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EVERYPLAY cant record

Discussion in 'Unity Everyplay' started by ppg, Apr 10, 2015.

?

WHAT PLATFORM DO YOU USE EVERYPLAY ON THAT WORKS FOR YOU

Poll closed May 16, 2015.
  1. ANDROID

    20.0%
  2. IOS

    0 vote(s)
    0.0%
  3. Native INTERGRATION into unity

    20.0%
  4. Android and Ios

    40.0%
  5. noone could not use

    20.0%
  1. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    hi am having issues with recording on device android with everyplay

    i have set up my app id and keys etc.. in developers dashboard

    in unity editor the console message shows events for recording supported , start recording , stop recording

    but on device nothing happens the test button for recording is always disabled!!

    anyone having issues with record disabled on default test button

    here is the script am using thank you


    using UnityEngine;
    using System.Collections;

    public class EveryPlayIntetration : MonoBehaviour {
    public int timer=500;
    // Use this for initialization
    void Awake () {
    Everyplay.Initialize();

    }

    void Update ()
    {
    timer-=1;
    if (Everyplay.IsSupported() | timer>1)
    {
    Debug.Log("Everyplay is Supported");
    //Everyplay.SetMaxRecordingMinutesLength(10);

    StartRecording();
    }
    else
    {
    Debug.Log("Everyplay is not Supported");

    }

    if(timer<100)
    {
    timer=500;
    Debug.Log("stop recording");
    Everyplay.StopRecording();
    Everyplay.PlayLastRecording();
    Everyplay.ShowSharingModal();
    }

    }
     
    Last edited: Apr 10, 2015
  2. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    197
    Code (csharp):
    1. if (Everyplay.IsSupported() | timer>1)
    Double pipe for 'OR', so it should be || not |

    You need 'Everyplay.StartRecording();' not just 'StartRecording();'
     
  3. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    changed StartRecording(); to Everyplay.StartRecording(); and if (Everyplay.IsSupported() | timer>1) to if (Everyplay.IsSupported() || timer>1)

    i recall testing with the above changes before it dint make a difference then
    and now it makes no difference i still get a disabled record button everywhere including device

    am i missing a setup initialization for recording in the script?
    also do the default test buttons not able to record without any changes apart from starter setup ??

    i have never been able to record anything also never seen the test button enabled for recording!!

    there are no helpful setup apart from developers site which is limited for step by step and no example scene or video tutorials for unity i can find on the web

    i understand the basic code logic but cant seem to start recording so cant test nothing else because i do not have a recorded clip to start with.

    please help thanks

    new script

    using UnityEngine;
    using System.Collections;

    public class EveryPlayIntetration : MonoBehaviour {
    public int timer=500;
    // Use this for initialization
    void Awake () {
    Everyplay.Initialize();

    }

    void Update ()
    {
    timer-=1;
    if (Everyplay.IsSupported() || timer>1)
    {
    Debug.Log("Everyplay is Supported");
    //Everyplay.SetMaxRecordingMinutesLength(10);

    Everyplay.StartRecording();
    }
    else
    {
    Debug.Log("Everyplay is not Supported");

    }

    if(timer<100)
    {
    timer=500;
    Debug.Log("stop recording");
    Everyplay.StopRecording();
    Everyplay.PlayLastRecording();
    Everyplay.ShowSharingModal();
    }

    }
     
    Last edited: Apr 11, 2015
  4. Carwashh

    Carwashh

    Joined:
    Jul 28, 2012
    Posts:
    197
    Make sure everything is setup properly in Edit -> Everyplay Settings
    You need:
    - Client ID
    - Client Secret
    - Tick iOS/Android enabled (as needed)

    (redirect URI was already filled out correctly for me).

    Here is all I do in code:
    Code (csharp):
    1.  
    2.     void SetUpRecording() // called when the player taps 'Go'
    3.     {
    4.         Everyplay.SetMaxRecordingMinutesLength(1);
    5.         Everyplay.StartRecording();
    6.     }
    7.  
    8. void SetScoreText () // sets the meta data for custom Everyplay video title
    9.     {
    10.         distance = PlayerPrefs.GetInt("Distance");
    11.         score = PlayerPrefs.GetInt("Score");
    12.         collected = PlayerPrefs.GetInt("Collected");
    13.         goDistance.text = "" + distance;
    14.         goScore.text = "" + score;
    15.         goCollected.text = "" + collected;
    16.         Everyplay.SetMetadata("distance", distance);
    17.         Everyplay.SetMetadata("score", score);
    18.         Everyplay.SetMetadata("mode", mode);
    19.     }
    20.  
    21.     public void ShowEveryplayShareModal() // linked to a button on the death screen
    22.     {
    23.         Everyplay.ShowSharingModal();
    24.     }
    My stop recording call is done when the death scene is loaded.
     
    adrianadrian likes this.
  5. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    Thanks CARWASHH
    will test with your script and update asap!!
    appreciate the help:)
     
  6. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    OK tested and retested
    my conclusion is everyplay only works on small amount of android devices.
    and if like me you try to use it in your game you might be wasting valuable time
    before you realize its not supported by most devices.

    so am working on other game features that are more available to most users than a selected few
    based on device.
    Unfortunately i have ran out of steam trying to implement everyplay.

    if you are working on a ios game then most devices would be supported for everyplay

    HOPE TO SEE AN ALTERNATIVE PLUGIN FOR VIDEO SHEAR
    THAT SUPPORTS MOST ANDROID DEVICES

    THERE ARE VIDEO ENCODERS FOR ANDROID NATIVE OUT THERE
    I HOPE SOMEONE HAS A SOLUTION SOON

    i welcome any one with similar issues to comment

    thanks for the help
     
    Last edited: Apr 17, 2015
  7. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    Hi @ppg,

    So did you manage to run Everyplay on some device(s) OR did you fail completely on all the devices you have tested so far?

    If it is working on some and not working on others, then yes, your integration has been successful.
    However, if it is not working on all the devices then the first thing we should check is whether your integration is correct or not.

    Officially, Everyplay support is as follows:
    Android 4.3+ - Everyplay should record (with the exception of the blacklisted devices)
    Android 4.1+ - Everyplay should open. (community component)

    Cheers
    Surath
     
  8. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    thanks for the reply

    i do like and would recommend every-play
    unfortunately i could not use it in my projects
    because i realized its not supported by some devices on android unlike ios which
    most devices are supported

    i took enough time to troubleshoot every play integration before coming to this conclusion
    and i might still be wrong but based on my understanding at the time after series of days
    of testing and retesting on different android devices
    also trying to find help on the web, documentation
    ,unity forum etc..
    that was the only explanation i could come up with.

    i also made a poll to understand user type based on high volume of use on different platforms with every-play

    do you know where i can find statistics for users based on platforms??

    thanks for your help
    appreciate
     
  9. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    don't just read
    pls take the poll
    thanks
     
  10. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    110
    To be able to record with Everyplay on Android, the device must be connected to the Internet at least for the first time the app is opened.
     
  11. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    sorry a bit confused

    are you saying the device needs to be connected to the internet on start of app??


    my understanding is its a app that needs internet connection so naturally my internet would be enabled on device before app lunch/start

    This is a basic thing on my checklist while troubleshooting every-play
    also with restarting device or reinstalling apps

    to be very clear internet was enabled and active at all times especially before lunch of app

    i choose the option of my two android devices not being supported by every-play
    and as stated before i might still be wrong

    but that was the results i had from trouble shooting every-play on my android devices
    with no success

    you highlighted "RECORDING" which was my main issue
    other features like lunching every-play from app was successful

    So to my understanding start-up integration seemed to have worked
    just never had "RECORD ENABLED" which made it impossible to test some other
    features.

    Do you have a c# script to check if my devices are supported?? PLEASE.

    My conclusion is they are not supported and that goes for some other android devices
    out there unfortunately

    Am also aware working with ios i am less likely to have device supported issues with every-play

    I hope in the near future i will try to implement every-play again in my project
    looking forward to the updates/upgrade

    But for now unfortunately i am out of time trying to implement
    every play because of compatibility issues on SOME/my android devices.

    IF MY DEVICE IS RECORD SUPPORTED THE DEFAULT RECORD BUTTON SHOULD BE
    ACTIVE ON MY DEVICE IF INTERNET CONNECTION IS ACTIVE AT START-UP/LUNCH OF APP
    ON MY DEVICES i understand that.

    Thanks for the help
    appreciate
     
    Last edited: Apr 21, 2015
  12. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    110
    On Android the Internet is required for checking if the recording is supported on the device. When you get the green light from the server once, the Internet is no longer required. You should always check if the recording is supported by using the Everyplay.ReadyForRecording event (and Everyplay.IsSupported() and Everyplay.IsRecordingSupported() methods). Ready for recording state might change during app lifetime and you can read more about it from the Everyplay Unity integration guide, section "Checking for recording support". It is of course possible that you happen to have two devices that really aren't supported.
     
  13. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    thanks for the help

    because i never had record enabled on my devices am forced to thinking they are not supported
    after trouble shooting of course

    do you know where i can find the link to the black listed devices??
    also what android version is every-play completable with for recording??

    is there a app i can download to test every-play features on my devices like maybe crossy roads??

    also the default version on my tablets are android 4.0 "ice cream sandwich"
    processor are ARM CORTEX A8 1 GHZ

    ARCHOS 16GB CARBON TABLET 9.7 screen
    ARNOVA 9GB TABLET 9.7 screen

    thanks PMJO
     
  14. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    110
    Hi again. Everyplay requires at least Android 4.1. See more about requirements in Everyplay FAQ, section "What devices do you support". Unfortunately there is no black list currently available.
     
  15. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    Hi @ppg

    Android OS version is not the only thing that decides Everyplay compatibility with a device.
    It's the GPU as well. In the above technical specs there is no info about the GPU this tablet has, which is important to find out whether Everyplay is working smoothly on the device.

    Cheers
    Surath
     
  16. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    HI
    I can not find the gpu for this tablet which is very worrying now that you have highlighted the
    importance of GPU. (VIDEO CARD ON DEVICE I BELIEVE)

    The only comfort i have is its completable to work with skype this was confirmed by seller

    I should get the device sometime in the next 48 hrs

    AM HOPEFUL IT WORKS WITH EVERY-PLAY

    If not then GPU would be prioritized when purchasing the next device.

    its been emotional
    thank you
    really appreciate all the help and support
     
  17. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    OK don't know why gpu was not listed in specs
    on official product site

    BUT FOUND MANUFACTURER SITE AND LUCKY ENOUGH IT WAS LISTED

    Android version 4.4.2; eng.android2014.1417079439; SDK19
    CPU 4 cores; ARMv7 Processor rev 3 (v7l); Max: 1300.0 MHz; Min: 598.0 MHz
    Display 1024 x 600; DPI: 160; Evaluated Size: 7.4"
    Touch screen Multitouch 10 points

    GPU Mali-450 MP; ARM; OpenGL ES-CM 1.1; OpenGL ES 2.0

    RAM 1024 MB (1007 MB available)
    Flash 0.500 GB; 16 GB (14.433 GB actual); 32 GB (29.813 GB actual) (see memory map tab)
     
    Last edited: May 6, 2015
  18. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    Hi @ppg

    Thanks for the info.

    According to our analytics, Everyplay is compatible with Mali-450 MP4.
    Not sure whether the postfix is different for different vendors but it seems like there is a good chance that this device you mentioned above is compatible with Everyplay.

    All the best!

    Cheers
    Surath
     
  19. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    [​IMG] thank you all
    my new device seems to be working with every play

    i am yet to do a full test but i can now use the record button
    its is now enabled on the default buttons.

    CONCLUSION :
    Good GPU and up to date OS system on android device
    seems to have done the trick

    it did mean buying a new device but its worth it to get every-play
    into your projects.
    would users playing your game do the same???

    SOLUTION :
    ON LUNCH OF YOUR APP
    Run test for compatibility with every play inform user to upgrade their device
    if needed

    THANKS Surath,Pmjo,Carwashh
     
  20. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
    Most of the Users are using pretty recent devices according to our stats.
     
  21. ppg

    ppg

    Joined:
    Apr 5, 2015
    Posts:
    40
    it was never going to work
    but am glad i fixed the issue with your helps
    THANKS AGAIN
     
  22. D3m0n

    D3m0n

    Joined:
    Nov 11, 2014
    Posts:
    71
    In my application before everything worked properly, after a while I tried to do other tests and have found abnormalities. Up to reactivate the test buttons and see that magically rec button is off.You may depend on what this problem ??
     
  23. surathunity3d

    surathunity3d

    Unity Technologies

    Joined:
    Sep 30, 2014
    Posts:
    128
  24. ZYSHAQ

    ZYSHAQ

    Joined:
    Jun 26, 2015
    Posts:
    26
    Hello, Everyplay.ShowSharingModal(); worked on my Google Tango and I uploaded a reply... however, it stopped working suddenly, any help?
     
  25. ullatussimo

    ullatussimo

    Unity Technologies

    Joined:
    Jun 16, 2015
    Posts:
    98
    Hello @ZYSHAQ

    Thanks for reaching out!

    Your issue sounds like the Everyplay failsafe got enabled for that device.

    Everyplay Failsafe mode gets enabled when the app shuts down unexpectedly during Everyplay initialization routines. The failsafe disables Everyplay for the device.
    This feature was put in place to ensure that your game will function even if the device is having some issues with Everyplay.

    You can clear the flag by going to the device's App Manager and clearing Data / Cache of the application in question.
    However, if this keeps happening, then most likely the device is having some compatibility issues with Everyplay and you should blacklist it from Everyplay Developer Dashboard.

    You should also keep in mind that if the app shuts down for non-Everyplay related issues during the EP initialization the failsafe will also be enabled so you should ensure that your application is stable before blacklisting devices.

    Hope this helps!

    Cheers,
    Simo
     
  26. ZYSHAQ

    ZYSHAQ

    Joined:
    Jun 26, 2015
    Posts:
    26
    @ullatussimo thanks for your reply, it is working perfectly now!
    My only and last question is that I found my youtube video to be 480p, is there is a way to make the recording be 1080p HD?

    Thank you!
     
  27. Komlah

    Komlah

    Joined:
    Dec 14, 2015
    Posts:
    1
    Help !!!......I have a samsung galaxy tab 4 and and a samsung A5 . every play was working fine on both devices until i made an update in my game relating to my google play leaderboard script which i believe should not at all affect everyplay and now the record button is disabled on my tab...im afraid to update the version on the A5 because i have to present my app to a panel of judges and i wanna leave that one working...please help me fix the plugin on my tab 4

    it was working initially so i know its supported .is it possible that everyplay updated my settings and disabled the record button ?