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[Released] Ultimate Mobile

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Aug 14, 2014.

  1. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790


    Documentation | Versions | Forum Thread

    Ultimate Mobile is a combo package with contains following assets.
    As the bonus to saving up to 20%, package also contains Unified API for:
    More unified API will be available in future releases. Feel free to send feedback or feature request to support team, or simply use this Thread.

    Note
    : You do not have to use Unified API, you always can use API of any plugin in the package.

    Warning: Plugin does not contain reach social API like Android Native or Mobile Social Plugin. Only native posting is available.
     
    Last edited: Nov 26, 2014
  2. TheValar

    TheValar

    Joined:
    Nov 12, 2012
    Posts:
    760
    What are the advantages of buying this unified asset $70 over purchasing
    Android Native + WP8 Native + IOS Native $60?
     
  3. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
    Posts:
    537
    Too bad i already have Android Native and IOS Native
     
  4. stanislav-osipov

    stanislav-osipov

    Joined:
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    Because it also contains
    And of course Unified API


    I got lot's of request to create something like this.
    And I am really sorry that Asset Store do not have discount mechanics. I would be happy to provide discounts for customers who already got some of my plugins.

    Cheers!
     
  5. U2

    U2

    Joined:
    Aug 12, 2008
    Posts:
    216
    So I am wondering is the code visible on all of these packages in case we wanted to maintain it in-house? My biggest concern is that 2 years from now support for this is suddenly dropped like many plugins and updates to the various devices render my application nonfunctional. Would be a rude awakening to have your in-app purchases suddenly not working pending an update only to realize you have to rewrite all of the functionality from scratch.
     
  6. stanislav-osipov

    stanislav-osipov

    Joined:
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    All my plugins goes with full open source.
    I guess all plugins for developers should be with open source, in other case it just useless.
    And I do my best to provide best support I can for my customers, even got small support team :)

    Cheers!
     
  7. m_wasim_bashir

    m_wasim_bashir

    Joined:
    Oct 2, 2012
    Posts:
    25
    dear examples are not working any of one there is any tweak needed in example
     
  8. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
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    Some of examples will work our of the box. some of them will require additional set up. Like setting up itunes, player service, ad, etc.

    Please let me know what examples / platforms you trying to run and I will let you know the required set up actions.
    P.S. All example will work only on real device

    Cheers!
     
  9. m_wasim_bashir

    m_wasim_bashir

    Joined:
    Oct 2, 2012
    Posts:
    25
    thnk u for quick

    m using android native and needs ads google services and anlytics facebook and twitter all stuff
    ads are are not working a even a single bit without requred setting as u define above . leaderboad connect and disconnected with a lower right corner masg login required how to call login if needed?
     
  10. m_wasim_bashir

    m_wasim_bashir

    Joined:
    Oct 2, 2012
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    void IntiInterstitial ()
    {
    GoogleMobileAd.SetInterstisialsUnitID (InterstitialUnitId, "", "");
    }
    m uning this method to initialize and when i check
    GoogleMobileAd.IsInited
    it return false m chcking after IntiInterstitial () method
     
  11. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    For Android native connect to play service use:
    Code (CSharp):
    1. GooglePlayConnection.instance.connect ();
    or Unified API:
    Code (CSharp):
    1. M_GameServiceManager.instance.Connect()

    This is simply set UnitID for Interstitial only.
    Here is recommended way.

    1) Fill out your unit_id under plugin settings
    Windows -> Ultimate Mobile -> Edit Settings
    or
    Windows -> Google Mobile Ad -> Edit Settings

    then simply use this code to init:
    Code (CSharp):
    1. GoogleMobileAd.Init();
    After this you able to create banner and intestinal ad.

    Cheers!
     
  12. m_wasim_bashir

    m_wasim_bashir

    Joined:
    Oct 2, 2012
    Posts:
    25
    Thank u solve ad problem

    how to test facebook sharing coz it no needs of app id and scret code its going through mail i think so i can test fb sharing
     
  13. m_wasim_bashir

    m_wasim_bashir

    Joined:
    Oct 2, 2012
    Posts:
    25
    AndroidSocialGate.StartShareIntent ("High Score", "High score in my game ", icon)
    this is the single line m using. in Mobile social plugin docs has FB Settings script that need app id and secret but mobile ultimate have no such settings script so how can i do this sharing and test
     
  14. stanislav-osipov

    stanislav-osipov

    Joined:
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    Here is how can you share with facebook using Ultimate Mobile:

    Code (CSharp):
    1. UM_ShareUtility.FacebookShare("My app ScreehShot", tex);
     
  15. m_wasim_bashir

    m_wasim_bashir

    Joined:
    Oct 2, 2012
    Posts:
    25
    its not working with texture. i want upload my app icon but its not working.
    also its not working after changing the texture import setting to advance and rear/write enable.
    image insert failed in log.

    09-01 17:16:30.832: E/MediaStore(12464): Failed to insert image
    09-01 17:16:30.832: E/MediaStore(12464): java.io.FileNotFoundException: No such file or directory
    09-01 17:16:30.832: E/MediaStore(12464): at android.database.DatabaseUtils.readExceptionWithFileNotFoundExceptionFromParcel(DatabaseUtils.java:146)
     
  16. m_wasim_bashir

    m_wasim_bashir

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    And please describe the steps for leader bord.
     
  17. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
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    1,790
    Looks like your MediaStore isn't' available on devise. Basically this is devise issue.
    But in new version I will do the check if the external storage available and if no, use local storage + FileProvider.
    This will fix your issue.


    What do you mean by this? Basialy you need to connect to game service and the you will able to get / post data to the leaderoards.

    Cheers!
     
  18. Fren2y

    Fren2y

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    May 24, 2013
    Posts:
    5
    Hello. I must say that I am new to programming, I have a little problemmy, the integration in unity under android (ios everything is fine), namely when the application loads the screen starts spinning (fine tuned), and it is terribly angry. How this can be disabled? (I defaul in unity Portrait, Unity 4.6 beta). Thank you.

    Decided to change defaul worth AndroidManifest android: screenOrientation = "landscape"> =)
     
    Last edited: Sep 8, 2014
  19. stanislav-osipov

    stanislav-osipov

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    Sorry I am not sure what the problem is :) Can you please explain a bit more?

    Cheers!
     
  20. Stans-Assets

    Stans-Assets

    Joined:
    Jun 20, 2014
    Posts:
    57
    UltimateMobile v 1.52 just released.
    screen.jpg
    New Features:
    • Ability to enable / disable Google Ad for IOS
    Updates:
    • AndroidNative_v4.5
    • GoogleMobileAd_v3.5
    • MobileNativePopups_v2.5
    • IOSNative_v4.9
    Fixes
    • Plugin instalation bug fixed
    • UM_GameServiceMananger ReportAchievement method fixed
     
    Last edited: Sep 15, 2014
  21. kambruster

    kambruster

    Joined:
    Nov 22, 2013
    Posts:
    15
    Hi Stan. Really liking Ultimate Mobile but I have a feature request. Is there a way to get a callback when using the social sharing features? I would like to know if the user actually completed the sharing so we can give them some type of reward or thank you message.

    edit:
    So after digging around with a co-worker, we copied your GameClientManager implementation into the SocialGate and AndroidNativeBridge but it looks like we always get back the same request and result code if we cancel the Social Share or actual go through with it. For now it's ok but if you have any suggestions I would love to hear them.

    Side note. When I rebuilt the androidnative.jar it was way larger in file size than your original. Is there some documentation on how you built the stock .jar. We used eclipse/right clicked on the project and exported to .jar
     
    Last edited: Sep 17, 2014
  22. Stans-Assets

    Stans-Assets

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    Jun 20, 2014
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    UltimateMobile v 1.6 just released.

    New Features:
    • UM_GameServiceManager.instance.ResetAchievements() now works for android also
    • UM_camera API improved
    • Local and Push Unified Notifications API added (UM_NotificationController)
    Updates:
    • AndroidNative_v4.6
    • GoogleMobileAd_v3.6
    • MobileNativePopups_v2.6
    • IOSNative_v5.0
    • GoogleAnalytics_v1.9
     
  23. Thickney

    Thickney

    Joined:
    Mar 3, 2013
    Posts:
    32
    I just installed your plugin and got everything setup, but when I go to make an Android build I get this error:

    Assets/Extensions/IOSNative/Notifications/IOSNotificationController.cs(89,52): error CS0246: The type or namespace name `RemoteNotificationType' could not be found.

    This doesn't happen when doing an iOS build, so I guess the unified API is using the iOSNative logic somewhere instead of AndroidNative.

    *Also: Some of the fields in UltimateMobileSettings tend to disappear from the inspector when alt-tabbing in and out of unity. I have to quit unity and start it again to view the game services, ads, etc again.
     
    Last edited: Sep 25, 2014
  24. Stans-Assets

    Stans-Assets

    Joined:
    Jun 20, 2014
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    UltimateMobile v 1.7 just released.

    New Features:
    • UM Camera and Gallery API preview scene
    • UM Local And Push Notifications preview scene
    • Editor GUI for Gallery a Notifications
    Updates:
    • UM_InAppPurchaseManager, actions added + minor fixes
    • Camera API and Local/Push Notifications documentation updated
    • AndroidNative_v4.7
    • GoogleMobileAd_v3.7
    • MobileNativePopups_v2.7
    • IOSNative_v5.1
    • GoogleAnalytics_v2.0
    • WP8Native_v1.3
    Fixes:
    • UM Preview scene fixes
    • Editor Settings GUI Fixes
    • Gem Service and Ad API minor fixes
     
  25. gravyleaves

    gravyleaves

    Joined:
    Mar 19, 2014
    Posts:
    28
    I have many questions.

    First a feature request for pasteboards

    As for actual questions:
    Does the unified api have playmaker actions?
    Will Ultimate Mobile include Amazon Native?
    If/when it does, will the price go up?
    Are you less likely to put Ultimate Mobile on sale because it's already discounted?
     
  26. lamxung55

    lamxung55

    Joined:
    Aug 1, 2014
    Posts:
    10
    I'm using Ultimate Mobile package to display my Admob banner. On tablet, my banner is displayed but on other devices and Unity Emulator it's not displayed. Why?

    Thank you in advance
     
  27. Stans-Assets

    Stans-Assets

    Joined:
    Jun 20, 2014
    Posts:
    57
    UltimateMobile v 1.9 just released.

    Updates:
    • AndroidNative_v4.9
    • GoogleMobileAd_v3.9
    • MobileNativePopups_v2.9
    • IOSNative_v5.3
    • GoogleAnalytics_v2.1
    • WP8Native_v1.4
    Refactor:
    • Flash Like event system now use own namespace: UnionAssets.FLE
    Fixes:
    • Playmaker Actions compilation fixed
    • Purchase cancele, NPE fixed
    • Installation minor fix
    Read more about update http://goo.gl/5W4yFQ
     
  28. zbych007

    zbych007

    Joined:
    Nov 13, 2014
    Posts:
    1
    Hi,

    I have a question about Android Native Plugin in Ultimate Mobile.

    You wrote that Ultimate Mobile is a combo package and it contains e.g. "Android Native Plugin"
    but few lines below you wrote:
    Warning: Plugin does not contain reach social API like Android Native or Mobile Social Plugin. Only native posting is available.


    Can you expIain that? Does it contain Android Native Plugin or not?

    Regards,
    zbych007
     
  29. ernbot

    ernbot

    Joined:
    Nov 2, 2009
    Posts:
    81
    Hi just wondering if the Google Mobile Ads is the same as Admob?
     
  30. DanTaylor

    DanTaylor

    Joined:
    Jul 6, 2013
    Posts:
    119
    Hello!
    Having a slight problem with the Facebook sharing.
    I use this line of code:

    UM_ShareUtility.FacebookShare("Facebook posting test");
    ...but when I run on my android device, there is no text in the post.

    Is there something I am doing wrong?

    Thanks,
    Dan
     
  31. gravyleaves

    gravyleaves

    Joined:
    Mar 19, 2014
    Posts:
    28
    do you have unified api playmaker actions?
     
  32. DanTaylor

    DanTaylor

    Joined:
    Jul 6, 2013
    Posts:
    119
    Hey there, gravyleaves...
    I am actually writing a set of PlayMaker actions for Ultimate Mobile.
    It won't cover everything... just what I am using for my app, but it should do a good chunk of the functionality, and it would be easy for other people to add to them as they need. The first set of actions should be ready to share in a few weeks. Maybe less.
     
  33. Radditz2k

    Radditz2k

    Joined:
    Oct 20, 2014
    Posts:
    3
    Hey,

    short question: Why is the Ultimate Mobile plugin only for Unity 4.6? It's still in beta and as far as I could see, the included plugins don't need Unity higher than 4.5.

    Is it possible to use your plugin for Unity 4.5? Or do I have to wait til the release of Unity 4.6?

    Kind regards,
    Radditz2k
     
  34. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    This is android FB limitation, you can read more here:
    https://unionassets.com/mobile-social-plugin/platform-behavior-differences-153

    Going to add it in upcoming version.

    I am appreciating and you helping to make the product better!


    My bad actual plugin requirements Unity 4.0 or higher, but I was using wrong Unity version during asset store submission, already fixed, and thanks for letting me know.

    Cheers!
     
  35. Radditz2k

    Radditz2k

    Joined:
    Oct 20, 2014
    Posts:
    3
    Hey,

    thank you for your fast reply! :) I tried it with the Unity 4.6 RC3 and it worked. Unfortunately the inApp purchase on iOS doesn't seem to work with the current version. On android it's fine, but on iOS I don't seem to get into the store at all. The problem is that the StoreKit isn't initalized.
    The XCode debugger tells me when I try to purchase a product: "buyProduct shouldn't be called before store kit initialized"

    On Appstart in Unity I use "UM_InAppPurchaseManager.instance.Init();" to init the store. Afterwards I try to purchase a product with "UM_InAppPurchaseManager.instance.Purchase("xxx");". And when I do that the message above pops up in the debugger. Of course I set up my in app products according to the guideline (itunes connect, ultimate mobile plugin, certificates, etc).
    Did I miss something or is this a bug? :) As mentioned above, android works fine.

    Kind regards,
    Radditz2k
     
  36. stanislav-osipov

    stanislav-osipov

    Joined:
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    Posts:
    1,790
    it means that you trying to buy the product before store kit initialized.

    Well it doesn't mean that it's initialized, please read this guides:
    https://unionassets.com/ultimate-mobile/setup-225
    https://unionassets.com/ultimate-mobile/coding-guidelines-226

    If you will steel have issue please sen the Xcode log to the stans.assets@gmail.com
     
  37. Stans-Assets

    Stans-Assets

    Joined:
    Jun 20, 2014
    Posts:
    57
    UltimateMobile v 2.1 just released.

    New Features:
    • UM_InAppPurchaseManager new properties added
    • UM_InAppProduct new properties added
    Updates:
    • AndroidNative_v5.1
    • GoogleMobileAd_v4.1
    • MobileNativePopups_v3.1
    • IOSNative_v5.5
    • GoogleAnalytics_v2.3
    • WP8Native_v1.4
     
  38. mikusu11

    mikusu11

    Joined:
    Mar 5, 2013
    Posts:
    5
    Hi Stan,

    Please tell me.
    Build error has occurred.

    [unity version]
    Unity 5.0.0b14

    [asset version]
    UltimateMobile v 2.1

    [Situation]
    After installation of the "UltimateMobileSettings"

    [console]
    Error building Player: CommandInvokationFailure: Failed to re-package resources. See the Console for details.
    C:\android-sdk-windows\build-tools\21.1.1\aapt.exe package --auto-add-overlay -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "C:/android-sdk-windows/platforms/android-21\android.jar" -F bin/resources.ap_

    stderr[
    AndroidManifest.xml:8: error: Error: No resource found that matches the given name (at 'value' with value '@String/app_id').

    AndroidManifest.xml:9: error: Error: No resource found that matches the given name (at 'value' with value '@Integer/google_play_services_version').

    AndroidManifest.xml:10: error: Error: No resource found that matches the given name (at 'value' with value '@String/app_id').

    AndroidManifest.xml:20: error: Error: No resource found that matches the given name (at 'resource' with value '@XML/file_paths').

    ]
    stdout[
    Configurations:
    (default)
    xhdpi-v4

    Files:
    drawable\app_banner.png
    Src: (xhdpi-v4) res\drawable-xhdpi\app_banner.png
    drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    values\strings.xml
    Src: () res\values\strings.xml
    AndroidManifest.xml
    Src: () AndroidManifest.xml

    Resource Dirs:
    Type drawable
    drawable\app_banner.png
    Src: (xhdpi-v4) res\drawable-xhdpi\app_banner.png
    drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    Type values
    values\strings.xml
    Src: () res\values\strings.xml
    Including resources from package: C:\android-sdk-windows\platforms\android-21\android.jar
    applyFileOverlay for drawable
    applyFileOverlay for layout
    applyFileOverlay for anim
    applyFileOverlay for animator
    applyFileOverlay for interpolator
    applyFileOverlay for transition
    applyFileOverlay for xml
    applyFileOverlay for raw
    applyFileOverlay for color
    applyFileOverlay for menu
    applyFileOverlay for mipmap
    Processing image: res\drawable-xhdpi\app_banner.png
    Processing image: res\drawable\app_icon.png
    (processed image res\drawable\app_icon.png: 94% size of source)
    (processed image res\drawable-xhdpi\app_banner.png: 93% size of source)
    (new resource id app_banner from xhdpi-v4\drawable\app_banner.png #generated)
    (new resource id app_icon from drawable\app_icon.png #generated)
    ]
     
  39. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
  40. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hey guys, I am going on vacation so will be not available for the next week. If you have any question or technical issues feel free contact support team, they will work at full power)

    But I will able to solve more complicated stuff in a week!
    Cheers!
     
  41. frypizzabox

    frypizzabox

    Joined:
    Feb 3, 2015
    Posts:
    2
    I just bought the Ultimate Mobile, but I need to use a Scoreboard with Facebook friends. If I buy the Mobile Social Plugin, I will have all the packages with full capabilities? Because what I understand is that Ultimate Mobile has it all, less some Facebook and other social things. Can I use both together? Will be compatible?
     
  42. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello, yes, as meantioned in UM describtion UM has only native sharing API (since it more popular and not adding additional weight to your app like Fb oAtuh API for example)
    And yes if you get MSP you will have full Social API as well. There shouldn't be any compatibility issues, but if you face something, feel free to contact support in order to get help.
     
  43. emiaj715

    emiaj715

    Joined:
    Jan 16, 2013
    Posts:
    20
    Hey,

    Trying to get purchases working on iOS.

    Here's what I have for code to set it up:

    void Start () {
    UM_InAppPurchaseManager.OnBillingConnectFinishedAction += OnBillingConnectFinishedAction;
    Debug.Log ("INIT for purchases");
    UM_InAppPurchaseManager.instance.Init();
    DontDestroyOnLoad (gameObject);
    }

    private void OnBillingConnectFinishedAction (UM_BillingConnectionResult result) {
    UM_InAppPurchaseManager.OnBillingConnectFinishedAction -= OnBillingConnectFinishedAction;
    if(result.isSuccess) {
    Debug.Log("Connected for purchases");
    } else {
    Debug.Log("Failed to connect");
    }
    }

    public static void removeAds(){
    Debug.Log ("Trying to remove ads. Making sure purchases have been inited: "+UM_InAppPurchaseManager.instance.IsInited);
    UM_InAppPurchaseManager.OnPurchaseFlowFinishedAction += OnPurchaseFlowFinishedAction;
    UM_InAppPurchaseManager.instance.Purchase ("removeads");​
    }

    it prints "Connected for purchases" but when I try to purchase a product it says: "buyProduct shouldn't be called before store kit initialized" Not sure what I'm forgetting to do.. It even prints "True" when i print UM_InAppPurchaseManager.instance.IsInited before the purchase.. It seems like it is connected, but then tells me it isn't.. :/

    Am I forgetting to do something?
    thanks!
     
    Last edited: Feb 10, 2015
  44. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello, code looks fine, can you please give me Xcode log?
    P.S. You can post your Xcode log in this thread using spoiler or send it to me via PM or e-mail.
    Cheers!
     
  45. emiaj715

    emiaj715

    Joined:
    Jan 16, 2013
    Posts:
    20
    Thanks for the quick reply! I emailed stans.assets@gmail.com the xcode log :)
     
  46. NeoJulian

    NeoJulian

    Joined:
    Feb 26, 2015
    Posts:
    1
    IOS InAppPurchase Error..

    Xcode Log

    2015-02-26 18:57:52.665 dicebattle[2504:589193] init

    2015-02-26 18:57:52.694 dicebattle[2504:589193] loadStore....

    2015-02-26 18:57:55.025 dicebattle[2504:589193] productsRequest....

    2015-02-26 18:57:55.026 dicebattle[2504:589193] Total loaded products: 0

    2015-02-26 18:57:55.027 dicebattle[2504:589193] Invalid product id: dicebattle_crystal110

    2015-02-26 18:57:55.027 dicebattle[2504:589193] Invalid product id: dicebattle_crystal30

    2015-02-26 18:57:55.028 dicebattle[2504:589193] Invalid product id: dicebattle_crystal60

    2015-02-26 18:57:55.029 dicebattle[2504:589193] Invalid product id: dicebattle_crystal12

    2015-02-26 18:57:55.029 dicebattle[2504:589193] Invalid product id: dicebattle_crystal6

    2015-02-26 18:57:55.030 dicebattle[2504:589193] Invalid product id: kr.co.redswitch.DiceBattle.Crystal.1

    InAppPurchaseManager, no products avaiable: 0

    Why Invalid?


    I'm Add InAppPurchase List to My Application
     
  47. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Log says that you have no products for your app. This is definitely set up issue. I need to see your plugin in-apps settings and iTunes connect application settings.
     
  48. ez06

    ez06

    Joined:
    Feb 18, 2014
    Posts:
    45
    Hi there,
    I just imported latest version and I get this error:

    Assets/Extensions/GoogleMobileAd/Scripts/WP8/WP8AdMobController.cs(55,27): error CS0117: `AdManager' does not contain a definition for `instance'

    Why is that happening? (Note: I had installed NativePopups before that).
     
  49. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Looks like you have your own AdManager script, and Ultimate mobile has one, so you got the conflict. All you need to to is to rename your AdManager class.
     
  50. ez06

    ez06

    Joined:
    Feb 18, 2014
    Posts:
    45
    Thanks for your response. Yes I have another class called the same.
    Does the plugin contain the features such as "Post Score on Facebook" or "Send invitations to friends on Facebook"?
    I can't find them in the documentation.

    Thanks
     
    Last edited: Mar 1, 2015