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  1. Posts
    227

    OpenFeint iOS 2.9 problems.

    There are 3 main problems in version iOS 2.9 for Unity Support

    1. Definitions missing!!! some definitions were missing in "OpenFeintDefine.h" and other files, failed to compile. (such as "OF...PromptUser....." I can remember now, but I knew it was a define from Initialization of Unity setting.) This issue is not only appeared in this version, but also older version of OF, like OF iOS 2.8 and earlier version seems not fixed for long long long time....

    2. Wrong Frameworks reference!!! some frameworks are missing. (added on wrong version of Frameworks? SDK 4.2 can not find them but have to delete old ones and re-add them.)

    3. Crashed!!! After I added the missing definition to .h & .mm files, it seems work and some complier warnings remains only. but it crashed with a "SIGABRT" after Unity Pro 3.3 splash image, even not see anyone OF launchboard.

    I wonder have they really test it on a real device before releasing the new version?
    Air Afro-The Most Addictive match type game you must have.


  2. Posts
    2
    3. Crashed!!! After I added the missing definition to .h & .mm files, it seems work and some complier warnings remains only. but it crashed with a "SIGABRT" after Unity Pro 3.3 splash image, even not see anyone OF launchboard.
    I am currently having the same issue, any solutions yet for this?


  3. Posts
    5
    I have problems, too! I don't know do it.


  4. Location
    Raleigh, NC
    Posts
    38
    I was able to get OF 2.9.1 working after running into some similar problems, I was previously running fine on 2.8.

    I found the crash at startup problem was caused because OpenFeint changed how they handle applicationDidBecomeActive and applicationWillResignActive messages (among a few others listed as deprecated in the v2.8 change notes). Previously I guess you had to pass those events to the OpenFeint system, now they're listening for them, so they've removed the static methods for those.

    Fix for me was to modify the AppController+OpenFeint.mm, I commented out the calls to:

    [OpenFeint applicationDidBecomeActive]
    [OpenFeint applicationWillResignActive]


  5. Posts
    5
    Thank you!!!!! I love you! Only if you are a woman!!!!!
    Thank you, very much!!!!
    But:

    Program received signal: “EXC_BAD_ACCESS”.
    warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found).
    mi_cmd_stack_list_frames: Not enough frames in stack.
    mi_cmd_stack_list_frames: Not enough frames in stack.
    Last edited by heisemoshengren; 03-15-2011 at 10:52 PM.


  6. Location
    Raleigh, NC
    Posts
    38
    Glad that worked for you!

    I'm seeing a problem now when I try to update a leaderboard score, it's crashing on the obj-c to mono call (mono_runtime_invoke) in triggerNotificationEvent, in AppController+OpenFeint.mm. Oddly enough this call works fine when the user first logs in, but crashes for the leaderboard update message.

    After a lot of head bashing, I think this is caused by this particular notification originating from a different thread than the main thread. The user login notification happens on Thread-1, but the leaderboard one happens on Thread-10. I'm guessing there's something going on here where the mono runtime doesn't like messages being invoked from non-main threads. This coincides with the fact the v2.9 docs say OF added new threads to improve server call performance.

    Does anyone have any ideas on how to fix this? This problem is eerily similar to what Dreamora mentions http://forum.unity3d.com/threads/386...l=1#post271127.


  7. Posts
    25
    I can get Open feint 2.9.1 to compile, however the API calls don't seem to work for me. I can't open the dashboard, submit high scores, etc.

    I using xode 4 with ios 4.3, I have all the required frameworks in my xcode project, and have followed all the steps listed in the readme. My previous versions of OF worked fine.

    Anyone else seeing this behavior?


  8. Posts
    2
    @ThinkTank : I have same problem, you found a workaround?

    If found it, please let me know.

    If I find, I'll post here


  9. Posts
    25
    @perdicero: I haven't found one yet, If I do, I'll be sure to post it here.


  10. Location
    Raleigh, NC
    Posts
    38
    perdicero/ThinkTank what is happening for you guys? Are your games launching properly, but OF isn't working? Or are your games crashing on load?


  11. Posts
    25
    My game is launching properly, but OF isn't connecting automatically (like it always did) and all of its functionalities, (Open dashboard, unlock achievement, submit high score) won't work because of it. There is no crash


  12. Location
    Raleigh, NC
    Posts
    38
    I did some unscientific testing on this, and it seems iOS sdk 4.3, and building armv6 really messes things up with openfeint.

    Things worked well for me with iOS sdk 4.2, but once I upgraded to 4.3 I started seeing the same things you guys were seeing, OF wouldn't work properly. I was originally compiling only armv6 build and testing on my iPhone 3G. As a test I switched my game to build as a universal binary and ran it on my iPod touch, which would use the armv7 binaries. When I did that OpenFeint seemed to work properly, the OF user selection dashboard opened up properly, and I could open the dashboard properly when requested.

    I just reinstalled xcode 3.2.5 and iOS sdk 4.2, and OF seems to work fine again on both devices when compiling as armv6. I think I'm going to stick with iOS sdk 4.2 for now


  13. Location
    Cincinnati, OH
    Posts
    3
    I'm currently running into a similar problem just trying to get OF integrated into a Unity test project. I am currently using xcode 3.2.5, and sdk 4.2. After following the directions and spending hours trying to debug the problem, I have this as the main culprit:

    ld: duplicate symbol OFSdbmHashedString::OFSdbmHashedString(char const*)in /Users/indiePubMobileMacMini/Downloads/OpenFeint.2.9.1/OpenFeint.framework/OpenFeint and /Users/indiePubMobileMacMini/OpenFeintTest/OFTestApp/build/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv6/OFHashedString.o
    collect2: ld returned 1 exit status
    Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++-4.2 failed with exit code 1

    How am I supposed to remove the OFHashedString.m or .mm file that this object file is generated from? Is there another alternative?


  14. Location
    Raleigh, NC
    Posts
    38
    That's a weird one. Are you using the OpenFeint framework, or the individual source files? I went with the source files approach (which I believe the OF+Unity integration docs walks you through) and didn't have any issues like that.


  15. Location
    Cincinnati, OH
    Posts
    3
    Thanks jnakai, looks like taking out the OF Framework helped to at least get it to compile and load an empty project on the device.

    The installation guide could definitely use some editing - the current version is very confusing when trying to integrate it with Unity


  16. Location
    Raleigh, NC
    Posts
    38
    Glad to hear you got it working!


  17. Location
    mumbai
    Posts
    86
    hey guys am getting lot of errors like this,

    error: OpenFeint.h: No such file or directory

    error: OpenFeint+Dashboard.h: No such file or directory

    error: OpenFeint+UserOptions.h: No such file or directory

    error: OFHighScoreService.h: No such file or directory

    error: OFAchievementService.h: No such file or directory

    error: OFSocialNotificationService.h: No such file or directory

    error: OFFriendsService.h: No such file or directory

    error: OFChallengeService.h: No such file or directory

    error: OFChallenge.h: No such file or directory


    what i want to do now???? these errors are showing in xcode when i build my unity with open feint....

    any idea..?? i want to fix it....help me...


  18. Location
    mumbai
    Posts
    86
    these errors i have mentioned before was cleared....now i have only one error as

    OpenFeintPrefix.pch : No such Files or directory......

    can any one say the answer for it...i have tried openfeint version 2.8 and 2.9.1....

    what am doing wrong....??


  19. Location
    Toronto, Canada
    Posts
    15
    Sriram90:

    This means that the compiler can not find the OpenFeintPrefix.pch file. There's a list of standard and user-defined paths that the compiler (preprocessor actually) will search for headers and precompiled headers.

    I'm assuming that you're including OpenFeint as a framework, rather than dropping the OpenFeint directory into your project. Is this correct?

    If so, you need to tell XCode where to find it. Again, assuming that you're bringing OpenFeint in as a Framework, the pch file should be in:
    OpenFeint.framework/Headers

    1) In XCode, select your project in the project list window.
    2) Open the info by hitting the "circled i" button.
    3) Go to the Build tab
    4) In the "Search Paths" section, find the entry named "Header Search Paths"
    5) In this entry, add the (relative) path to the OpenFeint framework headers dir. For example, "OpenFeint.framework/Headers"

    Recompile.


  20. Location
    Cincinnati, OH
    Posts
    3

    NSCFString deactivate upon startup?

    Has anyone come across this error, and have been successful fixing it?

    [NSCFString deactivate]: unrecognized selector sent to instance 0x1276e80
    CoreAnimation: ignoring exception: - [NSCFString deactivate]: unrecognized selector sent to instance 0x1276e80

    This happens after the OpenFeint dashboard pops up for the first time and the player successfully signs in.

    Currently though, OpenFeint goes into OFFLINE mode, even though WiFi is already turned on? Very sporadic in getting OpenFeint to even show.

    SOLVED:

    After spending almost an entire day tracing this, it is caused by the following line:

    UnitySetAudioSessionActive(boolean)

    This can be found in dashboardWillAppear and dashboardDidDisappear in AppController+OpenFeint.mm. Make sure to comment these out in addition to the other lines that you need to comment to get this working correctly.

    This has also been discussed previously on another thread:

    http://answers.unity3d.com/questions...with-openfeint
    Last edited by BreakYman; 03-25-2011 at 12:39 PM.