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how to tell WHY Everyplay.IsSupported() returns false

Discussion in 'Unity Everyplay' started by ev3d, Mar 24, 2017.

  1. ev3d

    ev3d

    Joined:
    Apr 19, 2013
    Posts:
    327
    How do you know WHY Everyplay.IsSupported() returns false?
     
  2. ev3d

    ev3d

    Joined:
    Apr 19, 2013
    Posts:
    327
    I have an iPhone 6S that is returning false? No idea why...
     
  3. ev3d

    ev3d

    Joined:
    Apr 19, 2013
    Posts:
    327
    what's weird is it returned false at first... , then true before recording starts, then false when trying to stop recording...????
     
  4. ev3d

    ev3d

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    Apr 19, 2013
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    btw,
    ReadyForRecording is NEVER called... strangely....
     
  5. pmjo

    pmjo

    Unity Technologies

    Joined:
    Sep 17, 2013
    Posts:
    245
    What Unity version are you using? If greater than 5.5.1, please try the attached fix. It will be in the next release and should fix the "ReadyForRecording never fired" issue. Install: Uncompress the EveryplayUnity.mm.zip file and copy the EveryplayUnity.mm file to the Assets/Plugins/Everyplay/iOS folder (override old one).
     

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