will take.
    Keep looking forward to future updates.

    When you call
    Code (CSharp):
    1. UM_NotificationController.instance.RetriveDevicePushId();
    method from your script the user will be automatically prompted for receive notification permission.
    If the user will approve it, you will get the callback with the push token Id for current iOS device.
    If the user will answer no, the callback will not be fired at all.

    That's the correct flow for iOS platform. With the Android devices, the situation is quite different.

    Cheers!
     
  11. Polysquat_Studios

    Polysquat_Studios

    Joined:
    Nov 6, 2014
    Posts:
    37
    Is there any new documentation for Ultimate Mobile? I upgraded to 4.8 and the site you listed isn't updated for newest release.
     
  12. young-gu

    young-gu

    Joined:
    Aug 10, 2015
    Posts:
    5
    hello.

    I am creating. The iOS in app payment.

    But, I have a One Question.

    We Need Store Products View?

    If we need,

    Where can I This Key Value from?

    And,

    If we need,

    Where can I This use from?
     

    Attached Files:

  13. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Stan's Assets team constantly working on documentation improvements.
    I can not say exactly what docs were updated.
    You are able to check it yourself was the documentation (the certain doc that you need) updated or not.
     
  14. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Let's try to clarify this case.

    Official Apple documentation according to Store Product View you can find here.
    From the documentation: A SKStoreProductViewController object presents a store that allows the user to purchase other media from the App Store. For example, your app might display the store to allow the user to purchase another app.

    So, the ID you are asking for is the actual ID of the Application you want to promote from the App Store.
    Our documentation about Store Product View feature of our plugin you can find here.

    Best regards,
    Alex
     
  15. Megalithic

    Megalithic

    Joined:
    Apr 21, 2014
    Posts:
    61
    Hey,

    I have been trying to use your plugin for the past 3 days and so far it has been a miserable journey, I couldn't even login to the Google Play Service. I read the documentation inside out but it isn't working. I am new to coding and haven't fully grasped the concept of delegates yet.

    Here is what I am doing to login to Google Play Service.
    Create an empty gameobject and attach a script to it. In the start function I add the following line of code.

    UM_GameServiceManager.Instance.Connect();

    Is this all that I need to login into Google Play Service? I set everything up according to the documentation. I even created a separate project and tested it out but it wasn't working.
    Would you please tell me how can I actually start this login process? I need to get familiar with this plugin.
     
  16. vivalavida

    vivalavida

    Joined:
    Feb 26, 2014
    Posts:
    85
    hi,
    Is there a possibility to get Linkedin integration?
    We want the user to be able to share their Linkedin profile with an employer through the app.
    We're looking at you asset very favourably, will definitely be picking it up in the near future, having Linkedin integration would be the icing on the cake.
    (if not, are there any other alternatives to add Linkedin that you are aware off?)
     
  17. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    For now, we have no plans for LinkedIn functionality integration.
    It's kind of unique feature and we had no similar requests earlier.
    I'll add LinkedIn functionality into our feature requests list.
    The more developers will request this feature, the higher priority it will have.

    So, if you strictly need LinkedIn features, my advice for you is to search for another solution available in the Asset Store.

    Cheers!
     
    vivalavida likes this.
  18. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    To begin to work with Ultimate Mobile and Google Play Services functionality you better start with our integration guides and demo scenes. Great step-by-step integration guides you can find here.

    One more important thing - our demo scenes. All the demo scenes with implemented use-cases are included into plugin package. You can find them into the eXample folder of the plugin package.
    If you will have any additional questions or you will need any kind of assistance - please, feel free to contact Stan's Assets Support Team directly via support@stansassets.com

    Best regards,
    Alex
     
  19. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    I am getting 2 icons in my app, when I decompile the app with apktool I see the problem is that the manifest has a:

    Code (CSharp):
    1.         <activity android:label="@string/app_name" android:name="com.example.an_billing.MainActivity">
    2.             <intent-filter>
    3.                 <action android:name="android.intent.action.MAIN"/>
    4.                 <category android:name="android.intent.category.LAUNCHER"/>
    5.             </intent-filter>
    6.         </activity>
    I am using version 4.7 of your app as 4.8 hasn't the campaign tracking solved. When I see the manifest those lines aren't there so it seems it is an issue with the aar file maybe?

    SOLVED:

    an_billing.aar had an incorrect manifest, copied the aar, renamed to zip, extracted, deleted the lines in the manifest, zipped again and rename to aar and copied back to my project solved the issue.

    Did the same with an_googleplay.aar to remove the GETCONTACTS permission that wasn't needed.

    Also copy the library and change the extension to .txt in Plugins/StanAssets/Android folder in case the plugin tries to recopy the library when you change something.


    Thank you
     
    Last edited: Aug 8, 2016
  20. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you have old plugin version in your project.
    This issue has been already fixed.
    So, please, update to the latest plugin version and you will be ready to go!
     
  21. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    I can't update to the latest version as you didn't include the fixes for analytics campaign tracking,I will update as soon as you release the new version with this problem fixed.
     
  22. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Ok, keep looking forward to following updates.
     
  23. gibmation

    gibmation

    Joined:
    Dec 1, 2014
    Posts:
    311
    Hi There,
    I dont want to add all packages, just the ones I will be using but when I start removing I get all kinds of errors.

    Could you explain which packages are to be installed for Android and which for IOS.

    And which are dependant of each other.

    Thanks & regards

    G.
     
  24. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The best and the only right way to remove the packages you don't use is to enable/disable options in the Ultimate Mobile Settings Unity Inspector window.
    You can even go to Android Native Settings or iOS Native Settings and setup all the needed options for your project.
    Just be sure, that all the features you use are enabled in the plugin Settings Inspector window.

    Best regards,
    Alex
     
  25. TwisterKung

    TwisterKung

    Joined:
    Apr 11, 2016
    Posts:
    3
    Hav anyone try to build Android build using il2cpp? I get such issues when trying to build.
    Code (CSharp):
    1. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28313: error: undefined reference to '_MNP_ShowRateUsPopUp'
    2. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28358: error: undefined reference to '_MNP_ShowDialog'
    3. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28395: error: undefined reference to '_MNP_ShowMessage'
    4. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28416: error: undefined reference to '_MNP_DismissCurrentAlert'
    5. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28429: error: undefined reference to '_MNP_RedirectToAppStoreRatingPage'
    6. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28442: error: undefined reference to '_MNP_ShowPreloader'
    7. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28451: error: undefined reference to '_MNP_HidePreloader'
    8. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28416: error: undefined reference to '_MNP_DismissCurrentAlert'
    9. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28429: error: undefined reference to '_MNP_RedirectToAppStoreRatingPage'
    10. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28442: error: undefined reference to '_MNP_ShowPreloader'
    11. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28451: error: undefined reference to '_MNP_HidePreloader'
    12. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_8.cpp:28429: error: undefined reference to '_MNP_RedirectToAppStoreRatingPage'
    13. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35262: error: undefined reference to 'GADURelease'
    14. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35608: error: undefined reference to 'GADUSetAdLoaderCallbacks'
    15. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35560: error: undefined reference to 'GADUCreateAdLoader'
    16. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35262: error: undefined reference to 'GADURelease'
    17. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35608: error: undefined reference to 'GADUSetAdLoaderCallbacks'
    18. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35262: error: undefined reference to 'GADURelease'
    19. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35591: error: undefined reference to 'GADURequestNativeAd'
    20. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35262: error: undefined reference to 'GADURelease'
    21. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35591: error: undefined reference to 'GADURequestNativeAd'
    22. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35731: error: undefined reference to 'GADUSetNativeCustomTemplateAdUnityClient'
    23. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35744: error: undefined reference to 'GADUSetNativeCustomTemplateAdCallbacks'
    24. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35297: error: undefined reference to 'GADUCreateSmartBannerView'
    25. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35275: error: undefined reference to 'GADUCreateBannerView'
    26. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35297: error: undefined reference to 'GADUCreateSmartBannerView'
    27. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35275: error: undefined reference to 'GADUCreateBannerView'
    28. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35335: error: undefined reference to 'GADUSetBannerCallbacks'
    29. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35371: error: undefined reference to 'GADURequestBannerAd'
    30. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35371: error: undefined reference to 'GADURequestBannerAd'
    31. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35353: error: undefined reference to 'GADUShowBannerView'
    32. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35353: error: undefined reference to 'GADUShowBannerView'
    33. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35344: error: undefined reference to 'GADUHideBannerView'
    34. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35344: error: undefined reference to 'GADUHideBannerView'
    35. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35362: error: undefined reference to 'GADURemoveBannerView'
    36. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35362: error: undefined reference to 'GADURemoveBannerView'
    37. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35731: error: undefined reference to 'GADUSetNativeCustomTemplateAdUnityClient'
    38. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35744: error: undefined reference to 'GADUSetNativeCustomTemplateAdCallbacks'
    39. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35713: error: undefined reference to 'GADUNativeCustomTemplateAdAvailableAssetKeys'
    40. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35713: error: undefined reference to 'GADUNativeCustomTemplateAdAvailableAssetKeys'
    41. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35617: error: undefined reference to 'GADUNativeCustomTemplateAdTemplateID'
    42. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35617: error: undefined reference to 'GADUNativeCustomTemplateAdTemplateID'
    43. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35639: error: undefined reference to 'GADUNativeCustomTemplateAdImageAsBytesForKey'
    44. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35665: error: undefined reference to 'GADUNativeCustomTemplateAdStringForKey'
    45. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35700: error: undefined reference to 'GADUNativeCustomTemplateAdPerformClickOnAssetWithKey'
    46. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35700: error: undefined reference to 'GADUNativeCustomTemplateAdPerformClickOnAssetWithKey'
    47. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35687: error: undefined reference to 'GADUNativeCustomTemplateAdRecordImpression'
    48. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35687: error: undefined reference to 'GADUNativeCustomTemplateAdRecordImpression'
    49. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35145: error: undefined reference to 'GADUCreateRequest'
    50. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35163: error: undefined reference to 'GADUAddTestDevice'
    51. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35180: error: undefined reference to 'GADUAddKeyword'
    52. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35193: error: undefined reference to 'GADUSetBirthday'
    53. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35202: error: undefined reference to 'GADUSetGender'
    54. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35211: error: undefined reference to 'GADUTagForChildDirectedTreatment'
    55. Temp/StagingArea\Il2Cpp\il2cppOutput/Bulk_Assembly-CSharp_5.cpp:35228: error: undefined reference to 'GADUSetExtr<message truncated>
     
  26. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I'll check it on my own.
    If any kind of issue will take place, the fix will be provided.
    For more information according to this case, please, contact Stan's Assets Support Team directly.

    Best regards,
    Alex
     
  27. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    Hello @AlexRay , I see you released new version but it doesn't contain de sa_analytics.txt file, can I update my version or this is still in the fixing queue?
     
  28. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think you already have the sa_analytics.jar library in your project.
    So, I don't see any reasons to worried about plugin update.

    Anyway, you will be able to save your data and rollback all changes if your have your project under version control system.

    Best regards,
    Alex
     
  29. HungNguyen90

    HungNguyen90

    Joined:
    Apr 3, 2014
    Posts:
    4
    Hello.
    I am using ultimate mobile 4.8 for my projects,and this is the first time i publish my game to apple app store.
    But my game has been rejected because of this reason:

    Design - 4.5.2
    Your apps uses the Apple Music API but does not display or appropriately use standard media controls such as "play", "pause", and "skip."
    Next Steps
    Please revise your app to implement standard media playback controls for Apple Music content.

    I only use Ultimate mobile to add google mobile ad to my game.I don't want to use Apple Music API.
    How can i remove this API?
    Thank you.
     
  30. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Let's try to clarify this case.

    Are you sure, that these reject reasons are related to our plugin?
    We have no features using Apple Music API.
    Do you have any additional plugins in your project? I am almost 100% sure, that you do.

    We had an update few days ago. So, please, feel free to update to the latest plugin version in your project.
    Resubmit the application with the latest plugin version will be also a good idea.
    But I am not sure, that your reject reasons are related to our plugin.

    Best regards,
    Alex
     
  31. cashnett

    cashnett

    Joined:
    Mar 25, 2016
    Posts:
    6
    Hi Alex,

    i've upgraded my Android Native to Ultimate.
    Are Turn-Based Unified API completed? Example: if i set SetGroup(int group)... after on UM_TBM_Match i can't read int group or get MatchNumber,Variant like GP_TBM_Match on Google Play API reference

    Thank you

    MaRcO
     
    Last edited: Aug 18, 2016
  32. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Turn-Based Multiplayer API is ready for both Android and iOS platforms.

    Please, could you clarify your question about SetGroup API to make me able to understand you?
     
  33. cashnett

    cashnett

    Joined:
    Mar 25, 2016
    Posts:
    6
    Hi Alex,

    i'm starting a new match with
    TBM.Matchmaker.SetGroup(1);
    TBM.Matchmaker.FindMatch(2, 7);​
    like Google Play API reference
    GooglePlayTBM.Instance.SetVariant(1);
    GooglePlayTBM.Instance.CreateMatch(1, 7);
    at this point,Google Play API returns MatchInitiated(GP_TBM_MatchInitiatedResult result) where in the result i can read result.Match and all its variables result.Match.Variant,result.Match.MatchNumber,result.Match.CanRematch etc etc

    Same point, Game Services API returns Matchmaker_MatchFoundEvent(UM_TBM_MatchResult result) where in the result i don't found match variables like result.Match.Variant,result.Match.MatchNumber,result.Match.CanRematch

    Thanks

    MaRcO
     
    Last edited: Aug 18, 2016
  34. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    That's the limitation of Turn-Based Multiplayer cross-platform implementation.
    In a case of TBM.Matchmaker and MatchFoundEvent you will be accessed to UM_TBM_MatchResult.
    You will be able to get UM_TBM_Match object. All the properties available for you are the properties (and fields) of UM_TBM_Match.

    I think, you will not be able to get the Variant and CanRematch properties of the match.
    Use Match.Id instead of result.Match.MatchNumber property.
     
  35. ExcellencyHong

    ExcellencyHong

    Joined:
    Aug 9, 2016
    Posts:
    33
    i bought Ultimate Plugin.

    how can i split by each plugin?
     
  36. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, could you clarify this case? What do you mean by split?
    All the cross-platform functionality is ready to go out of the box with Ultimate Mobile.
    I can not see any reason to split the Ultimate Mobile modules.
     
  37. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    114
    Hey Alex,

    I've already got iOS Native and Android Native and I just spotted Ultimate Mobile in the Madness Sale.

    Does Ultimate Mobile allow the iOS and Android plug-ins to work better together, or is it just the same as installing iOS Native and Android Native separately?

    Thanks, Steven
     
  38. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It's not the same as importing these two plugins back to back.
    Ultimate Mobile is cross-platform unified API plugin.

    So, you have one API set for all the Android and iOS platforms.
    Write code once and get it work on two different platforms.
     
  39. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    114
    @AlexRay thank you, I think I'll buy for ease of use :)
     
  40. AngerFork

    AngerFork

    Joined:
    Jun 6, 2016
    Posts:
    3
    Saw this is part of the Asset Store Madness Sale, congratulations! I used iOS Native for one of my applications in the past and found it extremely useful!

    Quick question I feel awkward asking: are there any plans to bring down the upgrade price during the Madness Sale? I ask because the upgrade price is currently $50, which being an iOS Native purchaser is the only option the Asset Store has available to me.

    Either way, may you wind up with a bunch of sales from this!
     
  41. SprayNpraY

    SprayNpraY

    Joined:
    Oct 2, 2014
    Posts:
    156
    Hi all,

    I'm considering buying the app but new to game development, I've seen there is documentation but feel abit lost looking through it. Are there any video tutorials or any advice on how I can learn to use ultimate mobile to add ads and in app purchases for an android game.

    Thanks
     
  42. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    114
    Hey there,

    I've installed Ultimate Mobile (including the Install Plugin button in settings) and then unzipped the Ultimate Mobile PlayMaker actions.

    I got a lot of warnings, but the errors have stopped me in my tracks and they all apply to UM_BillingEventsListener.cs!

    I emailed support through the contact button, but I didn't have enough space to include all the error messages.

    Can you please help :)

    Thanks

    -- warnings and errors generated --

    Assets/Extensions/GoogleAnalytics/Core/GoogleAnalytics.cs(292,44): warning CS0618: `UnityEngine.Application.loadedLevelName' is obsolete: `Use SceneManager to determine what scenes have been loaded'
    (Filename: Assets/Extensions/GoogleAnalytics/Core/GoogleAnalytics.cs Line: 292)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(42,81): warning CS0618: `UM_GameServiceManager.player' is obsolete: `player is deprectaed, plase use Player instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 42)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(43,83): warning CS0618: `UM_GameServiceManager.player' is obsolete: `player is deprectaed, plase use Player instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 43)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(44,85): warning CS0618: `UM_GameServiceManager.player' is obsolete: `player is deprectaed, plase use Player instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 44)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(44,92): warning CS0618: `UM_Player.Avatar' is obsolete: `Avatar is deprectaed, please use SmallPhoto instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 44)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(57,73): warning CS0618: `UM_GameServiceManager.player' is obsolete: `player is deprectaed, plase use Player instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 57)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(58,75): warning CS0618: `UM_GameServiceManager.player' is obsolete: `player is deprectaed, plase use Player instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 58)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(59,77): warning CS0618: `UM_GameServiceManager.player' is obsolete: `player is deprectaed, plase use Player instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 59)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs(59,84): warning CS0618: `UM_Player.Avatar' is obsolete: `Avatar is deprectaed, please use SmallPhoto instead'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/GameServices/UM_GetPlayerData.cs Line: 59)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs(31,49): error CS0117: `UM_InAppPurchaseManager' does not contain a definition for `OnBillingConnectFinishedAction'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs Line: 31)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs(32,49): error CS0117: `UM_InAppPurchaseManager' does not contain a definition for `OnPurchaseFlowFinishedAction'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs Line: 32)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs(33,49): error CS0117: `UM_InAppPurchaseManager' does not contain a definition for `OnPurchasesRestoreFinishedAction'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs Line: 33)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs(56,49): error CS0117: `UM_InAppPurchaseManager' does not contain a definition for `OnBillingConnectFinishedAction'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs Line: 56)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs(57,49): error CS0117: `UM_InAppPurchaseManager' does not contain a definition for `OnPurchaseFlowFinishedAction'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs Line: 57)

    Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs(58,49): error CS0117: `UM_InAppPurchaseManager' does not contain a definition for `OnPurchasesRestoreFinishedAction'
    (Filename: Assets/Extensions/UltimateMobile/Addons/PlayMakerActions/UM/InAppPurchases/UM_BillingEventsListener.cs Line: 58)
     
  43. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    114
    I received updated PlayMaker actions from support for my issue above, so if anybody else is having issues then contact them ;)
     
    AlexRay likes this.
  44. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Plugins sale on the Asset Store is not our personal initiative as a publisher.
    All the sales are guided by Asset Store management itself.
    So, from my side, there is nothing to help you because it's not the area of Stan's Assets influence as the Asset Store publisher.
     
  45. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Every plugin package contains sample scenes. We have our documentation hub also.
    Additionally, you can contact Stan's Assets Support Team with any kind of issue/question you have.
    You will get great assistance with any case in a short time.
    You may even contact Support Team before plugin purchase and ask them any questions you are interested about.
    That's what I can propose for you from my side.
     
  46. ExcellencyHong

    ExcellencyHong

    Joined:
    Aug 9, 2016
    Posts:
    33
    Undefined symbols for architecture arm64:

    "_OBJC_CLASS_$_ADInterstitialAd", referenced from:

    objc-class-ref in ISN_iAd.o

    "_ADBannerContentSizeIdentifierPortrait", referenced from:

    -[iAdBannerObject InitBanner:] in ISN_iAd.o

    "_OBJC_CLASS_$_OneSignal", referenced from:

    objc-class-ref in OneSignalUnityRuntime.o

    "_OBJC_CLASS_$_ADBannerView", referenced from:

    _OBJC_CLASS_$_CustomBannerView in ISN_iAd.o

    "_ADBannerContentSizeIdentifierLandscape", referenced from:

    -[iAdBannerObject InitBanner:] in ISN_iAd.o

    "_OBJC_CLASS_$_UnityInterstitialAd", referenced from:

    objc-class-ref in iAD_Scripting.o

    "_OBJC_METACLASS_$_ADBannerView", referenced from:

    _OBJC_METACLASS_$_CustomBannerView in ISN_iAd.o

    "_OBJC_CLASS_$_UnityADBanner", referenced from:

    objc-class-ref in iAD_Scripting.o

    ld: symbol(s) not found for architecture arm64

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



    hi,

    i'm tried ios build. but throw up this error....help me...
     
  47. Victor_Kallai

    Victor_Kallai

    Joined:
    Mar 5, 2014
    Posts:
    123
    @AlexRay Hello, I've been using your native plugins for more than a year, they are the best! Big thanks for all your work!
    I have a small suggestion, it would be nice for the future to move your 'Extensions' folder to some of the unity's default folders, like Plugins or Standard Assets, because every small change to the code leads to a recompilation of all the scripts, which are not in the default folders. Even with an empty project + Ultimate Mobile it takes some time to recompile all the scripts. But is you move the scripts to the Plugin folder, the scripts does not get recompiled every time you made a small change. I know this would be a major change to the plugins, but I have hope in you guys to find a way. Let me know what you think, thanks!
     
  48. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you are missing some frameworks in your XCode project.
    I can not say exactly how much and what frameworks particularly.
    Please, contact Stan's Assets Support Team for assistance with this case.
    You will get great support in a short time.
     
  49. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    That's a good idea! We already had the conversation in our team according to this.
    Most likely the plugin structure and location will be changed in future.
    Anyway, that's not a quick process, because we have a lot of customer developers and not for all of them such changes will be appropriate.
    So, please, keep in touch and keep looking forward to future updates.
     
    Victor_Kallai likes this.
  50. fahd

    fahd

    Joined:
    Aug 7, 2014
    Posts:
    31
    Hi there
    I have problem with Camera capture image on android
    when set to full size image from the dropdown in the settings it takes too much time to load the image and on some phons the app crash
    Note : I tried to install version from clean project with the example scene but same issue happens

    tested on :
    samsung edge s7
    huawei mate 7
    motoX pure