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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Are ARKit point clouds and depth information available without LiDAR
I'm looking to make an app that uses AR technologies, I need to know if its possible to gather point cloud information on an iPhone that doesn't have LiDAR. Ideally, if this information comes with depth / confidence information too. I do know that ARCore supports this with the depth and raw depth API for android phones without depth sensors, but can ARKit also achieve this? In fact, given ARCore supports iOS, is it possible to use the ARCore depth API on iOS? Also, does anyone know how accurate ARKit point clouds are compared to ARCore point clouds? Thanks to everyone who is able to respond!
0
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767
Apr ’23
Issues with Apple's Accessibility Plugin for Unity
As the developer of an app for Unity, I am writing to express my concerns regarding the functionality of Apple's Accessibility Plugin for Unity. Despite following the instructions outlined in the tutorial on the official website (https://developer.apple.com/videos/play/wwdc2022/10151/), I have been unable to use the plugin effectively. Firstly, I am encountering issues with the installation of the plugin. After I git cloned the GitHub repository, I placed it in the project's root folder. But, nevertheless, the importation failed wherever I placed the repository. So I tried to do it manually, I have extracted the .tar files, renamed them to "com.apple.", and placed them in the 'Packages' folder. However, I am uncertain if I have correctly imported the plugin or if there are additional steps I need to take to properly install it. Secondly, after attempting to use the plugin, I've came across some issues that are preventing me from making my app accessible. Specifically, the plugin is not allowing consistent clicks on UI elements, and the VoiceOver highlight often appears in the wrong location, which can make it difficult to navigate the interface effectively. Additionally, there are audio-related issues, such as distortion and other audio-related problems. As a developer, I understand the importance of accessibility for all users, and I strive to make my apps as inclusive as possible. Therefore, I request your support in bringing this matter to the attention of the relevant authorities or teams at Apple, so that they can take necessary measures to address these issues and provide clear instructions on the installation and usage of the plugin. Thank you for your time and attention to this matter. Sincerely, André Chrisostomo
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1
924
Apr ’23
Frameworks/UnityAds.framework' is not signed using an Apple submission certificate.
Hi guys, I am struggling with this one issue when I am trying to distribute my app from xcode. the application/game archives fine on xcode I get the pop up windows to sign in for development and distribution. which i do fine. Once it starts pushing to app store, unfortunately the distribution fails and I get the following message: Missing or invalid signature. The bundle 'com.unity3d.ads.UnityAds' at bundle path 'Payload/appName.app/Frameworks/UnityAds.framework' is not signed using an Apple submission certificate. (ID: f0c787d5-27d1-4460-96e2-23dda0f24258) Does anyone have an idea of what could be wrong here?
1
1
762
Mar ’23
ARWorldmap size limits
Hi! I have a question about ARWorldmaps and their limits. I am planning to make a scan of a rather big area. I started playing with the ARWorldmap sample from AR Foundation (Unity) and managed to create my maps, save them and reload them (with content placed). However this only works well with small maps. When the map gets to big, I can still load the map but the relocalization does not work (or only after a LOT of time and running around). Does anybody have an idea on how to improve this? Are there any fix limits on how big a map can be? Maybe something like telling the app, to only use a certain part of the map as localization points? I already tried, dividing it into multiple maps, which improves the relocalization speed but obviously means, that the relocalization has to be repeated multiple times. Any help is appreciated! :)
3
0
1.8k
Feb ’23
Multiple Data type with CloudSaves
Hi! We have been working with Apple's Unity plugin for our new project but we are facing an issue with the SaveService. For our project, we want to have one "main" save data that would cover some global stuff related mainly to the user account and then 3 other save slots to track progression in the game itself. Though right now, it seem we cannot have 2 different type of data, because every time we try to load, we get a InvalidCast error because it retrieved the other type of data too. When testing with only 1 type (GameData.PlayerData), everything work well, but once we create the other save data and saved it (GameData.Account), it then crash the game, no matter which one we tried to load. SaveService.GetLocalSaves<GameData.PlayerData>(); -> Will also load GameData.Account SaveService.GetLocalSaves<GameData.Account>(); -> Will also load GameData.PlayerData I was hoping that since we specified the type itself when calling GetLocalSaves() it would be okay, but sadly nope. Is there a way to do this? Only load the right type? Thanks.
0
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587
Feb ’23
Classkit API & Unity
Hi there, I am trying to integrate ClassKit into a unity app built for iOS. I haven't been able to find anything on how to communicate that activities have started and stopped within the app, as usually you would call activity.start() in xCode, but all of the logic for the activities is in unity. If anyone can point me in the right direction or to any resources it would be amazing.
2
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1.3k
Feb ’23
Core Haptics not working
Hi, I have implemented Core Haptics into a unity app but there are some unexpected behaviours. I followed the documentation on GitHub and did not get any errors while implementing it. My issue is core haptics only work on some devices, not all of them. I have 2 iPhone SE (2nd) and only one of them plays haptic feedback. I am not sure why haptic core is not working on both of them. Both phones have the same iOS versions and configurations. How can I solve this problem?
1
0
1.5k
Jan ’23
[unity] ios build, Burst Compiler(1.7.4) failed running error
𝐈 𝐭𝐫𝐢𝐞𝐝 𝐭𝐨 𝐩𝐨𝐫𝐭 𝐦𝐲 𝐚𝐧𝐝𝐫𝐨𝐢𝐝 𝐠𝐚𝐦𝐞, 𝐛𝐮𝐭 𝐰𝐡𝐞𝐧 𝐢 𝐜𝐡𝐚𝐧𝐠𝐞𝐝 𝐦𝐲 𝐩𝐥𝐚𝐭𝐟𝐨𝐫𝐨𝐦 𝐭𝐨 𝐢𝐨𝐬 , 𝐚𝐧𝐝 𝐬𝐭𝐚𝐫𝐭𝐞𝐝 𝐛𝐮𝐢𝐥𝐝𝐢𝐧𝐠 , 𝐢𝐭 𝐠𝐢𝐯𝐞𝐬 𝐦𝐞 𝐞𝐫𝐫𝐨𝐫 𝐭𝐡𝐚𝐭 𝐛𝐮𝐫𝐬𝐭 𝐜𝐨𝐦𝐩𝐢𝐥𝐞𝐫 𝐟𝐚𝐢𝐥𝐞𝐝 𝐫𝐮𝐧𝐧𝐢𝐧𝐠, 𝐢 𝐭𝐫𝐢𝐞𝐝 𝐦𝐚𝐧𝐲 𝐬𝐨𝐥𝐮𝐭𝐢𝐨𝐧𝐬 𝐟𝐫𝐨𝐦 𝐮𝐧𝐢𝐭𝐲 𝐟𝐨𝐫𝐮𝐦𝐬, 𝐛𝐮𝐭 𝐭𝐡𝐞𝐲 𝐝𝐢𝐝𝐧'𝐭 𝐰𝐨𝐫𝐤.𝐚𝐧𝐲 𝐢𝐝𝐞𝐚 𝐡𝐨𝐰 𝐢 𝐜𝐚𝐧 𝐟𝐢𝐱 𝐭𝐡𝐨𝐬𝐞 𝐞𝐫𝐫𝐨𝐫𝐬 𝐚𝐧𝐝 𝐛𝐮𝐢𝐥𝐝 𝐟𝐨𝐫 𝐢𝐨𝐬.
0
0
2.1k
Dec ’22
My Game Center won't be able to load on App Store and Any Game Apps!
This will be an issue due to security problems or errors below: Why do you think that my Apple ID Account contains missing action with that iCloud username "FlashTeens In Minecraft"located in settings? If the feature but is not available. IT MIGHT ALSO CAUSED MY GAMES & NOT WORKING AS WELL, PLEASE HELP!
1
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1.2k
Dec ’22
NSLocalizedDescription=The request timed out. Code=-1001
first of all i'm not an IOS developer, i have a very little knowledge on handling IOS errors. i have developed a game in unity for both IOS and Android. deployment : AWS Server: Nakama gaming solution. Database : cockroachdb the app works fine on android but when i try it on IOS sometimes it lags and the session times out and i can't send anymore requests after that. i know this issue is related to network connection but i want to go deeper to find i source of the issue and be able to fix it. in xcode output i found these errors show up when this happens is there any better way to diagnose this and go in deep detail of the issue???
1
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1.8k
Nov ’22
Help With Xcode Dependencies
I have a Unity application that I've build and already published to the App Store. I'm trying to update the app with Firebase plugins. Now I'm getting a bunch of "Undefined Symbol" errors when trying to archive the application. I am a beginner with iOS development but I assume this is a simple fix... That being said, I have tried just about every solution I can understand on stackoverflow, GitHub forums, unity forums, etc., to the point it made things worse and I fell back on a backup build file. Any help would be much appreciated. Thanks!
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759
Nov ’22
[XCode error] after target device factory reset
Hello! I have encountered problem with error message "Uncaught exception: NSInternalInconsistencyException: Couldn't add the Keychain)" so this error only happens after when I completely reset the iPhone and set all the initial information (such as Apple ID, face ID and etc). I have built Unity Project as ".xcworkspace" file and build it with XCode, after building, it launches on iPhone which is connected with Mac(for XCode build). when I launch the app, int main() { id ufw = UnityFrameWorkLoad(); [ufw runUIApplicationMainWithArgc: argc argv: argv]; // breaks here return 0; } the app stops on this lines of code. This always happens when I reset the iPhone and it can only be fixed if I logout my APPLE ID and relogin, but never works vice versa. Anyone can help with this problem? It is bothering me for 2weeks..!! Thank you.
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998
Nov ’22
Achievement on ios is not displayed in the game
The achievement banner on ios does not open, here is the code itself https://paste.myst.rs/otdjz8rd, I I searched the internet for a solution and found out that the banner was displayed on ios 6 or earlier, later than the 6th it is not displayed yet, and some write that only in the release everything will work fine. I ran in internal testing, maybe someone recently integrated achievements into the game center. I really need help, I will be extremely grateful for tips. I tried to search on the Internet, and added a line to show a banner for ios, I thought it might help GameCenterPlatform.ShowDefaultAchievementCompletionBanner(true);
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973
Oct ’22
Do I need to authenticate GameCenter before using save game APIs?
The documentation says "In your game, you need to authenticate the local player before you can use any GameKit APIs and Game Center services". https://developer.apple.com/documentation/gamekit/authenticating_a_player?language=objc Game Center Programing Guide says "Saved games are tied to the iCloud account, not the Game Center account" and "Most Game Center classes function only if there is an authenticated player, and those classes implicitly reference the local player." https://developer.apple.com/library/archive/documentation/NetworkingInternet/Conceptual/GameKit_Guide/SavedGames/SavedGames.html#//apple_ref/doc/uid/TP40008304-CH19-SW1 But I test it on my game, it seems that the game save APIs just works even without Game Center enabled. I'm not sure if this make scence to all iOS versions. We only use Game Center for cloud save. If authenticate is not necessary, we prefer to remove game center authenticate because it may cause deadlock through Unity API. https://forum.unity.com/threads/ios-authentication-issue-social-ilocaluser-authenticate-caused-user-deadlock.975390/
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1.3k
Oct ’22
Flutter App Crash on new Xcode 14.0 and iOS 16
Hi friends, Before I used Xcode 13.4.1 no problems, after upgrade to xCode 14.0, my app crashes after build, I don't know why :( I get these errors: UnityFramework`::InitializeMemory(): 0x10ce33f08 <+0>: stp x20, x19, [sp, #-0x20]! 0x10ce33f0c <+4>: stp x29, x30, [sp, #0x10] 0x10ce33f10 <+8>: add x29, sp, #0x10 0x10ce33f14 <+12>: adrp x8, 7435 0x10ce33f18 <+16>: add x8, x8, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f1c <+20>: ldarb w8, [x8] 0x10ce33f20 <+24>: tbz w8, #0x0, 0x10ce33f88 ; <+128> at MemoryManager.cpp:528:5 0x10ce33f24 <+28>: adrp x0, 7435 0x10ce33f28 <+32>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f2c <+36>: bl 0x10d3f14c4 ; ::Lock() at Mutex.cpp:61:5 0x10ce33f30 <+40>: adrp x19, 7589 0x10ce33f34 <+44>: ldr x8, [x19, #0xa40] 0x10ce33f38 <+48>: cbnz x8, 0x10ce33f70 ; <+104> [inlined] ~AutoLock at Mutex.h:34:31 0x10ce33f3c <+52>: adrp x8, 7324 0x10ce33f40 <+56>: ldr x0, [x8, #0xb18] 0x10ce33f44 <+60>: mov w9, #0x8330 0x10ce33f48 <+64>: movk w9, #0x4, lsl #16 0x10ce33f4c <+68>: add x9, x0, x9 0x10ce33f50 <+72>: str x9, [x8, #0xb18] 0x10ce33f54 <+76>: adrp x8, 7435 0x10ce33f58 <+80>: add x8, x8, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f5c <+84>: cmp x9, x8 0x10ce33f60 <+88>: b.hi 0x10ce33ffc ; <+244> [inlined] ~AutoLock + 20 at Mutex.h 0x10ce33f64 <+92>: bl 0x10ce34c4c ; ::MemoryManager() at MemoryManager.cpp:834 0x10ce33f68 <+96>: str x0, [x19, #0xa40] 0x10ce33f6c <+100>: bl 0x10ce34008 ; ::InitializeFallback() at MemoryManager.cpp:892 0x10ce33f70 <+104>: adrp x0, 7435 0x10ce33f74 <+108>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f78 <+112>: bl 0x10d3f14cc ; ::Unlock() at Mutex.cpp:68:5 0x10ce33f7c <+116>: ldp x29, x30, [sp, #0x10] 0x10ce33f80 <+120>: ldp x20, x19, [sp], #0x20 0x10ce33f84 <+124>: ret 0x10ce33f88 <+128>: adrp x0, 7435 0x10ce33f8c <+132>: add x0, x0, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f90 <+136>: bl 0x10e5c48f0 ; symbol stub for: __cxa_guard_acquire 0x10ce33f94 <+140>: cbz w0, 0x10ce33f24 ; <+28> [inlined] AutoLock at Mutex.h:33:59 0x10ce33f98 <+144>: adrp x0, 7435 0x10ce33f9c <+148>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fa0 <+152>: bl 0x10d3f1474 ; ::Mutex() at Mutex.cpp:46 0x10ce33fa4 <+156>: adrp x0, 1470 0x10ce33fa8 <+160>: add x0, x0, #0x49c ; ::~Mutex() at Mutex.cpp:47 0x10ce33fac <+164>: adrp x1, 7435 0x10ce33fb0 <+168>: add x1, x1, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fb4 <+172>: adrp x2, -323 0x10ce33fb8 <+176>: add x2, x2, #0x0 0x10ce33fbc <+180>: bl 0x10e5c48a8 ; symbol stub for: __cxa_atexit 0x10ce33fc0 <+184>: adrp x0, 7435 0x10ce33fc4 <+188>: add x0, x0, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fc8 <+192>: bl 0x10e5c48fc ; symbol stub for: __cxa_guard_release 0x10ce33fcc <+196>: b 0x10ce33f24 ; <+28> [inlined] AutoLock at Mutex.h:33:59 0x10ce33fd0 <+200>: mov x19, x0 0x10ce33fd4 <+204>: adrp x0, 7435 0x10ce33fd8 <+208>: add x0, x0, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fdc <+212>: bl 0x10e5c48e4 ; symbol stub for: __cxa_guard_abort 0x10ce33fe0 <+216>: b 0x10ce33ff4 ; <+236> [inlined] ~AutoLock + 12 at Mutex.h 0x10ce33fe4 <+220>: mov x19, x0 0x10ce33fe8 <+224>: adrp x0, 7435 0x10ce33fec <+228>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33ff0 <+232>: bl 0x10d3f14cc ; ::Unlock() at Mutex.cpp:68:5 0x10ce33ff4 <+236>: mov x0, x19 0x10ce33ff8 <+240>: bl 0x10e5c4380 ; symbol stub for: _Unwind_Resume -> 0x10ce33ffc <+244>: brk #0x1 0x10ce34000 <+248>: bl 0x10ccfb884 ; __clang_call_terminate 0x10ce34004 <+252>: bl 0x10ccfb884 ; __clang_call_terminate I'm stuck for 3 days now :( I tried a lot of fixes nothing works :( any guidance, help or suggestions will be much appreciated!
6
2
6.8k
Oct ’22
Unity Subscription Offer Codes.
Hello, I am having issues testing my offer code system with my Unity app. The subscription purchase window appears similar to google. However, there is no redeem section for the codes generated. Even redeeming through the app store gives me an error. Do I need to submit, the app for review before the codes are allowed to be used? Or am I missing something entirely. If there are any good documents out there, please link them. I am struggling to find documentation for IOS subscription promo-codes for unity.
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0
942
Sep ’22
Issue about GameKitSample, Can't Close the GameCenterView
I built the GameKitSample, and Run the app on IOS device, and there is an issue, If open the GameCenterUI from OnShowAchievements, the panel shown well, but the 'x' button is not responsible, can't close the GameCenterViewController. However, If open the dashboard by GKAccessPoint.Shared.Trigger(), the 'x' button is valid, and every looks well. XCode : 13.4 MacOS: 12.4 Unity: 2020.3.33f1
0
0
1.2k
Sep ’22
Apple.PHASE Unity Plug-in as AVAudioNode
Hi, my name is Jakob, we are working on sound creation apps with a visual and spatial approach in Unity. For iOS, we are using the "Unity as a library"-approach, so we have a native app part which is written in Swift and access to the AVAudioSession. Everything works great, except for one feature: We want to send the audio data generated with our app as binaural mix to another host app. To do so, we need to feed that data into an AVAudioUnit in our native iOS app. There are different approaches and we keep on making research and working on solutions. Could your new native spatial audio Unity plug-in Apple.PHASE might be a direct bridge feeding an AVAudioNode and combine the needs in between music and spatial audio content creators. Thanks a lot in advance & all the best!
0
0
1.6k
Sep ’22
Are ARKit point clouds and depth information available without LiDAR
I'm looking to make an app that uses AR technologies, I need to know if its possible to gather point cloud information on an iPhone that doesn't have LiDAR. Ideally, if this information comes with depth / confidence information too. I do know that ARCore supports this with the depth and raw depth API for android phones without depth sensors, but can ARKit also achieve this? In fact, given ARCore supports iOS, is it possible to use the ARCore depth API on iOS? Also, does anyone know how accurate ARKit point clouds are compared to ARCore point clouds? Thanks to everyone who is able to respond!
Replies
0
Boosts
0
Views
767
Activity
Apr ’23
Issues with Apple's Accessibility Plugin for Unity
As the developer of an app for Unity, I am writing to express my concerns regarding the functionality of Apple's Accessibility Plugin for Unity. Despite following the instructions outlined in the tutorial on the official website (https://developer.apple.com/videos/play/wwdc2022/10151/), I have been unable to use the plugin effectively. Firstly, I am encountering issues with the installation of the plugin. After I git cloned the GitHub repository, I placed it in the project's root folder. But, nevertheless, the importation failed wherever I placed the repository. So I tried to do it manually, I have extracted the .tar files, renamed them to "com.apple.", and placed them in the 'Packages' folder. However, I am uncertain if I have correctly imported the plugin or if there are additional steps I need to take to properly install it. Secondly, after attempting to use the plugin, I've came across some issues that are preventing me from making my app accessible. Specifically, the plugin is not allowing consistent clicks on UI elements, and the VoiceOver highlight often appears in the wrong location, which can make it difficult to navigate the interface effectively. Additionally, there are audio-related issues, such as distortion and other audio-related problems. As a developer, I understand the importance of accessibility for all users, and I strive to make my apps as inclusive as possible. Therefore, I request your support in bringing this matter to the attention of the relevant authorities or teams at Apple, so that they can take necessary measures to address these issues and provide clear instructions on the installation and usage of the plugin. Thank you for your time and attention to this matter. Sincerely, André Chrisostomo
Replies
1
Boosts
1
Views
924
Activity
Apr ’23
Frameworks/UnityAds.framework' is not signed using an Apple submission certificate.
Hi guys, I am struggling with this one issue when I am trying to distribute my app from xcode. the application/game archives fine on xcode I get the pop up windows to sign in for development and distribution. which i do fine. Once it starts pushing to app store, unfortunately the distribution fails and I get the following message: Missing or invalid signature. The bundle 'com.unity3d.ads.UnityAds' at bundle path 'Payload/appName.app/Frameworks/UnityAds.framework' is not signed using an Apple submission certificate. (ID: f0c787d5-27d1-4460-96e2-23dda0f24258) Does anyone have an idea of what could be wrong here?
Replies
1
Boosts
1
Views
762
Activity
Mar ’23
ARWorldmap size limits
Hi! I have a question about ARWorldmaps and their limits. I am planning to make a scan of a rather big area. I started playing with the ARWorldmap sample from AR Foundation (Unity) and managed to create my maps, save them and reload them (with content placed). However this only works well with small maps. When the map gets to big, I can still load the map but the relocalization does not work (or only after a LOT of time and running around). Does anybody have an idea on how to improve this? Are there any fix limits on how big a map can be? Maybe something like telling the app, to only use a certain part of the map as localization points? I already tried, dividing it into multiple maps, which improves the relocalization speed but obviously means, that the relocalization has to be repeated multiple times. Any help is appreciated! :)
Replies
3
Boosts
0
Views
1.8k
Activity
Feb ’23
Multiple Data type with CloudSaves
Hi! We have been working with Apple's Unity plugin for our new project but we are facing an issue with the SaveService. For our project, we want to have one "main" save data that would cover some global stuff related mainly to the user account and then 3 other save slots to track progression in the game itself. Though right now, it seem we cannot have 2 different type of data, because every time we try to load, we get a InvalidCast error because it retrieved the other type of data too. When testing with only 1 type (GameData.PlayerData), everything work well, but once we create the other save data and saved it (GameData.Account), it then crash the game, no matter which one we tried to load. SaveService.GetLocalSaves<GameData.PlayerData>(); -> Will also load GameData.Account SaveService.GetLocalSaves<GameData.Account>(); -> Will also load GameData.PlayerData I was hoping that since we specified the type itself when calling GetLocalSaves() it would be okay, but sadly nope. Is there a way to do this? Only load the right type? Thanks.
Replies
0
Boosts
0
Views
587
Activity
Feb ’23
Game Center not Connecting
IOS 16.2 and I cannot connect to Game Center. When I Log out and then try to log back in it says it cannot connect to server.
Replies
0
Boosts
0
Views
719
Activity
Feb ’23
Classkit API & Unity
Hi there, I am trying to integrate ClassKit into a unity app built for iOS. I haven't been able to find anything on how to communicate that activities have started and stopped within the app, as usually you would call activity.start() in xCode, but all of the logic for the activities is in unity. If anyone can point me in the right direction or to any resources it would be amazing.
Replies
2
Boosts
0
Views
1.3k
Activity
Feb ’23
Core Haptics not working
Hi, I have implemented Core Haptics into a unity app but there are some unexpected behaviours. I followed the documentation on GitHub and did not get any errors while implementing it. My issue is core haptics only work on some devices, not all of them. I have 2 iPhone SE (2nd) and only one of them plays haptic feedback. I am not sure why haptic core is not working on both of them. Both phones have the same iOS versions and configurations. How can I solve this problem?
Replies
1
Boosts
0
Views
1.5k
Activity
Jan ’23
[unity] ios build, Burst Compiler(1.7.4) failed running error
𝐈 𝐭𝐫𝐢𝐞𝐝 𝐭𝐨 𝐩𝐨𝐫𝐭 𝐦𝐲 𝐚𝐧𝐝𝐫𝐨𝐢𝐝 𝐠𝐚𝐦𝐞, 𝐛𝐮𝐭 𝐰𝐡𝐞𝐧 𝐢 𝐜𝐡𝐚𝐧𝐠𝐞𝐝 𝐦𝐲 𝐩𝐥𝐚𝐭𝐟𝐨𝐫𝐨𝐦 𝐭𝐨 𝐢𝐨𝐬 , 𝐚𝐧𝐝 𝐬𝐭𝐚𝐫𝐭𝐞𝐝 𝐛𝐮𝐢𝐥𝐝𝐢𝐧𝐠 , 𝐢𝐭 𝐠𝐢𝐯𝐞𝐬 𝐦𝐞 𝐞𝐫𝐫𝐨𝐫 𝐭𝐡𝐚𝐭 𝐛𝐮𝐫𝐬𝐭 𝐜𝐨𝐦𝐩𝐢𝐥𝐞𝐫 𝐟𝐚𝐢𝐥𝐞𝐝 𝐫𝐮𝐧𝐧𝐢𝐧𝐠, 𝐢 𝐭𝐫𝐢𝐞𝐝 𝐦𝐚𝐧𝐲 𝐬𝐨𝐥𝐮𝐭𝐢𝐨𝐧𝐬 𝐟𝐫𝐨𝐦 𝐮𝐧𝐢𝐭𝐲 𝐟𝐨𝐫𝐮𝐦𝐬, 𝐛𝐮𝐭 𝐭𝐡𝐞𝐲 𝐝𝐢𝐝𝐧'𝐭 𝐰𝐨𝐫𝐤.𝐚𝐧𝐲 𝐢𝐝𝐞𝐚 𝐡𝐨𝐰 𝐢 𝐜𝐚𝐧 𝐟𝐢𝐱 𝐭𝐡𝐨𝐬𝐞 𝐞𝐫𝐫𝐨𝐫𝐬 𝐚𝐧𝐝 𝐛𝐮𝐢𝐥𝐝 𝐟𝐨𝐫 𝐢𝐨𝐬.
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Activity
Dec ’22
My Game Center won't be able to load on App Store and Any Game Apps!
This will be an issue due to security problems or errors below: Why do you think that my Apple ID Account contains missing action with that iCloud username "FlashTeens In Minecraft"located in settings? If the feature but is not available. IT MIGHT ALSO CAUSED MY GAMES & NOT WORKING AS WELL, PLEASE HELP!
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1.2k
Activity
Dec ’22
NSLocalizedDescription=The request timed out. Code=-1001
first of all i'm not an IOS developer, i have a very little knowledge on handling IOS errors. i have developed a game in unity for both IOS and Android. deployment : AWS Server: Nakama gaming solution. Database : cockroachdb the app works fine on android but when i try it on IOS sometimes it lags and the session times out and i can't send anymore requests after that. i know this issue is related to network connection but i want to go deeper to find i source of the issue and be able to fix it. in xcode output i found these errors show up when this happens is there any better way to diagnose this and go in deep detail of the issue???
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1.8k
Activity
Nov ’22
Help With Xcode Dependencies
I have a Unity application that I've build and already published to the App Store. I'm trying to update the app with Firebase plugins. Now I'm getting a bunch of "Undefined Symbol" errors when trying to archive the application. I am a beginner with iOS development but I assume this is a simple fix... That being said, I have tried just about every solution I can understand on stackoverflow, GitHub forums, unity forums, etc., to the point it made things worse and I fell back on a backup build file. Any help would be much appreciated. Thanks!
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759
Activity
Nov ’22
[XCode error] after target device factory reset
Hello! I have encountered problem with error message "Uncaught exception: NSInternalInconsistencyException: Couldn't add the Keychain)" so this error only happens after when I completely reset the iPhone and set all the initial information (such as Apple ID, face ID and etc). I have built Unity Project as ".xcworkspace" file and build it with XCode, after building, it launches on iPhone which is connected with Mac(for XCode build). when I launch the app, int main() { id ufw = UnityFrameWorkLoad(); [ufw runUIApplicationMainWithArgc: argc argv: argv]; // breaks here return 0; } the app stops on this lines of code. This always happens when I reset the iPhone and it can only be fixed if I logout my APPLE ID and relogin, but never works vice versa. Anyone can help with this problem? It is bothering me for 2weeks..!! Thank you.
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998
Activity
Nov ’22
Achievement on ios is not displayed in the game
The achievement banner on ios does not open, here is the code itself https://paste.myst.rs/otdjz8rd, I I searched the internet for a solution and found out that the banner was displayed on ios 6 or earlier, later than the 6th it is not displayed yet, and some write that only in the release everything will work fine. I ran in internal testing, maybe someone recently integrated achievements into the game center. I really need help, I will be extremely grateful for tips. I tried to search on the Internet, and added a line to show a banner for ios, I thought it might help GameCenterPlatform.ShowDefaultAchievementCompletionBanner(true);
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973
Activity
Oct ’22
Do I need to authenticate GameCenter before using save game APIs?
The documentation says "In your game, you need to authenticate the local player before you can use any GameKit APIs and Game Center services". https://developer.apple.com/documentation/gamekit/authenticating_a_player?language=objc Game Center Programing Guide says "Saved games are tied to the iCloud account, not the Game Center account" and "Most Game Center classes function only if there is an authenticated player, and those classes implicitly reference the local player." https://developer.apple.com/library/archive/documentation/NetworkingInternet/Conceptual/GameKit_Guide/SavedGames/SavedGames.html#//apple_ref/doc/uid/TP40008304-CH19-SW1 But I test it on my game, it seems that the game save APIs just works even without Game Center enabled. I'm not sure if this make scence to all iOS versions. We only use Game Center for cloud save. If authenticate is not necessary, we prefer to remove game center authenticate because it may cause deadlock through Unity API. https://forum.unity.com/threads/ios-authentication-issue-social-ilocaluser-authenticate-caused-user-deadlock.975390/
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1.3k
Activity
Oct ’22
Flutter App Crash on new Xcode 14.0 and iOS 16
Hi friends, Before I used Xcode 13.4.1 no problems, after upgrade to xCode 14.0, my app crashes after build, I don't know why :( I get these errors: UnityFramework`::InitializeMemory(): 0x10ce33f08 <+0>: stp x20, x19, [sp, #-0x20]! 0x10ce33f0c <+4>: stp x29, x30, [sp, #0x10] 0x10ce33f10 <+8>: add x29, sp, #0x10 0x10ce33f14 <+12>: adrp x8, 7435 0x10ce33f18 <+16>: add x8, x8, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f1c <+20>: ldarb w8, [x8] 0x10ce33f20 <+24>: tbz w8, #0x0, 0x10ce33f88 ; <+128> at MemoryManager.cpp:528:5 0x10ce33f24 <+28>: adrp x0, 7435 0x10ce33f28 <+32>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f2c <+36>: bl 0x10d3f14c4 ; ::Lock() at Mutex.cpp:61:5 0x10ce33f30 <+40>: adrp x19, 7589 0x10ce33f34 <+44>: ldr x8, [x19, #0xa40] 0x10ce33f38 <+48>: cbnz x8, 0x10ce33f70 ; <+104> [inlined] ~AutoLock at Mutex.h:34:31 0x10ce33f3c <+52>: adrp x8, 7324 0x10ce33f40 <+56>: ldr x0, [x8, #0xb18] 0x10ce33f44 <+60>: mov w9, #0x8330 0x10ce33f48 <+64>: movk w9, #0x4, lsl #16 0x10ce33f4c <+68>: add x9, x0, x9 0x10ce33f50 <+72>: str x9, [x8, #0xb18] 0x10ce33f54 <+76>: adrp x8, 7435 0x10ce33f58 <+80>: add x8, x8, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f5c <+84>: cmp x9, x8 0x10ce33f60 <+88>: b.hi 0x10ce33ffc ; <+244> [inlined] ~AutoLock + 20 at Mutex.h 0x10ce33f64 <+92>: bl 0x10ce34c4c ; ::MemoryManager() at MemoryManager.cpp:834 0x10ce33f68 <+96>: str x0, [x19, #0xa40] 0x10ce33f6c <+100>: bl 0x10ce34008 ; ::InitializeFallback() at MemoryManager.cpp:892 0x10ce33f70 <+104>: adrp x0, 7435 0x10ce33f74 <+108>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f78 <+112>: bl 0x10d3f14cc ; ::Unlock() at Mutex.cpp:68:5 0x10ce33f7c <+116>: ldp x29, x30, [sp, #0x10] 0x10ce33f80 <+120>: ldp x20, x19, [sp], #0x20 0x10ce33f84 <+124>: ret 0x10ce33f88 <+128>: adrp x0, 7435 0x10ce33f8c <+132>: add x0, x0, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33f90 <+136>: bl 0x10e5c48f0 ; symbol stub for: __cxa_guard_acquire 0x10ce33f94 <+140>: cbz w0, 0x10ce33f24 ; <+28> [inlined] AutoLock at Mutex.h:33:59 0x10ce33f98 <+144>: adrp x0, 7435 0x10ce33f9c <+148>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fa0 <+152>: bl 0x10d3f1474 ; ::Mutex() at Mutex.cpp:46 0x10ce33fa4 <+156>: adrp x0, 1470 0x10ce33fa8 <+160>: add x0, x0, #0x49c ; ::~Mutex() at Mutex.cpp:47 0x10ce33fac <+164>: adrp x1, 7435 0x10ce33fb0 <+168>: add x1, x1, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fb4 <+172>: adrp x2, -323 0x10ce33fb8 <+176>: add x2, x2, #0x0 0x10ce33fbc <+180>: bl 0x10e5c48a8 ; symbol stub for: __cxa_atexit 0x10ce33fc0 <+184>: adrp x0, 7435 0x10ce33fc4 <+188>: add x0, x0, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fc8 <+192>: bl 0x10e5c48fc ; symbol stub for: __cxa_guard_release 0x10ce33fcc <+196>: b 0x10ce33f24 ; <+28> [inlined] AutoLock at Mutex.h:33:59 0x10ce33fd0 <+200>: mov x19, x0 0x10ce33fd4 <+204>: adrp x0, 7435 0x10ce33fd8 <+208>: add x0, x0, #0xa28 ; guard variable for MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33fdc <+212>: bl 0x10e5c48e4 ; symbol stub for: __cxa_guard_abort 0x10ce33fe0 <+216>: b 0x10ce33ff4 ; <+236> [inlined] ~AutoLock + 12 at Mutex.h 0x10ce33fe4 <+220>: mov x19, x0 0x10ce33fe8 <+224>: adrp x0, 7435 0x10ce33fec <+228>: add x0, x0, #0x9e0 ; MemoryManager::InitializeMemory()::s_initializeMemory 0x10ce33ff0 <+232>: bl 0x10d3f14cc ; ::Unlock() at Mutex.cpp:68:5 0x10ce33ff4 <+236>: mov x0, x19 0x10ce33ff8 <+240>: bl 0x10e5c4380 ; symbol stub for: _Unwind_Resume -> 0x10ce33ffc <+244>: brk #0x1 0x10ce34000 <+248>: bl 0x10ccfb884 ; __clang_call_terminate 0x10ce34004 <+252>: bl 0x10ccfb884 ; __clang_call_terminate I'm stuck for 3 days now :( I tried a lot of fixes nothing works :( any guidance, help or suggestions will be much appreciated!
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6.8k
Activity
Oct ’22
Unity Subscription Offer Codes.
Hello, I am having issues testing my offer code system with my Unity app. The subscription purchase window appears similar to google. However, there is no redeem section for the codes generated. Even redeeming through the app store gives me an error. Do I need to submit, the app for review before the codes are allowed to be used? Or am I missing something entirely. If there are any good documents out there, please link them. I am struggling to find documentation for IOS subscription promo-codes for unity.
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942
Activity
Sep ’22
Issue about GameKitSample, Can't Close the GameCenterView
I built the GameKitSample, and Run the app on IOS device, and there is an issue, If open the GameCenterUI from OnShowAchievements, the panel shown well, but the 'x' button is not responsible, can't close the GameCenterViewController. However, If open the dashboard by GKAccessPoint.Shared.Trigger(), the 'x' button is valid, and every looks well. XCode : 13.4 MacOS: 12.4 Unity: 2020.3.33f1
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1.2k
Activity
Sep ’22
Apple.PHASE Unity Plug-in as AVAudioNode
Hi, my name is Jakob, we are working on sound creation apps with a visual and spatial approach in Unity. For iOS, we are using the "Unity as a library"-approach, so we have a native app part which is written in Swift and access to the AVAudioSession. Everything works great, except for one feature: We want to send the audio data generated with our app as binaural mix to another host app. To do so, we need to feed that data into an AVAudioUnit in our native iOS app. There are different approaches and we keep on making research and working on solutions. Could your new native spatial audio Unity plug-in Apple.PHASE might be a direct bridge feeding an AVAudioNode and combine the needs in between music and spatial audio content creators. Thanks a lot in advance & all the best!
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1.6k
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Sep ’22
Flickering issues when running iOS apps
When GL.Clear is used in Unityios, and flashes outside the first two areas as shown in the image of the link. [link] https://youtu.be/ssjkWWs0-4Q Is it related to Addressable? I'm asking you to borrow your knowledge because I don't have any data when I search, and it seems to be a problem that didn't happen anywhere else.
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749
Activity
Sep ’22