Hello! I'm trying to integrate Everyplay plugin into existing iOS game, testing on iPhone 4S. Empty project with Everyplay plugin installed alone works fine; `Everyplay.IsRecordingSupported()` returns `true`, test record button is enabled, and video is recording. However importing this plugin to existing game makes this method to return `false` (on the same device), and test button becomes disabled. Do you have any suggestions? Thanks.
Qbit86, Sorry, your question was overlooked previously but posting an answer as someone else may have the same problem. A few things you can try and see if they could be causing issues: 1) Is your phone out of storage space? If it is, recording will be disabled due to that? 2) Check for Everyplay.IsRecordingSupported() only after receiving the event Everyplay.ReadyForRecording. Read more in the documentation https://developers.everyplay.com/documentation/Integrating-Everyplay-in-Unity3D.md under "Checking for Recording Support" Best regards, Tuomas
Same issue for me. And Everyplay.ReadyForRecording has not been called then my delegate too. Code (CSharp): void OnReadyForRecording(bool enabled) { Debug.Log("OnReadyForRecording enabled " + enabled + "is support " + Everyplay.IsRecordingSupported()); } void Start(){ Everyplay.SetLowMemoryDevice(true); Everyplay.ReadyForRecording += OnReadyForRecording; Everyplay.RecordingStarted += RecordingStarted; Everyplay.RecordingStopped += RecordingStopped; Invoke ("TestSupported", 1f); } void TestSupported(){ Debug.Log("OnUpdate.. supported " + Everyplay.IsRecordingSupported()); Invoke ("TestSupported", 1f); } Always False. And in empty project it works. My device is android nexus 7, 2013, and Nexus 3.
@surathunity3d I also met the issue.my new project with Everyplay is fine,but integrate Everyplay plugin into existing Android game on same device(andriod 4.4), it not works ,the StartRecording button is disable,and I cannt found any logcat about everyplay.
oh that is my mistake, I forgot to changed the package name in Androidmanifest.xml .Change it to com.everyplay.Everyplay can work later.
Hello @Darioszka, You should implement the parts of that code that you need into the script where you plan on controlling Everyplay recording in general. You can find more information about the delegates and functions here: https://developers.everyplay.com/documentation/Everyplay-integration-to-Unity3d-game.md Hope this helps! Cheers, Simo
Same problem, but with a new scene. Unity 5.2.0f2, Facebook Plugin 7.1.0, Everplay 2010-1510. I create a new scene. Dropped a Plane and a Sphere in it. Drag-and-droped the EveryplayHudCamera prefab into the root of my hierarchy, turned off culling on EveryplayHudCamera on the main camera, and attached a new script to the sphere with the following contents: usingUnityEngine; usingSystem.Collections; public classNewBehaviourScript : MonoBehaviour { voidStart () { Debug.Log ("In Start..."); Everyplay.ReadyForRecording += OnReadyForRecording; } public voidOnReadyForRecording(bool enabled) { Debug.Log ("In OnReadyForRecording"); if(enabled) { Debug.Log("Everplay enabled!"); Debug.Log (Everyplay.IsRecordingSupported()); } } } I always get back "In Start" from Start() when firing up the debugger in Unity, but i can't get it to reach "In OnReadyForRecording" ever, let alone "Everplay enabled!". Please help! I'd love this plugin to work.
Note: On Android, the Internet connection is required to receive positive response from ReadyForRecording (just for the first time, but for each app separately). On iOS the Internet connection is not required. ReadyForRecording is never fired when running inside the editor.
I have internet connection and I am no receiving a response on the Everyplay.ReadyForRecording event in Android. It worked at some point then stopped.