unity-sdk | Add support for deltaDNA 's platform to your Unity games | Game Engine library
kandi X-RAY | unity-sdk Summary
kandi X-RAY | unity-sdk Summary
The repository contains sources for the deltaDNA Unity SDK. The SDK is distributed as a unitypackage file which can be downloaded from GitHub releases. Import into Unity with Assets->Import Package->Custom Package. If you are updating the SDK it is recommended to remove the Assets/DeltaDNA and Assets/DeltaDNAAds folders before importing the new package. The analytics SDK is supported in both Unity 4, Unity 5, 201x and 2020.
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unity-sdk Examples and Code Snippets
var engagement = new Engagement("gameLoaded")
.AddParam("userLevel", 4)
.AddParam("experience", 1000)
.AddParam("missionName", "Disco Volante");
DDNA.Instance.RequestEngagement(engagement, (response) =>
{
// Response is a Dictiona
RecordEvent(new GameEvent("missionStarted").AddParam("missionLevel", 1))
.Add(new GameParametersHandler(gameParameters => {
// do something with the game parameters
}))
.Add(new ImageMessageHandler(DDNA.Instance, imageMessage =
repositories {**ARTIFACTORYREPOSITORY**
google()
jcenter()
maven {
url 'https://maven.pkg.github.com/deltaDNA/android-sdk'
credentials {
username = "YOUR_GITHUB_USERNAME"
Community Discussions
Trending Discussions on unity-sdk
QUESTION
I use Unity 2019.4.16f1. I'm installing OneSignal for push notification and in the documentation, they ask to open
...ANSWER
Answered 2021-Oct-22 at 00:27I finally upgraded unity to 2020 and works fine.
QUESTION
Something is preventing my game from connecting to a server, and it fails to get approved the Appstore Review Team.
The game was released on GooglePlay and successfully works from all Android devices, even from Linux and Windows. IPv6 networks are working too. The game is using NetworkTransport, which works in my case on Sockets (not Websockets)
I've successfully tested, connected and played the game on:
- my developer iPhone 5 (iOS 12.4.6) on IPv4 network in United Kingdom (I don't have IPv6 operator)
- Xiaomi Redmi Note (Android 10) on IPv4 and IPv6 network in Moscow, Russia.
- PC (Ubuntu 20.04) on IPv4 and IPv6 network
- PC (Windows 8) on IPv4 and IPv6 network in Moscow, Russia.
- PC (Windows 10) on IPv4 in United Kingdom
I have 3 VPS servers:
- Russia, Moscow - IPv4 and IPv6 (listening to port 17777)
- Germany, Frankfurt - IPv4 and IPv6 (listening to port 17777)
- USA, New York - IPv4 and IP6 (listening to port 17777)
Client uses some random port, assigned by OS.
The game is made to always connect to the servers that have static IP addresses, it's not using peer-to-peer and the client always initiates connection, not server (...so NAT shouldn't be an issue)
Connection happens directly by IP address, not by DNS request. There are no SSL certificates involved, no encryption. Ping works properly from my office desktop towards all servers (both IPv4 and IPv6 ping).
If there is no internet connection, the game is coded to throw a popup and pause. But when AppStore Review Team launches the game, it somehow thinks that there is internet connection. Yet when it tries to establish connection, both IPv4 and IPv6 networks simply timeout.
Maybe, when compiling the project on XCode, I missed some build options? Maybe there is some permission / "capability" I need to add?
How can it seems work everywhere, but not in AppStore Review Team headquarters?
I even added NSAllowArbitraryLoads key to the .plist file, yet it seems AppStore iPads can't talk to my server. They are running on iOS 13.5.1 on Wi-Fi.
here is my plist:
...ANSWER
Answered 2020-Jun-23 at 13:07Turned out it's a bug with Unity, that started to appear in March 2020.
LLAPI NetworkTransport was not working for many users. The solution was to use TCP sockets, I used the Telepathy Library, and the app got accepted :) It works just as fast as the NetworkTransport did.
See this discussion and Telepathy
Just make sure your app and server support IPv6 as well as IPv4 and works with NAT.
QUESTION
I'm considering porting a speech 2D HTML5 web game I've built to Unity2D for iPhone and Android. I'm a full-stack web developer, and not a Unity developer, so an agency would help me build the Unity app. Before signing with them, I need to be sure both Speech to Text (STT)
and Text to Speech (TTS)
services are available for Mandarin, Spanish, and English, otherwise I'd waste a lot of money up front.
For Web, Webkit Speech (STT Docs, STT Demo, TTS Docs, TTS Demo) is easily accessible via the browser. I've found that IBM Watson has an API available, and has demos for STT and TTS, and I've found that they have a Unity SDK here, but I don't have the skillsets to test the Unity SDK.
I'm looking for guidance on great STT and TTS APIs that the agency can use for those three foreign languages.
- Does the Unity SDK provide support for frontend STT and TTS audio streaming? STT needs to capture users' voice input and transcribe it quickly. Likewise, TTS needs to allow the user to hover over a target language word and listen to a near-native pronunciation.
- Does it offer both STT and TTS for Spanish, Mandarin, and English?
- What other NLP APIs are there which meet my requirements?
Apologies, I'm completely new to Unity/phone development so any guidance here would be extremely helpful. If no APIs exist that meet these requirements then Unity won't work for my app since STT and TTS is critical.
...ANSWER
Answered 2020-Jun-08 at 23:52Overall, realtime audio recording in Unity is awful, the system is simply not designed to record audio continuously. You can record a clip with AudioSource but that is a clip of fixed length, not a streaming solution.
For streaming you can get the audio with AudioFilterRead but it is not really the API for recording, it is more for effects. For recording it has unpredictable latency and also slows down the UI significantly.
As a result, you can only have push-to-talk kind of interaction, not realtime interaction.
If you have other alternatives you'd better consider them too. For example, you can consider native app.
QUESTION
I am trying to query Watson Discovery News and get some responses in Unity.
First I tried to authenticate my Watson Discovery service through Discovery service APIKey(As described in the "IAM" section in https://github.com/watson-developer-cloud/unity-sdk). My code is exactly the same as the example code in "Query a collection" section in https://cloud.ibm.com/apidocs/discovery/discovery?code=unity#query-a-collection.
Unfortunately, the code always returns due to unsuccessful authentication, thus I cannot get any response. After some debugging, I found out that "tokenData" field in IamAuthenticator.cs(This is part of IBM Unity SDK) is not initialized; this leads to the unsuccessful authentication.
I was able to debug by changing the "yield return" in example code to "return". Otherwise, C# debugger cannot step into the code.
Since I have followed all the steps in IBM documentations, I am not sure how to proceed.
To reproduce the problem, one has to download IBM Unity SDK on https://github.com/watson-developer-cloud/unity-sdk and follow the instructions in README. After setting up, one could replicate the problem using the code below:
...ANSWER
Answered 2020-Feb-27 at 14:28Have you set the URL (SetServiceUrl
) to match the location for your service instance? See Service Endpoint in the API reference
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