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UniWebView - Integrating WebView to your mobile games in a simple way

Discussion in 'Assets and Asset Store' started by onevcat, Nov 14, 2013.

  1. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    Hi, Mementos

    I am sorry but UniWebView can not render image to a in-game texture. It is not designed to do such a thing from the very beginning.
     
  2. Mementos

    Mementos

    Joined:
    Sep 25, 2012
    Posts:
    79
    Hey,
    is it possible to block specific url´s/ add´s? Im especially searching a way for blocking onclickads.net adds, since those makes uniwebview unusable when those adds are on a website (it always open a new link popup when just clicking anywhere).

    Thanks in advance
     
  3. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    Oh..sorry for the late reply. But I am afraid there is no way to do it now. And it seems there is no plan to add it to UniWebView in a short time. I'm sorry for that.
     
  4. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Hi, I'm using it in a cross platform project, and it's troublesome I have keep doing #if UNITY_IOS || UNITY_ANDROID in my code. I see you can make an empty class in uniwebviewpluginXXX for builds that don't work.

    Also, please add a Load (string url) directly instead of making two calls
     
  5. Mihai-Ionut

    Mihai-Ionut

    Joined:
    Mar 15, 2013
    Posts:
    5
    My client bought UniWebView to integrated in the game that we are making and he wants to open this kind of links :http://bluegg.mobi/preview/?id=DBMfGl5fTRoeFhEURRAdSlACElZdVltdWFJeUVRUAw4JDw==&name=%D0%9F%D1%80%D0%B8%D0%B3%D0%BB%D0%B0%D1%88%D0%B5%D0%BD%D0%B8%D0%B5#
    .The problem is that on this site the plugin doesn't works as it should,not scroll,the youtube video is playing but we can only hear(no video).Can you check it out ?Thank you.

    LaterEDIT:
    I use vuforia so I guess I need to recompile since I have another main activity.Can you make a windows version of the recompile tutorial?It would reduce work for those who didn't use ant before.
     
    Last edited: Aug 27, 2014
  6. comicm

    comicm

    Joined:
    Sep 5, 2014
    Posts:
    3
    hello

    I try to make a link to Line (a mobile messaging app)(http://line.me/en/) in uniWebView
    But It comes an error , the uniWebView began to repeat reloading and never stops.
    The screen shown the "not support the Communications Protocol"
    You may try this test link
    http://www.goodtaiwan.com/?product=ワレット
    any help?

    many thanks
     
  7. kodagames

    kodagames

    Joined:
    Jul 8, 2009
    Posts:
    538
    Hello,

    Im getting a bunch of errors about this only being supported in Unity Pro?

    License error. This plugin is only supported in Unity Pro!

    UniWebView:Awake() (at Assets/UniWebView/Script/UniWebView.cs:542)
    UniWebView:Awake() (at Assets/UniWebView/Script/UniWebView.cs:530)

    I dont recall seeing any mention of this when I purchased this plugin. Is there a Pro only plugin or is there something else going on?

    Michael
     
  8. kaushik-d

    kaushik-d

    Joined:
    Aug 25, 2011
    Posts:
    19
    Hello, the screen orientation is broken for iOS 8. I'm using LandscapeRight, but the insets seem to be applied in portrait mode. Is there any workaround for this? We need to fix this urgently as we are having problems with a live app. Any help would be appreciated.
     
  9. jnbt

    jnbt

    Joined:
    Jul 8, 2013
    Posts:
    9
    We had the same problem. As we're short in time at the moment I've applied the following hot fix for this problem:

    Change the following block in UniWebView.mm:
    Code (csharp):
    1.  
    2. if (orientation == landscapeLeft || orientation == landscapeRight) {
    3.         viewRect = CGRectMake(viewRect.origin.x, viewRect.origin.y, viewRect.size.height, viewRect.size.width);
    4.         self.toolBar.frame = CGRectMake(0, unityView.frame.size.width - 44, unityView.frame.size.height, 44);
    5.         self.spinner.frame = CGRectMake(unityView.frame.size.height / 2 - 65, unityView.frame.size.width / 2 - 65, 130, 130);
    6.     } else {
    7.         self.toolBar.frame = CGRectMake(0, unityView.frame.size.height - 44, unityView.frame.size.width, 44);
    8.         self.spinner.frame = CGRectMake(unityView.frame.size.width / 2 - 65, unityView.frame.size.height / 2 - 65, 130, 130)
    9.     }
    10.  
    to the following:

    Code (csharp):
    1.  
    2. if (orientation == landscapeLeft || orientation == landscapeRight) {
    3.        if([[[UIDevicecurrentDevice] systemVersion] compare:@"8.0"options:NSNumericSearch] == NSOrderedAscending){
    4.             viewRect = CGRectMake(viewRect.origin.x, viewRect.origin.y, viewRect.size.height, viewRect.size.width);
    5.         }
    6.         self.toolBar.frame = CGRectMake(0, unityView.frame.size.width - 44, unityView.frame.size.height, 44);
    7.         self.spinner.frame = CGRectMake(unityView.frame.size.height / 2 - 65, unityView.frame.size.width / 2 - 65, 130, 130);
    8.     } else {
    9.         self.toolBar.frame = CGRectMake(0, unityView.frame.size.height - 44, unityView.frame.size.width, 44);
    10.         self.spinner.frame = CGRectMake(unityView.frame.size.width / 2 - 65, unityView.frame.size.height / 2 - 65, 130, 130)
    11.     }
    12.  
    This is working at least for me on an iPhone4S on iOS8 and iPhone4 on iOS7.
     
  10. bjornrun

    bjornrun

    Joined:
    Oct 29, 2013
    Posts:
    88
    On iOS and starting in landscape orientation, the toolbar is not shown. It appears when turning the device, but web view is now too small. It works somewhat if starting in portrait mode, but similar problem when turning the device. Tested on iOS8. Will this be fixed?
     
  11. bjornrun

    bjornrun

    Joined:
    Oct 29, 2013
    Posts:
    88
    For me this was a better solution:
    Code (CSharp):
    1.  UIInterfaceOrientation o2 = [UIApplication sharedApplication].statusBarOrientation;
    2.     BOOL screenLandscape = (orientation == landscapeLeft || orientation == landscapeRight);
    3.    
    4.    
    5.     if ( (screenLandscape && UIInterfaceOrientationIsLandscape(o2) ) || (!screenLandscape && !UIInterfaceOrientationIsLandscape(o2))) {
    6. /*        if (BELOW_IOS_8) {
    7.             viewRect = CGRectMake(viewRect.origin.x, viewRect.origin.y, viewRect.size.height, viewRect.size.width);
    8.         }*/
    9.         self.toolBar.frame = CGRectMake(0, unityView.frame.size.height - 44, unityView.frame.size.width, 44);
    10.         self.spinner.frame = CGRectMake(unityView.frame.size.width / 2 - 65, unityView.frame.size.height / 2 - 65, 130, 130);
    11.     } else {
    12.         self.toolBar.frame = CGRectMake(0, unityView.frame.size.width - 44, unityView.frame.size.height, 44);
    13.         self.spinner.frame = CGRectMake(unityView.frame.size.height / 2 - 65, unityView.frame.size.width / 2 - 65, 130, 130);
    14.         viewRect = CGRectMake(viewRect.origin.x, viewRect.origin.y, viewRect.size.height, viewRect.size.width);
    15.     }
    16.  
    17.     CGRect f = CGRectMake(insets.left,
    18.                           insets.top,
    19.                           viewRect.size.width - insets.left - insets.right,
    20.                           viewRect.size.height - insets.top - insets.bottom);
    21.    
    22.    
    23.     self.frame = f;
    24.     self.insets = insets;
    25.  
     
  12. Rs

    Rs

    Joined:
    Aug 14, 2012
    Posts:
    46
    Hi,
    two quick questions:
    1. will a PDF be loaded in the WebView?
    2. If yes, will their links be clickable?
    Thank you.
     
  13. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    Hi,

    1. Yes, but only from server in Android. In iOS you can load a pdf from both local and server, while in Android you can only load a pdf file with a server url. There is a limitation you can not read the asset package directly, there is a workaround to extract and save it to somewhere else (sd card for example), and load it there if you want to use a local file. But it needs some additional work.
    2. Yes.
     
  14. Gekigengar

    Gekigengar

    Joined:
    Jan 20, 2013
    Posts:
    455
    Watching for purchase list.
     
  15. pretender

    pretender

    Joined:
    Mar 6, 2010
    Posts:
    820
    is it somehow possible to make buttons for increase/decrease of the web page's text? and how it can be done? thanks!
     
  16. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    I guess you can implement it by using javascript to change the font size.
     
  17. SuperbStarling42

    SuperbStarling42

    Joined:
    Jan 15, 2014
    Posts:
    5
    I would like to be able to download a html file to view offline at a later date within the unity app.
    Is it possible to load local html files from another directory other than StreamingAssets?
    For example How can I load html files from the Application.persistentDataPath?
     
  18. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    You can load the file content into a string and then use LoadHTMLString method.
     
  19. zhifeng

    zhifeng

    Joined:
    Nov 30, 2012
    Posts:
    2
  20. Ascensi

    Ascensi

    Joined:
    Sep 7, 2013
    Posts:
    579
    Will this work with WebGL? or can you add support for this? I want to have it on a webserver and allow mobile devices to connect to it. I am also editing on windows.. I saw in your ad that windows editor support is on the way -is that what you mean or support to see webpages load on prefabs in the editor view rather than runtime?
     
  21. headcrap

    headcrap

    Joined:
    Jul 29, 2014
    Posts:
    37
    Problem with Unity 4.6.0 & 4.6.2 ? When i drag the UniWebViewObject Prefab to my scene i get the following error:
    The associated script can not be loaded

    Please Help
     

    Attached Files:

  22. longkeng

    longkeng

    Joined:
    Sep 2, 2014
    Posts:
    18
    I want to build webview plugin to android target but i have an issue that needs clarification.
    Because after my game is used a lot of plugins, i think setting AndroidPlugin to MainActivity then many problems will arise.

    My question is this plugin is working if i not setting AndroidPlugin class to MainActivity?
    Wait for reply :)
     
  23. longkeng

    longkeng

    Joined:
    Sep 2, 2014
    Posts:
    18
    This plugin not working on Xcode6 buiding from Unity 5.
     
    Last edited: Feb 26, 2015
  24. KDelli

    KDelli

    Joined:
    Mar 4, 2015
    Posts:
    1
    Hey there,

    I'm pretty interested into buying your plugin. Nevertheless, I absolutely need a Windows (WP not necessary) compatibility.

    Can you give me an approximate release date for this compatibility ?
    Thanks !
     
  25. VHornet

    VHornet

    Joined:
    Jul 10, 2012
    Posts:
    47
    Hi, I have purchased the UniWebView plugin and I am developing on Android platform. My problem is that the AndroidManifest.xml file is currently configured to use other plugins like facebook, soomla, etc... now UniWebView comes and delete current setting. Please help me to merge the 2 Android Manifest.

    Current one:

    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" android:installLocation="preferExternal" android:versionCode="1" android:versionName="1.0">
    3.   <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
    4.   <uses-permission android:name="android.permission.USE_CREDENTIALS" />
    5.   <uses-permission android:name="android.permission.GET_ACCOUNTS" />
    6.   <uses-permission android:name="android.permission.INTERNET" />
    7.   <uses-permission android:name="com.android.vending.BILLING" />
    8.   <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
    9.   <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
    10.   <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
    11.   <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="true" android:name="com.soomla.SoomlaApp">
    12.     <activity android:name="com.unity3d.player.UnityPlayerProxyActivity" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    13.       <intent-filter>
    14.         <action android:name="android.intent.action.MAIN" />
    15.         <category android:name="android.intent.category.LAUNCHER" />
    16.       </intent-filter>
    17.     </activity>
    18.     <activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    19.     </activity>
    20.     <activity android:name="com.unity3d.player.UnityPlayerNativeActivity" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    21.       <meta-data android:name="android.app.lib_name" android:value="unity" />
    22.       <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
    23.     </activity>
    24.     <activity android:name="com.unity3d.player.VideoPlayer" android:label="@string/app_name" android:screenOrientation="behind" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    25.     </activity>
    26.     <activity android:name="com.facebook.LoginActivity" android:label="@string/app_name" android:theme="@android:style/Theme.Translucent.NoTitleBar" />
    27.     <meta-data android:name="billing.service" android:value="google.GooglePlayIabService">
    28.     </meta-data>
    29.     <activity android:name="com.facebook.unity.FBUnityLoginActivity" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen">
    30.     </activity>
    31.     <activity android:name="com.facebook.unity.FBUnityDeepLinkingActivity" android:exported="true">
    32.     </activity>
    33.     <meta-data android:name="com.facebook.sdk.ApplicationId" android:value="\ 555678924563337" />
    34.     <activity android:name="com.soomla.profile.social.google.SoomlaGooglePlus$SoomlaGooglePlusActivity" android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen" />
    35.     <meta-data android:name="com.google.android.gms.version" android:value="@integer/google_play_services_version" />
    36.     <activity android:name="com.soomla.profile.social.twitter.SoomlaTwitter$SoomlaTwitterActivity" android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen" />
    37.     <activity android:name="com.facebook.unity.FBUnityDialogsActivity" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen">
    38.     </activity>
    39.   </application>
    40. </manifest>
    41.  

    UniWebView:

    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <manifest
    3.     xmlns:android="http://schemas.android.com/apk/res/android"
    4.     package="com.onevcat.uniwebview"
    5.   android:installLocation="preferExternal"
    6.     android:versionCode="1"
    7.     android:versionName="1.0">
    8.     <supports-screens
    9.         android:smallScreens="true"
    10.         android:normalScreens="true"
    11.         android:largeScreens="true"
    12.         android:xlargeScreens="true"
    13.         android:anyDensity="true"/>
    14.  
    15.     <application
    16.     android:icon="@drawable/app_icon"
    17.         android:label="@string/app_name"
    18.         android:debuggable="true">
    19.         <activity android:name="com.onevcat.uniwebview.AndroidPlugin"
    20.                   android:label="@string/app_name"
    21.                   android:hardwareAccelerated="true"
    22.                   android:windowSoftInputMode="adjustResize"
    23.                   android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    24.             <intent-filter>
    25.                 <action android:name="android.intent.action.MAIN" />
    26.                 <category android:name="android.intent.category.LAUNCHER" />
    27.             </intent-filter>
    28.             <meta-data android:name="android.app.lib_name" android:value="unity" />
    29.             <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
    30.         </activity>
    31.  
    32.         <activity android:name="com.onevcat.uniwebview.UniWebViewCustomViewActivity"
    33.                   android:label="@string/app_name"
    34.                   android:hardwareAccelerated="true"
    35.                   android:windowSoftInputMode="adjustResize"
    36.                   android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
    37.                   android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    38.             <meta-data android:name="android.app.lib_name" android:value="unity" />
    39.             <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
    40.         </activity>
    41.     </application>
    42.     <uses-permission android:name="android.permission.INTERNET" />
    43. </manifest>
    44.  
     
  26. Culzean

    Culzean

    Joined:
    Jan 25, 2014
    Posts:
    48
    Hey,

    I'm using UniWebView to show web page content inside our game. It's working great for this but I have encountered a problem with embedded content. This is an iFrame element to show a youtube video. Again this content will play fine within the webview. However when this for loads I cannot get the youtube frame to show the play button or load a still image. This is frustrating because the iFrame appears as a black screen until the user clicks on it.
    Is there a way round this problem?

    Thanks

    Ignore this question, it was something I was doing to intercept outside domain requests. iFrame is working fine. :)
     
    Last edited: Mar 10, 2015
  27. fcruzp

    fcruzp

    Joined:
    Jan 14, 2015
    Posts:
    4
    I'm looking for an assets like this but target the windows or mac deployments. Do you have a version like that available?
     
  28. fred_gds

    fred_gds

    Joined:
    Sep 20, 2012
    Posts:
    184
    Does this asset work on Unity 5? I'm looking for a replacement for U3DXT. So I just need to display a pdf file from a web server.
     
  29. SanthanaBharathy

    SanthanaBharathy

    Joined:
    Oct 6, 2012
    Posts:
    77
    Web page load failed: WebHandler; url: ; error:The operation couldn’t be completed. (NSURLErrorDomain error -999.)

    Throws exception when trying to load HTML string in UniWebview.
     
  30. AppDev123

    AppDev123

    Joined:
    Jan 21, 2015
    Posts:
    6
    Hello,

    We are finding quite a lot of issues with Unity5 and the new version of the UniWebView2, compiling with IL2CPP and iOS8.2:

    In an iPhone4 with iOS 7.1: when we play videos, there is no image.
    In an iPhone6 with iOS8.2: when we play videos, there is no sound.
    In all of them, changing the device orientation, completely messes everything up.


    In all of them, when we stop playing videos, there is an frame buffer memory leak that crashes the application.

    None of this was happening with the previous version.

    Does anyone have a quick solution for these problems? especially the framebuffer memory leak?

    Best regards.

    ps: These are the output error in xcode.

    OpenGLES error 0x0502 in /Users/tiago/projects/Builds/cinime/iOS/V159/Classes/Unity/GlesHelper.mm:330

    OpenGLES error 0x0506 in /Users/tiago/projects/Builds/cinime/iOS/V159/Classes/Unity/GlesHelper.mm:331
     
  31. elpuerco63

    elpuerco63

    Joined:
    Jun 26, 2014
    Posts:
    271
    What started out (for me anyway) as a great plugin has turned sour! I found out only this morning that the version I purchased 3 months ago is not compatible with Unity 5.

    I then find to my horror there is no free update, or even a modest fee update but a new worked version 5 Euros more expensive than the previous version!

    I have contacted support in the hope for free update, but now reading this forum I see the responses appeared to have dried up and also that the new version is problematic!

    A real shame as I am now removing this from all my projects and going to look elsewhere!

    [Update]
    exisiting customer get 50% discount, I upgraded and works a charm on Unity 5 just like it did on Unity 4x

    ... happy
     
    Last edited: Apr 28, 2015
  32. rahuxx

    rahuxx

    Joined:
    May 8, 2009
    Posts:
    537
    I just tried the demo scene. When I run the demo scene, and click to launch the web view my actual 3d view change its position. Which looks jerky. Is this a bug? Any solution for that?
     
  33. rahuxx

    rahuxx

    Joined:
    May 8, 2009
    Posts:
    537
    any update on this?
     
  34. enzogupi

    enzogupi

    Joined:
    Nov 17, 2013
    Posts:
    1
    Hello, I purchased UniWebView 1.9.1.
    I need to put a parental control when the user tap on an external link.

    I tried using onLoadBegin delegate and calling uniWebView.Stop() if the link is external.
    It works in Editor, but it doesn't in iOS (the link is called anyway).

    How can I fix it?

    Thanks for any help
     
  35. flyingaudio

    flyingaudio

    Joined:
    Dec 3, 2010
    Posts:
    97
    Just purchased v2.1.3. Looks like a well thought out design.
    The demo has an issue. I am testing on my iPhone, and after the cube collides with the sphere I get an alert message, but the OK button does nothing. What needs to happen to make this work?

    Also, your UniWebViewObject prefab is missing the UniWebScript.
     
  36. Xtro

    Xtro

    Joined:
    Apr 17, 2013
    Posts:
    384
  37. D3m0n

    D3m0n

    Joined:
    Nov 11, 2014
    Posts:
    109
    Site return error 502 with bad gateway.......
     
  38. pretender

    pretender

    Joined:
    Mar 6, 2010
    Posts:
    820
    Can this be used to open pdf files on android?
     
  39. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    It should be fixed now.
     
  40. onevcat

    onevcat

    Joined:
    Jan 4, 2013
    Posts:
    91
    I'm afraid not. There is no native support in Android web view for viewing pdf. Instead of opening it in the web view, your user will be prompted to open another app which could handle it.
     
  41. kuangren

    kuangren

    Joined:
    May 7, 2015
    Posts:
    2
    请问UniWebView 如何由APP向Html发送数据,以及Html如何接收数据。
    还有就是如何禁止Android的back按钮事件。
     
  42. intercodegames

    intercodegames

    Joined:
    Dec 1, 2014
    Posts:
    11
    Hello,
    I've just upgraded my Unity 4.6 project to Unity 5.1. I've updated UniWebView to version 2 and
    I've followed the Upgrading from UniWebView 1.x on the manual pages. But when I try to import the new UniWebView I get the following erros:

    System.IO.FileNotFoundException: Could not find file "/Users/rogeriobrito/Documents/Unity 5 projects/unity/Assets/Plugins/UniWebViewWP.dll.mdb".

    System.IO.FileNotFoundException: Could not find file "/Users/rogeriobrito/Documents/Unity 5 projects/unity/Assets/Plugins/WP8/UniWebViewWP.dll.mdb".

    Those files indeed don't exist, and I can't make it work.
    How can I fix it? Thank you.
     
  43. Xtro

    Xtro

    Joined:
    Apr 17, 2013
    Posts:
    384
    I have my own dll and I'm getting the same error. Unity is supposed to generate mdb file for my dll but it doesn't for some reason. I think this is a Unity bug.
     
  44. intercodegames

    intercodegames

    Joined:
    Dec 1, 2014
    Posts:
    11
    Xtro, any ideia how to fix it?
    Thanks
     
  45. Xtro

    Xtro

    Joined:
    Apr 17, 2013
    Posts:
    384
    I don't know why Unity doesn't generate mdb from pdb file. I have it but Unity doesn't generate it. I don't know :(
     
  46. Tomoaki.Nagahara

    Tomoaki.Nagahara

    Joined:
    Aug 6, 2015
    Posts:
    1
  47. alizdesk

    alizdesk

    Joined:
    Mar 26, 2015
    Posts:
    46
    Hi, when do you plan to support Windows 10 Universal Applications?
     
  48. Leopotam

    Leopotam

    Joined:
    Mar 26, 2012
    Posts:
    3
    onevcat, i sent you email with fix to small but annoying osx editor issue.
     
  49. sdf

    sdf

    Joined:
    Sep 6, 2012
    Posts:
    7
    Hi,guys
    It seens the webpage loaded by uniwebview is always in front of other gameobjects,even though set the sort order of cavas.How to do if i want my gameobject mask the webpage? Or is there any idea to modify the webpage's content ? Thanx
    Sorry for my poor english
     
    Last edited: Sep 20, 2015
  50. BonyYousuf

    BonyYousuf

    Joined:
    Aug 22, 2013
    Posts:
    110
    I need this to run on windows platform to enable facebook logging for desktop app. Can it support windows standalone?
     
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