unity-sdk | Add support for deltaDNA 's platform to your Unity games | Game Engine library

 by   deltaDNA C# Version: 6.0.2 License: Non-SPDX

kandi X-RAY | unity-sdk Summary

kandi X-RAY | unity-sdk Summary

unity-sdk is a C# library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine, Unity applications. unity-sdk has no bugs and it has low support. However unity-sdk has 1 vulnerabilities and it has a Non-SPDX License. You can download it from GitHub.

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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            kandi-support Support

              unity-sdk has a low active ecosystem.
              It has 41 star(s) with 19 fork(s). There are 16 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              unity-sdk has no issues reported. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of unity-sdk is 6.0.2

            kandi-Quality Quality

              unity-sdk has 0 bugs and 0 code smells.

            kandi-Security Security

              unity-sdk has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              unity-sdk code analysis shows 1 unresolved vulnerabilities (0 blocker, 0 critical, 1 major, 0 minor).
              There are 2 security hotspots that need review.

            kandi-License License

              unity-sdk has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              unity-sdk releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              unity-sdk saves you 866 person hours of effort in developing the same functionality from scratch.
              It has 1961 lines of code, 0 functions and 81 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            unity-sdk Key Features

            No Key Features are available at this moment for unity-sdk.

            unity-sdk Examples and Code Snippets

            Quick Start,Engage
            C#dot img1Lines of Code : 34dot img1License : Non-SPDX (NOASSERTION)
            copy iconCopy
            var engagement = new Engagement("gameLoaded")
                .AddParam("userLevel", 4)
                .AddParam("experience", 1000)
                .AddParam("missionName", "Disco Volante");
            
            DDNA.Instance.RequestEngagement(engagement, (response) =>
            {
                // Response is a Dictiona  
            Quick Start,Event Triggers
            C#dot img2Lines of Code : 17dot img2License : Non-SPDX (NOASSERTION)
            copy iconCopy
            RecordEvent(new GameEvent("missionStarted").AddParam("missionLevel", 1))
                .Add(new GameParametersHandler(gameParameters => {
                    // do something with the game parameters
                }))
                .Add(new ImageMessageHandler(DDNA.Instance, imageMessage =  
            Android Integration,Android Dependencies
            C#dot img3Lines of Code : 15dot img3License : Non-SPDX (NOASSERTION)
            copy iconCopy
                repositories {**ARTIFACTORYREPOSITORY**
                    google()
                    jcenter()
                    maven {
                        url 'https://maven.pkg.github.com/deltaDNA/android-sdk'
                        credentials {
                            username = "YOUR_GITHUB_USERNAME"
                         

            Community Discussions

            QUESTION

            Impossible to Open Android Resolver Settings
            Asked 2021-Oct-22 at 00:27

            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 00:27

            I finally upgraded unity to 2020 and works fine.

            Source https://stackoverflow.com/questions/69238998

            QUESTION

            Game doesn't connect to server via Sockets on iOS, but does on other devices
            Asked 2020-Jun-23 at 13:07

            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 13:07

            Turned 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.

            Source https://stackoverflow.com/questions/62368962

            QUESTION

            Speech to text and text to speech for foreign languages
            Asked 2020-Jun-08 at 23:52

            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.

            1. 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.
            2. Does it offer both STT and TTS for Spanish, Mandarin, and English?
            3. 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 23:52

            Overall, 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.

            Source https://stackoverflow.com/questions/62271682

            QUESTION

            IBM Watson Unity SDK, IamAuthenticator objects cannot authenticate successfully
            Asked 2020-Mar-23 at 16:10

            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 14:28

            Have you set the URL (SetServiceUrl) to match the location for your service instance? See Service Endpoint in the API reference

            Source https://stackoverflow.com/questions/60423249

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install unity-sdk

            For all the information on how to use the analytics SDK, refer to our documentation portal. Checkout BasicExample class in Assets\DeltaDNA\Example to see how to use the SDK. At a minimum you will want to set the environment, Collect, and Engage URLs in the configuration UI accessible from the Editor under DeltaDNA -> Configuration. Note: If the SDK detects that the environment has changed between runs (for example during testing) then the event store will be cleared, to avoid sending events to the wrong environment. It is a requirement in versions 6.0.0 and above to check if a user is in a location where PIPL consent is required, and to provide that consent if so. This must be done before the SDK will send any events or make any engage requests. Finally you will need to start the SDK from a custom MonoBehaviour. On the first run this will create new user id and send a newPlayer event. On every call it will send a gameStarted and clientDevice event.

            Support

            The DeltaDNA service allows you to send notifications with additional content such as images to take advantage of the Rich Push functionality that is available from iOS 10 onwards. To leverage this capability you will need to take the following steps. (Note that iOS rich push notification functionality is only supported in Unity Editor version 2018.4 or higher).
            Find more information at:

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            https://github.com/deltaDNA/unity-sdk.git

          • CLI

            gh repo clone deltaDNA/unity-sdk

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            git@github.com:deltaDNA/unity-sdk.git

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