[Released] Android Native Plugin

Plugin provides the easy and flexible functionality of Android native functions which are not available from Unity, including in-app purchases, play service native alerts. Package architecture is similar to IOS Native package
The plugin comes with complete documentation and a sample scene to get you started immediately!

Available on Asset Store | Documentation

If you have ANY urgent issue, please contact support at support@stansassets.com instead of posting on the forum.

  • I am not always getting forum notifications
  • I can not provide you with updated version here
  • You will get answer and fix much and much faster if you have contacted support directly
  • Getting answer on forums usually takes from 1-3 days
  • Answer from support takes less that 1 day. (in most cases we are answering imitate or in few hours, answer can take up to 48 hours if we are overloaded)

Keep forum posts for the:

  • Feature requests
  • Suggestions
  • Sharing your experience
  • Questions
  • Minor bug reports

Billing:

  • Set Up instructions
  • In-App purchases
  • Fully documented and super easy to use
    Play Service: (Android 2.3+ required)
  • Detailed set up instructions
  • Google Cloud
  • Leader-boards
  • Achievements
  • Quests and Events
  • Retrieve top or player center scores
  • Play Service users names and avatars
  • Load Friend list
    Game Gifting:
  • Sending a requests
  • Handling requests using the default inbox UI
  • Handling requests programmatically
  • Full Documentation
    Google Mobile Ad: (Android 2.3+ required)
  • Set Up instructions
  • All banners supported
  • All banners events
  • 9 Gravity options + ability to set custom pos
  • Interstitials supported
  • IAP Ads listener
  • Fully Documented
    Twitter:
  • User Auntification
  • Loading User Data
  • Posting
  • Posting with image
  • Native Platfrom Posting
  • Posting with auth check
  • Application Only API
    Facebook:
    Provided facebook api as wrapper class around Unity Facebook SDK. With means all Unity Facebook SDK will be completely available for you. Wrapper include API for:
  • User Auntification
  • Loading User Data
  • Posting
  • Posting with image
  • Native Platfrom Posting
  • Posting with auth check
  • App Request
  • Loading friends information
  • Payments
  • Analytics
    Google Analytics:
  • Advanced Configuration
  • Measuring Events
  • Measuring In-App Payments
  • User timings
  • Fully Documented
    Camera And Gallery
  • Taking Photo from Camera
  • Loaing Texture from Gallery
  • Saving Texture to Gallery
  • Saving Screenshot to Gallery
    More Features:
  • Editor Settings UI * Immersive Mode
  • Push Notifications
  • Local Notifications
  • Toast Notifications
  • Rate Pop-up
  • Dialog Pop-up
  • Message Pop-up
  • Native Preloader
  • ART mode support (starting from Unity 4.5)
  • PlayMaker Actions
  • Flash Like Events as gift

Supported 3-rd party plugins:

  • Playmaker - Artists and Designers: Realize your creative vision without coding! Unlock the power of Unity.
  • Simple IAP System - Takes the complexity out of in-app purchases (IAPs) and the billing process as a whole by providing a one-stop solution for managing IAPs.

Hot get Support

Tutorial Videos:
Sorry, for misspelling and accent . English isn’t my native language. but I am keep practicing :slight_smile:

1363888--68044--$Asset Store - Android Native Plugin.png

1 Like

Hi,

I just purchased this and I’ve emailed you a question regarding restoring purchases.

Edit: Excellent support, works great now. Thanks :slight_smile:

I am interested in this package and was hoping to see what the unity community thought of it. But there only 2 posts here. Has anyone used this plugin and can share their experience?

I am partially answering my own question here. I ended up biting the bullet and buying the asset, I thought it was worth a punt for only $20.

As you can see from my previous post, it has only been an hour since I purchased the asset. In that time, I got the test app running and up onto google play for testing and successfully ran test purchases against the google store.

I have no previous knowledge of google play or in app purchases. The instructions by the developer were the best I have seen from any purchase on Unity Asset store. He walks you through all aspects of setting up an account on google and configuring your app for publishing. I am very impressed.

I still have a long way to go to integrate with my own app, but I have a good understanding of the process now and am hopeful this will be straight forward.

(Please note, I am in no way affiliated with the developer)

Thanks a lot for purchasing and such good words!

That is really good to know that my asset saves your time. If you will have any questions please fill free to post it here, or contact me by directly by e-mail: lacost.st@gmail.com

Hi Lacost,

Your asset looks interesting but I have a few questions. My usecase might not be a fit for your products since my game will be cross platform (ios, android, windows store, windows phone). But I’d figured I’d ask just in case.

  1. How similar is your API between the ios and android products for the pieces that have comparable functionality (i.e. leaderboards, popups, etc)
  2. Do you intend in the next year or so intend to make a windows product for the live services?

In your category of plugins I’ve also looked at the reviews to the Prime 31 and Unibill. Prime 31 is obviously more expensive and does charge per platform. Unibill is cross platform with the same API (which is a plus for my usecase) but is a subset of features (only billing related). I realize this is a broad question but just wanted to get your feeling on what platforms you eventually intend to support even if they are multiple products and how similar the API’s into your products will be on the different platforms but on similar functionality.

Hi there.

I try to make as much similar as possible. So user who already use and like on of my plugin will not spend time to figure out architecture of the plugin to next platform. Exempt some uncomparable stuff. For example android dose not have non-cinsumable products, you have to consume it by your self, but ios does.

Basically road map is look like that

  • Add AD services to current plugins
  • Create plugin for OS X
  • Create Plugin for windows
  • Plugin for steam.

Those guys did great job.
Bu I pointing to create plugin with contain all necessary features list.
Like IAp, Game Center, Cloud, Native pop-ups (native multiplayer probably)
And make it affordable.
But if you need more that that, for example maps, or tricky camera work or any other native service, that I gues you should look to the more expasive plugin with wide feature list, or implement it by your self.
Eventually both of my plugins are open source, so it can be easily extended.

New Features:

  • Ad mob
  • Toast Notifications

Fixes:

  • Fixed bug with building on other Platforms

Hi lacost,

I do have a little problem with the way could saves are handled. My data to save is encrypted then converted to a base64 string, then when loading the string is converted from base64 then decrypted. All was working fine when i used “UnityGPGPlugin” to load/save my data to google cloud, but now i do get an error when trying to load the saved data with your plugin : Decrypt( serializedString ) : System.Exception: Invalid character found

I think it may be related to the string returning by your native code which is an UTF-16 string, while the other plugin just returned the bytes : UnityGPGPlugin/GPGPlugin/Src/NerdGPG.java at master · faizann/UnityGPGPlugin · GitHub

I do not had the time to look further, but maybe you’ll think to a simple solution to my problem !

Else the plugin is great, the code clean and the price good !

Hello Cpasjuste. I got your problem.

Solution is simple, I will just add function to set and return bytes from the cloud.
I understand that there is a lot of time to weight before update version will be approved in Asset Store, so please PM me your e-mail and I will send you update version in the next few days.

Cheers!

Hey just bought this plugin recently and I’m excited by the prospects. I love the fact that you made the source code available so that I can add small features as I see fit. It also gives me peace of mind that if you stop supporting it I can fix small bugs if they appear (assuming I can figure it out lol).

So far I have managed to get some basically google play game services functionality going but I’ve run into an issue. Whenever I come back into the game after pressing the home button the game crashes. Any clue why this might be ocurring?

I am having an issue while using this with Unibill. I am using Unibill to do in app purchasing across multiple platforms. However it seems both Unibill and Android Native are attempting to add the same file to the project and are causing errors. Any idea how to fix this?

Helllo.

I already go similar bug report, problem will be solved till friday, Thanks a lot for reporting.

Hello jhample, Please read FAQ Section and Can I use this plugin with other Android Plugins from Asset Store paragraph.

Let me know if something not clear there or you will need any other help.

I was able to solve the issue by opening the Android Native project and pulling out anything that has to do with billing. Is there any chance that future updates could allow you to pick which features you would like to import? Maybe break the project into 2-3 jars and have a check box for what features you want to use? U3DXT does this for their iOS plugins.

Hello jhample, and thank you for sharing your experience.

That is something I can think over on the future updates.
Currently I am working on improving plugin stability, and adding local / push notifications.

In my opinion its much better to have open source project included, where you can do anything, cut or add functionality etc.
I thunk that is much better that 3-5 closed jars. Besides Android Plugins has a bit different structure, so this would not so easy to do like with IOS.

Cheers!

I highly second that, especially because combining multiple plugins on android is simply a PITA (if not impossible) without accessing the sources of them

Just wondering, is multiplayer for GPGS anywhere on the roadmap for this?

Hello.

Yes it is. But not sure when I will start developing it.

One of the biggest updates is finally released.

SDK Updates:
Play service SDK updated to latest version
Google Mobile Ad uses new api

New Feature:

Google Mobile Ad new SDK

  • All banner sizes support
  • Interstitial support
  • Full event pack for banners and intestinal ad

Google Analytics Added

  • Advanced Configuration
  • Measuring Events
  • Measuring In-App Payments
  • User timings

Fixes:
Fixed Crash when ini function called with out Clien.APP_STATE option.
Pop ups close event fixed.

We recently picked up this plugin for our game and it is very easy to use and is exactly what we need. However, we would like to add in server side receipt validation for purchases. Do you expose the receipt and signature returned from Google In App Billing? This is important to prevent fake purchases in our game.