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Reign Unity Plugins (Win8/WP8, BB10, iOS, Android, ect...)

Discussion in 'Assets and Asset Store' started by zezba9000, Oct 1, 2013.

  1. totsboy

    totsboy

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    My mistake for not checking the demo, thanks!

    Now that my app is on the store, I'm getting this error from Windows Phone 8 store when trying to Rate the app:

    "There is a problem completing your request. Try Again Later
    Error Code: 805a0194"
     
  2. zezba9000

    zezba9000

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    Are you talking about when you try to invoke the store so the user can review the app?
    If so, and your app just came out you probably have to give it a day or so to registrar in there system. I notice WP8 is slow about this.
     
  3. totsboy

    totsboy

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    Yeah it just came out, that makes sense.
    Thanks again and sorry to keep bothering you so frequently!
     
  4. zezba9000

    zezba9000

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    Some fixes to the plugin were just pushed up:

    1) Updated WP8 Ads SDK. Make sure you update to the new version from this file: http://www.reign-studios.net/index.php/download_file/view/29/215/

    2) Fixed AdMob interstitial ad click event being fired on Android when it should not.

    3) Code intelligence has documentation in VisualStudios and MonoDevelop.

    4) Fixed Refresh bug on Win8/WP8 and added manual refresh time settings.

    5) Added Refresh time settings for Amazon Ads on Android.
     
  5. zezba9000

    zezba9000

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  6. EnigmaCEO

    EnigmaCEO

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    Assets/Scenes/Reign/ReignDemo.cs(101,38): error CS1501: No overload for method `Init' takes `1' arguments

    Getting this error after updating.
     
  7. zezba9000

    zezba9000

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    You can remove the "ReignDemo.cs" and "ReignDemo.scene" file as they are no longer valid and have been replaced by individual demo files and scenes.
     
  8. coolpowers

    coolpowers

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    I hate to be one of Those People, but any idea what sort of timeframe you have for native leaderboard support? I'm trying to make a decision about purchasing your rather wonderful-seeming plugin suite immediately versus writing my own support for each platform for now (ugh). Given the current trends in mobile games, I think leaderboard support should be prioritized over achievements if necessary.

    I'd also really, really like sharing support (post to Twitter, Facebook, etc.).
     
  9. zezba9000

    zezba9000

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    Leaderboards and Achievements are being actively developed and are the top priority as of now. GooglePlay and BB10-Scoreloop is close to being done and Amazon, iOS GameCircle will follow. Win8-WP8 already have support for Scoreoid, although other in-house systems may be looked at later.

    Facebook and Twitter are high on the list after native Leaderboard support along with some other feature requests others have had.
     
  10. zezba9000

    zezba9000

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    Update pushed out.

    1) GooglePlay native leaderboards and achievements now work!

    2) Fixed async Ad gravity getting set after Ad was created on WP8 and Win8.

    3) Fixed bug that would crash the app if you used LoadImageDlg with IAP.

    NOTE: Docs for leaderboard and achievements are not yet done. Look at "LeaderboardsAchievementsDemo.cs" for more info.
     
  11. totsboy

    totsboy

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    Just updated on my mac after a while, getting this error

     
  12. zezba9000

    zezba9000

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    Just to be clear this is a compile-time link error correct? Or does this happen at run-time?
     
  13. totsboy

    totsboy

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    compile
     
  14. zezba9000

    zezba9000

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    Aww yes, sorry make sure to add the compile link options "-all_load" and "-ObjC" in your xCode project under "Build Settings->Linking->Other Linker Flags".
     
    Last edited: May 10, 2014
  15. totsboy

    totsboy

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    I already did that, but still get the error.
     
  16. zezba9000

    zezba9000

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    Can you download these native libs and manually replace them in your xCode project and try again to see if the link error goes away?

    Download Libs Link

    The only way I was able to reproduce your error, was when I didn't have "-all_load" and "-ObjC".
     
    Last edited: May 10, 2014
  17. zezba9000

    zezba9000

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    @totsboy Pushed an update and a made sure the libs that were working for me are in the update. Are you still getting this issue?
     
  18. totsboy

    totsboy

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    Yes.
    I tried downloading the libs and tried updating just now, but the problem persists :(
     
  19. zezba9000

    zezba9000

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    Have you tried running clean on the build? Might be some cache issue.
     
  20. totsboy

    totsboy

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    Yes :(
    I think I'll reinstall unity and maybe xcode too, since nothing else seems to work >.<
     
  21. zezba9000

    zezba9000

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    Is it possible for you to email support: "support@reign-studios.com" and send a link to your xCode project you built with Unity3D?
    I would like to see if I can reproduce and verify your xCode settings and possibly give you a solution.
     
  22. totsboy

    totsboy

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    Installing XCode 5.1.1 fixed the linking errors! (I was using 4.6.3 before)
    But now the game crashes on start if I enable Reign

    $Captura de Tela 2014-05-17 às 10.26.15.png
     
    Last edited: May 17, 2014
  23. zezba9000

    zezba9000

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    What features are you initializing in Reign that causes the crash? If you are using the IAP system, you now need to set "iOS_AppleStore_SharedSecretKey" in the "InAppPurchaseDesc" object.

    Also because your xCode version was out of date, what OSX version are you running? I recommend you use OSX 10.9 if you are not as it will alert you when there are needed xCode updates.

    Also make sure you delete your old xCode project and create a new one via Unity3D!
     
    Last edited: May 17, 2014
  24. enginedevstaff

    enginedevstaff

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    Hi, We purchased the plug in a few days ago. We configured it but the Ad status is "Error: Invalid request". Actually we get a successful status but the error appears in about a second.
    Why do we have this issue?
    We're using AdMob on WP8 ( emulator ).
    This is our code:
    Thanks for your support.
     
    Last edited: May 20, 2014
  25. zezba9000

    zezba9000

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    Your AdMob UnitID is not correct. You are missing the part that comes after the "/" character.
    The format should be "ca-app-pub-xxxxxxxxxxxxxxxx/xxxxxxxxxx"
     
  26. bmmshayan

    bmmshayan

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    Hi,
    (I am Ukrainian, I use a translator)

    1. Loaded banners are not closed, and the game slows down.
    How to fix that before loading the new banner was removed by the previous?

    2. After rotating the screen sometimes there is another banner.
    how to prevent more than one banner to display on the screen?

    My settings: Build Settings - Default Orientation: Auto Rotation.

    $Screenshot.png
    $Screenshot.png

    AdsDemo.cs:
    Code (csharp):
    1. ....
    2.             // Android settings
    3.             Android_AdAPI = AdAPIs.AdMob,// Choose between AdMob or AmazonAds
    4.            
    5.             Android_AdMob_UnitID = "ca-app-pub-........../.........",// NOTE: You can use legacy (PublisherID) too, You MUST have this even for Testing!
    6.             Android_AdMob_AdGravity = AdGravity.TopCenter,
    7.             Android_AdMob_AdSize = Android_AdMob_AdSize.SmartBanner,
    8.            
    9.             Android_AmazonAds_ApplicationKey = "",
    10.             Android_AmazonAds_AdSize = Android_AmazonAds_AdSize.Wide_728x90,
    11.             Android_AmazonAds_AdGravity = AdGravity.BottomCenter,          
    12.             //Android_AmazonAds_RefreshRate = 120,
    13.         };
    14.  
    15.         ad = AdManager.CreateAd(adDesc, adCreatedCallback);
    16.  
    17.         // NOTE: Use "ad.Visible = true/false;" to show and hide ads.
    18.     }
    19. ....
    20.  
    3. Tell me how to call a banner (InterstitialAd) from another script (JS)?
     
    Last edited: May 20, 2014
  27. enginedevstaff

    enginedevstaff

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    Hi, using the right code we have no issues but still can't see the ads on the emulator. We have no device to test either it works or not so we would like to know if there's something else to set properly or simply the ads won't be shown on the emulator.

    Thanks in advance for your support.
     
  28. zezba9000

    zezba9000

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    You should not be creating a bunch of banners. You need to use "ad.Visible = true/false;" to show and hide banner ads.

    If you are having a lot of issues understanding basic C# code I would use a converter: https://www.assetstore.unity3d.com/en/#!/content/5630
    I will send you converted in another message.
     
    Last edited: May 20, 2014
  29. zezba9000

    zezba9000

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    MS Ads don't run in the emulator, so its possible and highly likely AdMob doesn't as well. The computer i'm on right now doesn't support the WP8 emulator or I would confirm this for you right now. But its a pretty good guess you're going to need a device to do testing with.
     
  30. bmmshayan

    bmmshayan

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    $Screenshot.png
    After rotating the screen sometimes there is another banner.
    how to prevent more than one banner to display on the screen?
     
    Last edited: May 20, 2014
  31. zezba9000

    zezba9000

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    This does not make sense.
    Are you creating two banner Ads?
    Are you testing with the AdsDemo scene that came with the Reign plugin?
     
  32. bmmshayan

    bmmshayan

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    I have not changed anything and he did not create, I Use only your files.
    Your example does not work correctly! Displays several banners. Give me a working script for android, which will work fine with SmartBanner.
     
  33. bmmshayan

    bmmshayan

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    $Screenshot_2014-05-20-20-39-28.png

    Your standard file AdsDemo.cs, changed:
    Code (csharp):
    1. Android_AdAPI = AdAPIs.AdMob,
    2. Android_AdMob_UnitID = "ca-app-pub-...../.....",
    3. Android_AdMob_AdGravity = AdGravity.TopCenter,
    4. Android_AdMob_AdSize = Android_AdMob_AdSize.SmartBanner
    I noticed that the problem occurs after restart level: Application.LoadLevel(0);
     
    Last edited: May 20, 2014
  34. zezba9000

    zezba9000

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  35. bmmshayan

    bmmshayan

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  36. zezba9000

    zezba9000

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    No, you should not delete the Ad. Simply set "ad.Visible = true/false" instead to show or hide the Ad.
     
  37. bmmshayan

    bmmshayan

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    Application.LoadLevel(0); duplicates your banner and becomes more! - This is bug 100%...

    write, how to solve this problem?
     
    Last edited: May 20, 2014
  38. zezba9000

    zezba9000

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    No it is not a bug unless I am completely misunderstanding. You are creating the Ad more then once and the bug is on your end from what you have described to me.

    Here is the chain of events:
    1) Your game starts and the "Start()" method gets called: http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Start.html

    2) You create the Ad in the "Start()" method.

    3) You call "Application.LoadLevel(0);".

    4) After "Application.LoadLevel(0);" is called the "Start()" methods get called again and thus it creates a new Ad you don't want.


    Your solution is to:
    Code (csharp):
    1. Ad ad;
    2.  
    3. void Start()
    4. {
    5. DontDestroyOnLoad(gameObject);// Make sure the start method never gets called more then once.
    6.  
    7. var adDesc = new AdDesc()
    8. {
    9. // global settings
    10. Testing = true,
    11. Visible = true,// AD INIT VISIBLE VALUE GETS SET HERE
    12. EventCallback = adEvent,
    13.  
    14. // Android settings
    15. Android_AdAPI = AdAPIs.AdMob,
    16. Android_AdMob_UnitID = "ca-app-pub-xxxxxxxxxxxxxxxxx/XXXXXXXX",
    17. Android_AdMob_AdGravity = AdGravity.BottomCenter,
    18. Android_AdMob_AdSize = Android_AdMob_AdSize.Banner,
    19. };
    20.  
    21. ad = AdManager.CreateAd(adDesc, adCreatedCallback);
    22. //ad.Visible = true;// <<< DO NOT SET THIS HERE
    23. }
    24.  
    25. void LoadMyLevel()
    26. {
    27. ad.Visible = false or true;// SET BEFORE YOU LOAD YOUR SCENE
    28. Application.LoadLevel(0);
    29. }
     
    Last edited: May 21, 2014
  39. bmmshayan

    bmmshayan

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    Thank you very much for your help! It works!

    Banner RefreshInterval (in sec.) - is deprecated?
     
  40. zezba9000

    zezba9000

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    For AdMob, you set the refresh rate on there website per Ad: https://apps.admob.com/
     
  41. MetalSoul666

    MetalSoul666

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    Ops, After Update to latest version

    the ads stopped pop-up? even on new project with only the plug-in

    because the ads, slow my game, i hope the latest version ... fix this problem

    Best Regards
     
  42. zezba9000

    zezba9000

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    What do you mean by "pop-up" ? You mean they don't show?
    What device type and Ad framework are you targeting?
     
  43. MetalSoul666

    MetalSoul666

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    On Windows Phone 8 and the Ad framework is AdMob

    i will keep trying, i hope i can get this to work.. because i did the same steps with the old version its works

    but with the new version,, NAH
     
  44. zezba9000

    zezba9000

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    Look at the new AdDemo.cs file.
    Did you set "WP8_AdAPI = AdAPIs.AdMob," in the "AdDesc" object?
     
  45. MetalSoul666

    MetalSoul666

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    Let me check that
     
  46. totsboy

    totsboy

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    I'm using OSX 10.9.
    I'll try that as soon as I have a chance.

    Now, does Reign require access to phone calls? I've got a few user complaining about that, is there any way to remove it from the requirement list?
     
  47. totsboy

    totsboy

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    Also, I'm trying to implement leaderboards on Android, and I'm a little confused by some many ID's and keys.

    On your example you have:

    After adding google play service on android dev center, I have a 12 digit number that seems to be the game ID, and a long string of numbers and letters that seems to be the leaderboard ID.
    Where do I put them? Also, when I call report score, the string I use is the same set in the ID, at the beginning at the script?
    I imagine I set it all wrong, I'm getting "Invalid API key" when trying to log in.
     
    Last edited: May 22, 2014
  48. zezba9000

    zezba9000

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    NOTE: Critical bug was found in iOS IAP system that would cause random crashes, replace these files until an update comes out: https://www.dropbox.com/s/80bziy4zksjzpw4/iOS_Patch.zip

    AdMob uses it i'm pretty sure for some reason via "CoreTelephony.framework". So if you remove AdMob libs from the project then yes you can remove it.
     
  49. zezba9000

    zezba9000

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    The random hash looking value with 18 characters is your leaderboard number: xxxxxxxxxxxxxxxxxx
    The main ID value in the desc object can be set to whatever you want to call your leaderboard.

    Yes the ID value that is whatever you want is used when you call report score. This makes the API fully agnostic and a write once run anywhere approach.
     
  50. totsboy

    totsboy

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    @zezba9000

    So I just leave this 2 blank?

    string scoreoid_apiKey = "";
    string scoreoid_gameID = "";


    Also, do I have to use this login screen you're using in the example?