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Unity iPhone enhancement pack

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

  1. chrisError

    chrisError

    Joined:
    Jul 11, 2008
    Posts:
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    hey Mark (I remember yous from the old FK days)

    You _can_ get EP kinda working on 1.6 if you've got Advanced (and use Stripping) or drop the Ad Mob support. Least this is in theory, I am testing this out today (I too forgot to keep my 1.5.1 installer.)


    ChrisError
    p.s. are you on the EP Google Group?
     
  2. blastone

    blastone

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    Apr 7, 2009
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    and I remember you from the ole FK days too :D
    Im on the group and Ive got it kinda working without the admob stuff as well for a storekit test,but I didnt have much luck getting the actual storekit stuff to work....
     
  3. dcp468

    dcp468

    Joined:
    Aug 25, 2009
    Posts:
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    Hi dreamora

    Yesterday I downloaded the Enhancement Pack from the EP Google Group site, named: EnhancementPack1.5beta1.zip and after playing with it I got it installed on my device, so I'm very happy about that however I noticed that my original .zip file named: UnityiPhoneEnhancement1.1.zip that I received via email after purchasing the EP doesn't contain the same files or folders. The result of unzipping the .zip file are these two folders:

    - Editor
    - XCode

    Because I'm playing catch up with the EP was this .zip file missing some file(s)/folder(s)?

    Cheers
     
  4. Dreamora

    Dreamora

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    no, thats actually the old one.
    Question is why you got that one instead of the beta for Unity 1.5+
     
  5. ken m

    ken m

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    Dec 27, 2007
    Posts:
    27
    Has anyone heard from Stinkbot? I bought the pack late last week and I'm having the problems with 1.6 that everyone seems to be having, and my google group membership is still pending.
     
  6. Dreamora

    Dreamora

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    Haven't seen him online though not much to wonder there as it was easter + ipad launch so for US iphone devs likely a hellish week (I'm none us so the ipad didn't touch me much yet).

    As for problems with 1.6: ensure to kick out admob and its functions and you should be fine to go.
    Thats not an EP thing but unity iphone 1.6 which refuses to work with thumb compiled static libraries altogether (which admob is). Exception is stripping to micro corelib, then they work
     
  7. Goldrake

    Goldrake

    Joined:
    Feb 6, 2010
    Posts:
    148
    I bought the EP today. I received the 1.1. But i can't manage to use it. I'm using unity 1.7. Do i need the 1.5?
     
  8. Hilm

    Hilm

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    Nov 2, 2007
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    Same for me, specifically in-app purchases... :)
     
  9. Dreamora

    Dreamora

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    If you received beta 1 of the 1.5 EP then you are on the current version.

    For the features quoted it works as it should :)
    Troublemakers are mainly those things that are related to external static libraries that were compiled in thumb which at least unity iphone 1.6 did not accept (AdMob for example)


    The functions available to talk to the StoreKit are working fine
     
  10. cryogee

    cryogee

    Joined:
    Aug 6, 2009
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    Is this bug resolved? EXC_BAD_ACCESS bug?
    I'm getting the problem using the latest Unity iPhone Enhancement pack with Unity iPhone v1.6


    Can stinkbot look into this urgently before apple stops approving the unity apps
     
  11. moscosherman

    moscosherman

    Joined:
    Sep 17, 2009
    Posts:
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    What worked for me is in AppController.mm
    I have changed the UnitySetAudioSessionActive from true to false
    like this:

    Code (csharp):
    1. - (void) applicationDidBecomeActive:(UIApplication*)application
    2. {
    3.     printf_console("-> applicationDidBecomeActive()\n");
    4.     UnitySetAudioSessionActive(false);
    5.     UnityPause(false);
    6. }
     
  12. moscosherman

    moscosherman

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    Sep 17, 2009
    Posts:
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    anybody knows how to get inside the scale/move interface of the photo picker??

    Changing text adding images...in particular...
     
  13. takmatsumoto

    takmatsumoto

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    Mar 1, 2010
    Posts:
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    Hi...
    I am very interesting your product "Unity iPhone Enhancement".
    I saw some introduction on your website, but have some questions.....

    1.Would you tell me how do I get your product if I payed.
    2.The source code is mean objective-c or c or c++ native code????
    Would you give more infomation???
     
  14. VIC20

    VIC20

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    Jan 19, 2008
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    2,681
    ? is that original unity code you removed? Or from the enhancement pack?

    Does someone know how to get it to work with 1.7? all I want to use is getPreferredLanguage
     
  15. bliprob

    bliprob

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    May 13, 2007
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    901
    I'm now back from my out-of-town obligations. Sorry to be gone for so long. Seems like Marc's been holding down the fort nicely.

    The problem is that, in the new order of startup functions, applicationDidBecomeActive gets called before the engine gets initialized, and thus boom. Simple (but not really acceptable) short-term fix is to comment out the setSessionActive bit. A better fix is to set a flag when the engine is initialized, which I believe the version in SVN currently does. Regardless, we'll have a fix for this (and other stuff) this week.

    If you comment that out and use .NET 1.1, Unity 1.7 and the latest beta EP get along fine.

    If you need to use .NET > 1.1 then you can only use libraries that are compiled not compiled for thumb. I have contacted Flurry and AdMob about this issue, and hopefully they'll come through. So if you're using .NET > 1.1 for generics or whatever, simply remove the AdMob and Flurry libraries (and turn off the #defines) in your project.
     
  16. VIC20

    VIC20

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    Tried without luck. Could you please tell me exactly where to change what?

    My app is ready for upload to itunes connect - the language setting is the last missing step.
     
  17. lokivoid

    lokivoid

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    Sep 3, 2009
    Posts:
    3
    Hello bliprob. I have exactly the same problem as kenlem: admob doesn't process clicks in landscape mode (actually it does only in a small square on left side of banner). I have latest version of admob. I'm using CGAffineTransformMakeRotation(M_PI/2) transformation to rotate admob view. You told you were managed to solve this problem, could you please publish fragment of code, which creates and shows the admob view
     
  18. lokivoid

    lokivoid

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    Sep 3, 2009
    Posts:
    3
    Yo, I found the root of evil. There is a bug in AdWhirl SDK:
    AdWhirlAdNetworkAdapter+Helpers.m
    method helperFitAdNetworkView doesn't take into account device orientation.
    I've rewritten method like this and all ok now:

    - (void)helperFitAdNetworkView {
    CGRect frame = adNetworkView.frame;
    CGRect localBounds = [adWhirlView convertRect:adWhirlView.frame fromView:adWhirlView.superview];
    frame.size.width = localBounds.size.width;
    frame.size.height = localBounds.size.height;
    adNetworkView.frame = frame;
    }
     
  19. moscosherman

    moscosherman

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    Sep 17, 2009
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  20. moscosherman

    moscosherman

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    Sep 17, 2009
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    U need to change it in the Xcode project...in AppController.mm


    I am using unity 1.5.1 so i dont know bout 1.7
     
  21. moscosherman

    moscosherman

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    Sep 17, 2009
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    Ok...let's wait some more..
     
  22. moscosherman

    moscosherman

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    Sep 17, 2009
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    thank you...i was finally approved..it took me some effort...
    Thanks to everyone who was emailing the group owner to ask for me...

    I am really greatfull...

    Cheers
     
  23. opticfibre

    opticfibre

    Joined:
    Apr 6, 2010
    Posts:
    26
    This seems to be the right place for this problem,

    I have Unity 1.7 and the iphone 1.5 enhancement pack (StinkBot).
    I decided to ad Ads to our free version of our game and everything is fine the ad displays and is clickable but..... I cannot get Unity to run in the original games Landscape Mode, after adding the Admob Ads, Unity will only run in Portrait.

    I tried rotating the camera initially but then found out you can't rotate GUI TextFonts

    Compiled with
    OS 3.1.3
    Unity 1.7 pro
    StickBot Pack 1.5

    Ive tried different OS compiles but all do the same fixed Portrait mode.
    I have even tried hard wiring the Orientation, but with no result.

    Anyone with a nudge in the right direction would be appreciated
    Many thanks.

    Attack Of The Mutant Zombie Laser Shark vs The Angry Piranha
    (From Outer Space)

    ....i know its a long title...but its extra keywords :)
     
  24. Dreamora

    Dreamora

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    The EP doesn't touch your landscape settings ...
    Thats all done through the screenorientation settings in your scripts in unity (never use camera rotate for that)
     
  25. opticfibre

    opticfibre

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    Apr 6, 2010
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    26
    Thanks dreamora,

    but without the EP the game runs Landscape and with EP it runs portrait?!

    Nothing i change in the Unity Player Settings changes that, somethings affecting the layout when EP is added?
     
  26. Dreamora

    Dreamora

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    The player settings don't affect the orientation, only the code does.

    We should continue this on the EP google group so we can talk about specifics
     
  27. opticfibre

    opticfibre

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    Apr 6, 2010
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    I have not had my acceptance to the group yet, i only requested to join today :(

    Should i not talk about this here, and wait for the group to let me in?
     
  28. Dreamora

    Dreamora

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    you can talk about it here but I can't / won't go into any form of details as we can't talk about the implementation of the EP here.

    But to my knowledge and experience there is nothing in the EP that could affect the orientation.
    Thats something only your script code in unity can do by messing with the orientation settings.
     
  29. opticfibre

    opticfibre

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    Apr 6, 2010
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    Ok, leaving EP aside for now,

    I have no code that sets the orientation of the game, i use the LandscapeRight setting in the Player Settings.

    What code could i add to a script in unity ensure the correct Landscape orientation.

    thanks again.
     
  30. opticfibre

    opticfibre

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    Apr 6, 2010
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    I Found it, on this amazing forum of course.

    iPhoneSettings.verticalOrientation = false;


    Many thanks for your help!
     
  31. Dreamora

    Dreamora

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    that is pre 1.5 code

    its screenOrientation now with the corresponding enum and in addition you can disallow given orientations
     
  32. moscosherman

    moscosherman

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    Sep 17, 2009
    Posts:
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    Cant make mobclix working with EP..
    removed Admob Source files ...
    Anybody have it working?
     
  33. takmatsumoto

    takmatsumoto

    Joined:
    Mar 1, 2010
    Posts:
    3
    hi I'm interesting to your enhancement pack
    How do I download your product if pay for it.
     
  34. DrFromTheLab

    DrFromTheLab

    Joined:
    May 21, 2009
    Posts:
    108
    Hi,
    I purchase this package and payed for it a week ago... but still no answer.

    Please Stink bot :) write me a mail!

    cheers
     
  35. ikeo

    ikeo

    Joined:
    Jul 28, 2007
    Posts:
    51
    Please add me to the Google group -> ikeo01001@gmail.com

    Enhancement pack is great, but sending people the 1.1 download link, whilst showing 1.5 functionality on the site is a bit confusing.

    Thanks!
     
  36. stuartjeff

    stuartjeff

    Joined:
    May 28, 2009
    Posts:
    9
    I bought the enhancement pack a couple of days ago and was given the 1.1 codebase. After following the instructions for integrating it with Unity 1.7 nothing happened. I've had an outstanding customer service request for almost 48 hours now and sent an email followup with no response. I see how I can make it work but I expect a little more for $100. I completely understand that "stuff happens" but if you can't support the product right now then consider removing the purchase link. People purchase your software to save themselves time. I'm not getting my money's worth right now.

    After dealing with Brady at Above and Beyond and having such an amazing experience with SM2 and EZ GUI I can't help but expect more from the other middleware providers especially considering that you are charging more.
     
  37. opticfibre

    opticfibre

    Joined:
    Apr 6, 2010
    Posts:
    26
    I have just recently got hold of version EP1.5 hoping it would fix the save screen function and include the face book integration.

    Unfortunately, i cannot get the 1.5 version to work at all in unity 1.7.
    I have spent quite a while modifying the 1.1 version to fix the screen save feature, and found a very helpful facebook integration to unity site.

    I have reverted back to 1.1 until another update if at all is available, it appears that Stinkbot may have dissapeard, as i have many pending support request none of which have been answered.

    There is still support from the google group which has been very helpful since google banned zip downloads.

    I hope that Unity3 will have all the added features that people on the forums are asking for, as it was a very expensive investment. Fingers Crossed!
     
  38. stuartjeff

    stuartjeff

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    May 28, 2009
    Posts:
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    What was the Facebook integration site that you found? I think I'm going to remove the enhancement pack entirely and just write the code myself. I was planning to modify the existing code to add a few features but there really isn't enough there to justify a modification. All I need to do is add the ability to have the user select a person from his contact list and the ability to post to the player's wall via Facebook Connect.
     
  39. Dreamora

    Dreamora

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    Please check out the files and information you find on the google group.

    I've tested the EP with 1.7 and know for SURE it works.
    All you have to do post Unity 1.5 is
    1) totally cut admob
    2) upgrade the files to the non thumb ones

    Thats not an EP thing but due to UTs decision to cut thumb libraries completely with 1.6+. if they are in, the player will instantly crash on startup on the device.
     
  40. opticfibre

    opticfibre

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    Apr 6, 2010
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    26
    Here is the Facebook Connect Tutorial (i got this somewhere in this forum)
    http://blog.getlimed.com/lime/2010/03/add-facebook-connect-to-a-unity-iphone-game.html#more


    EP 1.1 works fine in 1.7 and EP1.5 comes with an installation guide, Stinkbot site also refers to the EP as not requiring any Xcode modifications.

    Just adding the EP 1.5 requires FBConnect to be added, its hard wired.
    Removing FBConnect from the code, then requires all the other additional components of EP are missing, hardly a Xcode free usage.

    I'll stick with 1.1 until they have ironed out the thumb thing you mentioned, im not sure what that is? I bought EP so i wouldn't have to get to deep into Xcode.

    I'm sure with some jiggery pokery, EP 1.5 would work, but im having enough trouble figuring out why my ReadPixels WWWform upload is black!!
     
  41. stuartjeff

    stuartjeff

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    May 28, 2009
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    Where is the Google group and how do I gain access? The EP site doesn't mention it anywhere.
     
  42. opticfibre

    opticfibre

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  43. Dreamora

    Dreamora

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    uploading an image to a webserver is something you would do with Unitys regular WWW, adding it as byte data to the form and use an appropriate operation type like PUT or INSERT
     
  44. opticfibre

    opticfibre

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    Apr 6, 2010
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    26
    Yes i have all the parts,

    Code (csharp):
    1. // Grab a screen shot and upload it to a CGI script.
    2. // The CGI script must be able to hande form uploads.
    3. var screenShotURL= "http://dev.unity.site:8888/screenshot.php";
    4.  
    5. // Take a screen shot immediately
    6. function Start () {
    7.     UploadPNG();
    8. }
    9.  
    10. function UploadPNG () {
    11.     // We should only read the screen after all rendering is complete
    12.     yield WaitForEndOfFrame ();
    13.    
    14.     // Create a texture the size of the screen, RGB24 format
    15.     var width = Screen.width;
    16.     var height = Screen.height;
    17.     var tex = new Texture2D ( width, height, TextureFormat.RGB24, false );
    18.     // Read screen contents into the texture
    19.     tex.ReadPixels ( Rect(0, 0, width, height), 0, 0 );
    20.     tex.Apply ();
    21.  
    22.     // Encode texture into PNG
    23.     var bytes = tex.EncodeToPNG ();
    24.     Destroy ( tex );
    25.  
    26.     // Create a Web Form
    27.     var form = new WWWForm ();
    28.     form.AddField ( "action", "Upload Image" );
    29.     form.AddBinaryData ( "fileUpload", bytes, "screenShot.png", "image/png" );
    30.  
    31.     // Upload to a cgi script    
    32.     var w = WWW ( screenShotURL, form );
    33.     yield w;
    34.     if (w.error != null) {
    35.         print ( w.error );    
    36.     } else {
    37.         print ( "Finished Uploading Screenshot" );    
    38.     }
    39. }
    with this

    Code (csharp):
    1. <?
    2.    if ( isset ($_POST['action']) ) {
    3.       if($_POST['action'] == "Upload Image") {
    4.          unset($imagename);
    5.  
    6.          if(!isset($_FILES)  isset($HTTP_POST_FILES)) $_FILES = $HTTP_POST_FILES;
    7.  
    8.          if(!isset($_FILES['fileUpload'])) $error["image_file"] = "An image was not found.";
    9.  
    10.          $imagename = basename($_FILES['fileUpload']['name']);
    11.  
    12.          if(empty($imagename)) $error["imagename"] = "The name of the image was not found.";
    13.  
    14.          if(empty($error)) {
    15.             $newimage = "images/" . $imagename;
    16.             //echo $newimage;
    17.             $result = @move_uploaded_file($_FILES['fileUpload']['tmp_name'], $newimage);
    18.             if ( empty($result) ) $error["result"] = "There was an error moving the uploaded file.";
    19.          }
    20.       }
    21.    } else {
    22.       echo "no form data found";
    23.    }
    24. ?>
    And it uploads alright except the image is Black, and around 2k in size?
    I've even used Application.CaptureImage and saved it as a file, then tried to upload the file, but that appears as a red question mark.

    The code here was from the forum, but i just get black images?!?!?!
     
  45. Hilm

    Hilm

    Joined:
    Nov 2, 2007
    Posts:
    338
    I've applied to join the google group after having purchased it and got the 1.1 download link... I cant get 1.1 running in unity 1.7 so would appreciate being added ASAP as am on a deadline.

    e-mail: adamgreen@assyria-game.com

    Cheers
     
  46. Hilm

    Hilm

    Joined:
    Nov 2, 2007
    Posts:
    338
    Hey guys,

    Since stinkbot seems to have dissapeared; would anyone mind sending me 1.5 + the installation guide? I need the store kit functionality which isn't present in 1.1 as far as I can tell, and really need to have the in-app purchases working by wednesday which dosent give me a great deal of time to be waiting around for someone to hit the "approval to join the google group" button... Which judging by the replies is going to take a while.

    Cheers,
    Adam G
     
  47. Doc Matrix

    Doc Matrix

    Joined:
    Jul 29, 2010
    Posts:
    2
    Hi All,

    I bought the Enhancement Pack today and got sent an automated reply with what appears to be an old version, that doesn't appear to have any of the advertised Facebook functionality implemented.

    Can anyone help me work out where I can get a copy of the latest code of the Enhancement Pack? I emailed stinkbot, am awaiting a reply from him.

    Any ideas appreciated.
     
  48. Dreamora

    Dreamora

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    Apr 5, 2008
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    26,601
  49. instbldrjems

    instbldrjems

    Joined:
    May 1, 2009
    Posts:
    10
    Hi --

    I am in the same situation -- received version 1.1.

    I have also been waiting for nearly two weeks now to be granted access to the Google Group, and also have a case open on Stinkbot Support. No response anywhere, except automated responses.

    Basically, whatever channel I use to contact the developer seems to be a dead-end.

    I understand he is a one-person company, and there may be very good reasons why he is not responding to any requests for help, but if he is not able to service customers at this time then maybe the sales channel should be closed down temporarily so people do not continue to purchase code they cannot fully utilize.
     
  50. Doc Matrix

    Doc Matrix

    Joined:
    Jul 29, 2010
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    2
    I was given access to the google group within about 3-4 days of requesting, so I'm surprised it has taken as long as you're saying.