Apple Unity Plug-Ins

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Connect your game to Game Center, Core Haptics, PHASE audio, accessibility, and game controller frameworks.

Posts under Apple Unity Plug-Ins tag

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Regarding Gamekit samples in apple/unityplugins
I built the Gamekit Sample in apple/unityplugins for iOS and ran "_localPlayer = await GKLocalPlayer.Authenticate();" It worked fine up to the point where the GameCenter popup was displayed. However, the "OnRealtimeMatchmake()" and "OnToggleAccessPoint()" will result in the following error "MissingMethodException: Default constructor not found for type Apple.GameKit.Multiplayer.GKMatchRequest at System.RuntimeType.CreateInstanceMono" and "MissingMethodException: Default constructor not found for type Apple.GameKit.GKAccessPoint at System.RuntimeType.CreateInstanceMono" errors and does not work properly. Please tell me what is the problem here. The environment is as follows iPhone SE (iOS15.5), Unity2020.3.33f1, XCode13.4.1
4
0
3.0k
Jul ’23
Unity Accesibility plugin issues
Hi! I am trying to use the Apple Unity Plugins to add VoiceOver support to my game. I have built the plugins, and followed along with the video shown at https://developer.apple.com/videos/play/wwdc2022/10151/ However, I am seeing odd behaviour that I hope someone could help me with. For what it's worth, I am using Unity 2021.3.10f1 to build my game. I used the recommended version of Unity (2020.3.33f1) to build the plugins. Odd behaviour #1: I cannot work out what determines the order of AccessibilityNodes. If I have three GameObjects at the same level in the hierarchy, all marked with the trait button, using VoiceOver's single swipe right to go to each element in turn, seems to go to the last element first, then the first, then the second. At first I wondered if it was related to alphabetical order (GameObjects are called 'Music', 'SFX', 'Delete'), but renaming them to prefix numbers to the start of the names doesn't change the order. I have also tried removing the Label from the AccessibilityNode, but this did not help. Odd behaviour #1.5: The video says that Buttons don't need labels, and that if you use standard Unity UI controls, the label should be picked up automatically. I am not seeing this behaviour. I have a GameObject with a Button component, with a child GameObject with a TextMeshPro component. The label is not being picked up automatically. Odd behaviour #2: Once I have a button selected, I am unable to trigger it, with a VoiceOver 1-finger double tap. It just seems to repeat the label of the button. The GameObject I am trying to trigger just has a Button component, and the configuration looks the same as in the video. Does anyone have any successful experience using this plugin and could give me any insight? Thanks, Stephen
3
0
1.9k
Jun ’23
Inverted video image and inverted phone moves in stereoscopic view using Metal
SPECIFIC ISSUE ENCOUNTERED I'm playing VR videos through my app using Metal graphics API with Cardboard XR Plugin for Unity. After the recent iOS 16 update (and Xcode 14 update too), videos in stereoscopic mode were flipped upside down and backwards. After trying to change sides manually in code, I only managed to show correct sides (it's not all upside down anymore), but when I turn the phone UP, the view is moving DOWN to the ground, and vice versa. Same issue for left-right phone moving. Also Unity-made popup question is shown on the wrong side (backside - shown in the video attachment) Here is the video of the issue for inverted (upside down flip) view: https://www.dropbox.com/s/wacnknu5wf4cif1/Everything%20upside%20down.mp4?dl=0 Here is the video of inverted moving: https://www.dropbox.com/s/7re3u1a5q81flfj/Inverted%20moving.mp4?dl=0 IMPORTANT: I did manage few times fixing it to work on local build, but when I build it for TestFlight, it is always inverted. WHAT I SUSPECT I found numerous other developers encountered this issue when they were using Metal. Back in the days when OpenGL ES 2 and 3 were still supported by Apple, it did fix the issue switching on one of those. But now since only Metal is supported with new Unity, there is no workaround, and also I would like to use Metal. DEVICE multiple iPhones running multiple iOS 16 versions has this issue. Specific OS version is 16.1 EXPECTED BEHAVIOR VR videos should show right side (not upside down image) and moving up should show upper part of the video, and vice versa. Same goes for left and right move. Currently everything is flipped, but not every time the same kind of flip. Sometimes in rare cases it's even shown correctly. VERSIONS USED What version of Google Cardboard are you using? Cardboard XR Plugin 1.18.1 What version of Unity are you using? 2022.1.13f1
1
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2.5k
Jun ’23
GKGameCenterViewController does not get disposed
Hi, I'm using the Unity plugins to access Game Center; there's a button in our UI that I want to use to open the Game Center dashboard on a particular leaderboard. The code for that is as follows, adapted from the GameKitSample.cs file: var leaderboard = leaderboards.First(l => l.BaseLeaderboardId == MY_LEADER_ID); var gameCenter = GKGameCenterViewController.Init(leaderboard, GKLeaderboard.PlayerScope.Global, GKLeaderboard.TimeScope.AllTime); await gameCenter.Present(); // game never returns from here Debug.Log("Back from Present()..."); gameCenter.Dispose(); I can play the game, hit the button, and view the Game Center dashboard, opened to the given leaderboard as expected. However, when I quit the dashboard (hitting the X in the top-right corner), the dashboard fades out, but the game is now unresponsive. I did notice that elsewhere in GameKitSample.cs, we have the following: var match = await GKMatchmakerViewController.Request(request); match.Delegate.DidFailWithError += OnRealtimeMatchDidFailWithError; Digging around for help with GKGameCenterViewController, I did notice that most solutions involve giving the viewcontroller a callback, but in the Unity plugin I see no Delegate listed for GKGameCenterViewController. Is this class missing the delegate, & therefore missing the callback that would dispose of the view?
6
1
2.3k
Jun ’23
Hang when calling GKLocalPlayer.Local.FetchItems();
public async void FetchItems() { try { var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); } catch(GameKitException exception) { Debug.LogError(exception); } } App hangs when calling GKLocalPlayer.Local.FetchItems(); No exception is caught. Apple.Core and Apple.GameKit plugins have been included in our project Reproducible with https://github.com/apple/unityplugins Both Unity 2020 and Unity 2021 iOS and tvOS Xcode Version 13.4.1
7
3
2.3k
Jun ’23
Unity Shader Graph in immersive apps for Vision Pro
Do I understand correctly that to use Unity (Universal Render Pipeline) for Vision Pro's fully immersive apps, we can normally use Unity's Shader Graph to make custom shaders; but for immersive mixed reality apps, we cannot use Shader Graph anymore, instead, we have to create shaders for Unity in Reality Composer? How does bringing Reality Composer's shader into Unity work? Is it simply working in Unity or will it require special adaptation for Unity? Are there some cases to avoid using Reality Composer, and use Unity's Shader Graph for immersive Vision apps? For instance, we may lose real-time lighting adaptation for virtual objects, but on the other hand, we will be able to use Shader Graph.
1
1
2k
Jun ’23
Gamecenter related crash in Unity
Trying to figure out a particularly odd crash report. Crashed: com.apple.root.user-initiated-qos.cooperative 0 GameCenterFoundation 0xe2054 __swift_project_boxed_opaque_existential_1 + 19952 1 libswift_Concurrency.dylib 0x41948 swift::runJobInEstablishedExecutorContext(swift::Job*) + 416 2 libswift_Concurrency.dylib 0x42868 swift_job_runImpl(swift::Job*, swift::ExecutorRef) + 72 3 libdispatch.dylib 0x15944 _dispatch_root_queue_drain + 396 4 libdispatch.dylib 0x16158 _dispatch_worker_thread2 + 164 5 libsystem_pthread.dylib 0xda0 _pthread_wqthread + 228 6 libsystem_pthread.dylib 0xb7c start_wqthread + 8 We're using Unity 2021.3.16f1, we haven't touched the gamecenter login code for ages but this error started happening. It looks like it's only appearing on iOS 16.4 and subversions.
6
3
2.6k
Jun ’23
Errors importing Apple.Core package on Windows machine
Hi, When I try to import the com.apple.unityplugin.core-1.0.3.tgz package into Unity from my Windows development machine I get lots of errors like : Library\PackageCache\com.apple.unityplugin.core@077039b365c9\Editor\AppleBuildStep.cs(48,136): error CS0246: The type or namespace name 'PlistDocument' could not be found (are you missing a using directive or an assembly reference?) Is it possible to get around this so I can develop on Windows? Thanks
5
1
2.0k
Jun ’23
LC_ENCRYPTION_INFO (ITMS-90125)
Hi, I've tried multiple ways of solving this issue, including adding scripts, DISABLE Bitcode and non works. ERROR ITMS-90125: "The binary is invalid. The encryption info in the LC_ENCRYPTION_INFO load command is either missing or invalid, or the binary is already encrypted. This binary does not seem to have been built with Apple's linker." I am currently building a games with Unity, and trying to publish to test flight but no success at the moment. Non of the online solutions works on my side. Appreciate for your inputs, thanks in advance!
0
0
1.1k
Jun ’23
Unity IAP not working on IOS Device
I recently integrated Unity IAP into my game and it works fine on android devices, but when I build a development build version on my iphone the purchase panel does not pop up, neither does the price get displayed. I recently agreed to the paid apps agreement, is that the reason why I am not able to see the purchase panel? Any kind of help would be appreciated.
0
0
1.1k
May ’23
Game Center Crash on iOS 16.4 and 16.4.1
Hi, We are facing a strange crash on iOS 16.4 and 16.4.1. The issue is not happening on iPad 16.4. We are getting very limited information on the crash, Here is call stack. 0 GameCenterFoundation 0x00000001f0498054 GKGroupActivityManager.reset() + 228 (GKGroupActivityManager.swift:450) 1 GameCenterFoundation 0x00000001f0496e8d GKGroupActivityManager.leave() + 1 (GKGroupActivityManager.swift:411) 2 GameCenterFoundation 0x00000001f04a67dd @objc closure #1 in GKGroupActivityManager.leave() + 1 3 GameCenterFoundation 0x00000001f04a6835 partial apply for @objc closure #1 in GKGroupActivityManager.leave() + 1 4 GameCenterFoundation 0x00000001f04a67f5 thunk for @escaping @callee_guaranteed @Sendable @async () -> () + 1 5 GameCenterFoundation 0x00000001f04a6839 thunk for @escaping @callee_guaranteed @Sendable @async () -> ()partial apply + 1 6 GameCenterFoundation 0x00000001f04a67f9 specialized thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A) + 1 7 GameCenterFoundation 0x00000001f04a6899 thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A)specialized partial apply + 1 8 libswift_Concurrency.dylib 0x00000001c84d0dd9 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 (Task.cpp:496) Tried looking into GKGroupActivityManager but couldn't find any documentation regarding this. High number of our usser base is affected by this issue.
0
1
963
May ’23
Bug: Apple's Unity Plugins break the editor
Looks like there's a fatal incorrect line in apple's unity plugins. It's easy to fix by editing that line in every file or by forcing your whole team to install extra modules to unity, but should probably be fixed. All of them start with "#if UNITY_EDITOR_OSX" Which is wrong because there are IOS-specific calls inside the code files, so I'm getting devs pinging me about their unity booting up and it saying IOS not found since they are on MAC without the IOS support installed. Ideally we would be able to use the lightest version of the editor since our builds are only done on the cloud.
0
0
799
May ’23
Import errors regarding meta files
Hi everyone! After following all the steps from GitHub and running: python3 build.py And then importing com.apple.core-1.0.0.tgz file with Unity Package Manager, I've received about 33 errors in the console regarding missing meta files Has anyone else received these types of errors? Or does anyone know of a solution to this issue? Thanks!
5
2
2.4k
May ’23
Unity build stuck on Game Center preview in Xcode
Hello, I'm trying to test out my Unity game in Xcode. It implements Game Center authentication, achievements and leaderboards. Right when the game starts it authenticates and shows the Game Center preview, however the buttons on the preview are not clickable. I can't click 'Sign Out' or 'Continue' buttons. Basically the game is running, audio is playing, but because of the Game Center preview overlay I can't interact with the game or the Game Center buttons. Thanks in advance
0
0
765
Apr ’23
Do you have any plan to add Apple Music ?
Hello , I just wonder do I know it's quite specific but I think this cloud be useful as least for me.
Replies
0
Boosts
0
Views
468
Activity
Jul ’23
Regarding Gamekit samples in apple/unityplugins
I built the Gamekit Sample in apple/unityplugins for iOS and ran "_localPlayer = await GKLocalPlayer.Authenticate();" It worked fine up to the point where the GameCenter popup was displayed. However, the "OnRealtimeMatchmake()" and "OnToggleAccessPoint()" will result in the following error "MissingMethodException: Default constructor not found for type Apple.GameKit.Multiplayer.GKMatchRequest at System.RuntimeType.CreateInstanceMono" and "MissingMethodException: Default constructor not found for type Apple.GameKit.GKAccessPoint at System.RuntimeType.CreateInstanceMono" errors and does not work properly. Please tell me what is the problem here. The environment is as follows iPhone SE (iOS15.5), Unity2020.3.33f1, XCode13.4.1
Replies
4
Boosts
0
Views
3.0k
Activity
Jul ’23
wrong orientation on ios 16.2
the device orientation message maybe wrong when running unity app on ios 16, more information about this question is https://forum.unity.com/threads/game-may-start-with-incorrect-orientation.1410231/
Replies
0
Boosts
0
Views
554
Activity
Jun ’23
Access to Apple Vision Pro Passthrough Camera in Unity
Hello! Will developers be able to access frames from the passthrough cameras in Unity on the Apple Vision Pro? That is all!
Replies
0
Boosts
2
Views
1.3k
Activity
Jun ’23
Unity Accesibility plugin issues
Hi! I am trying to use the Apple Unity Plugins to add VoiceOver support to my game. I have built the plugins, and followed along with the video shown at https://developer.apple.com/videos/play/wwdc2022/10151/ However, I am seeing odd behaviour that I hope someone could help me with. For what it's worth, I am using Unity 2021.3.10f1 to build my game. I used the recommended version of Unity (2020.3.33f1) to build the plugins. Odd behaviour #1: I cannot work out what determines the order of AccessibilityNodes. If I have three GameObjects at the same level in the hierarchy, all marked with the trait button, using VoiceOver's single swipe right to go to each element in turn, seems to go to the last element first, then the first, then the second. At first I wondered if it was related to alphabetical order (GameObjects are called 'Music', 'SFX', 'Delete'), but renaming them to prefix numbers to the start of the names doesn't change the order. I have also tried removing the Label from the AccessibilityNode, but this did not help. Odd behaviour #1.5: The video says that Buttons don't need labels, and that if you use standard Unity UI controls, the label should be picked up automatically. I am not seeing this behaviour. I have a GameObject with a Button component, with a child GameObject with a TextMeshPro component. The label is not being picked up automatically. Odd behaviour #2: Once I have a button selected, I am unable to trigger it, with a VoiceOver 1-finger double tap. It just seems to repeat the label of the button. The GameObject I am trying to trigger just has a Button component, and the configuration looks the same as in the video. Does anyone have any successful experience using this plugin and could give me any insight? Thanks, Stephen
Replies
3
Boosts
0
Views
1.9k
Activity
Jun ’23
Inverted video image and inverted phone moves in stereoscopic view using Metal
SPECIFIC ISSUE ENCOUNTERED I'm playing VR videos through my app using Metal graphics API with Cardboard XR Plugin for Unity. After the recent iOS 16 update (and Xcode 14 update too), videos in stereoscopic mode were flipped upside down and backwards. After trying to change sides manually in code, I only managed to show correct sides (it's not all upside down anymore), but when I turn the phone UP, the view is moving DOWN to the ground, and vice versa. Same issue for left-right phone moving. Also Unity-made popup question is shown on the wrong side (backside - shown in the video attachment) Here is the video of the issue for inverted (upside down flip) view: https://www.dropbox.com/s/wacnknu5wf4cif1/Everything%20upside%20down.mp4?dl=0 Here is the video of inverted moving: https://www.dropbox.com/s/7re3u1a5q81flfj/Inverted%20moving.mp4?dl=0 IMPORTANT: I did manage few times fixing it to work on local build, but when I build it for TestFlight, it is always inverted. WHAT I SUSPECT I found numerous other developers encountered this issue when they were using Metal. Back in the days when OpenGL ES 2 and 3 were still supported by Apple, it did fix the issue switching on one of those. But now since only Metal is supported with new Unity, there is no workaround, and also I would like to use Metal. DEVICE multiple iPhones running multiple iOS 16 versions has this issue. Specific OS version is 16.1 EXPECTED BEHAVIOR VR videos should show right side (not upside down image) and moving up should show upper part of the video, and vice versa. Same goes for left and right move. Currently everything is flipped, but not every time the same kind of flip. Sometimes in rare cases it's even shown correctly. VERSIONS USED What version of Google Cardboard are you using? Cardboard XR Plugin 1.18.1 What version of Unity are you using? 2022.1.13f1
Replies
1
Boosts
0
Views
2.5k
Activity
Jun ’23
GKGameCenterViewController does not get disposed
Hi, I'm using the Unity plugins to access Game Center; there's a button in our UI that I want to use to open the Game Center dashboard on a particular leaderboard. The code for that is as follows, adapted from the GameKitSample.cs file: var leaderboard = leaderboards.First(l => l.BaseLeaderboardId == MY_LEADER_ID); var gameCenter = GKGameCenterViewController.Init(leaderboard, GKLeaderboard.PlayerScope.Global, GKLeaderboard.TimeScope.AllTime); await gameCenter.Present(); // game never returns from here Debug.Log("Back from Present()..."); gameCenter.Dispose(); I can play the game, hit the button, and view the Game Center dashboard, opened to the given leaderboard as expected. However, when I quit the dashboard (hitting the X in the top-right corner), the dashboard fades out, but the game is now unresponsive. I did notice that elsewhere in GameKitSample.cs, we have the following: var match = await GKMatchmakerViewController.Request(request); match.Delegate.DidFailWithError += OnRealtimeMatchDidFailWithError; Digging around for help with GKGameCenterViewController, I did notice that most solutions involve giving the viewcontroller a callback, but in the Unity plugin I see no Delegate listed for GKGameCenterViewController. Is this class missing the delegate, & therefore missing the callback that would dispose of the view?
Replies
6
Boosts
1
Views
2.3k
Activity
Jun ’23
Hang when calling GKLocalPlayer.Local.FetchItems();
public async void FetchItems() { try { var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); } catch(GameKitException exception) { Debug.LogError(exception); } } App hangs when calling GKLocalPlayer.Local.FetchItems(); No exception is caught. Apple.Core and Apple.GameKit plugins have been included in our project Reproducible with https://github.com/apple/unityplugins Both Unity 2020 and Unity 2021 iOS and tvOS Xcode Version 13.4.1
Replies
7
Boosts
3
Views
2.3k
Activity
Jun ’23
[Unity Plugin Crash] - When using the AppleCore and GameKit
Hello, I've added the Unity plugin for GameKit and it crashes on lunch, with this message. Library not loaded: @rpath/AppleCoreNative.framework/AppleCoreNative Referenced from: <22A243C2-0F80-36C5-8B0A-9C440F83A640>
Replies
3
Boosts
0
Views
1.8k
Activity
Jun ’23
Unity Shader Graph in immersive apps for Vision Pro
Do I understand correctly that to use Unity (Universal Render Pipeline) for Vision Pro's fully immersive apps, we can normally use Unity's Shader Graph to make custom shaders; but for immersive mixed reality apps, we cannot use Shader Graph anymore, instead, we have to create shaders for Unity in Reality Composer? How does bringing Reality Composer's shader into Unity work? Is it simply working in Unity or will it require special adaptation for Unity? Are there some cases to avoid using Reality Composer, and use Unity's Shader Graph for immersive Vision apps? For instance, we may lose real-time lighting adaptation for virtual objects, but on the other hand, we will be able to use Shader Graph.
Replies
1
Boosts
1
Views
2k
Activity
Jun ’23
Gamecenter related crash in Unity
Trying to figure out a particularly odd crash report. Crashed: com.apple.root.user-initiated-qos.cooperative 0 GameCenterFoundation 0xe2054 __swift_project_boxed_opaque_existential_1 + 19952 1 libswift_Concurrency.dylib 0x41948 swift::runJobInEstablishedExecutorContext(swift::Job*) + 416 2 libswift_Concurrency.dylib 0x42868 swift_job_runImpl(swift::Job*, swift::ExecutorRef) + 72 3 libdispatch.dylib 0x15944 _dispatch_root_queue_drain + 396 4 libdispatch.dylib 0x16158 _dispatch_worker_thread2 + 164 5 libsystem_pthread.dylib 0xda0 _pthread_wqthread + 228 6 libsystem_pthread.dylib 0xb7c start_wqthread + 8 We're using Unity 2021.3.16f1, we haven't touched the gamecenter login code for ages but this error started happening. It looks like it's only appearing on iOS 16.4 and subversions.
Replies
6
Boosts
3
Views
2.6k
Activity
Jun ’23
Errors importing Apple.Core package on Windows machine
Hi, When I try to import the com.apple.unityplugin.core-1.0.3.tgz package into Unity from my Windows development machine I get lots of errors like : Library\PackageCache\com.apple.unityplugin.core@077039b365c9\Editor\AppleBuildStep.cs(48,136): error CS0246: The type or namespace name 'PlistDocument' could not be found (are you missing a using directive or an assembly reference?) Is it possible to get around this so I can develop on Windows? Thanks
Replies
5
Boosts
1
Views
2.0k
Activity
Jun ’23
LC_ENCRYPTION_INFO (ITMS-90125)
Hi, I've tried multiple ways of solving this issue, including adding scripts, DISABLE Bitcode and non works. ERROR ITMS-90125: "The binary is invalid. The encryption info in the LC_ENCRYPTION_INFO load command is either missing or invalid, or the binary is already encrypted. This binary does not seem to have been built with Apple's linker." I am currently building a games with Unity, and trying to publish to test flight but no success at the moment. Non of the online solutions works on my side. Appreciate for your inputs, thanks in advance!
Replies
0
Boosts
0
Views
1.1k
Activity
Jun ’23
Unity IAP not working on IOS Device
I recently integrated Unity IAP into my game and it works fine on android devices, but when I build a development build version on my iphone the purchase panel does not pop up, neither does the price get displayed. I recently agreed to the paid apps agreement, is that the reason why I am not able to see the purchase panel? Any kind of help would be appreciated.
Replies
0
Boosts
0
Views
1.1k
Activity
May ’23
Game Center Crash on iOS 16.4 and 16.4.1
Hi, We are facing a strange crash on iOS 16.4 and 16.4.1. The issue is not happening on iPad 16.4. We are getting very limited information on the crash, Here is call stack. 0 GameCenterFoundation 0x00000001f0498054 GKGroupActivityManager.reset() + 228 (GKGroupActivityManager.swift:450) 1 GameCenterFoundation 0x00000001f0496e8d GKGroupActivityManager.leave() + 1 (GKGroupActivityManager.swift:411) 2 GameCenterFoundation 0x00000001f04a67dd @objc closure #1 in GKGroupActivityManager.leave() + 1 3 GameCenterFoundation 0x00000001f04a6835 partial apply for @objc closure #1 in GKGroupActivityManager.leave() + 1 4 GameCenterFoundation 0x00000001f04a67f5 thunk for @escaping @callee_guaranteed @Sendable @async () -> () + 1 5 GameCenterFoundation 0x00000001f04a6839 thunk for @escaping @callee_guaranteed @Sendable @async () -> ()partial apply + 1 6 GameCenterFoundation 0x00000001f04a67f9 specialized thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A) + 1 7 GameCenterFoundation 0x00000001f04a6899 thunk for @escaping @callee_guaranteed @Sendable @async () -> (@out A)specialized partial apply + 1 8 libswift_Concurrency.dylib 0x00000001c84d0dd9 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 (Task.cpp:496) Tried looking into GKGroupActivityManager but couldn't find any documentation regarding this. High number of our usser base is affected by this issue.
Replies
0
Boosts
1
Views
963
Activity
May ’23
Bug: Apple's Unity Plugins break the editor
Looks like there's a fatal incorrect line in apple's unity plugins. It's easy to fix by editing that line in every file or by forcing your whole team to install extra modules to unity, but should probably be fixed. All of them start with "#if UNITY_EDITOR_OSX" Which is wrong because there are IOS-specific calls inside the code files, so I'm getting devs pinging me about their unity booting up and it saying IOS not found since they are on MAC without the IOS support installed. Ideally we would be able to use the lightest version of the editor since our builds are only done on the cloud.
Replies
0
Boosts
0
Views
799
Activity
May ’23
Import errors regarding meta files
Hi everyone! After following all the steps from GitHub and running: python3 build.py And then importing com.apple.core-1.0.0.tgz file with Unity Package Manager, I've received about 33 errors in the console regarding missing meta files Has anyone else received these types of errors? Or does anyone know of a solution to this issue? Thanks!
Replies
5
Boosts
2
Views
2.4k
Activity
May ’23
How to remove individual game data in Game Center and iCloud storage
I’ve been trying to remove an individual game saved under my Game Center profile but haven’t had any luck. I’ve already attempted thru my icloud account, manage storage and all but it doesn’t give me the option to select the individual game. I think it’s because I’m using the iOS 16 beta on iPhone 14pro. Any suggestions?
Replies
0
Boosts
0
Views
1.4k
Activity
May ’23
Unity games are on the shelves of arcade
Excuse me, games developed with Unity can be put on the arcade?
Replies
0
Boosts
0
Views
1k
Activity
May ’23
Unity build stuck on Game Center preview in Xcode
Hello, I'm trying to test out my Unity game in Xcode. It implements Game Center authentication, achievements and leaderboards. Right when the game starts it authenticates and shows the Game Center preview, however the buttons on the preview are not clickable. I can't click 'Sign Out' or 'Continue' buttons. Basically the game is running, audio is playing, but because of the Game Center preview overlay I can't interact with the game or the Game Center buttons. Thanks in advance
Replies
0
Boosts
0
Views
765
Activity
Apr ’23