Hi, I found a little bug.
I made the game for Facebook gameroom already.
and, porting to android with UM.
I made the new sample project to test on android platform.
Import UM.
Open AN_GMS_Auth_Example.
Build apk.
Close project.
Reopen the project.
Then, It shows error for facebook API.
If you install Unity include facebook gameroom. Unity supports FB gameroom for windows.
Then, FB library in Unity is imported to Library folder of project.
I think, It maybe make UM define SA_FB_INSTALLED.
But, FB is not imported on project.
It causes compile error.
Sorry for the delay with the response. Let me answer all those questions one by one now
Ther is no unified LeaderboardID, the reason is, what if you have 5 leaderboards on iOS and 3 on AndroidâŚ
I just wasnât sure you guys will need it. So currently you need to manage idâs your self.
Thatâs a very good point.
But when Package Manager will come for 100% there will be the ability to check if a certain module is available, and then I can strip parts of the code based on this.
Currently. You are 100% can remove all the Examples & Test.
If you want we can talk more about it, and try to strip the plugin for your project needs.
@ahching thx for posting a code example. The code is 100% fine as well as the example for documentation.
However, it will only work with the latest UMP version which is 2018.7.3, and it seems like you have exactly this one.
It makes me think that when you updated from 2018.6.2 to 2018.7.3 something went wrong during an update.
So can you just remove plugin completely (keep only your the Settings folder) and download the latest version.
Or just PM me, I would really like to look at how 2018.7.3 cannot have those classes. I will might understand what went wrong during an update. Thanks.
@nemo76
Thx a lot for the report. Can you tell me more about it.
So in other words, if you include facebook gameroom. The UM then regonezes FB lib in a project and enables SA_FB_INSTALLED define. but the FB lib isnât actually in a project. Is this the case?
If so what it facebook gameroom where can I get it from to test, and make sure it will not trigger SA_FB_INSTALLED define to be added to project settings.
Thanks!
Why does my app on Android ask me for phone-usage permissions?
I also do not see any buttons in the settings ui (they seem to be hidden since I can click on the gray header). I also do not see the summary tab.
I am using Unity 2017.3.1f1
I just want to replicate same functionality as old ultimate mobile.
I have only 1 leaderboard for ios and android.
As per old ultimate mobile settings i have 1 unified leaderboardID string that i use with the API.
After reading you additional explanations i´m still left with some questions:
how should i deal with store refunds? With the old UM my approach was to always silently connect to the store, get the product list and check for the isPurchased-Flag, then store the state locally in playerPrefs. I use the player prefs for the initial setup and in case the player is offline. Once i get the store-update i can lock items wich were unlocked before and got refunded.
So with the old UM you did the isPurchased-Flag via caching the purchases?
Do you have an ETA for this, in best cases a ETA for the Android Plugin and for the unified API integrationâŚ
Yeah⌠i stumbled upon the explanation by my own, reading through all the docs, but it was missing in the UM docs indeed
Yeah, well i also don´t understand it Matter of fact is:
When i install die App, it asks for Access to Photos, Media and files⌠in unity-buildsettings i have set it to
âinstall prefere externalâ and âwrite-permission internalâ which should not cause this permission (and never had before with the old version)
The app also started asking for âandroid.permission.CALL_PHONEâ which is super weired. As fas as i know i can´t set this permission in unity and i have done nothing to set it in UMPro.
I never had those permissions beforehands and the only thing i´ve done since then is upgrade from Unity 5.6 to 2018 and swap out UM for UMPro
Also the UM Service overview looks wrong. It tells me that the Camera and the Gallery Feature is activated for iOS
In the iOS UIKit Settings everything possible is disabled
@numabus My bad, current released version will not emulate popups in the editor, will only work on rela devices.
Sorry itâs been almoust a month since last release, and huge amount of feature is added, so docâs may contain some feature that not yer avalible.
The release is shcguled to this weekends, or just PM me and I will send you the version that deos emulate popups inside Unity editor as well.
Plugin does not add and not required phone-usage permissions. You can check the plugin manifest your self, please check what kind of AndroidManifest.xml files you have in your project.
I also do not see any buttons in the settings ui - What buttons are you talking about?
I also do not see the summary tab. - As I sad before this feature is coming with the update. Update is planned on this weeknd.
Hey @The_Arrival very nice quiastion. The another push for me to finaly start making videos with a lot of exmplanations Since this is something I already talkd to few poeple about.
So you mean someboay purahsed non-cons item (letâs say new track) then requiested a refund, and you want that item to be locked for customer again?
So there is no way silently get current customer non-cons purchases satate. No way to do this fot iOS. On Android if you wish you can run RestorePurschases method every time user loging in. This will do wxactly what you want. but on iOS RestorePurschases will ask user to provide login & pass, and you do not want that every time user launches your app.
Yea, old version was using PP and it wasnât good desigion at all, since it was even more confusing.
Long story short I donât know how to track silently refund on iOS. I donât thinks itâs possible at all. But I will researtch more. If you will find any iOS API that will able to do it, I will gladly implenent it.
The Permissoon:
If I will enable every single feature provided by Android Native part of Ultimate Mobile this is the permissions requirementâs I am going to get (summary tab will be avaliable with the next update =) ):
So there is no CALL_PHONE, ect. If your app does ask this, letâs meet and analyze your project. But I can say 100% this is not due to my plgin. But would like to meet to make sure I am not mistaking
Not relay. The iOS part of Camera & Gallery are enabled since the UIKit is enabled. There is not way to disable UIKit, and nbo point of disabling it eather.
What is disabled inside the UIKit setting is the Plist keys. But not the API itâself.
IF Android API level is less than 4* then this permission is added.
Our Unity projects will often have more than one Android Manifest. If one of them does not specify the minimum target, it will assume API 1 which is less than 4. If it thinks you are using something less than 4, this permission is added.
To âfixâ the permission prompt you can add 2 lines to your manifest as described here:
(namespace for tools and a remove line for the phone).
<uses-permission android:name=âandroid.permission.READ_PHONE_STATEâ tools:node=âremoveâ /
If however, you are trying to put this on Google Play, and you donât have privacy statement (and donât want one), then the solution above is not for you. what you need to do, is to search for Android Manifest in your project and make sure that every one has a minimum API greater than 4. For example,
So i guess you guys did your homework already and added those lines to you manifest(s), BUT if you set your BuildSystem to âinternalâ those seems to get ignored and those permissions make their way back to the final manifest in the staging area
In general it might be cleaner to double-check and make sure all additional manifests specify the API level, so an override/removal is not necessary in the first place
If you did all of this i´d be interested to work out this issue together with you. If you like, pm me and we can share contacts (discord, slack) and set something up. Thanks in advance
One question you forgot to answer is the ETA for the Amazon IAPs in the Android Plugin and UM-API. Since we cover amazon with our app, i´m forced to implement amazon as well, before i can ship any update
@The_Arrival thx for your finding regarding the android phone state permission API. I will make an additional article about that. I will also contact you directly to talk more about it.
Yep, all the UM feature are detecting the platform automatically.
And one of the best features if you use it with Unity Editor it will emulate the real API, so you can test your implementation before build on a real device.