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[Released] IOS Native Unity3D Plugin

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Apr 22, 2013.

  1. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Any news on osx game centre?
     
  2. Jakob

    Jakob

    Joined:
    Sep 29, 2011
    Posts:
    42
    Hi,
    First of all nice plugin :) It has worked for me before but now it is giving me some problems.
    Im trying to compile the plugin for iOS but I am getting linker problems

    Im using
    Unity Version 4.6
    Xcode Version 6.2

    This is the error that is showing up when Im trying to compile in Xcode. I have checked the Linked libraries and all seem to be there. Any ideas what might be wrong ?

    Undefined symbols for architecture armv7:

    "__verifyLastPurchase", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__submitAchievement", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__showProductView", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__setData", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__resetAchievements", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__requestDataForKey", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__sendDataToPlayers", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__reportScore", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__loadLeaderboardScore", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__showAchievements", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__initGameCenter", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__initCloud", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__gcRetrieveFriends", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__findMatch", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__buyProduct", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_openUrl", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_issueLeaderboardChallengeWithFriendsPicker", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_issueLeaderboardChallenge", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_SendMail", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_issueAchievementChallengeWithFriendsPicker", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_getSignature", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_TwPostWithMedia", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__disconnect", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_StreamVideo", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_FbPostWithMedia", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ShowPreloader", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_GetVideoPathFromAlbum", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ShowNotificationBanner", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_RetrieveDeviceGUID", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ShowDialog", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ShowDP", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_SaveToCameraRoll", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_RetrieveLocalReceipt", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ScheduleNotification", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__getLeaderboardScore", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_OpenYouTubeVideo", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_issueAchievementChallenge", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__loadStore", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ApplicationIconBadgeNumber", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_CancelNotificationById", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISNsubscribe", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_InitCameraAPI", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADShowInterstitialAd", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_HidePreloader", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_GetImageFromCamera", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__loadGCUserData", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__createProductView", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_RegisterForRemoteNotifications", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADShowAd", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_GetImageFromAlbum", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADLoadInterstitialAd", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_checkUrl", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ShowRateUsPopUp", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ReceiptRefreshRequest", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_RequestNotificationPermissions", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__sendDataToAll", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_RedirectToAppStoreRatingPage", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__setDouble", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADCreateBannerAdPos", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__showLeaderboard", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_DismissCurrentAlert", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__setString", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_CancelNotifications", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_TwPost", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADStartInterstitialAd", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_MediaShare", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADHideAd", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADCreateBannerAd", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_RequestInAppSettingState", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_FbPost", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__showLeaderboards", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__restorePurchases", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__ISN_ShowMessage", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    "__IADDestroyBanner", referenced from:

    RegisterMonoModules() in RegisterMonoModules.o

    ld: symbol(s) not found for architecture armv7

    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
  3. bruu

    bruu

    Joined:
    May 24, 2013
    Posts:
    2
    So reading the guide over here :

    https://unionassets.com/iosnative/coding-guidelines-15

    I'm simply trying to get the localized price (although it seems impossible to get any information).

    Following the guide I tried to declare a variable but this is the error i was hit with :

    1. UnityException:You are not allowed to call thisfunctionwhen declaring a variable.
    2. Move it to the line after without a variable declaration.
    3. If you are using C# don't use this function in the constructor or field initializers, Instead move initialization to the Awake or Start function.
    4. UnityEngine.GameObject..ctor (System.String name)
    5. IOSInAppPurchaseManager.get_instance ()(at Assets/Extensions/IOSNative/Market/IOSInAppPurchaseManager.cs:65)
    6. BuyItemButton..ctor ()
    I have tried moving the variable declaration after the in-app manager as initialised but then i'm hit with:

    1. NullReferenceException:Object reference notset to an instance of an object
    No matter what I do, like setting it to an instance of an object, I get this error.

    Thank you!
     
  4. SteveXu

    SteveXu

    Joined:
    Jul 22, 2013
    Posts:
    15
    unity4.6.3p2 xcode6.2

    Undefined symbols for architecture arm64:

    "__playVideo", referenced from:

    UIKit__playVideo_m1388(Object_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _UI_t266____playVideo1Pos_29_FieldInfo, _UIKit__playVideo_m1388_MethodInfo , _UI_t266____playVideo2Pos_30_FieldInfo , __Z22UIKit__playVideo_m1388P8Object_tP8String_tP10MethodInfo )

    "__openWebURL", referenced from:

    UIKit__openWebURL_m1387(Object_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _UIKit__openWebURL_m1387_MethodInfo, __Z23UIKit__openWebURL_m1387P8Object_tP8String_tP10MethodInfo )

    "__showBasicAlert", referenced from:

    UIKit__showBasicAlert_m1385(Object_t*, String_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _UIKit__showBasicAlert_m1385_MethodInfo, __Z27UIKit__showBasicAlert_m1385P8Object_tP8String_tS2_P10MethodInfo , _UI_t266____showBasicAlertPos_25_FieldInfo )

    "__setVerificationServer", referenced from:

    StoreBinding__setVerificationServer_m1351(Object_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _StoreBinding__setVerificationServer_m1351_MethodInfo, __Z41StoreBinding__setVerificationServer_m1351P8Object_tP8String_tP10MethodInfo )

    "__initStoreWithProducts", referenced from:

    StoreBinding__initStoreWithProducts_m1346(Object_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _StoreBinding__initStoreWithProducts_m1346_MethodInfo, __Z41StoreBinding__initStoreWithProducts_m1346P8Object_tP8String_tP10MethodInfo )

    "__purchaseProduct", referenced from:

    StoreBinding__purchaseProduct_m1349(Object_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: __Z35StoreBinding__purchaseProduct_m1349P8Object_tP8String_tP10MethodInfo, _UI_t266____purchaseProductPos_22_FieldInfo , _StoreBinding__purchaseProduct_m1349_MethodInfo )

    "__getProductInfo", referenced from:

    StoreBinding__getProductInfo_m1348(Object_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _StoreBinding__getProductInfo_m1348_MethodInfo, __Z34StoreBinding__getProductInfo_m1348P8Object_tP8String_tP10MethodInfo , _UI_t266____getProductInfoPos_20_FieldInfo )

    "__showAlertWithOtherButton", referenced from:

    UIKit__showAlertWithOtherButton_m1386(Object_t*, String_t*, String_t*, String_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: __Z37UIKit__showAlertWithOtherButton_m1386P8Object_tP8String_tS2_S2_P10MethodInfo, _UIKit__showAlertWithOtherButton_m1386_MethodInfo )

    "__restoreProducts", referenced from:

    StoreBinding__restoreProducts_m1350(Object_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: __Z35StoreBinding__restoreProducts_m1350P8Object_tP10MethodInfo, _StoreBinding__restoreProducts_m1350_MethodInfo )

    "__canMakeStorePurchases", referenced from:

    StoreBinding__canMakeStorePurchases_m1347(Object_t*, MethodInfo*) in Bulk_Assembly-CSharp_1.o

    (maybe you meant: _StoreBinding__canMakeStorePurchases_m1347_MethodInfo, __Z41StoreBinding__canMakeStorePurchases_m1347P8Object_tP10MethodInfo )

    ld: symbol(s) not found for architecture arm64

    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
  5. SteveXu

    SteveXu

    Joined:
    Jul 22, 2013
    Posts:
    15

    Try to clean all old version files of the plugin, then all things ok.
     
  6. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,327
    Is it possible to store game data on gamecenter, without icloud?
     
  7. kebka

    kebka

    Joined:
    Oct 17, 2014
    Posts:
    1
    I'm using the feature "Game Center" of version 5.9 but it doesn't work on ios 8.
     
  8. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    I am currently have developer who working on the OSX assets

    Hey @Jakob could you please constant support at stans.assets@gmail.com regarding your project. Looks like something wrong with the native files path. I would also appreciate if you cloud send your project for us. In this case we would be able to get it fixed for you.

    Hey @bruu can you please show me your implementation?

    Sorry for slow reply @SteveXu , but I glad you solved it.


    Apple does not provide such API unfortunately.

    Please have a look:
    https://unionassets.com/iosnative/game-center-sign-in-failed-50

    And if this is not your case, I would appreciate if you cloud describe what exact issue you experiencing.

    Cheers!
     
  9. Imoox Studio

    Imoox Studio

    Joined:
    Nov 24, 2014
    Posts:
    5
    Hello Stan.

    Is it possible to obtain the local currency of the user so that it can update the price for In-App purchase items using this plugin?

    (so that for an item that costs USD$0.99 a Japanese user would see something like ¥119 instead of $0.99, a British user would see ₤0.69, etc.)

    Regards.
     
  10. OnePxl

    OnePxl

    Joined:
    Aug 6, 2012
    Posts:
    307
    Make sure you query the currency of the store the user is logged into, not their system settings currency.
     
  11. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Imoox Studio likes this.
  12. charlietseng

    charlietseng

    Joined:
    Sep 4, 2014
    Posts:
    2
    I bought ios native yesterday. I tried to implement iad using playmaker actions.It works when I attach ISN_Create Banner to main camera. However, I tried to destroy the banner using ISN_Destoy Banner(I attached it to an button)
    it didnt work. Do I need to set up banner id for ISN_Destroy BAnner or i miss something?
    Thanks
     
  13. axxxj

    axxxj

    Joined:
    Nov 18, 2013
    Posts:
    3
    Hi, I have just bought iOS Native and had a question.
    We have lots of other apps that we want to link to from this app?
    How would I go about displaying a product view from the App Store in app by just supplying the product ID e.g. 123456789?
    I know this goes through the SKStoreProductViewController natively but I can't figure out how to do that via iOSNative?

    Thanks :D
     
  14. atchik

    atchik

    Joined:
    Nov 7, 2014
    Posts:
    5
    Hey there,
    I have bought the iOS Native plugin and its very useful. I am wondering about the deep linking.
    Does your plugin supports it?

    Many thanks.
     
  15. noamgat

    noamgat

    Joined:
    Nov 22, 2009
    Posts:
    125
    Using iOS Native through ultimate mobile, get the following error :

    Plugin 'GADBannerView.h' is used from several locations:
    Assets/Plugins/StansAssets/IOS/GADBannerView.h would be copied to <PluginPath>/GADBannerView.h
    Assets/Plugins/iOS/GADBannerView.h would be copied to <PluginPath>/GADBannerView.h
    Plugin 'GA_UserID.mm' is used from several locations:
    Assets/Plugins/iOS/GA_UserID.mm would be copied to <PluginPath>/GA_UserID.mm
    Assets/GameAnalytics/Plugins/iOS/_VendorID/GA_UserID.mm would be copied to <PluginPath>/GA_UserID.mm
    Plugin 'NSData+Base64.h' is used from several locations:
    Assets/Plugins/iOS/NSData+Base64.h would be copied to <PluginPath>/NSData+Base64.h
    Assets/Plugins/StansAssets/IOS/NSData+Base64.h would be copied to <PluginPath>/NSData+Base64.h
    Plugin 'NSData+Base64.m' is used from several locations:
    Assets/Plugins/iOS/NSData+Base64.m would be copied to <PluginPath>/NSData+Base64.m
    Assets/Plugins/StansAssets/IOS/NSData+Base64.m would be copied to <PluginPath>/NSData+Base64.m
    Plugin 'GADInterstitial.h' is used from several locations:
    Assets/Plugins/iOS/GADInterstitial.h would be copied to <PluginPath>/GADInterstitial.h
    Assets/Plugins/StansAssets/IOS/GADInterstitial.h would be copied to <PluginPath>/GADInterstitial.h
    Please fix plugin settings and try again.

    UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions(String)
    UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    How do I solve this?
     
  16. Shushustorm

    Shushustorm

    Joined:
    Jan 6, 2014
    Posts:
    1,084
    Hello!
    This is a very handy Unity Add-On, but I am running into a problem right now.
    I wanted to use it to take a screenshot and share that screenshot on facebook and other social media. While 64bit devices seem to be able to do so (tested on iPhone 5s), 32bit devices (iPhone 4s, iPad mini 1) will stop the script when I want to take a screenshot.
    This is what XCode tells me at that point:

    UnityEngine.Debug:Internal_LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    UnityEngine.EventSystems.TouchInputModule:processTouchPress(PointerEventData, Boolean, Boolean)
    UnityEngine.EventSystems.TouchInputModule:processTouchEvents()
    UnityEngine.EventSystems.TouchInputModule:process()
    NotificationExample:OnNotificationScheduleResult(ISN_Result)
    UnityEngine.EventSystems.EventSystem:Update()
    Replacements.RemotingServices:CreateClientProxy(Type, String, Object[])
    (Filename: currently not available on il2cpp Line: -1)

    Do you know how I could fix this?
    I assumed it would work on other devices, too, when I tried it on the 5s.
    Now, I’d like to fix this as soon as possible, so that I can release an Update.
    Just for further information: I am running Unity 5.0.0p2 and XCode 6.2.

    Many thanks in advance,
    Greetings,
    Shu
     
  17. BulchyC

    BulchyC

    Joined:
    Jan 8, 2014
    Posts:
    4
    Last edited: Apr 24, 2015
  18. aihodge

    aihodge

    Joined:
    Nov 23, 2014
    Posts:
    163
    Hey @axxxj, I have a new plugin available that does exactly this - you can pass a product identifier string to the plugin for any product on the App Store, iTunes Store, or iBooks Store and the plugin displays the product in an instance of SKStoreProductViewController modally on top of your Unity game: Store Product plugin
     
  19. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    ISN_Create Banner will give you the banner id which you should user for teh further interaction with the banner. Are you sure you've passed correct banner id to the Destroy action?

    Looks liek something was wrong with the installation or you've switched to Unity5 without reinstalling the plugin. Can you please give me more description on this issue, or send me your project so I can look at it, Just contact the support team referring this post at stans.assets@gmail.com or just send me the PM message.
    Cheers!


    Hello, sorry for the report I already had similar report, but I guess I forgot about it, mu bad, anyway I will have a look on it today and let you know.
     
  20. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello, @axxxj Sure you can do this with IOS Native, but it's my bad I forgot to add documentation before you asked about it, please have a look:
    https://unionassets.com/iosnative/store-product-view-438

    Cheers!
     
  21. RobertO280

    RobertO280

    Joined:
    Apr 8, 2014
    Posts:
    8
    Hey Stan,

    This is a Great Asset and for me all the best ;-)

    I have a Question: Giva a Way to Set a Date for the DatePicker (iOS)?
    My Users Edit a Date with the DatePicker and When open the Picker is the Date the Current Date not the Date was Edit.

    Robert
     
  22. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    You mean you want to be able to send DatePicker date before opening it?
     
  23. RobertO280

    RobertO280

    Joined:
    Apr 8, 2014
    Posts:
    8
    Yes,
    I will send a Date to the Date Picker to Set the Picker to the sended Date and open the Picker..
    The Default is DateTime Now.
     
  24. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    I will add your feature request to the TODO list, so you can accept this API to be added to the future plugin version.
     
  25. RobertO280

    RobertO280

    Joined:
    Apr 8, 2014
    Posts:
    8
    Thank you very much.

    Actually i have a little Problem.
    By InAppRestore the IOSStoreKitRestoreResponce is not found. Are you missing a using directive or an assembly reference?

    The other Classes is full functionally - storeKit , buy

    Sorry for my English
     
  26. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello, are you suing API from the C#?
    The IOSStoreKitRestoreResponce should be available with the plugin, I should suggest you to reinstall it (in case something was wrong during installation project) if that will not solve your issues, could you send me your project so I could have a look?
    Cheers!
     
  27. Epiron

    Epiron

    Joined:
    Aug 16, 2013
    Posts:
    1
  28. gshape

    gshape

    Joined:
    Aug 8, 2012
    Posts:
    104
    Hi @lacost !

    We have used Ultimate Mobile in our up coming iOS project and think the asset is great! Thanks.

    However, while testing, we found that whenever player touches the AdMob banner in the game, it crashes with exc_bad_access exception (got it from Xcode) on the line:
    UIApplicationMain(argc, argv, nil, [NSStringstringWithUTF8String:AppControllerClassName]);

    I saw that your have replied someone on forum (this thread page 4) about this before but no solution on the forum. Could you please kindly help me?
    Thank you.

    P.S. I have also sent you an email few hours ago.

    Cheers!
     
  29. gshape

    gshape

    Joined:
    Aug 8, 2012
    Posts:
    104
    Hi? Anyone can help please? Thanks.
    I have sent you some exceptions logs got from the device. Hope you can help me.
     
    Last edited: May 8, 2015
  30. Anduryel

    Anduryel

    Joined:
    Jan 14, 2014
    Posts:
    2
    Hi Stan!

    I stumbled into an annoying error, which hopefully can be resolved fairly easily. Maybe I'm just missing something.

    I wanted to test the new 64 bit iOS build with only your Asset in the project and a simple empty scene.
    And this is the error that I got...

    Apple Mach-O Linker Error
    id: warning: directory not found for option '-L/Users/William/Desktop/iOS64TEST/LibrariesPlugins/IOS'
    id: library not found for -lOneSignal
    clang: error: linker command failed with exit code 1


    So again this is with an empty project, with only your asset in it and an empty scene.

    Unity 5.0.1
    Used the IL2CPP with Universal architecture. Device SDK.
    Target iOS version: 6.0 and Stripping Level: Disabled
    Tested with Xcode 6.1 and 6.3.1 - same error

    And yes I linked all 7 needed frameworks including the GameKit and tried a few other things but nothing worked.
    If someone came across this problem and has a solution please don't hesitate to share.

    Thank you in advance!
     
  31. Anduryel

    Anduryel

    Joined:
    Jan 14, 2014
    Posts:
    2
    I found the simple solution to this problem...

    In XCode: Build Settings -> Search Paths -> Library Search Paths

    Changed $(SRCROOT)/Libraries\Plugins/IOS -> $(SRCROOT)/Libraries/Plugins/IOS

    Simply changed that one backslash to a slash and it worked.
    Not sure where this small bug originated from but hope it gets fixed.
     
  32. brtsos

    brtsos

    Joined:
    May 6, 2015
    Posts:
    5
    @Jakob , @lacost

    I have this problem too. This is solution :

    I added Apple ID on:
    Window->iOS Native->Edit Setting
     
    stanislav-osipov likes this.
  33. biscito

    biscito

    Joined:
    Apr 3, 2013
    Posts:
    138
    Last edited: May 11, 2015
  34. biscito

    biscito

    Joined:
    Apr 3, 2013
    Posts:
    138
    other question,i load 1Player avatar easily, but can't manage to load the player 2 avatar... any tips ?

    Profile.GetComponent<UnityEngine.UI.RawImage> ().texture = GameCenterManager.Player.Avatar;
     
  35. Flyclops

    Flyclops

    Joined:
    Apr 19, 2013
    Posts:
    12
    Just started using your plugin. It looks promising.

    However, I did find a bug which is causing a memory management crash in our app.

    Line 107 of iAdBannerController.mm should be:

    [banner release]​

    instead of:

    [banner dealloc]​

    You should never call dealloc directly on an object, the runtime handles this when the reference count reaches zero: https://developer.apple.com/library...x.html#//apple_ref/occ/instm/NSObject/dealloc

    Thanks
     
  36. Flyclops

    Flyclops

    Joined:
    Apr 19, 2013
    Posts:
    12
    @gshape the fix in the above post may help you.
     
  37. gshape

    gshape

    Joined:
    Aug 8, 2012
    Posts:
    104
    @Flyclops thanks for advice, but I found that the issue I raised is related to a bug whenever using "Metal" on iOS build.
     
  38. andrewlord1990

    andrewlord1990

    Joined:
    May 17, 2015
    Posts:
    1
    I just submitted a game to the app store that includes this plugin. I only needed to use the plugin for Game Center, a share button and native popups. Upon submitting the app for review, the app store told me that I was using APIs for In-App Purchases and Push Notifications but wasn't using the In-App Purchase or Push Notifications capabilities. They told me to remove the APIs if I didn't need them in my app.

    How would I go above removing the parts of this plugin that I don't use, such as push notifications, in-app purchases, One-Signal etc., as Apple have told me to do?
     
  39. denlee0710

    denlee0710

    Joined:
    Mar 9, 2015
    Posts:
    36
    Hi Stan,

    Could you add support for opening the settings app from within the unity app? It is a new feature in iOS8. Or is this feature already in iOS Native plugin?
     
  40. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    I'm not sure if anyone has had a issue with this asset and Chartboost?

    I have original Chartboost Unity plugin for iOS and couldn't get my adverts to appear, when I cleaned plugin folder and removed all plugins it was fine. Now I didn't add back the iOS native plugin just yet, this is more of a comment so we aware they maybe a issue.

    Any thoughts?
    Unity 4.6.5 with iOS8.3
     
  41. ThinkertonGames

    ThinkertonGames

    Joined:
    Feb 26, 2015
    Posts:
    20
    Hi, my app is in the testing phase, using this plugin. Works great for the most part, but.....

    I have a button that launches the native achievements window, like so.....

    GameCenterManager.showAchievements();

    The problem is that while my application is landscape, if the device is held portrait mode the achievement window launches in portrait mode and has some kind of conflict with the application orientation. The result is a crazy flickering screen (between orientations) and the application freezes. Any suggestions?

    Thanks,
    Tom
     
    MrEsquire likes this.
  42. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Sorry guys for the slow answer, I was on business trip last week. Just want to mention one more time that the support team is working 24/7 so if you have something urgent, feel free to contact stans.assets@gmail.com any time.


    thx, just posted an answer.

    @gshape, sorry for slow reply, just sended PM for you.

    @Anduryel thx for your investigation, I will check why stuff like this could happened.


    Hello, the player avatar could take some time to be loaded. So if you trying to assign the avatar as soon as you can other player info (like name, id, etc) it could be empty. You could try to use some delay, and try keep trying to assing avatar until you get it.
    Or more preferred way, you can use subscribed to the OnPlayerAvatarLoaded event, you can find how to do it in this article:
    https://unionassets.com/iosnative/friends-48

    Hey @Flyclops , thanks for the heads-up

    Can you give a documentation link? I am not sure but I guess you could achieve it with shared app url API, have a look:
    https://unionassets.com/iosnative/shared-app-url-11


    Shouldn't be any issues, But it will just let us know and we will fix it ourselves or contact the Chartboost team if we would need their assistance to fix the conflict

    Hey @ThinkertonGames the orientation issues already been reported, and it's fixed. The updated version should be uploaded to the Assets Store this weekends.

    Cheers!
     
  43. ThinkertonGames

    ThinkertonGames

    Joined:
    Feb 26, 2015
    Posts:
    20
    Thanks! Just a general question, I'm not terribly familiar with what people are accustomed to with iOS. Would I typically automatically sign in to Gamecenter (which is what I'm doing) or have a button they user presses to log in?
     
  44. Dnine

    Dnine

    Joined:
    Oct 10, 2013
    Posts:
    6
    Hallo, how to create new album at gallery and save texture on new album with your plugin?

    Thanks.
     
  45. ThinkertonGames

    ThinkertonGames

    Joined:
    Feb 26, 2015
    Posts:
    20
    @lacost

    Any word on when that update fixing the orientation glitch will be ready? Looking to submit my app this weekend.
     
  46. Alexandros39

    Alexandros39

    Joined:
    Oct 26, 2014
    Posts:
    1
    Just downloaded today 26-05 the last update and i had an error on build.
    Version: 6.1

    Assets/Extensions/IOSNative/GameCenter/GameCenterManager.cs(380,37): error CS1061: Type `AchievementTemplate' does not contain a definition for `progress' and no extension method `progress' of type `AchievementTemplate' could be found (are you missing a using directive or an assembly reference?)

    I had to rename that to fix it. It was wrong capitalization.

    Code (CSharp):
    1. //GameCenterManager.cs
    2. tpl.progress = 0f;
    3. //to
    4. tpl.Progress = 0f;
     
  47. acidduck

    acidduck

    Joined:
    Apr 20, 2014
    Posts:
    12
    Hi. I want to validate non consumable transactions, but I'm not quite sure how.
    Your documentation says:

    Non-consumables:
    Set aside the current receipts, perform a restore operation, and validate the new receipts.
    To do this have a look on restorePurchases function of InAppPurchaseManager class.

    What exactly am I supposed to do with the restorePurchase function? Should I call it, and then somehow get the receipt from the callback and compare it to the current receipt? If that's the case, how do I get it from the callback? I can't see that's possible?
     
  48. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Dude any news on Instagram sharing for iOS, I see the Android plugin supports this.
    Also any news on OSX game center (will this be a separate plugin as I would gladly by for OSX)?
    Do not wish to use Prime31 anymore.
     
  49. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hey @ThinkertonGames it was already fixed and update is available on the store.

    @Alexandros39, thx for report, it was my bad, and quick fix is submitted as well :)

    Hello, I've just updated the validation article, let me know if you will have more questions.


    I am really appreciate your choice to use my products
    • Instagram sharing is added to the todo list and will appear with next update
    • The OSX plugin is already waiting for approve from Assets Store team. And should appear shortly.
    Cheers!
     
    MrEsquire likes this.
  50. acidduck

    acidduck

    Joined:
    Apr 20, 2014
    Posts:
    12
    Thanks for updating the validation article. I'm still a bit baffled though.
    As I wrote, I want to validate non consumable transactions (locally).

    So, should I use this method for non consumables also?:
    IOSInAppPurchaseManager.instance.VerifyLastPurchase(IOSInAppPurchaseManager.SANDBOX_VERIFICATION_SERVER);

    I'm asking because in the beginning of the article, you're still write, that a restore operation should be made to achieve validation of non consumables.