@wilfred, lack of demand. You are te only one who has ever asked for them.
Something in OpenFeint broke your Android Manifest generation script. Could you possibly post the manual changes I would need to make to the .xml file for Social Networking and Android Billing so I can just modify it myself?
@danny, the changes required are already present in the Manifest.xml file included with each plugin.
is there anything else that I need to add other than the changes that are included in the Manifest file? I added the meta-data and permissions sections of the IAB Manifest file into the default Manifest file found in the Unity folder, but I keep on getting crashes every time I try to make a purchase now.
- <?xml version="1.0" encoding="utf-8"?>
- <activity android:name="com.unity3d.player.UnityPlayerProxyActivity"
- <action android:name="android.intent.action.MAIN" />
- <category android:name="android.intent.category.LAUNCHER" />
- <activity android:name="com.unity3d.player.UnityPlayerActivity"
- <activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
- <activity android:name="com.unity3d.player.VideoPlayer"
- <!-- META DATA -->
- <service android:name="com.prime31.billing.BillingService" />
- <receiver android:name="com.prime31.billing.BillingReceiver">
- <action android:name="com.android.vending.billing.IN_APP_NOTIFY" />
- <action android:name="com.android.vending.billing.RESPONSE_CODE" />
- <action android:name="com.android.vending.billing.PURCHASE_STATE_CHANGED" />
- <!-- PERMISSIONS -->
- <uses-permission android:name="android.permission.INTERNET" />
- <uses-permission android:name="com.android.vending.BILLING" />
Not sure what's going on, and I can't see how OpenFeint could have broken your Manifest generation script.
@danny, the Manifest.xml files contain all the changes required for the plugins.
We're having an issue w/a game AFTER we've published it (we've since taken it down). But we added in a checkForPrevious purchased unlocks on first launch and it worked perfectly fine... didn't unlock the game until the user actually purchased it (via the testing accounts). But now that we've put it on the market, it is unlocking on EVERY launch for EVERY user (only new accounts we've created to test with that are not in the google play test account section). have you ever seen anything like this? we're not doing anything fancy... just do the init, and on the billing supported event we check to see if its first launch and if it is we run restoreTransactions, which seems to always be returning a valid receipt because its definitely unlocking.
@bpritchard, i've never seen Google Play provide receipts for items that were not actually purchased. You may want to open a bug report with them because something isnt right in there.
I'm assuming that restoreTransactions() returns a list of valid receipts, after when the transactionsRestored event should be running correct? Thats how the sequence is setup.. and d on't do anything in between.. we just start one and wait for that to finish. Our unlock is in the transactionsRestored event, so i would think it would be pretty straight forward.
@bpritchard, the transactionsRestoredEvent and the transactionRestoreFailedEvent are only indicators that the request to restore transactions was received by Google Play. They do not return receipts, products or anything of the sort. Play will get around to firing the purchaseSucceededEvent for any purchases that it actually restores.
Oh so i'm backwards? so basically the restoreTransactions will automatically return the purchaseSucceededEvent if there are valid receipts?
@bpritchard, that is correct. The transactionsRestored/FailedEvents are merely to tell you if the request successfully (or unsuccessfully) reached the Play servers. Play will then at some point in the future actually do the restoring if there are any transactions to restore.
does your Social networking plugin really support single sign on support?
I've just failed to get it working on your Facebook test scene.
I run the scene on android device.
Push Init and Login buttons.
Get the dialog to install Facebook For Android.
Installed Facebook for Android and login FB
Then I started your test app again
Push Init and Show Post Dialog buttons
It seem I should get Post Dialog here
But I got the dialog to install Facebook For Android again
What I did wrong?
Need advise to force single sign on support working
Could you tell exactly which plugins are affected? We're now considering adding the AdMob plugin on top of Etcetera, Social Networking and In App Billing but this is not a definitive list.
Last edited by devGuillaume; 05-14-2012 at 07:43 AM.
@iron, we removed SSO from the Android version a while back. Facebook has a huge pile of bugs with it and affecting different devices that they still haven't fixed. In addition it required overriding the main Unity Activity which has a host of difficulties as well.
@dev, you are fine with the plugins listed. They will all work without issue.
override the main Unity Activity is not a problem
it is extended with a lot of things in my case already
if it solves the problem, would you like to drop some info on it ?
@iron, you would need to create your own authentication system. Our plugin only supports the in app login process.
Sorry if this has already been asked, the topic is not easy to search.
What are the required manifest permissions for social plugin?
@nikolic, if there were any manifest changes required they would be contained in the Manifest.xml file. The SocialNetworking Plugin does not required any though besides the obvious internet permission.
@Prime31, In the askForReview() and askForReviewNow() methods, is the appPackageName parameter the bundle identifier shared between multiple platforms and located in Unity's Player Settings?
If it is, could you add a method to retrieve this identifier at runtime? It is suggested here how it can be done for iOS (could be useful as well) but I don't know about Android. Or you could just remove the appPackageName parameter altogether?
Last edited by devGuillaume; 05-15-2012 at 06:56 AM.