Hello @luniac
Thank you for the the interest you have shown in our product. And we can understand when you said âwant to focus on making gamesâ and exactly keeping those things in mind, we developed this product.
What are your long terms plans with your plugins? What country are you based from? How do i know you wonât disappear out of nowhere?
We are small independent game studio, based in India, formed in 2014. Apart from the need to provide a better solution when compared to existing plugins , we also wanted to tryout Asset Store as a platform to explore because of its reach and success.
We are mainly into mobile game development, so previously we have used other native plugins. And we always wondered why no one has even attempted to create a complete cross platform solution. One more drawback was integration of plugin was too annoying and usually developer takes more time doing that. So we planned to come up with a solution which avoids all these problems to max extent possible and thats how we ended up with CPNP.
Recently we released Runtime Serialization for Unity. As name says it all, its a tool for serializing objects at runtime. Its just like any other serialization tool JSON.net, Easy Save etc but adding to script object serialization, it can even serialize Unity Objects like GameObjects, MonoBehaviour etc. So yeah, we have plans to develop many more awesome products. And we are definitely here to stay for our longer run and successfully fulfil our Indie dream!
At the moment all i need is sharing functionality.
Then you can check out our free to download Lite Version. It includes features like AddressBook, Network Connectivity, UI, Sharing (Mail/Message/FB/Twitter/WhatsApp), RateMyApp etc. So I guess that should come be enough.
I also need leaderboards for google+ for android/ios, when are you planning to release that?
Game Services feature (uses GameCenter in iOS and Google Play Services in Android) implementation is almost done. Currently testing and bug fixation is going on. So should be available in a weeks time.
Also can i use UnityScript to call plugin functions? is there a set up script already where i can access C# event callbacks?
CPNP is fully in c#. And frankly we havenât tried/tested calling functions from UnityScripts. However it seems to be possible by moving scripts to Plugins folder, so that it gets executed prior to other UnityScripts. Please check this link for more info: using NGUI with javascript
How is your IOS IL2CPP integration, is your plugin arm64 bit ready? when building for XCODE does it automatically link proper frameworks, directives, etc etc?
Yes CPNP is fully compatible with il2cpp and its tested as well. And yes again, all framework and direction are included automatically by our plugin. So only trouble you need to take is press Build!
I have an admob plugin which generates AndroidManifest. How do i use your plugin which also generates AndroidManifest?
Plugin provides NPSettings, a single configuration window which maintains all the settings required for native behaviours. So there you can just check and uncheck the features that you would like to use within your app. And based on these changes Manifest file is generated.
Every 3rd party plugin, usually provides its own Android Manifest file. While building the project, Unity merges all these files into a single manifest file. So this shouldnât be a problem.
There is a need for a NICE plugin provider that is active on Unity.
Yes we agree on that part. And we are here to fill that space