We have been working on Unity plugin for last 3 years, and since we have started the goal was to deliver a great and easy to use products. We grew very fast and created a lot of Unity Native plugins. We are also doing our best to support all our products. But, (“there is always but, right?”) more experience we gain than more mistakes in original design we realize. Of course, we try to fix and improve, but carry a big luggage is always hard. So I decided to pivot, and create the best product we can without looking back, just make and design everything from scratch. I told this little story, just for you to understand a context why we had created this product. We will keep supporting all our products, and even more, customers who have already had the IOS Deploy / IOS Native can upgrade for free to IOS Deploy pro / IOS Native pro.
The main principles of IOS Native Pro:
Full Open source. That’s pretty simple, I do not think not an open source product can work for the developer community. If you are a junior developer, we will be happy if you learn something with our code. If you are a senior developer, we do not want you to have a “back box” in your project and we always open to critics and suggestions.
Strict code convention. You can read more about convention rules here. As our code will be a part of your project, the goal of the convention was:
You will never mix your and our classes
Filename / Class name itself will tell you where it belongs
By only looking at the class signature you will be able to understand how to use it properly.
Every public method and class should be documented. Of course, we have an online documentation and guides. But sometimes reading the method description is all you want to know.
Matching the original API. Since the plugin is the kind of your bridge to a native code. It should match that native code as close as possible. So, for example, ISN_SKPaymentQueue is a match to the Apple SKPaymentQueue objective-C class
Nice looking and user-friendly settings editor. This one is pretty simple with any third-party plugin you are adding to your cool project, you want to have a centralized, good-looking, and intuitive settings editor for it.
Ability to enable/disable modules. This one also as simple as it is. You only want plugin parts that you are using. So if some feature requires additional frameworks or files, you want to have it disabled if you do not have the intent to use it in your project.
Automatic Xcode project configuration. I know how inconvenient it is to alter the Xcode project settings every time you do a Unity build. Besides if you have to alter 1, 2 or 10 setting every time you build, it’s just a matter of time when you will forget something and upload your build without some feature properly function. I am strongly convinced that if plugin offers any function, it should set up everything, so after compilation is done, you only need to press a “Build” button. We simply will not offer a feature before we make sure we not adding any unnecessary steps to your build and run flow.
I truly hope you will enjoy using our new product! And would love to hear your feedback.
Evry current owner of IOS Native plugin can upgrade get IOS Native pro for free.
I would also be happy to give 10 free copies. All our knowledge about how to properly build a plugin for a Unity developers community is in that new product, I want to hear a fair review. If you interested, just PM me, and I’ll send you a voucher code. Thx.
Hello, it seems the Pro version isn’t compatible with iOS Native/Android Native combo.
Will there be Android Native Pro (along with Manifest Manager etc.)? If so - when?
Hey, @mtpabis , yep the iOS Native Pro isn’t compatible with iOS Native, the reason behind this - there is no point to use iOS Native when you have iOS Native Pro.
About compatibility with other Satn’s Assets plugins, there should not be any issues with this. If you have any issues, this is sounds like a bug, and please let me know.
My estimation 1-2 month. The Pro line is different we have a lot of attention to every small detail. And the from first release of the Android Native a lot of time has passed, there are so many opportunities and technology supported by a Unity now, like, aar, gradle build, and a lot more new approaches we can use to avoid unnecessary activity overriding and automate conflict resolving with other plugin.
@lacost Thanks, I’ve created a fresh Unity project (Unity version 2017.2.1p2), then imported and installed Android Native 9.10/24 (newest version available on the Asset Store), then imported iOS Native Pro (2018.1.1) which resulted in errors like on the screenshot.
I am a user of iOS Native, and upgraded yesterday.
So far a couple of small issues that I have been able to fix, other than that the product looks fantastic and works very well.
The leaderboards work without a problem, daily, weekly and all time. I was having an issue with the regular version, but this one works really well.
One thing that has amazed me is: My project on xcode before installation, had about 200-300 warnings. My project now has 20 warnings after installation of pro version.
@lacostI need to know 1 thing: How do we do the “rate our game” code? This was in the regular version but I can not find it in the pro version (examples).
@mtpabis looks like a very bad conflict I will fix this today ASAP, and re-upload the plugin. By the Android Native pro will come in a month
We reconsidered and rewrote whole native part of the plugin, there is no deprecated API is used anymore, only latest approaches recommended by Apple. And new structure will give us an ability to extend and support this much much better and with fewer efforts.
Sorry, still had to do a lot of work with the examples. And personally, I understand why are you confused, but “rate our game” popup is not a part of Game Center, it’s part of the store kit API. So in our plugin, it is a part of Store kit as well.
Sorry, forgot to mention, can you please share with me what kind of issues you had?
@mtpabis I just uploaded a compatibility update. Sorry for the inconvenience, I was sure I did it 3 weeks ago.
You may update a plugin or just remove a folder located at:
Not quite sure what the filenames were, think they started with ISN_??? There was about 5-6 of them in the assets/iOS folder. Had some compile errors on xcode. I deleted them from the above mentioned folder and the compiles went away. Hope I didn’t break anything else. Game is working properly.
I also had issues with the Stan’s assets showing up on my drop down, however you mentioned that I might have errors in my c# code, I did, so that fixed the issue of the drop down not showing.
Had issues with the old plugin not showing leader-board (daily and weekly) properly, it works flawlessly in the pro version.
In the documentation it says [quote]
You can’t get the result of the review request, or find out how many stars user has given your app.
[/quote]. I understand this, however is there a way to find out if they did rate, this way I know not to ask again.
edit: After reading the documentation again, I think that you cant. Correct me if I am wrong.
After reading this and few other articles on the rating system, I believe the following to be true (correct me if you think I am wrong.)
Once you request a review, it counts as your one of three requests for the year.
If the user has already left a review, even requesting a review will not trigger another review.
some interesting comments from iOS:
[quote]
When you call this method while your app is still in development mode, a rating/review request view is always displayed so that you can test the user interface and experience. However, this method has no effect when you call it in an app that you distribute using TestFlight.
[/quote] FYI, I have tested this when building from my mac to ipad, however have not tested via testflight.
[quote]
it’s not appropriate to call it in response to a button tap or other user action.
[/quote] This is for rating, not a review (check next point)
[quote]
You can continue to include a persistent link in the settings or configuration screens of your app that deep-links to your App Store product page. To automatically open a page on which users can write a review in the App Store, append the query parameter action=write-review to your product URL.
[/quote]
In my game i am upgrading from IOS Native to IOS Native PRO.This newer version is really great with nice editor features, but i am not able to find couple of API from older version:-
1.How to Load the friend list for the given local player?
2.During Sandbox testing there is no way to refresh the app store receipt, in older version there was a refresh receipt method for this.
Hey @indie_dev85 some features might be missing. This plugin is sort of “Refreshment” when we cutting off all heavy and useless features base.
But if you guys are using it, I would love to add those to a new plugin as well.
I was trying to find some replacement offered by a Game Center API, but there is non. As soon as they came up with new feature it will be implemented, or in case missed it, please let me know.
Can you show me exact method in old IOS Native you are talking about? I am ready to add it ASAP and send you an update. You can post it here or PM me. Thanks.