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Unity iPhone enhancement pack

Discussion in 'iOS and tvOS' started by bliprob, Feb 2, 2009.

  1. mattimus

    mattimus

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    The problem is that with the photo picker users can pick photos at either orientation, so turning the material won't help because one of the orientations will always be wrong. Since the picker converts them to a square, there is no way to tell the native orientation of the photo to orient the material accordingly.
     
  2. bliprob

    bliprob

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    To be fair, the picker's not making them square, the Enhancement Pack is. The problem is, my code to scale the image down isn't taking the orientation of the image into account.

    I'm looking to see the best way to handle this. There should be metadata returned from the picker that indicates the orientation. I'll get a fix for you in a couple of days.
     
  3. refresh

    refresh

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    Hi,

    Has anyone gotten the showList method working in landscape?

    I'm using the showList method in the Enhancement Pack but my game is always in Landscape mode whereas as the showList UITableView is always in Portrait mode.

    I have the define set like this:
    Code (csharp):
    1. #define kDefaultOrientation UIInterfaceOrientationLandscapeRight
    Also I have code like this:
    Code (csharp):
    1. function Awake () {
    2.     iPhoneSettings.verticalOrientation = false;
    3. }
    I also tried on the Obj-C side to set these paramaters on the UITableView that gets created:
    Code (csharp):
    1.     t.autoresizesSubviews = YES;
    2.     t.scrollEnabled = YES; 
    3.     t.autoresizingMask = UIViewAutoresizingFlexibleHeight|UIViewAutoresizingFlexibleWidth;
    But despite these attampts I can't seem to get the List to show in landscape.

    Anyone gotten that to work at all? Alerts windows using the alert method seem to work fine in landscape but not the listView. Maybe it issomething to do with the UIViewController?
     
  4. jtbentley

    jtbentley

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    Hey Stinkbot!

    I can't get the enhancement pack to work with 1.0.3, it just crashes the app after the second splash screen. Is this meant to happen?

    Also, where's this facebook integration? :)
     
  5. buffonomics

    buffonomics

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    I wonder if there is a way to make the EP getInput method show what the user is typing in.

    Being trying to look at the code, but I wouldn't know what to do. Has anyone made this happen already?
     
  6. bliprob

    bliprob

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    Buffonomics: go back to page 18 of this thread. I've given a code modification to display the input area for the getInput command.

    I guess this thread is really too long.
     
  7. Dark-Table

    Dark-Table

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    Nov 25, 2008
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    I have a .mp4 movie that I'm trying to play using the enhancement pack. On a 2nd gen iPod touch running 2.2.1 the movie plays fine. On a 1st gen iPhone running 3.0 I get a popup dialog saying "This movie format is not supported."

    This is just a vanilla 480x320 .mp4 compressed using Quicktime Pro. Has anyone else run into something similar? Are there settings in Quicktime you should or shouldn't use?
     
  8. Dreamora

    Dreamora

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    compress the movie with the iphone target. You can do it through quicktime but the clearly simpler way is using iMovie which has an iphone target directly.

    Also I would recommend to check the iphone docs / specs on the supported format and especially up to which bitrates for video and sound
     
  9. Dark-Table

    Dark-Table

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    Nope, compressing the movie in iMovie results in a 480x320 .m4v file which doesn't work on either platform.

    Code (csharp):
    1. 2009-08-16 13:02:20.946 XXXXX[71:20b] *** -[NSCFString absoluteString]: unrecognized selector sent to instance 0xeb2770
    2. 2009-08-16 13:02:20.955 XXXXX[71:20b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFString absoluteString]: unrecognized selector sent to instance 0xeb2770'
    3. 2009-08-16 13:02:20.972 XXXXX[71:20b] Stack: (
    4. )
    5. terminate called after throwing an instance of 'NSException'
    6.  
    Also, the movie doesn't work on the iPod touch unless I remove the file's extension ("playVideo|movie01" works, "playVideo|movie01.mp4" doesn't).
     
  10. refresh

    refresh

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    In case it helps anyone else, I ended up getting the list UITableVIew and the Photo Picker to work pretty well in landscape mode using code like this in the appropriate method in AppController.additions.mm :

    Code (csharp):
    1.     // Rotates the view.
    2.     CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159/2);
    3.     vc.view.transform = transform;
    4.    
    5.     //Repositions and resizes the view.
    6.     CGRect contentRect = CGRectMake(0, 0, 480, 320);
    7.     vc.view.bounds = contentRect;  
     
  11. bliprob

    bliprob

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    I'm gonna have to write some docs. It's been mentioned here (and it's in the sample code) that you have to drop the ".mp4" file extension when playing back a movie from the bundle. Sorry you had to fight to learn that.

    The above crash doesn't sound like a movie format error.
     
  12. mattimus

    mattimus

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    After much digging in the reference library, it looks as though the phone stores this data using "UIImageOrientation". However I don't know enough about obj-c to work that into an orientation correction before the EP saves the jpeg.

    Reference Library link
     
  13. dpotter

    dpotter

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    I get a crash if I use the enchancment on my 3G but not my 3GS any ideas...
     
  14. bliprob

    bliprob

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    Sure, could be related to RAM. What function is crashing? What's the stack trace look like?
     
  15. dpotter

    dpotter

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    Hi,

    I am calling no functions, just added the enhancement package with a second splash.

    I am mainly interested in the second splash and checkipa.

    David..
     
  16. dpotter

    dpotter

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    Looks like an exception in a thread, that is about all I can figure out.

    I tried for a couple of hours to figure it out.

    I guess I will give up on the enhancement pack for now, I would rather my app work on all IPhones.
     
  17. bliprob

    bliprob

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    The enhancement pack works on all iPhones and iPod touches. There's definitely no hardware-specific stuff in it. (Except for stuff like the camera, obviously.)

    If the crash is related to an NSException in a thread, it'll also tell you why. Check the stack trace to see where it crashed. Check the Run Log (Console) to see why. It's typically a line or two above the NSException.
     
  18. mattiedenton

    mattiedenton

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    Jul 30, 2007
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    Hi all,

    I bought the Enhancement Pack sometime back, love it. I've been trawling through this thread to learn more.

    How do I get updates (I got 1.1 emailed to me only). Wonder if I've missed something... I went back through y Stinkbot emails, no links in there.

    Is there documentation/Readme, other than this thread, for the enhancements on the Enhancement Pack? Might start bookmarking pages (this thread is now 32 pages) if not.

    Maybe I've missed something important?

    Thanks

    M@
    Matt
     
  19. bliprob

    bliprob

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    You've missed no releases. There was the original 1.0 enhancement pack, and the 1.1 version was released later and emailed to the earlier purchasers.

    That's not to be confused with the Enhancement Pack for Unity 1.1, which will come out when Unity 1.1 comes out. (Although, please note, I am considering charging for the upgrade. If you feel strongly either way, let me know here.)
     
  20. kenlem

    kenlem

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    You should only consider charging for the 1.1 upgrade if you have spent significant time on improving the latest version. Based on your forums posts, that would certainly seem to be the case. As a happy customer, I can say that I would be happy to pay for an upgrade.
     
  21. Dreamora

    Dreamora

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    1 update, not even 12 months around and already a fee again on a $100 addon to a $399 product which by the way kills some of the major features you have right now with integrated keyboard and movie playback?

    I'm sorry but that would go under definitely no for me.
    I'm a happy user but still, I've payed $100 for this kit and I assume that I am at least in for a handfull of updates (basically all that base on the same codebase) and that happen within a given minimum timeframe (12 months).

    I am naturally willing to pay for it if it is a complete ground up rewrite and not just the old pack + additional features + addition of script exposure for advanced users.

    Talking about an upgrade fee would naturally also be a different thing if you found out how the selective OS 3 functionality support while still targeting 2.x works and support that in your pack including ingame pay support and GameKit networking support as well as other major 3.x features. Basically if you have new major version (2.0 of the kit to say so)
    As the information on the comming things are pretty scattered I don't know if that is the case.

    Perhaps you feel that oyu have to give too much personal support but in this case I would actually prefer if you just asked for 1 on 1 support fees instead of punishing those who are able to actually do their job

    EDIT: just to ensure. This has nothing to do with feeling that I'm beeing ripped of. The product is priced fair.
    But I don't feel like paying already again as there seem to be quite a fair amount of users that have joined the club due to the mouth to mouth advertisement so there also should have been some cash flow.
    Surely you naturally shot your own leg there as you shared too much of the "how to" for free on the board, but I fear that was not our decision, none of the kit licensees shared your stuff, only you did and I definitely wouldn't like to see that we are "punished" because you decided to share half your kit for free although others were "stupid" enough to pay for it.
     
  22. jtbentley

    jtbentley

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    I too am awaiting on this promised update for the 1.1 beta / release candidate.. Been waiting over two weeks now?

    Obviously, since the enhancement pack is not designed for the current beta, the product is useless to me in its current form.
     
  23. mattiedenton

    mattiedenton

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    So 1.1 is the latest. So showList is part of 1.1? And the documentation is in this forum?

    I wouldn't mind paying for a small upgrade, if the documentation was a little better. Just one example of each function in one location (including those in beta/test) doesn't need to be extensive; one demo project.
     
  24. lesfundi

    lesfundi

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    Jan 10, 2009
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    it has been a while i have used the enhancement pack.
    how do you install it? where is the doc on this again?
    sorry to ask
     
  25. code749

    code749

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    Jan 17, 2009
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    hi

    how about an unity enhancement pack :)
     
  26. xenogas

    xenogas

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    Jul 16, 2009
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    Recently purchased the Enhancement pack, and it's definitely been saving some time. I've been trying to add in screenshot functionality in conjunction with saving, and had a few questions.

    1) It appears as if each file created through the screenshot command uses a unique filename. I'm not familiar with Objective C, but it looks like if I pass in an argument and use it instead of the 'uniqueString', that I could specify the filename. Does the saveData function overwrite any existing data? (Or how does it open the files?) Ideally I'd like to be able to set the number of saves, and overwrite if needed.

    2) I noticed that the screenshot taken is rotated 90 degrees CCW. I'm running the application in Landscape Right. Is there anything you could recommend to rotate this back?
     
  27. LeFishy

    LeFishy

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    Just bought the enhancement pack mostly for the features to be introduced in the 1.1 update so I'd be slightly miffed if I have to pay for the upgrade.
     
  28. akasurreal

    akasurreal

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    Is there a 1.1 (now 1.5) update for EP available?
     
  29. jtbentley

    jtbentley

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    Yes, let us all receive this 1.1!

    Especially those who bought it specifically for its 1.1 features in good faith they'd get released :)

    Horay!
     
  30. bliprob

    bliprob

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    May 13, 2007
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    Folks, my apologies, I am under a tight deadline for something unrelated right now. I was caught off guard by the release of 1.5 -- since when does someone say "it's coming next week" and that means monday and not friday?!?

    I will release the new Enhancement Pack as soon as I can clear the decks and test every function with the new 1.5 release. This week. Exact pricing and terms TBD. If I do decide to charge for the update, recent purchasers will be grandfathered in.

    Here's a list of the new features that were in the beta Enhancement Pack for Unity 1.5. Not all of these will be in the final release (i.e. pointless ones, like SB_killProcessNamed() will be removed).

    ------------------------


    Direct calls to functions using DllImport. No more need to bridge via PlayerPrefs (although the existing bridge remains in place for 1.0.x users). You call functions using a C# DllImport declaration. (Note: some functions return immediately and return values; some have more of a deferred return, and return a value later.) All functions and globals are now preceeded with "SB_" (functions) or "sb_" (globals) to avoid namespace conflicts.

    Modular: the EP features are broken into modules. There are #defines that you can comment out to include or exclude modules from your project, to keep code size down.

    SBManager Singleton: I have made a c# singleton that provides feedback when you run in the Editor, so you can test your project without missing function errors. Functions starting with "SB_" are native functions, and functions starting with "sb_" are the managed wrapper functions.

    Video splash: if you want to use a video for your second splash screen, simply add a video called "Splash.mp4" to the project, and it will be played at startup. (Although I now recommend just using a second splash screen, since it helps hide the engine init duration, and play the video from Unity -- this results in a shorter startup time.)

    Compass: You can get the true north or magnetic north value. See my forum thread about the compass for an example.

    SB_startLocationManager();
    SB_stopLocationManager();
    SB_trueHeading();
    SB_magneticHeading();

    Remote Push Notifications: the EP catches Push notifications sent at app startup and sends them to your Unity scripts. (Warning -- you need to do a lot of work to support push. Push is fairly complicated.) Notifications that arrive at app launch are put into the PlayerPrefs. (Yet to do: add support for notifications that arrive while the game is playing.)

    WebView: open a URL either in a fullscreen window, or in an inset window. You can include a PNG file to be used as the close button. Automatically determines the device orientation (from the Info.plist's setting) and rotates to match.

    openWebView( string url, string "fullscreen" | "inset");

    iPod: open the iPod picker, play or pause the iPod, get the current playing item's name and playback time, set and get the iPod volume. (Note: iPod picker doesn't rotate: not my bug!) Unity is paused until the picker is closed. iPod picker is an OS 3.0-only feature, but this should compile and build for 2.2.1 (and simply not work, but not crash).

    SB_ipodPickAndPlay(); // shows the iPod track/playlist picker to select songs for the queue
    SB_ipodPlay(); // plays the iPod, with the current queue
    SB_ipodPause(); // pauses the iPod
    SB_ipodStop(); // pauses the iPod
    SB_ipodGetNowPlaying(); // returns the name of the current track
    SB_ipodGetCurrentTime(); // returns the current time index of the playing track
    SB_ipodSetVolume(); // sets the iPod volume
    SB_ipodGetVolume() // returns the iPod volume
    SB_ipodGetPlaybackState() // returns the iPod state as an int, 0 = stopped, 1 = playing, 2 = paused

    Email composer: compose and send an email in-game. Unity is paused until the email composer has been closed. Email composer is an OS 3.0-only feature, but this should compile and build for 2.2.1 (and simply not work, but not crash). Send to multiple recipients by separating the email addresses with commas.

    SB_composeEmail(to, subject, message);
    SB_composeEmailHtml(to, subject, htmlMessage);

    StoreKit: support for some StoreKit functions. Note that StoreKit itself is pretty low-level. These functions just contact the store to lookup product data based on a SKU number and perform transactions -- you'll need to make the GUI for a purchase in your game, and you'll need to provide whatever content they've paid for, and you'll need to figure out a way to make the content persist for the user. (iTunes does NOT deliver content packs, new sounds, etc. when the user makes a purchase -- they need to be in your game from the start, or you need to download them using WWW classes, or something.)

    SB_getProductData();
    SB_purchaseItem( itemId, qty );
    SB_verifyPurchase( itemId );

    OpenFeint: support the for OpenFeint framework. You'll need to adjust build settings to properly compile and link the OpenFeint C++ files, and get the many, many resources added. Ignore the hundreds of XIB warnings.

    SB_openFeintStart();
    SB_openFeintStop();
    SB_openFeintShow(); // pauses Unity while it's open
    SB_openFeintSubmitScore();

    Facebook Connect functions:

    SB_facebookStart( apiKey, appSecret );
    SB_facebookPublishFeed( feed_str, templateBundleId );
    SB_facebookGetPermission permissionStr );
    SB_facebookSetStatus (status_str);
    SB_facebookLogout(); // don't call this unless you really need to

    Scoreloop: support for the ScoreLoop social gaming system.

    SB_scoreLoopStart ( key, secret );
    SB_scoreLoopShow( tab );
    SB_scoreLoopSubmitScore (score);
    SB_scoreLoopSubmitScoreLevelMode (score, level, mode);
    SB_scoreLoopGetOpponent();
    SB_scoreLoopGetStake();
    SB_scoreloopContextSetProperty( name, value);
    SB_scoreloopContextGetProperty( name );
    SB_scoreloopSetModes( low, high );
    SB_scoreloopSetLevels( low, high );
    SB_scoreloopGetUserName( );

    TV Out: push the video of your game out through the iPod's video out cable. Not for distribution builds, just for demos, but very useful nonetheless. On a 3GS the video out of "Startrooper" is very smooth, roughly 30 fps.

    SB_startTVOut();
    SB_stopTVOut();

    Memory functions: killProcessNamed() kills any user process. In the end, this turned out to be not so useful -- it can't kill processes started by root (i.e. the processes you really want to kill). Gets the process list form the kernel and walks the list looking for a name match. Remember kernel procnames are only 16 chars long. The experimental claimRam() function allocates and frees a chunk of RAM of the given size; since Unity asking for RAM from the OS may cause a game temporarily freeze and give a framerate hiccup, you can call this when the game starts, and later when Unity wants the RAM for something.

    SB_killProcessNamed( name ); // returns err code
    SB_claimRAM( amount ); // allocates and frees a chunk of RAM

    Flurry support: functions to use the Flurry app-tracking system. Right now I'm using the Flurry lib without CoreLocation support, but it's easy enough to switch to the other.

    SB_flurryStart( apiKey );
    SB_flurryLogEvent (eventStr );
    SB_flurryLogError (errName, errMsg);
    SB_flurryRegisterExceptionHandler(); // once you do this, flurry will track and report on application crashes

    Nothing has been removed from the EP 1.1 release (except code that conflicted with the new Unity 1.1 initialization, like setting the audio session); so all of your existing code should continue to work. A number of older EP 1.1 commands have been converted to DllImport calls:

    SB_startLocationManager();
    SB_stopLocationManager();

    SB_showAdMobView( pubId ); // now automatically determines the device orientation
    SB_hideAdMobView(); // no longer crashes if called before show
    SB_setAdMobTestMode( bool mode);

    SB_screenshot( destination, size );
    SB_screenshotToFile();
    SB_screenshotWithDeferredSave(); // take a screenshot but don't do the time-consuming save yet, for use during game play
    SB_screenshotPerformDeferredSave(); // perform the save now, i.e. to use when it's ok to lock up the engine for a half second

    SB_takePicture(string textureSize); // currently broken, proper delegate not called
    SB_photoPicker(string textureSize); // currently broken, proper delegate not called

    float SB_getMemoryFree();
    float SB_getMemoryUsed();
    float SB_getMemoryTotal();

    SB_alert(title, message, button1, button2); // Unity engine continues underneath, returns index of button pressed via playerprefs
    SB_modalAlert(title, message, button1, button2); // Unity engine paused underneath, returns index of button pressed


    Other features partially complete, that may or not make it in, depending on bug fixes for the above:

    htmlTexture: a port of the htmlTexture plugin for desktop Unity to the iPhone.

    GameKit: support for in-game audio chat and BlueTooth networking. I have found the BlueTooth networking to be incredibly flaky, and I don't want to do tech support for Apple's bugs, so this is definitely on the back burner until Apple improves it.

    2D graphics primitives: creates a texture with custom-drawn 2D graphics primitives (line, rect, oval, polygon, etc.) can specify the background, stroke and fill colors.

    RakNet: support for the RakNet networking engine, which is what desktop Unity uses for multiplayer networking. This basically works, but I'm not yet happy with the interface.

    SB_rakNetConnect( server, port );
    SB_rakNetDisconnect();
    SB_rakNetSendString( string );
    SB_rakNetGetString();
    SB_rakNetSendTransform ( id, x, y, z, rx, ry, rz );
    SB_rakNetGetTransformForId( id );
    SB_rakNetGetDataForPacketType( type );

    Bounjour match-making: almost pointless to finish it since it's now Unity's DllImport sample code.
     
  31. akasurreal

    akasurreal

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    Awesome, looking forward to playing with that!
     
  32. sharmoni

    sharmoni

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    Dec 9, 2008
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    Thanks for your great work on this addition to Unity!

    My request is that before testing an improved version of the enhancement pack (which I may not be able to justify purchasing at this stage in my project development) I would appreciate it if you could check the 1.1 version for errors relative to Unity iPhone 1.5. I'd like to retain the functionality that I've already paid for, if that is feasible.

    Bug-wise I'm getting a game lockup when the second splash screen shows, so I've had to remove the pack to get a build that will run. The second splash screen is actually the only feature of the pack that I've used at this early stage in my project, so if there is a simple fix for that I would be happy to apply it to the code.
     
  33. langju

    langju

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    Jul 1, 2009
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    This is the case for me too.

    For new buyers like me and you I think having to pay for the upgrade will be quite annoying.

    Rob, what do you propose for new buyers of the enhancement pack like us ?

    We feel like ripped off if you consider to let us pay for the upgrade (except if the upgrade is more expensive than current version, i am ok to eventually pay the difference.) ?
     
  34. bliprob

    bliprob

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    May 13, 2007
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    Second splash screen works in Unity 1.5 with the new Enhancement Pack 1.5.


    What I've said about this:

    I realize now that "grandfathering" may be a US-only idiom... it means that recent purchasers will get the new Enhancement Pack for free.

    So... any comments on the new features? Other than "don't break the old features"? Good, bad, indifferent?
     
  35. outtoplay

    outtoplay

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    Wouldn't this mean that to 'play the video from Unity' you'd need Unity Pro/Advanced? I gather that when the video splash is used the game isn't loading in the background as it does with a simple 2nd splash image?

    Could you expand on this, Really important to me at this moment with a current production.

    thanks,
    B.
    B.
     
  36. bliprob

    bliprob

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    Yes, it does mean that. Sorry, I have Unity Advanced and I didn't realize Unity Basic was missing that.

    While the EP video splash is playing, the game engine is not starting up. So unlike the second splash screen, it doesn't cover the engine startup time. So the perceived startup time will be longer. So my suggestion is to use the second splash screen (covers the engine loading) and then play a video from within your Unity scripts (and if you have Unity Basic, use the EP command to play the video).
     
  37. mattimus

    mattimus

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    Mar 8, 2008
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    Why on earth would I send more money your way when I can't even get proper support for the product I already have?

    Weeks later, you send me half-assed, uncompiled, broken code and once again promise to have a real fix out for me later that week. Again I wait and receive nothing. I have now missed my launch window and had to rip out the EP features from my game entirely.

    Learn to fix your bugs. If you don't have the time to fix them, at least have the courtesy to tell me such. I understand that developers don't always have the time to fix every problem immediately, but good developers know how to openly communicate the status of bugs. Don't promise to get me a patch and then jerk me around for half a month.
     
  38. langju

    langju

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    Jul 1, 2009
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    I realize now that "grandfathering" may be a US-only idiom... it means that recent purchasers will get the new Enhancement Pack for free.[/quote]

    Hi Rob thanks for your reply anyway i understand know what you mean (sorry for my english) and i am very happy to learn that recent purchaser will get it for free.


    Yes your Packis really good i have only done some test using all of the functions available. Really happy with it.

    About what i've read, i'm know really waiting your new pack beacause like you said it is a real improvement.
    thanks for the work you've done...
     
  39. michela

    michela

    Joined:
    Feb 15, 2009
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    I'm also only using the 2nd loading screen feature of the Enhancement Pack - partly because never got reply on support emails for anything fancier. And now getting EXC_BAD_ACCESS from Unity iPhone 1.5 build when running on device.

    So, another recent purchaser awaiting this new release...
     
  40. cheezorg

    cheezorg

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    Jun 5, 2008
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    Like others here I have mixed feelings about paying for an upgrade.

    I understand the value of having access to new features, though there's only one I'm personally excited about, the iPod music picker. The other feature I'd like to see integrated is AGON support, but it doesn't look like it's on the feature list. If it were included that would be one less thing to add manually and more worth an upgrade to me.

    However, if this is a "forced upgrade," that's a little frustrating. My experience with getting support is mixed. You respond in detail on the forums but don't seem to respond to emails (and have multiple email addresses so knowing where to send them to get a response is a mystery).

    My current situation is that the existing Enhancement Pack simply will not build with a Unity 1.5 project.

    My test project is a single scene with a GUIText object.

    The only things in the Assets folder are:
    SceneOne.unity
    the Editor folder
    and the XCode folder, with your original Splash.png in it.

    I re-downloaded the Enhancement Pack to make sure it is 100% stock.



    Build and Go with the EP files causes an "EXC_BAD_ACCESS" error once it hits the second splash screen. The second splash never shows, and the iPhone freezes on the Unity screen.

    Remove the Editor and XCode folders from the Assets folder, rebuild in Unity, and the project runs perfectly.

    This is on both the 3GS and an original 2G iPhone.

    My question is, has the existing EP been tested with Unity 1.5, and is it actually broken, REQUIRING a paid upgrade to regain functionality with 1.5, or is it something weird on my end?

    It's one thing to be excited about upgrading to gain new features and another to begrudgingly shell out more money because I don't have a choice (I realize this isn't out of the ordinary in the software world, but it's still frustrating).

    If the current pack is broken for everyone, forcing a paid update to regain functionality is pretty crappy (IMHO).

    If the current pack is just broken for ME, updating probably won't solve my problems, so until I can find a solution to get the current pack working with 1.5, it makes no sense for me to pay more money for this.
     
  41. jtbentley

    jtbentley

    Joined:
    Jun 30, 2009
    Posts:
    1,397
    I too am in the same boat.

    We've put off facebook support on a fairly expensive (tens of thousands) little project of ours, even though I was told the following.

    (Dated August 7)

    Its not acceptable, its not appropriate and its offensive.

    You should at least communicate with your clients..
     
  42. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,449
    bliprob I would not mind paying for new features,however I wish to have the old enhancement pack functional again in 1.5 without paying again.
     
  43. zoonyzone

    zoonyzone

    Joined:
    Feb 21, 2008
    Posts:
    18
    My feeling is that you should make the existing one work with 1.5. Grandfather in those that purchased in the last 60-90 days and charge a nomiminal upgrade fee for the 1.5 version (something like $20 or so).

    I have been doing development for 30+ years and can say that is how I would handle it since you have added many new features to the product :)

    Bug fixes and minor tweaks are usually free and and things where there are many new features are usually charged for.

    The guys at Unity are a rare breed where they do a lot of major changes and enhancements and dont charge for them (probably mostly because of the indie users and their limited funds and to be great to their user base). But charging something like $20 for most people would not be a big deal.

    I do feel that you should be a little more atttentive to those that email you even though I know that you are probably feeling very pressured from everyone. Just answering "I dont know when. I am working on it" is MUCH better than no response at all.

    You have made a great prodcut and I for one use it and have modified it for my needs and will get the update too (even if charged for it and will dontate $20 if not charged anyway).
    :D
     
  44. RazorCut

    RazorCut

    Joined:
    May 7, 2009
    Posts:
    393
    Well at this point I'd consider this product to be in the "Buyer Beware" category. The current version is for sale without any information regarding what versions of Unity that it works with. Since it does not work with 1.5 Unity iPhone (and that's the version that new customers will have) and since there is no information on the product web page regarding incompatibilities, anybody who is new customer who is considering to purchase this product should really stay away.

    Rule of thumb: no developer should give a release date unless the product is in the packaging state; and you should be clear under what conditions your tool works so that customers know what they are getting.
     
  45. cheezorg

    cheezorg

    Joined:
    Jun 5, 2008
    Posts:
    392
    Sounds like it's broken for everyone, and a required paid update to regain functionality. Fine. (What qualifies as a recent purchase? 9 months? 6 months? 30 days?)

    I think the main frustration here is that anyone who has a current game on the App Store that uses EP features (2nd splash, AdMob, etc) is unable submit updates until the 1.5 compatible EP is available.

    I've personally been sitting on an update for about a week now and have put that project on the shelf to work on other things while we wait. It's an AdMob supported game so I don't really have a choice do I?

    The EP is a tremendous addition to Unity and has been money well spent. But it's been a week since we've heard anything, which makes me anxious to be "held hostage" to a third party plugin which was originally promised to "come out when Unity 1.1 comes out."

    Last Wednesday you said it would be released "this week." I expected that to mean Friday, or Saturday at the latest. It's obviously a little soon to panic but not too soon to wonder why you haven't posted a status update on when to expect it.
     
  46. Dark-Table

    Dark-Table

    Joined:
    Nov 25, 2008
    Posts:
    315
    Okay, I got the old expansion pack working with Unity 1.5. You lose the fancy splash screen stuff, but the other commands seems to work (well Admob is the main one I care about)

    * Build your project one more time (preferably to a new folder name).
    * Wait for the expansion pack to add all of it's files.
    * Rename PostProcessBuildPlayer to xPostProcessBuildPlayer (this stuff only needs to be added once, since the project isn't destroyed every time)
    * Change applicationDidFinishLaunching in AppController+additions.mm to look like this:

    Code (csharp):
    1. - (void) applicationDidFinishLaunching:(UIApplication*)application
    2. {
    3.    
    4.     printf_console("stinkbot_additions -> applicationDidFinishLaunching()\n");
    5.     selfController = self;
    6.    
    7.     [[NSUserDefaults standardUserDefaults] setFloat: 0 forKey:@"sb_latitude"];
    8.     [[NSUserDefaults standardUserDefaults] setFloat: 0 forKey:@"sb_longitude"];
    9.     [[NSUserDefaults standardUserDefaults] setFloat: 0 forKey:@"sb_altitude"];
    10.     [[NSUserDefaults standardUserDefaults] setObject: @"" forKey: @"sb_command"];
    11.     [[NSUserDefaults standardUserDefaults] setObject: @"" forKey: @"sb_result"];
    12.    
    13.     NSTimer *_cmdTimer UNUSED = [NSTimer scheduledTimerWithTimeInterval:(1.0 / kCmdCheckFreq) target:self selector:@selector(checkForCommand) userInfo:nil repeats:YES];       
    14.        
    15.     [self startUnity:application];
    16. }
    Build and Go, and you should be working again. I don't have the chops to get the splash screen stuff working again, but at least you can build.
     
  47. jtbentley

    jtbentley

    Joined:
    Jun 30, 2009
    Posts:
    1,397
    Agreed.

    Interesting that he's happy to keep up his end of the bargain on this...

    Yet he seems eager to burn this little bridge :)

     
  48. drjest

    drjest

    Joined:
    Feb 10, 2009
    Posts:
    44
    I'm in the camp of not wanting to pay for the upgrade. Looking back on the support I received and watching lots of the value that I paid for being posted on the forums for free makes me not care too much about any upgrade.

    I would watch out if you use the Claim Ram feature. Free Memory has been rejected (ejected?) from the Appstore for that very feature. You could probably call it and pass inspection, I'm just saying that I'd shy away from it.
     
  49. mythicwave

    mythicwave

    Joined:
    Jul 13, 2008
    Posts:
    144
    I'm really missing the 2nd splash screen feature when using Unity 1.5. Is there a workaround for this?

    Thanks,

    Brian
     
  50. Tempest

    Tempest

    Joined:
    Dec 10, 2008
    Posts:
    1,286
    The Pack does work with the previous version of Unity correctly, yes?