Anyone got any experience with Unity and BFG on a *mobile* platform?

I guess my question is aimed at iPhone because although I am targetting Android, the platform sees much lower sales rates (I can see this from my own release) and BFG do not have a huge presence in the Android marketplace. (Off topic: I love Android, and I am disappointed that it hasn’t done as well saleswise)

I’m wondering what to expect with regards to API Implementation- I know lots of third party games portals/publishers require you to implement their APIs.

If you have no experience with BFG on a mobile device, then I simply need to know if I will be able to implement their API’s using my Unity Android basic and Unity Android iOS Basic licenses- I’m running on a very, very small budget and don’t want to complete this just to find I cannot use publishers- Sadly my own marketing ability is… abysmal… at the moment.

In fact I don’t even know where to begin with external APIs. They used to be pro-only, but this is incredibly restrictive if it is still the case on a Basic license on mobiles.

I searched but found nothing useful, so any up to date links, or advice, would be great.

Thanks for your time!

What does BFG mean?

The only phrase that acronym is conjuring up in me is big fucking gun.

Big Fish Games.

“Native Code Plugins” are available on all Android licenses now, so you should be fine. Is the BigFish SDK a java API? Last time I tried to access a Java API in Unity, I found it pretty convoluted. If you’ve got access to a Mac, I’d highly recommend that as it does make installing the JDK, NDK, etc quite a bit easier. Getting all of that setup just right on Windows can be a pain in the arse - depending on your config.

Is it public? Can you just get started doing it now? Or do you need to estimate if it’ll be easy but not actually do it until the game is ready?

Hah! @eem, BFG is Big Fish Games.

@Sybixsus2, The game is in progress. I know at some point I’ll be asked to integrate and I have no idea what to expect. I’d like to start on it now but it’s not an option yet. Thanks for your input though. This is what I’m trying to find out- what is it, is it easy to implement, etc. Googling found absolutely zero data of any use.

Glad to hear my license won’t be an issue, though. This is the main hurdle.

I have a Mac-Mini, though it does not have net access yet so installing the android side of things has not been able to happen. As of Wed next week I will be moving all dev work to my Mac- (well Android and iOS at least)

I have the Java NDK etc working fine in windows (I do a lot of Android work on windows.) although even then it can be a bit finicky about if it works or not. a few of my projects required me moving the JDK into a folder with no spaces in it! (I thought we’d got past that 20 years ago…)

Anyway, back to the point:

I suspect the API to be implemented will depend on the platform, hence the mobile part of the thread title. You’ve answered the main part of my query, so I can relax a little bit now. I’m sure it won’t be too hard to implement :slight_smile:

Thanks!

Hi,
we are currently working on integration of bfg libraries. There needs to be done few external calls which we are struggling with right now - mostly because we have never done any external calls before.
Beside that there seems to be no big problem. Make small button bigger, react on input quickly, etc…
The only thing which might break your neck (it nearly broke ours) are loading times. Wherever your loading time is longer then 1sec they want ANIMATED loading screen. You can not do that in Unity Basic.