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[RELEASED] Universal Deep Linking - Seamless Deep Link and Web Link Association

Discussion in 'Assets and Asset Store' started by ImaginationOverflowPT, Sep 4, 2018.

  1. ImaginationOverflowPT

    ImaginationOverflowPT

    Joined:
    Sep 15, 2017
    Posts:
    171
    You probably need to import the namespace something like:
    Code (CSharp):
    1. using ImaginationOverflow.UniversalDeepLinking;
    Take a look at our docs on how to integrate it, (it has a step by step explanations).
     
  2. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    456
    I did include that using statement and read the docs thoroughly, of course, but I get an error on the using statement itself as well, saying it can't find that namespace.
     
    Last edited: Mar 15, 2023
  3. AntonShakalo

    AntonShakalo

    Joined:
    Jun 22, 2021
    Posts:
    3
    Hey guys. Does your plugin works with UnityEditor in Windows?

    Because it is using different exe name and it's hard to point user from browser there.
     
  4. ImaginationOverflowPT

    ImaginationOverflowPT

    Joined:
    Sep 15, 2017
    Posts:
    171
    Hi,
    The Pro version allows direct activations to the Unity Editor, the regular versions don't have this feature out of the box but you can implement it using a launcher system, as explained in the documentation.
     
    Last edited: Mar 15, 2023
  5. SceneForgeStudio

    SceneForgeStudio

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    Feb 28, 2017
    Posts:
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    Switching to .Net Framework fixed this, thankfully, but I'd rather use .Net Standard.
    I'm on the latest version of the asset.

    Thanks!

    Edit: I'm trying to pass a json string as an argument in my deep link, but the response has % characters that aren't in the original json string. So I can't parse it from json in the LinkActivated event.
    Any ideas?

    Edit 2: I didn't realize this was beyond the scope of the asset. Running this code worked to properly format it:
    Code (CSharp):
    1.         var parameter = s.QueryString["userData"];
    2.         var decodedString = Uri.UnescapeDataString(parameter);
    I hope that helps someone else!
     
    Last edited: Mar 15, 2023
  6. ImaginationOverflowPT

    ImaginationOverflowPT

    Joined:
    Sep 15, 2017
    Posts:
    171
    The .net platform shouldn't have any relation to this, since you have the source code xD.
    Regarding your json issue they are URL encoded, if you try to get them directly you need to decode it ;)
     
    SceneForgeStudio likes this.
  7. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    456
    @ImaginationOverflowPT I just made a built version of the app to Windows, and when I try to subscribe to the deep link event, I get the following error pinged from Unity Cloud Diagnostics:

    Code (CSharp):
    1. UnauthorizedAccessException: Access to the path "C:\Program Files (x86)\AppName\AppName_Data\StreamingAssets\ImaginationOverflow\UniversalDeepLink\UDLLauncher.exe.config" is denied.
    2. Stack Trace:  (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
    Any help would be appreciated.
    Thanks!
     
  8. ImaginationOverflowPT

    ImaginationOverflowPT

    Joined:
    Sep 15, 2017
    Posts:
    171
    Just a permission issue, you need to make sure that your executable has permission to read/write that file. This depends on how you build and distribute your game.
     
  9. SceneForgeStudio

    SceneForgeStudio

    Joined:
    Feb 28, 2017
    Posts:
    456
    I'm using InnoSetup to build an installer, and install it from there. You're saying that the issue is in the installer setup?
     
  10. ImaginationOverflowPT

    ImaginationOverflowPT

    Joined:
    Sep 15, 2017
    Posts:
    171
    Yeah, you can just confirm this by yourself by running the build before wrapping it on an installer. Just make sure that the file can be read and written to by anyone (don't know if there is a specific configuration for that on the installer setup).
     
    SceneForgeStudio likes this.