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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Game Kit exception when trying to fetch leaderboards
I'm using Unity 2020.3.33 and an external asset too update and fetch leaderboards, when I replaced the code to use the unity one I see that crashes when fetching leaderboards. Authentication works fine but this happens when I try to fetch my leaderboards: Code: var leaderboards = await GKLeaderboard.LoadLeaderboards(GameCenter.LeaderBoards.Age.ToString()); Stack:  Default constructor not found for type Apple.Core.Runtime.NSMutableArrayString  StackTrace: at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0  at System.Activator.CreateInstance[T] () [0x00000] in <00000000000000000000000000000000>:0  at Apple.Core.Runtime.ReflectionUtility.CreateInstanceOrDefault[T] (System.IntPtr pointer) [0x00000] in <00000000000000000000000000000000>:0 at Apple.Core.Runtime.NSMutableArrayFactory.Init[TBase,TElement] () [0x00000] in <00000000000000000000000000000000>:0  at Apple.GameKit.Leaderboards.GKLeaderboard.LoadLeaderboards (System.String[] identifiers) [0x00000] in <00000000000000000000000000000000>:0  at UIGovHighscore+d__34.MoveNext () [0x00000] in <00000000000000000000000000000000>:0  at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0  at UIGovHighscore.ReadResidentRankV2New () [0x00000] in <00000000000000000000000000000000>:0
1
0
1.8k
Aug ’22
Why isFocused is get only ?
Hi I am currently switching our own Apple plugins with the Apple Unity Plugins available on GitHub on our project. We saw on the documentation that IsFocused is a get and set parameter but found only a get only one available once installed. We are setting the parameter so we are confused. Is that an error ? Focus ourselves is now unnecessary ? Thank you for your help
0
0
709
Aug ’22
GameCenter Authentication Code
I'm following the example used in the WWDC video talking about how to get your game to authenticate to the GameCenter servers using the Unity Plugins they have provided. I followed the steps to get the packages imported properly but I am having an issue getting their example got to work. This is the example code: using Apple.GameKit; public class MyGameManager : MonoBehaviour { private GKLocalPlayer _localPlayer; private async Task Start() { try { _localPlayer = await GKLocalPlayer.Authenticate(); } catch (Exception exception) { //Handle exception... } } } My code is: using System.Collections; using System.Collections.Generic; using UnityEngine; using Apple.GameKit; public class GameManager : MonoBehaviour { private GKLocalPlayer _localPlayer; private async Task Start() { try { _localPlayer = await GKLocalPlayer.Authenticate(); } catch { return null; } return null; } } And I get "The type or namespace name 'Task' could not be found (are you missing a using directive or an assembly reference?)" with my code. I haven't delt too much with async and await previously so please let me know if there is something I am missing with this.
1
0
1.2k
Aug ’22
Game Center
I have an old iPad and I wanted to connect to Game Center to save some of my old information… unfortunately every time I try to connect my ID apple to the older device it says I need to type my verification code but it doesn’t give me the option to type it. A blank page appears with the words in Portuguese “the verification code of your ID apple is necessary, type your password that has appeared on your primary device” and yes, I received the code but I can’t seem to be able to type it.
1
0
774
Aug ’22
Arkit with Unity better positioning on long distance
I would like to use Arkit and Unity for an AR guided tour of our city, where every person will see a series of videos anchored in space, and the tour guide will give more info and context. I have a demo, made in Unity where first u go around placing cubes, to be used as placeholder for the videos. This works very well in small enviroments like an office or a home. But when we try this solutions on the actual place, the cube are placed fine, but when going back to the starting point i have noticed that the camera in Unity is not at the starting point. So the cubes are not aligned with the actual real places. It look likes there are some errors accumulating that will make the real position differ from the one in Unity. I am not sure how to solve this problem, i can’t find any similar problem on the forum. Could this be solved by software ? Is this an expected behaviour ? maybe it has a max range. Could it be a problem with Unity and the distance from the origin ? I don’t think this is the case, but maybe it starts to loose the origin ? I am using an Ipad Pro to make the tests, but for the client it would use an Ipad 10'' Thanks
1
0
1.2k
Aug ’22
Fail to build correct Plugins for Unity
I follow the video in WWDC2022 to build plugins for unity, but the .tgz isn't correct, leads to 30+ errors in unity. I installed the recommanded version(2020.3.33f1c1, only c1 is provided, no 2020.3.33f1 is availiable), still can't build correct .tgz. And I found that the com.Apple.core.tgz in video is 400KB, but my .tgz is only 149KB, means the .tgz isn't correct? How can I build the correct .tgz, thx! By the way, why don't apple just releases the correctly builded .tgz? it's really time-saving
3
1
2.0k
Aug ’22
Apple Accessibility in 2020.3.32f1 and Testing in Editor
Hi folks, I'm excited that Apple has released these accessibility tools to use with Unity and I hopped on pretty quick to add them to my project. I've gotten them implemented in, but I have a few simple questions. In this video, the person running the tutorial uses 2020.3.32f1 to import all the Apple packages into the sample project, but in the Markdown files, it specifically mentions to use 2020.3.33f1. I was wondering if there is any issue to continue using 2020.32f1 with Apple Accessibility? For certain reasons, I am unable to update the project beyond that version for now. Second question I have, is there a way to test out the Apple Accessibility scripts and plugin within the editor? Is there a way to enable it for quick debugging? Or do I have to build to an iPhone to test the project's accessibility scripts? Thanks!
0
0
1.8k
Aug ’22
XCode project is not building
Hi folks, I'm really happy you have made this and would love to chat more on the subject if that's your jam. However, I am struggling to integrate your plugin with my project. I have updated to Unity 2020.3.36f1 (Unity 2020.3.33f1 does not open on my laptop, seem like others had similar issues). The plugin compiles correctly in my Unity project, and I have referenced AccessibilitySettings.PreferredContentSizeMultiplier. Unity builds the XCode project fine, but I cannot build in XCode because of a series of errors like this: Undefined symbols for architecture arm64:   "__UnityAX_registerAccessibilityPreferredContentSizeCategoryDidChangeNotification", referenced from:       _AccessibilitySettings_RegisterCallbacks_m24D66FBB224A583EB09114081A38990B392CC1F4 in Apple.Accessibility.o       _AccessibilitySettings__UnityAX_registerAccessibilityPreferredContentSizeCategoryDidChangeNotification_mAE514A0A5C03E7E91AC797D9FB1E52650D30AB1E in Apple.Accessibility.o      (maybe you meant: _AccessibilitySettings__UnityAX_registerAccessibilityPreferredContentSizeCategoryDidChangeNotification_mAE514A0A5C03E7E91AC797D9FB1E52650D30AB1E)   "__UnityAX_registerAccessibilityIsSwitchControlRunningDidChangeNotification", referenced from:       _AccessibilitySettings_RegisterCallbacks_m24D66FBB224A583EB09114081A38990B392CC1F4 in Apple.Accessibility.o I suspect I am not linking a library I should be, however, adding the Accessibility framework to Embedded Frameworks or to the UnityFramework has not resolved the issue. Could you please point me in the right direction? All the best, Le-Roy
1
0
1.1k
Jun ’22
We've downloaded the plug-ins, but even the demo files don't work
we are working on accessible games for years and appreciate the initiative to bring IOS core functionalities for unity game developement. But to bring this project further, we need a short communication to let you ( Jaron Marsau + Eric Lang) know the problems. To speak it out frankly, not even the demo files work. So lets connect hansjoerg @EuMentalhome
5
0
1.6k
Jun ’22
Installing the Unity GameKit package
I want to use the GameKit package for my Unity project. But how do I do that? Is the GameKit plugin already available from today? Where can I find it? I can only spot that at minute 02:02 from the video tutorial session Reach new players with Game Center dashboard, there is the Package Manager window from Unity with Apple.GameKit installed from com.apple.gamekit-1.0.0.tgz but I can't find the package with this name on the web.
1
0
4k
Jun ’22
GameKit bug: Default constructor not found for type Apple.Core.Runtime.NSMutableArrayString
When trying to fetch the leaderboards we get this exception. Default constructor not found for type Apple.Core.Runtime.NSMutableArrayString. Please help
Replies
1
Boosts
0
Views
1.6k
Activity
Aug ’22
Game Kit exception when trying to fetch leaderboards
I'm using Unity 2020.3.33 and an external asset too update and fetch leaderboards, when I replaced the code to use the unity one I see that crashes when fetching leaderboards. Authentication works fine but this happens when I try to fetch my leaderboards: Code: var leaderboards = await GKLeaderboard.LoadLeaderboards(GameCenter.LeaderBoards.Age.ToString()); Stack:  Default constructor not found for type Apple.Core.Runtime.NSMutableArrayString  StackTrace: at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x00000] in <00000000000000000000000000000000>:0  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00000] in <00000000000000000000000000000000>:0  at System.Activator.CreateInstance[T] () [0x00000] in <00000000000000000000000000000000>:0  at Apple.Core.Runtime.ReflectionUtility.CreateInstanceOrDefault[T] (System.IntPtr pointer) [0x00000] in <00000000000000000000000000000000>:0 at Apple.Core.Runtime.NSMutableArrayFactory.Init[TBase,TElement] () [0x00000] in <00000000000000000000000000000000>:0  at Apple.GameKit.Leaderboards.GKLeaderboard.LoadLeaderboards (System.String[] identifiers) [0x00000] in <00000000000000000000000000000000>:0  at UIGovHighscore+d__34.MoveNext () [0x00000] in <00000000000000000000000000000000>:0  at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0  at UIGovHighscore.ReadResidentRankV2New () [0x00000] in <00000000000000000000000000000000>:0
Replies
1
Boosts
0
Views
1.8k
Activity
Aug ’22
Why isFocused is get only ?
Hi I am currently switching our own Apple plugins with the Apple Unity Plugins available on GitHub on our project. We saw on the documentation that IsFocused is a get and set parameter but found only a get only one available once installed. We are setting the parameter so we are confused. Is that an error ? Focus ourselves is now unnecessary ? Thank you for your help
Replies
0
Boosts
0
Views
709
Activity
Aug ’22
Game center
Hello, i linked my game (pubg mobile)to game center in 2018. I unlinked it in 2020 and linked it to a second game (pubg mobile)account. In 2022 i unlinked it again and linked it to an another game account. I want to know the date for my second account when i linked my pubg mobile account to game center in 2020.
Replies
0
Boosts
1
Views
984
Activity
Aug ’22
EMERGENCY AID!! I am getting an error while importing UNITY Build.
I have installed the latest google mobile ad pack but the result is still negative. Is there anyone who can help?
Replies
0
Boosts
0
Views
522
Activity
Aug ’22
GameCenter Authentication Code
I'm following the example used in the WWDC video talking about how to get your game to authenticate to the GameCenter servers using the Unity Plugins they have provided. I followed the steps to get the packages imported properly but I am having an issue getting their example got to work. This is the example code: using Apple.GameKit; public class MyGameManager : MonoBehaviour { private GKLocalPlayer _localPlayer; private async Task Start() { try { _localPlayer = await GKLocalPlayer.Authenticate(); } catch (Exception exception) { //Handle exception... } } } My code is: using System.Collections; using System.Collections.Generic; using UnityEngine; using Apple.GameKit; public class GameManager : MonoBehaviour { private GKLocalPlayer _localPlayer; private async Task Start() { try { _localPlayer = await GKLocalPlayer.Authenticate(); } catch { return null; } return null; } } And I get "The type or namespace name 'Task' could not be found (are you missing a using directive or an assembly reference?)" with my code. I haven't delt too much with async and await previously so please let me know if there is something I am missing with this.
Replies
1
Boosts
0
Views
1.2k
Activity
Aug ’22
Game Center
I have an old iPad and I wanted to connect to Game Center to save some of my old information… unfortunately every time I try to connect my ID apple to the older device it says I need to type my verification code but it doesn’t give me the option to type it. A blank page appears with the words in Portuguese “the verification code of your ID apple is necessary, type your password that has appeared on your primary device” and yes, I received the code but I can’t seem to be able to type it.
Replies
1
Boosts
0
Views
774
Activity
Aug ’22
Arkit with Unity better positioning on long distance
I would like to use Arkit and Unity for an AR guided tour of our city, where every person will see a series of videos anchored in space, and the tour guide will give more info and context. I have a demo, made in Unity where first u go around placing cubes, to be used as placeholder for the videos. This works very well in small enviroments like an office or a home. But when we try this solutions on the actual place, the cube are placed fine, but when going back to the starting point i have noticed that the camera in Unity is not at the starting point. So the cubes are not aligned with the actual real places. It look likes there are some errors accumulating that will make the real position differ from the one in Unity. I am not sure how to solve this problem, i can’t find any similar problem on the forum. Could this be solved by software ? Is this an expected behaviour ? maybe it has a max range. Could it be a problem with Unity and the distance from the origin ? I don’t think this is the case, but maybe it starts to loose the origin ? I am using an Ipad Pro to make the tests, but for the client it would use an Ipad 10'' Thanks
Replies
1
Boosts
0
Views
1.2k
Activity
Aug ’22
How to Interop with Matrix4x4
I want to make my own plugin and transfer a simd_float4x4 from Swift to C# Matrix4x4 - how to go about this?
Replies
0
Boosts
0
Views
499
Activity
Aug ’22
Fail to build correct Plugins for Unity
I follow the video in WWDC2022 to build plugins for unity, but the .tgz isn't correct, leads to 30+ errors in unity. I installed the recommanded version(2020.3.33f1c1, only c1 is provided, no 2020.3.33f1 is availiable), still can't build correct .tgz. And I found that the com.Apple.core.tgz in video is 400KB, but my .tgz is only 149KB, means the .tgz isn't correct? How can I build the correct .tgz, thx! By the way, why don't apple just releases the correctly builded .tgz? it's really time-saving
Replies
3
Boosts
1
Views
2.0k
Activity
Aug ’22
Issues with Xcode Autocompletion and syntax highlight
HI. When I'm trying to code C# in Xcode for my Unity game project, the autocompletion and syntax highlight functions are not working at all, and it's driving me crazy. I have never had any issues when coding C++ in Xcode
Replies
1
Boosts
0
Views
733
Activity
Aug ’22
Apple Accessibility in 2020.3.32f1 and Testing in Editor
Hi folks, I'm excited that Apple has released these accessibility tools to use with Unity and I hopped on pretty quick to add them to my project. I've gotten them implemented in, but I have a few simple questions. In this video, the person running the tutorial uses 2020.3.32f1 to import all the Apple packages into the sample project, but in the Markdown files, it specifically mentions to use 2020.3.33f1. I was wondering if there is any issue to continue using 2020.32f1 with Apple Accessibility? For certain reasons, I am unable to update the project beyond that version for now. Second question I have, is there a way to test out the Apple Accessibility scripts and plugin within the editor? Is there a way to enable it for quick debugging? Or do I have to build to an iPhone to test the project's accessibility scripts? Thanks!
Replies
0
Boosts
0
Views
1.8k
Activity
Aug ’22
XCode project is not building
Hi folks, I'm really happy you have made this and would love to chat more on the subject if that's your jam. However, I am struggling to integrate your plugin with my project. I have updated to Unity 2020.3.36f1 (Unity 2020.3.33f1 does not open on my laptop, seem like others had similar issues). The plugin compiles correctly in my Unity project, and I have referenced AccessibilitySettings.PreferredContentSizeMultiplier. Unity builds the XCode project fine, but I cannot build in XCode because of a series of errors like this: Undefined symbols for architecture arm64:   "__UnityAX_registerAccessibilityPreferredContentSizeCategoryDidChangeNotification", referenced from:       _AccessibilitySettings_RegisterCallbacks_m24D66FBB224A583EB09114081A38990B392CC1F4 in Apple.Accessibility.o       _AccessibilitySettings__UnityAX_registerAccessibilityPreferredContentSizeCategoryDidChangeNotification_mAE514A0A5C03E7E91AC797D9FB1E52650D30AB1E in Apple.Accessibility.o      (maybe you meant: _AccessibilitySettings__UnityAX_registerAccessibilityPreferredContentSizeCategoryDidChangeNotification_mAE514A0A5C03E7E91AC797D9FB1E52650D30AB1E)   "__UnityAX_registerAccessibilityIsSwitchControlRunningDidChangeNotification", referenced from:       _AccessibilitySettings_RegisterCallbacks_m24D66FBB224A583EB09114081A38990B392CC1F4 in Apple.Accessibility.o I suspect I am not linking a library I should be, however, adding the Accessibility framework to Embedded Frameworks or to the UnityFramework has not resolved the issue. Could you please point me in the right direction? All the best, Le-Roy
Replies
1
Boosts
0
Views
1.1k
Activity
Jun ’22
We've downloaded the plug-ins, but even the demo files don't work
we are working on accessible games for years and appreciate the initiative to bring IOS core functionalities for unity game developement. But to bring this project further, we need a short communication to let you ( Jaron Marsau + Eric Lang) know the problems. To speak it out frankly, not even the demo files work. So lets connect hansjoerg @EuMentalhome
Replies
5
Boosts
0
Views
1.6k
Activity
Jun ’22
Installing the Unity GameKit package
I want to use the GameKit package for my Unity project. But how do I do that? Is the GameKit plugin already available from today? Where can I find it? I can only spot that at minute 02:02 from the video tutorial session Reach new players with Game Center dashboard, there is the Package Manager window from Unity with Apple.GameKit installed from com.apple.gamekit-1.0.0.tgz but I can't find the package with this name on the web.
Replies
1
Boosts
0
Views
4k
Activity
Jun ’22