Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

[Released] Ultimate Mobile

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

  1. TrophyManager

    TrophyManager

    Joined:
    Sep 9, 2015
    Posts:
    15
    Hi,
    I am testing the Android example scene Notifications (without changes or additions) and found out that:
    1. When I receive a notification from GCM while I am using the application (it is in focus): Application will crash everytime.
    2. Eventually... since the notification is in the TopBar, when I click on it, the application restarts.
    I attach the adb report of the crash.

    Any fix for this?
    Thank you
     

    Attached Files:

  2. young-xyz

    young-xyz

    Joined:
    Feb 23, 2015
    Posts:
    51
    Hi Alex.
    Any advances?
     
  3. TrophyManager

    TrophyManager

    Joined:
    Sep 9, 2015
    Posts:
    15
    Hi there,
    is this thread active at all?
     
  4. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think you have this crash because your push notification data bundle is not correct.
    Please, try to use my PHP-script for test push notifications (in post attachment).
    Just remove .txt attachment to make it ready to go.
    Please, keep me updated with this case, I am looking forward to your reply.

    Best regards,
    Alex
     

    Attached Files:

  5. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    The best way to get fast support reply is to contact The Stan's Assets Support Team directly via support@stansassets.com

    Cheers!
     
  6. TrophyManager

    TrophyManager

    Joined:
    Sep 9, 2015
    Posts:
    15
    Thank you Alex, you were absolutely right about the notification data bundle!
    And I take your advice for future questions.

    Have a good weekend!
     
  7. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Unfortunately, there is no such a feature for now.

    You can contact The Stan's Assets Support Team directly for a feature request.
    Most likely the feature will be added in first or second following plugin's update.
    So, please, feel free to contact Support Team via e-mail support@stansassets.com
    You will get an assistance as soon as possible!

    According to your question about Amazon Native.
    Amazon Native will be integrated into Ultimate Mobile bundle more and more deeply with every new update.
    As we know, Ultimate Mobile has unified API. So, it takes some time to integrate Amazon Native plugin functionality into it.
    Please, keep looking forward to future plugin updates. More Amazon platform's features will become available in Ultimate Mobile unified APIs.

    Best regards,
    Alex
     
  8. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, could you provide me more detailed information according to this case?
    Additional information, code snippets, logs from your device will be really helpful and make me able to find out the reason of such behavior and help you.
    Great guide how to capture LogCat logs you can find here - https://unionassets.com/android-native-plugin/getting-the-log-catlog-108.

    Looking forward to your reply!

    Best regards,
    Alex
     
  9. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It's very specific feature you ask me about.
    Ultimate Mobile contains unified API for a set of platforms.
    There is no option for custom stack-trace parser among Ultimate Mobile features.

    You better contact Support Team to get the best assistance for you in this case.
    Have a nice day!
     
  10. bluC8

    bluC8

    Joined:
    Apr 24, 2015
    Posts:
    6
    I started a new project and only imported the newest Ultimate Mobile and tried to build for iOS. I get this error

    Assets/Extensions/WP8Native/Social/WP8SocialManager.cs(56,13): error CS0103: The name `WP8Native' does not exist in the current context

    Is this a bug? Is anyone else getting this?
     
  11. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, feel free to remove WP8SocialManager.cs script from your project.
    It was added in the previous version of WP8Native module included in Ultimate Mobile.
    So, please, delete this script. It's useless for now.

    Best regards,
    Alex
     
  12. TrophyManager

    TrophyManager

    Joined:
    Sep 9, 2015
    Posts:
    15
    ... And all refereces in UM_ShareUtility.cs?
    or we remove this script entirely as well?
     
  13. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    You should not remove UM_ShareUtility.cs script from your project.
    Just comment the lines reference for WP8SocialManager APIs.
     
  14. Deleted User

    Deleted User

    Guest

    Hello Stan, we just purchased your Ultimate Mobile unity asset. I'm getting an error when building iOS. Any idea on how to solve this issue.

    Assets/Extensions/WP8Native/Social/WP8SocialManager.cs(56,13): error CS0103: The name `WP8Native' does not exist in the current context
     
  15. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The same question answered here.

    Best regards,
    Alex
     
  16. FarazKhalid

    FarazKhalid

    Joined:
    Jan 13, 2014
    Posts:
    4
    Hello,
    I am using this plugin. Can i post video to native message ? i want to share videos and image to native iOS message.
     
  17. DanTaylor

    DanTaylor

    Joined:
    Jul 6, 2013
    Posts:
    119
    Hi there.
    My project currently uses Ultimate Mobile v3.5.
    I would like to upgrade to the latest version.
    However, when I do, it looks like there are loads of duplicate files and much script-breaking weirdness.
    Is there a way to remove Ultimate Mobile, do a clean install and still keep my settings?
    Thanks,
    Dan
     
  18. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Unfortunately, there is no such a feature to make video posting available.
    Probably such a feature will be added in future.
    Please, keep looking forward to new updates.

    Cheers!
     
  19. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It's a lot of changes were made from Ultimate Mobile v3.5
    Many aspects of plugin architecture were reimplemented and redesigned.
    So, yes, you will have such issues as duplicate errors etc.

    I see the best scenario for you as following - import the latest version of Ultimate Mobile into your project.
    Then try to resolve all the errors manually.
    If any kind of assistance will be needed - feel free to contact Stan's Assets Support Team.

    It's not so easy to upgrade from such an old version to the latest one, but if it's strictly needed - there is no other choice.
    If you have any additional questions - please, contact me or Support Team via support@stansassets.com

    Best regards,
    Alex
     
  20. ShahSoft

    ShahSoft

    Joined:
    Jan 13, 2013
    Posts:
    12
    Hello @lacost,

    I have been using v3.5 for a long time for a released game. But we were experiencing some Crashes on iOS and some Android devices when launching the game mostly only when internet is connected. So we decided to upgrade. I was provided with a .unitypackage, I am not logged into asset store account our PM used to buy.

    After importing new package to project nothing happens. I tried Reinstall button but it has no effect. There is no Update option and I get errors like.

     
  21. ShahSoft

    ShahSoft

    Joined:
    Jan 13, 2013
    Posts:
    12
    @AlexRay I see that you answered similar question recently. Sorry I didn't peek at last page.

    But Question Dan Asked remains. Can we do clean install and keep all the settings intact?
     
  22. RowRow

    RowRow

    Joined:
    May 15, 2014
    Posts:
    1
    Massive fan of your stuff. Been using your assets for years now. As i understand, ultimate mobile comes with Google Analytics. So in my project i imported only the google analytic portion.

    The tracking gets picked up, it works fine except it cannot track Screens. The SendScreenHit does not work. Even in your example scene this bit of code does not work at all. I tried playing about with the code a bit but I couldn't come up with a solution. Even turning on automatic tracking, i can get events etc fine, but screenhits no.
     
  23. goldbug

    goldbug

    Joined:
    Oct 12, 2011
    Posts:
    766
    I just upgraded to UltimateMobile 4.4 and Unity 5.3.2 fails to compile it with the following errors:

    I had to delete that class and a couple others to get rid of these errors. The strange thing is that the project compiles fine under visual studio, the errors only show in unity.

    In addition, it produces a lot of warnings:


    That are really obnoxious since they make it hard to see warnings from my code that I am interested in.
     
  24. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you have duplicates in your project.

    You may search for GameCenterManager.cs and WWWTextureLoader.cs scripts.
    I believe you will see few duplicates in your project.
    So, please, feel free to leave only one instance of each script.

    Best regards,
    Alex
     
  25. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think additional tests needed to make any conclusions.
    I'll add your request to our bug tracker.
    But my advice for you is to contact Stan's Assets Support Team directly.
    You will get the feedback as soon as possible.

    Cheers!
     
  26. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    To remove Ultimate Mobile from your project safely, please, remove the folders shown on the screenshot below.
    Please, make sure, no one of your scripts are located in these locations.

    um-remove.png

    If you will need any additional kind of assistance - please, contact me.
    There is one more case - contact Stan's Assets Support Team directly.
    You will get support as soon as possible.

    Best regards,
    Alex
     
  27. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,

    You have compilation errors in your project.
    Please, could you provide the code, how you call the methods of MNT_NetworkPackage class?
    I'll check it and will be able to help you.

    According to warnings the situation is following.
    With updates some methods/properties become obsolete.
    Obsolete attributes have been added to such places.

    So, if you use any kind of obsolete APIs in your project, you will get an error.
    But your build will not be failed. That's the main reason!

    So, you have to fix all the related warnings on your side manually.
    It's very easy, but if you need any kind of assistance - feel free to contact me or Stan's Assets Support Team directly.

    Cheers!
     
  28. goldbug

    goldbug

    Joined:
    Oct 12, 2011
    Posts:
    766
    I am not calling MNT_NetworkPackage at all.

    In fact, I don't think this the bug is in your code at all. I am starting to think this is a bug introduced in unity in 5.3.2. I am getting a similar error in StrangeIoC, in code that used to compile without issues. See this post:

    http://forum.unity3d.com/threads/strange-compilation-errors.386398
     
  29. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Ok, got it!
    I'll take it into account.

    Cheers!
     
  30. DarioPavan

    DarioPavan

    Joined:
    Feb 12, 2015
    Posts:
    4
    @lacost: I would like to remove google admob to build on Unity Clould. How can I do it?
    Because I can't add GoogleMobileAds framework to cloud and i wanna use another ads provider
     
  31. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    To clearly remove Google Mobile Ads from your project you should follow next instructions:
    • Remove Assets/Extensions/GoogleMobileAd folder
    • Remove Assets/Plugins/IOS/GMA_SA_Lib.h file
    • Remove Assets/Plugins/IOS/GMA_SA_Lib.m file
    • Remove Assets/Plugins/IOS/GMA_SA_Lib_Proxy.mm file
    Be sure, that Ad Network Provider is selected iAd Network instead of AdMob.
    If you will need any kind of additional assistance - please, contact me.

    Best regards,
    Alex
     
    DarioPavan likes this.
  32. Narendraom

    Narendraom

    Joined:
    Jul 8, 2015
    Posts:
    35
    Hi Alex,
    UM is great plugin and your support team is also great. I have one problem with camera image already asked via mail but didn't get reply it's more than a week . In IOS if we capture image by selfie, it is flipped and rotated 90 degree, and in android all captured image is somewhat blurry while i have changed setting of camera capture mode to thumbnail or full. Letting to know you your example scene is working fine, but i couldn't find where am i wrong. I have write same code except result is shown on canvas UI image.The code is just

    Sprite _CameraSprite = Sprite.Create (result.image, new Rect (0, 0, result.image.width, result.image.height), new Vector2 (0.5f, 0.5f));
    _ImageCaptured.sprite = _CameraSprite;// _ImageCaptured is Canvas Image UI Object.

    And can you please tell me how can i share text. image , .mp3 or .mp4 to facebook and twitter with authentication. Do i need social plugin and if yes how can i use it with UM.

    I am using Unity 5.1.2 and UM version 4.4 ​
     
  33. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    At first glance, your code looks correct.
    I asked support engineer about you case. You will get an answer from Support Team via e-mail.

    With Ultimate Mobile plugin, you can use Native Sharing only.
    The are some restrictions in such a case.
    For example, with Facebook native sharing text message will be ignored while posting.
    This is Facebook policy, not the policy of our plugin.
    In case of native sharing text message you provided will be ignored.
    For Twitter, there is no such a restriction.

    For now, there are no features for mp3 or mp4 files sharing.
    Most likely such a functionality will be added in future, keep looking forward for future updates.

    Best regards,
    Alex
     
  34. Narendraom

    Narendraom

    Joined:
    Jul 8, 2015
    Posts:
    35
    Hi Alex,

    Thanks for your reply.Problem is solved of image rotation.
    Thanks
     
    Last edited: Feb 23, 2016
    AlexRay likes this.
  35. DarioPavan

    DarioPavan

    Joined:
    Feb 12, 2015
    Posts:
    4
    Thanks dude
     
  36. zhuchun

    zhuchun

    Joined:
    Aug 11, 2012
    Posts:
    427
    Hi, lately I'm building a nodeJS server to interact with my game, so I realize there's no authentication support for iOS Game Center and my server can not fully trust clients only by UnityEngine.Social.localUser.id. Can this asset help me out?
    Another question is can we extend Social Sharing for more websites? You know, some asset may not provide any interface and source code, so if it's not out-of-box, it means no.
     
  37. Plus5Games

    Plus5Games

    Joined:
    Nov 9, 2015
    Posts:
    4
  38. erniesbot

    erniesbot

    Joined:
    Feb 24, 2016
    Posts:
    15
    Hi Guys,

    I'm having serious trouble getting the plugin to work for iOS. I'm using Unity 4.7 and UM 4.4, Xcode 7.2.1 with the following error.



    The project will not run in the editor, ive tried removing and re-installing the plugin several times, re-building the library but it still persists.

    I think it is something to do with the wp8 DLLs in the plugin folder, as I have tried deleting them and the error went away. However this threw up a whole host of other UM related issues. If I remove all traces of the UM plugin the error is no more and I can run/build the game.

    If it is possible to remove all of the wp8 content from the plugin somehow? I'd be happy with that as a temporary solution as i'm not using it. For this project all I need the plugin for is the in-app purchases and Google ads

    Any other advice greatly received - i've already spent 2 days trying to resolve this issue. I'm not a coder so a "dummies" explanation would be most appreciated if the solution is very tech!

    Thanks!
     
  39. AlexRay

    AlexRay

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

    Unfortunately, there is no possibility for third-party authentication server integration with Game Center.
    Game Center Apple Policy is following:
    I have following advice for your case.
    Player ID will be available for you after Game Center login.
    You can use this Game Center Player ID for implementing player authentication on your server.
    This ID is unique for every player.
    With the secure connection to your server you will get an authentication support for your application.

    Best regards,
    Alex
     
    zhuchun likes this.
  40. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,

    Most likely you have this issue because of wrong WSA DLLs platforms settings.
    Check Assets/Plugins/WSA/WSANative.dll library platform settings - WSAPlayer should be selected.
    If platform settings are correct and the issue still exists, try to remove Assets/Plugins/WSA/WSANative.dll
    Please, check it in your project.

    By the way, what Unity version do you use?
    Some developers have this issue with certain Unity version.

    Cheers!
     
  41. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I added the functionality you mentioned to features requests.
    Most likely this feature will be implemented in future plugin updates.

    For now, this feature has low priority, but as more developers will request this feature, the higher priority it will has.
    Please, keep looking forward to future updates.

    Best regards,
    Alex
     
  42. erniesbot

    erniesbot

    Joined:
    Feb 24, 2016
    Posts:
    15
    Hi thanks for the fast response!

    Using unity 4.7

    How do I check the .dll library platform setting? I dont know anything about dlls :)

    EDIT: Ive tried removing the file, I can then play the game in the editor but I have the following issue when building:



    Thanks
     
    Last edited: Feb 26, 2016
  43. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    To check DLLs build platform settings you have to select Assets/Plugins/WSA/WSANative.dll - Build Platform Settings will be displayed in Inspector Window.
    Be sure, that WSAPlayer is selected for WSANative.dll library.

    Please, feel free to remove WP8SocialManager.cs file from your project.
    This file was included in previous plugins versions and does not exist anymore.
    You should fix all the errors after this script will be removed.
    Just remove all the lines, where WP8SocialManager APIs are called.

    Cheers!
     
  44. erniesbot

    erniesbot

    Joined:
    Feb 24, 2016
    Posts:
    15
    thanks, but after deleting wp8SocialManager I get this error:



    As for dll options in the inspector I cannot see any?



    Thanks, appreciate the support!
     
  45. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    There are no DLLs options in you project, because you use Unity 4.7.
    Additional Inspector Settings for WSA DLLs became available begin with Unity v5.x.

    According the errors inside UM_ShareUtility.cs script the instructions are following.
    Just comment all the places, where WP8SocialManager APIs are called.
    All the issues with WP8SocialManager references should be fixed.

    Best regards,
    Alex
     
  46. Narendraom

    Narendraom

    Joined:
    Jul 8, 2015
    Posts:
    35
    Hi Alex,
    I am back with some other problem, Actually i want to handle notification when user click on notification toast but i didn't get any method that handle notification. I am using google push service for android , i got GCMNotificationCallback(string data) but it is called every time when push is received, be specific how to handle that push notification when app is in background or in foreground and user click on notification toast and want to go to specific detail for that push.

    Thanks
     
    Last edited: Feb 29, 2016
  47. erniesbot

    erniesbot

    Joined:
    Feb 24, 2016
    Posts:
    15
    This worked for me!

    Thanks for the excellent and swift support :)
     
  48. Motion_Tale

    Motion_Tale

    Joined:
    Jan 13, 2016
    Posts:
    6
    Hello Stan Assets
    i got a problem push notification can't use with onesignal

    Onesignal Version 1.13.1
    Ultimate Mobile Version 4.4
    Unity Version 5.3.1p2

    got this error

    CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
    /Library/Java/JavaVirtualMachines/jdk1.8.0_74.jdk/Contents/Home/bin/java -Xmx2048M -Dcom.android.sdkmanager.toolsdir="/Users/motiontale/Desktop/android-sdk-macosx/tools" -Dfile.encoding=UTF8 -jar "/Applications/Unity/PlaybackEngines/AndroidPlayer/Tools/sdktools.jar" -

    stderr[
    Error: [Temp/StagingArea/AndroidManifest-main.xml:6, /Users/motiontale/Motiontale/OneSignal/Temp/StagingArea/android-libraries/play-services-basement-8.3.0/AndroidManifest.xml:5] Trying to merge incompatible /manifest/application/meta-data[@name=com.google.android.gms.version] element:
    <meta-data
    @android:name="com.google.android.gms.version"
    -- @android:value="8298000">
    <meta-data
    @android:name="com.google.android.gms.version"
    ++ @android:value="@Integer/google_play_services_version">
    ]
    stdout[

    ]
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
     
  49. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    You have some problems with exesting Android Manifests in your project.
    The best way is to contact The Stan's Assets Support Team support@stansassets.com directly.
    Please, provide the main Assets/Plugins/Android/AndroidManifest.xml file and AndroidManifest.xml file from OneSignal SDK.

    You will great quick support with manifests merging problems you mentioned in your post.

    Cheers!
     
  50. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    There is following event for push notification received callback
    Code (CSharp):
    1. public static event Action<string, Dictionary<string, object>> ActionGCMPushReceived
    You will get this callback despite for Android Native Settings Show When App Is Foreground option.
    If this option is enabled in Android Native Settings, the push notification will be displayed in system notification bar even with Application running foreground. Otherwise - will not be displayed.
    But you will get ActionGCMPushReceived action event callback in both cases.

    Get Launch Notification callback will be available with following plugin update during the end of this weekend.
    It will be the same Action<string, Dictionary<string, object>>.
    Please, keep looking forward to future plugin updates.

    Best regards,
    Alex