NATIVE PLUGINS for Unity: iOS, Android [Need Prime31 / Easy Mobile / Stans Assets replacement??]

@danielvmacedo Yes its possible.
Please check below for possible sharing options.

Share Text/URL via SMS/Mail
Share Screenshot / Image via SMS/Mail
Share Text / URL via Social Network (FB & Twitter)
Share Screenshot / Image via Social Network (FB & Twitter)
Share Text/URL/Screenshot/Image via Whats App.

Have a look at sharing documentation.

Please let us know if you have further queries.

NEW UPDATES RELEASED!!!
CPNP v1.04 is now available for download @ Unity Asset Store.

New Feature:

  • Automatic Android Manifest generation based on features used(configured using NPSettings).

Fixes:

  • Random crashes related to feature intialisation.
  • Issues related to il2cpp iOS builds. Thanks to Brian for reporting.
  • Issues related to singleton component. Thanks to Brian for reporting.
  • Other minor issues.

Important:
Delete package folders before updating.

@Voxel-Busters

Any eta on the games services functionality?

I am trying to decide between this and Stan’s assets ultimate mobile. I see you guys are more active on updates and support so I would rather go with you guys.

1 Like

@jprocha101

We are working on Game Services feature. Currently we are in testing and bug fixing phase. This feature will have same API interface for iOS and Android similar to our other features. i.e, same interface will make use of Game Center API’s on iOS and Google Play Services on Android platform respectively.

This feature will include Leaderboard and achievements API set.
With in another 1-2 weeks it should be ready in Asset Store.

2 Likes

Wow!!! This is really amazing. Definitely, this wouldn’t have been possible without your support and cooperation. And we are really grateful for the love that is been shown for our maiden product. This is just the beginning there is so much more things to achieve :slight_smile: We’ll continue serving according to the high set standards and develop many more fantastic products.

Cheers
VB Team

1 Like

Hey there, we’re using your plugin for native share capabilities, but found a major bug: if the plugin is present, device orientation will be stuck - we’re deploying to iOS. The game will keep the orientation of the device upon launching the title and will not trigger rotations no matter what we set both on Unity and XCode. If we remove the plugin’s directory, everything works just fine. Is it a known issue? Is there a workaround or should we look for another plugin? Thanks

@raphaelbaldi Could you please share us the details for the following? We got it recently reported and working on it for the fix. And strange thing is it seems to be proper on our iOS 6 devices.

  1. What’s the iOS version of the device?
  2. Could you please share with us Xcode and Unity Versions?

We will try to find a fix by EOD and update you as early as we can.

Hey there, our devices are running iOS 8.3. We’re deploying from Unity 5.1.2p1, using XCode 6.4. What we discovered is that avoiding UIDeviceOrientationManager from registering itself to receive notifications about screen orientation solves the issue. Maybe its ignoring some of Unity’s settings?

Hello @raphaelbaldi

We were able to reproduce this issue and yes Class UIDeviceOrientationManager registration was causing this issue. We have fixed it and soon we will release a new update along with this solution. Anyways you don’t have to wait until it becomes available, PM me your mail id and we will share the updated package.

Im very interested in purchasing your plugin, because i dont like the support from Prime31 plugins and i recently stopped using neatplug plugins because they haven’t updated their plugins in awhile and are having trouble communicating from china.

What are your long terms plans with your plugins? What country are you based from? How do i know you won’t disappear out of nowhere?

This is important for me because i have wasted a lot of money and time using plugins from providers that didn’t work out in the end and im very very cautious now.

Prime31 has horrible support BUT they are UP TO DATE, based in san diego and I’m sure they won’t DISAPPEAR.

thanks.

P.S.
At the moment all i need is sharing functionality.

I also need leaderboards for google+ for android/ios, when are you planning to release that?

Also can i use UnityScript to call plugin functions? is there a set up script already where i can access C# event callbacks?

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?

I have an admob plugin which generates AndroidManifest. How do i use your plugin which also generates AndroidManifest?

What’s important to me is crossplatform SIMPLICITY.
I will be reading all your documentation and tutorials.
There is a need for a NICE plugin provider that is active on Unity.
I’m looking for social plugins that i can use for many years, maybe it’s you guys.

I just want to focus on making my games instead of wasting months implementing social crap, you feel me? :slight_smile:

1 Like

Hello @luniac

Thank you for the the interest you have shown in our product. And we can understand when you said “want to focus on making games” 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 won’t 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 haven’t 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! :wink:

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 shouldn’t 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 :wink:

1 Like

Thank you very much, sounds great :slight_smile:
I had no idea the android manifest files combine on build, that’s awesome.
I like the idea of automated google+ for android and gamecenter for apple, that would be cool.

2 Likes

Any plans to add in native Facebook integration? On iOS show the native Facebook share dialog and Android direct to the official Facebook app?

Hello mimminito

Actually, there are no plans to add native FB feature, as official SDK for Unity is already available. However plugin supports sharing via FB/Mail/Messaging/Twitter/Whatsapp by making use of native share dialog i.e., Share Sheet in iOS and Share with intent chooser in Android platform.

Ok thanks. Can you specify to only share to a specific app via the share sheet? So only share to Facebook for example?

@mimminito Yes possible. We defined methods for Social network sharing as well as other methods to share exclusively. So you can share exclusively to a service alone. Please check this API for the required methods. Let us know if you need any more info.
Feel free to try out LITE version as it includes Sharing feature completely.

1 Like

Hi.
I had these 2 conflicts when using Native Plugins with GooglePlayGames plugin.

@atkd1890 The log says GPG has included Reachability class in to its framework. So only option is to update our naming to resolve conflict. Will PM you soon for the quick fix.

Reachability is a class provided by Apple for easy of check related to network connectivity. Let us try to schedule this fix in our upcoming version by resolving the naming conflict.

Really appreciate for letting us know about this conflict.

Hi,

So I can see that when I want to share I can “exclude” options, is there a way for me to directly say "share to Facebook only?

Adam

@mimminito Currently Share to Social Network is available which includes FB, Twitter and G+ (on android).
For specific share you need to use exclude options provided with the API.

//As you want to share on FB only we will exclude rest of the options.
eShareOptions[] _excludedOptions    = new eShareOptions[] {
eShareOptions.MESSAGE,
eShareOptions.MAIL,
eShareOptions.WHATSAPP,
eShareOptions.TWITTER
};

//Call for sharing only on FB exclusively
NPBinding.Sharing.ShareImage(_message, _texture2D, _excludedOptions, FinishedSharingCallback);