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Uni2LwP : Create Live Wallpapers with Unity 3.4.2 /3.5.7/ 4.0/4.0.1

Discussion in 'Assets and Asset Store' started by shinx, Feb 28, 2013.

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  1. aagrlp640

    aagrlp640

    Joined:
    Aug 9, 2013
    Posts:
    16
    Hi, does it work with unity3d version 4.2

    Best regards
     
  2. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello,

    No, Uni2LwP doesn’t work with Unity 4.2. I have already submitted a Bug report to Unity about this issue.
    Latest working version is 4.0.1

    Best regards,
    Shinx
     
  3. aagrlp640

    aagrlp640

    Joined:
    Aug 9, 2013
    Posts:
    16
    Thanks a lot!! Im stuck in one part when build the project on unity.
    When I build the project on unity 3d it appears a window that ask to select Android SDK root folder, I select this route
    C:\Users\Alberto\AppData\Local\Android\android-sdk
    Cause is how I have it configured on my eclipse

    And unity send me this message:
    "Android SDK does not include any platforms! Did you run Android SDK setup to install the platform(s)?
    Minium platform required for rebuild is Android 4.0 (Api level14)"
    $imageunitybuild.jpg

    But actually i have installed several SDk
    $androidsdkroute.jpg

    Can somebody tell me witch route you have configured on eclipse to the sdks on window > preferences > android

    Thanks a lot

    Best regards
     
  4. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello,

    Just contact me using this form and I will help you.
    Note: Don't forget to include Uni2LwP invoice number.


    Best regards,
    Shinx
     
  5. Meganubis

    Meganubis

    Joined:
    Apr 19, 2013
    Posts:
    3
    Hey guys, I think I have found a problem with the live wallpapers (well mine anyways), it drains the battery quite heavily, it drained my s2 down 50% in 5 hours while the screen was off. Ive been testing all day to see if I could find a fix. Firstly I thought that the wallpaper was preventing a deep sleep on the phone. It didn't Appear on Wake lock Detector, so that was a miss.

    Next I though that the engine wasnt "pausing" when unity.pause was called, so I added some extra code, a log message and a redundancy in unity. Although still no improvement. I then added some more code to check when the screen was turned off to pause. Nope.

    Next I reduced the cpu load and disabled the camera within unity (my wallpaper is 3 textures scrolling on a 2 tri plane). Still nothing!!

    So I wanted to take my chances and create a new project and test the wallpaper provided by you Shinx. STILL A BATTERY DRAIN! So im coming to you guys... what could possibly be wrong?? could it be my unity? Ive tested the wallpapers on 4 devices with different launchers. Could you add a extra function in the renderer to disable processing?? I noticed that although unity is pause it looked like the renderer was still rendering the last pixels in the pixel buffer.

    Please Help guys!!

    PS My Unity Version is 4.0.0f4.
    Also does anyone have a wallpaper they made that does not drain the battery this heavily?
     
  6. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295

    Hi,

    Unity engine pauses each time the lwp isn't visible. 50% battery drain in 5 hours when the screen is off shouldn't happen. At least no one else have reported that. I personally have been using a live wallpaper created with Uni2LwP for 2 days now and I stilll have 48% battery left on my phone. What version of Uni2LwP are you using?
    Contact me using this form and I will try to help you.


    Best regards,
    Shinx
     
  7. douglasfigueira

    douglasfigueira

    Joined:
    Mar 5, 2013
    Posts:
    25
    Hello guys! Here is my first LWP that I have just published on Google Play with this great plugin... And I would like to thank Shinx for the support! ;)

    Ducks 3D Live Wallpaper

    $NexusDevicesVideoThumbnail_02.jpg

    Any comments are very welcome!
     
    Last edited: Aug 13, 2013
  8. WarHead

    WarHead

    Joined:
    Nov 15, 2012
    Posts:
    28
    I would buy this plugin in an instant if it worked with 4.1, I know the author is trying to get it to work... Here's hoping he does.
     
  9. potte

    potte

    Joined:
    Jan 27, 2013
    Posts:
    6
    Hi shinx, do you mind to explain how your wallpaper service handle restarting the app after user go into settings from preview window then back out to the homepage? my app doesn't restart rightaway, it has a pause of 10-20(black screen) then it restarts. it might help if manually stop wallpaper from running script when wallpaper is going to restart. I tried to put the stopping code inside ondestroy() under your WallpaperEngine class, but it seem like wallpaperengine-ondestroy get's call everytime you go into the preview mode and back out, no matter if you had the wallpaper set or not. and even if ondestroy is called, it doesn't always restart. It's confusing. please shed some light on this.
    $logcat.png
    see that fatal signal 11 in red, that's where it blank out. I don't know if this happens to everyone, but it's definitely not a clean restart.

    ps. sometime when user click setwallpaper, device go out to homescreen and reset to default wallpaper. you go back in try to setwallpaper again, same thing happen. you'll have to tried several time to finally get it to set. Is this cause by the same issue?
     
    Last edited: Aug 20, 2013
  10. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295

    Hello,

    Android live wallpaper service (not the engine) automatically restarts the live wallpaper when the Unity engine crashes (Fatal sig11).
    As far as I know there's is nothing we can do to manually restart the live wallpaper because the exception occurs inside Unity and we can't catch that exception.
    Also, I don't remember if I already explained this, but Unity player.quit() method doesn't do a good job releasing resources. It just kills the process of Unity engine ( Process.killProcess ), leaving memory allocs and some garbage behind that gets cleaned later on by Android Garbage Collector. I believe that this is why sometimes we need to set it more than once to make it work.

    Not sure if I explained everything correctly but this is what I believe is happening. And it happens because we need to set 2 instances of Unity Engine or at least set the render twice (1 for preview and another to actually set the live wallpaper).


    Edited (very important, please read carefully): After writing the explanation above I started thinking about the Kill process call that Unity does and how it affects Uni2LwP. After some testing, I have discovered a bug that may also be responsable for not always settings the live wallpaper everytime.
    As I said before, player.quit() kills Unity and it also kills the Live wallpaper service. This means that every line of code after that never gets called. This could be a problem because the live wallpaper service is never correctly released.

    I really sorry about this.


    To fix this, everyone should replace the onDestroy method for this one:

    Code (csharp):
    1.  
    2. public void onDestroy() {
    3.     //Comment the next line of code if you aren't using the Toast Message feature.
    4.     if (renderer != null) renderer.HideOpaqueToast();
    5.    
    6.     super.onDestroy();
    7.    
    8.     if (player != null)
    9.         player.quit();
    10. }
    11.  
    12.  
    player.quit() should always be the last line of code to be called.
    This fix will be included in next version of Uni2LwP.


    Best regards,
    Shinx
     
    Last edited: Aug 20, 2013
  11. hellaandrew

    hellaandrew

    Joined:
    Mar 31, 2010
    Posts:
    33
    Hi Shinx,

    I just downloaded your plugin and I'm quite pleased with it! My one issue so far is regarding loading time. I've noticed that the longer I leave the screen off, the longer it will take for my wallpaper to start animating again. For example, if i turn the screen off then back on again within a few seconds, it starts animating in a snap. But if I leave the screen off for 15+ minutes, it will take about 6-8 seconds for the wallpaper to start animating again. I don't get a black screen or anything, it just sits there, frozen during that time.

    I don't have much going on - I'm running at about 10 draw calls, and have at most 4 textures (512 max). I'm wondering if this is a resource issue or something with one of the functions in the wallpaper class (I did some tweaking.. but I didn't delete anything).

    Please let me know if you have experienced anything like this or if you may have a solution. Thanks!
     
  12. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hi,

    It could be a resource issue. Nobody else reported that. If you want please contact me using this form and I will help you discover why this is happening.

    Note: Did you changed anything inside the onVisibilityChanged method ?

    Best regards,
    Shinx
     
    Last edited: Aug 21, 2013
  13. hellaandrew

    hellaandrew

    Joined:
    Mar 31, 2010
    Posts:
    33
    I will reply using the form you sent me. I didn't change anything in the onVisibilityChanged method, however, I did add to it.. I will send more specific details later tonight when I get home.
     
  14. App8ite

    App8ite

    Joined:
    Jun 6, 2013
    Posts:
    5
    I've found I'm getting sig 11 consistently across all Unity versions now when trying to 'set' the demo (and other LWPs) on my Nexus 7 (2012). Preview is OK. I've made the change to onDestroy above but no change. LWP demo works on my Galaxy S3 so I'm wondering if this could be a problem with Android 4.3?

    Can anyone confirm demo or their own LWPs are working fine on Android 4.3?

    Maybe something I've missed...

    thanks

    D/dalvikvm(20624): Shared lib '/data/app-lib/com.Coany.ProductName-2/libunity.so' already loaded in same CL 0x41dfb710
    D/dalvikvm( 443): GC_FOR_ALLOC freed 343K, 19% free 17421K/21304K, paused 83ms, total 85ms
    D/dalvikvm( 443): GC_FOR_ALLOC freed 514K, 20% free 17152K/21304K, paused 83ms, total 83ms
    D/GLWallpaperService(20624): onSurfaceCreated()
    D/GLWallpaperService(20624): onSurfaceChanged()
    F/libc (20624): Fatal signal 11 (SIGSEGV) at 0x00000014 (code=1), thread 20643 (UnityMain)
    E/Unity (20624): PlayerLoop called recursively!
    E/Unity (20624):
    E/Unity (20624): (Filename: ./Runtime/Misc/Player.cpp Line: 1238)
    E/Unity (20624):
    E/Unity (20624): PlayerLoop called recursively!
    E/Unity (20624):
    E/Unity (20624): (Filename: ./Runtime/Misc/Player.cpp Line: 1238)
    E/Unity (20624):
    E/Unity (20624): PlayerLoop called recursively!
    E/Unity (20624):
    E/Unity (20624): (Filename: ./Runtime/Misc/Player.cpp Line: 1238)
    E/Unity (20624):
    I/DEBUG ( 120): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    I/DEBUG ( 120): Build fingerprint: 'google/nakasi/grouper:4.3/JWR66Y/776638:user/release-keys'
    I/DEBUG ( 120): Revision: '0'
    I/DEBUG ( 120): pid: 20624, tid: 20643, name: UnityMain >>> com.Coany.ProductName <<<
    I/DEBUG ( 120): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000014
    W/WindowManager( 443): Force-removing child win Window{426a2d88 u0 com.Coany.ProductName.LWPS} from container Window{425bcb90 u0 com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview}
    W/WindowManager( 443): Force-removing child win Window{425c9380 u0 Media:com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview} from container Window{425bcb90 u0 com.android.wallpaper.livepicker/com.android.wallpaper.livepicker.LiveWallpaperPreview}
    W/WindowManager( 443): Failed looking up window
    W/WindowManager( 443): java.lang.IllegalArgumentException: Requested window android.os.BinderProxy@42847f68 does not exist
    W/WindowManager( 443): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:7608)
    W/WindowManager( 443): at com.android.server.wm.WindowManagerService.windowForClientLocked(WindowManagerService.java:7599)
    W/WindowManager( 443): at com.android.server.wm.WindowManagerService.removeWindow(WindowManagerService.java:2305)
    W/WindowManager( 443): at com.android.server.wm.Session.remove(Session.java:181)
    W/WindowManager( 443): at android.view.IWindowSession$Stub.onTransact(IWindowSession.java:197)
    W/WindowManager( 443): at com.android.server.wm.Session.onTransact(Session.java:125)
    W/WindowManager( 443): at android.os.Binder.execTransact(Binder.java:388)
    W/WindowManager( 443): at dalvik.system.NativeStart.run(Native Method)
    I/DEBUG ( 120): r0 00000000 r1 67654324 r2 00000010 r3 00000010
    I/DEBUG ( 120): r4 676ae014 r5 676678fc r6 676d169c r7 00000001
    I/DEBUG ( 120): r8 00000000 r9 00000000 sl 676ab8f4 fp 00000bb8
    I/DEBUG ( 120): ip 67667914 sp 69bf2990 lr 6905bc14 pc 6905bca0 cpsr 80070010
    I/DEBUG ( 120): d0 0000000000000000 d1 0000000000000000
    I/DEBUG ( 120): d2 000000003f87eae3 d3 0000000000000000
    I/DEBUG ( 120): d4 0000000000000000 d5 c0324446bf800000
    I/DEBUG ( 120): d6 410855243f0e3c5c d7 0000000041085524
    I/DEBUG ( 120): d8 41085524c2a15794 d9 0000000000000000
    I/DEBUG ( 120): d10 0000000000000000 d11 0000000000000000
    I/DEBUG ( 120): d12 0000000000000000 d13 0000000000000000
    I/DEBUG ( 120): d14 0000000000000000 d15 0000000000000000
    I/DEBUG ( 120): d16 4092d60000000000 d17 bfc1343fba608b9f
    I/DEBUG ( 120): d18 3ec6cd878c3b46a7 d19 bf82f3a177d88794
    I/DEBUG ( 120): d20 3f811110896efbb2 d21 3fb1a011eb50f7d9
    I/DEBUG ( 120): d22 3ef99342e0ee5069 d23 bfc50daeebd4659f
    I/DEBUG ( 120): d24 bf29e90b09fd4b66 d25 bfdf5e505fdf0c80
    I/DEBUG ( 120): d26 3fd15b2e041e8900 d27 bf56a4c9b1e5cbc0
    I/DEBUG ( 120): d28 3febc21510f722d2 d29 bfdffffffd0c5e81
    I/DEBUG ( 120): d30 3fb2d3c964b41627 d31 4000aa0f40000000
    I/DEBUG ( 120): scr 20000015
    I/DEBUG ( 120):
    I/DEBUG ( 120): backtrace:
    I/DEBUG ( 120): #00 pc 000bdca0 /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #01 pc 000beb88 /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #02 pc 000cfc84 /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #03 pc 000e42f8 /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #04 pc 000e6b64 /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #05 pc 001de51c /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #06 pc 002e78c4 /data/app-lib/com.Coany.ProductName-2/libunity.so
    I/DEBUG ( 120): #07 pc 0001dc4c /system/lib/libdvm.so (dvmPlatformInvoke+112)
    I/DEBUG ( 120): #08 pc 0004decf /system/lib/libdvm.so (dvmCallJNIMethod(unsigned int const*, JValue*, Method const*, Thread*)+398)
    I/DEBUG ( 120): #09 pc 00027060 /system/lib/libdvm.so
    I/DEBUG ( 120): #10 pc 0002b5ec /system/lib/libdvm.so (dvmInterpret(Thread*, Method const*, JValue*)+184)
    I/DEBUG ( 120): #11 pc 0005ff21 /system/lib/libdvm.so (dvmCallMethodV(Thread*, Method const*, Object*, bool, JValue*, std::__va_list)+292)
    I/DEBUG ( 120): #12 pc 0005ff4b /system/lib/libdvm.so (dvmCallMethod(Thread*, Method const*, Object*, JValue*, ...)+20)
    I/DEBUG ( 120): #13 pc 00054ccb /system/lib/libdvm.so
    I/DEBUG ( 120): #14 pc 0000ca58 /system/lib/libc.so (__thread_entry+72)
    I/DEBUG ( 120): #15 pc 0000cbd4 /system/lib/libc.so (pthread_create+208)
    I/DEBUG ( 120):
    I/DEBUG ( 120): stack:
    I/DEBUG ( 120): 69bf2950 be315cae


    !!!! EDITED !!!


    I/BootReceiver( 443): Copying /data/tombstones/tombstone_04 to DropBox (SYSTEM_TOMBSTONE)
    W/InputDispatcher( 443): channel '426c93e0 com.Coany.ProductName.LWPS (server)' ~ Consumer closed input channel or an error occurred. events=0x9
    E/InputDispatcher( 443): channel '426c93e0 com.Coany.ProductName.LWPS (server)' ~ Channel is unrecoverably broken and will be disposed!
    D/Zygote ( 122): Process 20624 terminated by signal (11)
     
    Last edited: Aug 24, 2013
  15. Jtbentley_v2

    Jtbentley_v2

    Joined:
    Sep 5, 2012
    Posts:
    174
    I spent an hour or two giving this plugin a try, result was good! I evenput it on Google Play for the lols.

    $8YgidbF.jpg

    The only criticism I have, is I changed the bundle identifier/name (basically I tried to build it as a new app) and the LWP plugin kept trying to update the existing project, there was no option to 'build another one', if you know what I mean (easy solution, make a new project and go again). Excellent work though :)
     
    Last edited: Aug 27, 2013
  16. ruslans3d

    ruslans3d

    Joined:
    May 6, 2013
    Posts:
    25
    2ILoveBacon nothing works on 4.3 Nexus 7... it is starting to be a problem, now since Nexus 4 is updated to 4.3, the result is unpredictable, some of N4 is ok, some not..
     
    Last edited: Aug 27, 2013
  17. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello,

    Yes. Unfortunately I haven't had much success in solving this issue. Unity 4.0/4.01 and Android 4.3 don't work very well together. Even upgrading Android SDK and ADT tools to the latest version don't help.

    I still have some ideas to try but they will take very long to implement. I will keep everyone updated using the forum or my site/blog.

    Best regards,
    Shinx
     
  18. App8ite

    App8ite

    Joined:
    Jun 6, 2013
    Posts:
    5
    Hopefully we'll see a 4.3 update from Google addressing a few problems. Could we'll be an issue with one of those performance updates. I've already had a 4.3.0 point release to build JWR66Y. Still have the same issues.
     
  19. baram10000

    baram10000

    Joined:
    May 24, 2013
    Posts:
    11
    Last edited: Sep 9, 2013
  20. ReeQx

    ReeQx

    Joined:
    Dec 2, 2012
    Posts:
    1
    Hello
    I have to scroll the screen is made in Unity3d when I start a project like any other application that scrolling works, and if a live wallpaper that does not work. How can I fix this?
    Sorry for the bad English
     
  21. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello,

    Just contact me using this form and I will help you.
    Note: Don't forget to include Uni2LwP invoice number.


    Best regards,
    Shinx
     
  22. John_MLS

    John_MLS

    Joined:
    Sep 11, 2013
    Posts:
    24
    Hello Shinx,

    I am new to Unity development, so I apologize in advance for any dumb solutions I have missed. BUT, I have everything working good so far. I can run the demo scene in unity, take it into Eclipse and even get it installed on my phone.

    The problem is, I can not figure out how the heck to get the Virtual Phone to work in eclipse. The closest I got was the screen I captured above where the Launcher stopped. But thankfully it got far enough to whwere it output the APK and I just installed it on my real phone though dropbox. I have 2 questions if you dont mind...

    1) Please help me get this virtual phone to work (ok that wasnt a question) I posted all of the images I could see as helpful below. I have read through this thread and as far as I can tell I have everything up to date. Well obviously because I can get the program to run on my phone... there is obviously something wrong with my Virtual phone setup.. which I posted below as well.

    But even if I do get it to work... I also would like to know.....

    2) Is it possible to bypass the virtual phone and simply export out the APK file so I can run it straight on my own phone. It seems that it HAS to play on a virtual phone setup.. and usually I crash out so it doesnt get far enough to output an APK


    Thanks in advance... and images below...


    $Api_Used.png

    $DeviceUsed.png

    $Error.png

    $Java.png

    $overallScreen.png
     
  23. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295

    Hello,

    Just contact me using this form and I will help you.
    Note: Don't forget to include Uni2LwP invoice number.


    Best regards,
    Shinx
     
  24. John_MLS

    John_MLS

    Joined:
    Sep 11, 2013
    Posts:
    24
    No problem,
    Message sent with invoice number!
    Thanks!

    EDIT:

    I just wanted to say thanks to Shinx for such a quick response. Literally no more than 10min after emailing him he sent back a detailed response in solving my problem. I have never received such support from a program. Great Program with Awesome support! And honestly the issue wasnt even his program.. it was something I didnt setup properly in Eclipse.

    Thanks again!
     
    Last edited: Sep 13, 2013
  25. VectorNector

    VectorNector

    Joined:
    May 22, 2013
    Posts:
    62
    Just downloaded this and it looks great. I can't wait to release my LWP. Are you using Unity Pro for the water effect?
     
  26. Sutrebla

    Sutrebla

    Joined:
    Sep 16, 2013
    Posts:
    15
    First of all, thanks to Shinx for the great tool! I have however ran into an issue, where the uni2lwp has disapeared from the windows menu in unity. Has anyone had this and found a solution?

    Thanks
     
  27. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hi,
    Please check your email.

    Best regards,
    Shinx
     
  28. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Version 1.4 released on Unity Asset Store.

    Email sent to everyone who purchased Uni2LwP using PayPal.

    Change log:

    + Fix: Bug fix. Unity quit() method is now the last line of code inside the onDestroy() method;
    + Fix: Battery drain fix;
    + Fix: Android 4.3 fix;

    To apply version 1.4 on previous projects please use this form to contact me and I will send you a detailed tutorial.

    Best regards,
    Shinx
     
  29. redred77

    redred77

    Joined:
    May 31, 2013
    Posts:
    23
    Hi

    Thanks for update.
    I am curious about the change log.
    Was the previous version caused battery drain?

    And was it not working on Android 4.3?
    I know a little bit of knowledge that it was not working well on Nexus 7 (Android 4.3) devices but I want to know in detail.
    Did it not working at all or was just crashing sometimes. And is it solved completely?

    I am considering to update but I'm too busy that if it's really necessary.
    Anyway, thanks to continuous support.

     
  30. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello redred77,

    Previous versions have a battery drain issue on the Unity Player class. When the live wallpaper is running on the home screen, if the user opens another app, the lwp will consume between 6% and 8% of CPU. With the new version CPU consumption is between 0.1% and 0.8% (depends on several factors).

    Regarding Android 4.3 (lwp crashing sometimes). I have successfully tested the fix on Android Emulator and although I can't be 100% sure that it's fixed because I don't have a device running Android 4.3, other users that had email me about the that bug reported back saying that it now works.

    The update should only take 5 minutes :)

    Best regards,
    Shinx


     
  31. redred77

    redred77

    Joined:
    May 31, 2013
    Posts:
    23
    Thank you for fast reply.
    I am happy with this product.

     
  32. kafanasiff

    kafanasiff

    Joined:
    Sep 25, 2013
    Posts:
    31
    This is a fantastic Unity extension, version 1.4 especially, with really really good support. Thanks shinx!

    I'm currently working on two live wallpapers at the moment... one called Leaves Falling that uses the Leaves Particle System from Unluck Software, and one that uses the Gradient Shader Pack asset by Venus1. Both good assets and highly recommended.

    Both wallpapers are free right now, but I do plan to monetize them with either ads and/or premium paid versions if they become popular.

    https://play.google.com/store/apps/details?id=com.AnachronicDesigns.AnimatedGradientLWP

    https://play.google.com/store/apps/details?id=com.AnachronicDesigns.LeavesFallingFree
     
  33. OUTFORGE

    OUTFORGE

    Joined:
    Oct 2, 2013
    Posts:
    20
    Hi, all

    I'm purchasing this plugin this week, and I've looked through the tutorial, seems fairly easy to use. But I can't find anything on 'what else is required', I'm on a MAC here, so what else do I need to download in order for this to work, for instance, do I download the http://developer.android.com/sdk/index.html android SDK ADT Bundle for Mac, and then how do I set that up ? or is all this covered when I get the plugin ? How extensive is the documentation to help you get up and running quickly ?

    Thanks
     
  34. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello,

    You just need to install :

    That's it. Just make sure you install Android SDK revision tools v21.1 because Unity isn't compatible with the latest one.

    And you can always contact me and I will help you :)

    Best regards,
    Shinx
     
  35. OUTFORGE

    OUTFORGE

    Joined:
    Oct 2, 2013
    Posts:
    20
    Thanks. I've downloaded the MAC ADT Bundle, which includes all this : -

    http://developer.android.com/sdk/index.html#mac-bundle

    With a single download, the ADT Bundle includes everything you need to begin developing apps:

    • Eclipse + ADT plugin
    • Android SDK Tools
    • Android Platform-tools
    • The latest Android platform
    • The latest Android system image for the emulator


    EDIT :


    Ok, from what I've personally been able to learn, AVOID the MAC SDK BUNDLE, instead download the SDK Tools only, this is found under USE AN EXISTING IDE, now if you click on this, you will get

    http://dl.google.com/android/android-sdk_r22.2.1-macosx.zip, which is r22.2.1

    which is NOT WHAT YOU WANT, I had to personally edit the numbers to get the version I was after

    http://dl.google.com/android/android-sdk_r21.1-macosx.zip r21.1, and surprisingly, this did work !

    http://developer.android.com/sdk/older_releases.html simply does not have v21.1, so I've no idea where other people are finding this, google have it, but are just not letting people publicly find it !?!

    So, now I have the SDK r21.1, and I've downloaded the ECLIPSE for Mobile Developers.



    So, outstanding for me is which API to install once I run the SDK Manager ?
    EDIT : From the website, it says minimum API level is Android 2.2 ? Is this still the case ?

    http://mirageunity.wordpress.com/2013/03/15/create-live-wallpapers-with-uni2lwp/

    but this tutorials says Android 2.3.3, so which one is best ?

    EDIT : So, it seems I need to also install the Eclipse ADT Plugin, otherwise I've got nothing set up for Android within Eclipse, so I follow the instructions here : -

    http://developer.android.com/sdk/installing/installing-adt.html

    and as soon as I install that and restart, I get a warning 'This version of ADT requires Android SDK Tools revision 22.2.1 or above. Current revision is 21.1.0. Please update your SDK Tools to the latest version.' I'm pulling my hair out here, trying to figure all this stuff out. So, now I'm away to see if I can find an older version of the ADT Plugin.... :(

    https://dl.google.com/android/ADT-21.1.0.zip

    Done, seems to be working now, and not throwing up errors.

    SO LASTLY, which API should I be using overall ? And after this point, will I be ready to utilise the Plugin ? I noticed also in your AVD tutorial on the site, you have API Level 17 ( 4.2.2 ) installed, so still confused... :/
     
    Last edited: Oct 8, 2013
  36. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295

    Hello,

    You only need Android 4.0 (API 14) installed and everything will work. However, I suggest that you also install Android 4.2 or even 4.3 to test your live wallpaper on different Android SDK. (But this is not mandatory).

    $SDK Manager.png


    From your description you already have everything necessary to use Uni2LwP.

    Minimum and target SDK don't need to be installed. Those tags/flags inform that your live wallpaper can run between Android 2.2 and Android 4.3.

    $Eclipse.png

    Kind regards,
    Shinx
     
    Last edited: Oct 8, 2013
  37. OUTFORGE

    OUTFORGE

    Joined:
    Oct 2, 2013
    Posts:
    20
    Thanks for confirming that for me, Shinx ! :)

    I'm looking forward to picking up your plugin, and wanted to be ready for it from the get go.

    Hopefully, with the video tut, the demo scene, and whatever is in the documentation will help me get straight into it without too much fuss.

    Thanks for your time.
     
  38. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    If you encounter any difficulties with the plugin just contact me using this form and I will help you get started :)

    Kind regards,
    Shinx
     
  39. OUTFORGE

    OUTFORGE

    Joined:
    Oct 2, 2013
    Posts:
    20
    Hi,


    I have some questions, the documentation included within the package is a list of upgrades, so I only have the video to refer to for documentation, please forgive me if some of these questions seem a bit silly, once I get my first wallpaper up and running, I'm sure it won't be a problem in the future : -


    A ) To try and understand the package, I have loaded the demo scene, this defaults to 1024 x 768, which makes it easy to visualise the wallpaper, when I switch to Android ( within Unity 4.0.1 ), the Game camera then becomes 'Free Aspect', the drop down then has various options from 320x480 ( HVGA Portrait ) all the way through to 16:10 Landscape, so which is best to visualise the final look of my live wallpaper, or what is everyone else using ?


    B ) I'm creating my 3D scenes within Maya, if I create a 'Camera' within Maya, can I use 'that' camera as the 'Main Camera' instead, or do I have to use the default Unity Camera, and if I can utilise a Camera from Maya, how do I tell unity to use the imported camera as the 'MAIN' one ?


    C ) Unity has standard shaders and it also comes with a pack of specific mobile shaders, which are are best utilised within the Uni2LwP package ?


    D ) Is the output from Uni2LwP a 'one size fits all' live wallpaper, i.e. will it scale accordingly to whichever device it is installed on, and within that remit, would I also need 2 versions, a portrait version 'and' a landscape version ?


    E ) In the Build Settings, under the Icon panel, we have Override for Android, once ticked, it looks like I can add my own icons for the wallpaper, is that true, or should I ignore this and just use the 'Default Icon' at the top of build / player settings under Company and Product Name, and again, if I use the 'Default Icon' does that take into account the smaller sizes ?


    F ) In the YouTube video for the plugin, within the Player settings, it looks like an older version of Unity, we have some extra options in 4.0.1, these are : -


    1 ) Install Location - the default is set to Prefer External, what works best for Uni2LwP ?
    2 ) Write Access - default is Internal Only, leave as is ?

    G ) Under Publishing Settings, we have Keystore options, it's not covered in the video, anything I need to worry about there ?


    H ) When building in the video, the 'Texture Compression' is set to Generic ( Automatic ), the default in 4.0.1 is 'Don't Override', leave as is ?


    I ) This is probably outside of the remit of the plugin package, but is it possible to add an image as the backdrop instead of a flat colour ? Or would I have to create a polyplane with texture and 'hope' that I can get it to fit the screen size perfectly ?


    J ) What is the x,y that appears near the bottom of the screen, will that appear in the final wallpaper ?


    I hope I can get these answered for now, I have more questions, but I'm trying to pace myself.. :) , for instance, I've no idea yet how to add functionality within a live wallpaper ( like when the user touches screen - does something, or change the colour of an object via settings menu, change background image to change mood, etc )

    I also thought it would be more beneficial to post here, that way your answers could help people in a similar situation to me.

    Thanks.
     
  40. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hi,

    Most of your questions are related to Unity itself but I will try to answer them as best as I can :)

    A ) To try and understand the package, I have loaded the demo scene, this defaults to 1024 x 768, which makes it easy to visualise the wallpaper, when I switch to Android ( within Unity 4.0.1 ), the Game camera then becomes 'Free Aspect', the drop down then has various options from 320x480 ( HVGA Portrait ) all the way through to 16:10 Landscape, so which is best to visualise the final look of my live wallpaper, or what is everyone else using ?

    Unity automatically handles resolutions and will adjust to any device that supports Unity. Inside the editor you should test your scene with all of those resolutions but when you export/create your live wallpaper you don't need to choose any specific resolution.

    B ) I'm creating my 3D scenes within Maya, if I create a 'Camera' within Maya, can I use 'that' camera as the 'Main Camera' instead, or do I have to use the default Unity Camera, and if I can utilise a Camera from Maya, how do I tell unity to use the imported camera as the 'MAIN' one ?

    Never worked with Maya myself but when you import your scene does Unity recognize the Camera as a Unity Camera? If it does, then you can use it. Just attach the script HomeSwitch.cs to it and change it's name to 'Main Camera'.


    C ) Unity has standard shaders and it also comes with a pack of specific mobile shaders, which are are best utilised within the Uni2LwP package ?

    I suggest using mobile shaders but you can also use normal shaders. Just make sure that they aren't heavy or your live wallpaper will became slow.


    D ) Is the output from Uni2LwP a 'one size fits all' live wallpaper, i.e. will it scale accordingly to whichever device it is installed on, and within that remit, would I also need 2 versions, a portrait version 'and' a landscape version ?

    Unity automatically handles resolutions and will adjust to any device that supports Unity. All you need to do is enable rotation in the Player Settings and the live wallpaper will rotate accordingly.


    E ) In the Build Settings, under the Icon panel, we have Override for Android, once ticked, it looks like I can add my own icons for the wallpaper, is that true, or should I ignore this and just use the 'Default Icon' at the top of build / player settings under Company and Product Name, and again, if I use the 'Default Icon' does that take into account the smaller sizes ?

    You should add the icon for your live wallpaper there.Uni2LwP will use that icon.


    F ) In the YouTube video for the plugin, within the Player settings, it looks like an older version of Unity, we have some extra options in 4.0.1, these are : -


    1 ) Install Location - the default is set to Prefer External, what works best for Uni2LwP ?
    2 ) Write Access - default is Internal Only, leave as is ?


    Leave everything as it is. If you want the live wallpaper to be install on sdcard just enable that option when your first create the live wallpaper with Uni2LwP. You can also enable that later on inside Eclipse.


    G ) Under Publishing Settings, we have Keystore options, it's not covered in the video, anything I need to worry about there ?

    No. The live wallpaper is only signed inside Eclipse before publishing on Google Play. (If you need help with this please contact me using the support form)

    H ) When building in the video, the 'Texture Compression' is set to Generic ( Automatic ), the default in 4.0.1 is 'Don't Override', leave as is ?

    Different devices handle textures differently. You can leave that option as it is. Only change if you want to target specific GPU devices (Tegra, PowerVR, etc)

    I ) This is probably outside of the remit of the plugin package, but is it possible to add an image as the backdrop instead of a flat colour ? Or would I have to create a polyplane with texture and 'hope' that I can get it to fit the screen size perfectly ?

    You can use skybox or if it's just a 2d flat image then you can use a plane. I'm not the right person to answer this one because my knowledge of Unity is very limited :(

    J ) What is the x,y that appears near the bottom of the screen, will that appear in the final wallpaper ?

    We can't use Unity touch events because Unity touch method doesn't work well with live wallpaper services. The x,y that you see is a small example that I created showing you how to use Android native touch events. X,Y coordinates are passed from Android to Unity using that function.

    I think that's everything. If you need any support you know what to do :)

    Kind regards,
    Shinx
     
    Last edited: Oct 12, 2013
  41. OUTFORGE

    OUTFORGE

    Joined:
    Oct 2, 2013
    Posts:
    20
    Hi, Shinx

    Thanks every so much for your time answering my questions. I know there was a lot, and your always so courteous.

    I've since now been able to build and export a live wallpaper, there was some extra options there from the video, but I can query these at a later date. I've not yet gone through the eclipse part of the tutorial, but I can try this soon and contact you via the form as you mentioned.

    Under the answer to E ) You should add the icon for your live wallpaper there. Uni2LwP will use that icon., this refers to the Default Icon at the top ?

    Once again, thank you for your time.

    Regards

    Steve
     
  42. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hi,
    Yes it does. Just add your icon to the 'Default Icon' inside the Player Settings and when you update the Live Wallpaper with Uni2LwP you should see a checkbox "Update Icon". Make sure that its checked and the icon will be automatically copied to the live wallpaper.

    Best regards,
    Shinx
     
  43. ruslans3d

    ruslans3d

    Joined:
    May 6, 2013
    Posts:
    25
    The latest update is just great! The battery usage is so low its unbelievable. I just published my latest lwp i did with 1.4 version and it full of 3d objects and effects, but seems it drains less than still picture) Big Thanks, Shinx!
    Here the link at GP (only paid for now)

    $feature_graphics_youtube.jpg

    P.S. btw, i really interested in some directions for doing some basic, but cool scripting staff, specialized only for live wallpapers. For example, using system time for switching "day" and "night" automatically, or using weather sites for getting data and activate/deactivate objects depending on temperature... Since i am not a programmer it will be cool some short tutorials or maybe "template" scripts just like "cube rotation" example.
     
  44. scone

    scone

    Joined:
    May 21, 2008
    Posts:
    244
    Hi there. Do LWP builds made with this plugin support sensors? (Compass, accelerometer, Gyroscope)?
     
  45. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295
    Hello,

    No. Uni2LwP doesn't include any specific code regarding compass or accelerometer. Please check your email for more information.

    Kind regards,
    Shinx
     
  46. App8ite

    App8ite

    Joined:
    Jun 6, 2013
    Posts:
    5
    $FeatureGraphico.jpg

    Hi everyone, I just published my latest Live Wallpaper on Google Play, Creepy Pumpkins in time for Halloween. Everything running well other than on Android 4.3. If you'd like to try it it's available on Google Play Now.

    Some implementational notes:
    * Shinx's excellent Uni2LwP plugin
    * A spooky sprinkle of Unity assets
    * Gestures pushed up from native android (I didn't managed to fix Unity issue with touch cutting out on rotation, Grrr :( )
    * Hooked in a Fiddle activity for Monitization as push ads are now banned
    * Adsense will not run outside of an android activity (required), I heard one of the fireflies LWP had figured something out


    Cheers, Happy Developing!
     
  47. John_MLS

    John_MLS

    Joined:
    Sep 11, 2013
    Posts:
    24
    Thats pretty awesome, going to have to try it out!

    Good job!
     
  48. shinx

    shinx

    Joined:
    Feb 28, 2013
    Posts:
    295

    Hello ILoveBacon,

    I have noticed that you are still using an older version of Uni2LwP. You should update Uni2LwP version 1.4.

    Change log:
    + Fix: Bug fix. Unity quit() method is now the last line of code inside the onDestroy() method.
    + Fix: Battery drain fix.
    + Fix: Android 4.3 fix;


    Please contact me using the support form and I will send you the instructions how to upgrade your project :)

    Kind regards,
    Shinx
     
  49. gekn1976

    gekn1976

    Joined:
    Jul 31, 2013
    Posts:
    3
    Autumn Relief Day Night Live Wallpaper
    $Forumpostimg.png

    This is what I managed to put together with this awesome plugin!!
    Thank you Shinx for your great support!!!

    The wallpaper is completely free without ads and other annoying elements.

    It's a Dynamic Weather and Time Wallpaper which uses the phones LOCAL for time and date management, like Latitude/Longitude for Sun/Moon phases.
    It took some time to get all scripting to talk with android but in the end I managed quite well :D

    DOWNLOAD
     
  50. potte

    potte

    Joined:
    Jan 27, 2013
    Posts:
    6
    hi shinx, how did you manually cause the wallpaper to restart? can you share the code here?

    i have this issue with wallpaper not drawing texture properly. it runs fine in the preview but F*** up after setting the wallpaper. I've found that if the wallpaper actually restart itself after user click set wallpaper. they won't run into this issue. but on some devices, like nexus10 and nexus4, the wallpaper won't restart after set wallpaper button press (no splash screen and wait time), this problem happen. So apparently something must F*** up when android transfer preview data to the home screen without restarting the wallpaper engine.
    I figure if i can manually restart the wallpaper after the preview on those devices, it will work, but i can't seem to get it to restart.
    i tried something like this, apparently didn't work.
    public void onSurfaceCreated(SurfaceHolder holder) {
    log("service created");

    //try to restart wallpaper
    if(inPreview){ // in preview is field of wallpaper service
    boolean currentState = this.isPreview();
    if(inPreview != currentState){ //not anymore, reset the wallpaper
    log("get out of the preview -> make new engine");
    this.onDestroy();
    holloween.this.onCreateEngine();
    inPreview = false;
    return;
    }
    }
    inPreview = this.isPreview();
    //restart try end////////////////////////

    if (player != null) {
    if (isVisible())
    player.resume();
    else
    player.pause();
    }

    super.onSurfaceCreated(holder);
    }

    here's image of preview mode and actually wallpaper on screen.
    $Screenshot_2013-10-23-03-21-57.png
    $Screenshot_2013-10-23-03-22-18.png
     
    Last edited: Oct 23, 2013
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