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QUESTION
I have created a Xamarin.iOS binding project by adding UnityFramework.framework
as Native References
. When I build this binding project it generstes a .dll file. Now I want to generate a Nuget package
and for my actual project I need to add this nuget package instead of the DLL. I did read this but not clear how to apply it for my existing binding project. Please help me on how to create a nuget package from my biding project. Thank you very much.
ANSWER
Answered 2022-Mar-23 at 09:49You can do that using a nuspec file like so:
QUESTION
I wanted to export my Unity project (Unity Version 2021.2) for WebGL, but I get this Error:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: ReferenceError: Runtime is not defined unityFramework/_WebSocketConnect/instance.ws.onopen@http://localhost:55444/Build/WEbGL.framework.js:3:67866
I am using this Websocket package (https://github.com/endel/NativeWebSocket) an everything is working fine in Unity or in a Windows Build. When i run the WebGL build it does connect with the websocket but then i get the Error. The Error message says more info is in my console but the console on F12 only repeats the error:
Uncaught ReferenceError: Runtime is not defined
at WebSocket.instance.ws.onmessage (WEbGL.framework.js:3)
instance.ws.onmessage @ WEbGL.framework.js:3
To give a minimal reproducable example i just created a empty 3D Core project with Unity 2021.2 and imported the package NativeWebSocket (I downloaded the File from GitHub and installed it manally:
Copy the sources from NativeWebSocket/Assets/WebSocket into your Assets directory
Then you have to make the fixes postet by kentakang on https://github.com/endel/NativeWebSocket/pull/54 otherwise the build will fail.
Then i made a new C# script with the code below (also from the Github page) and put it on the Camera in the Scene. I exported it for WebGL and got the mentioned Error.
This happens when one of the Methods websocket.OnOpen/OnError/OnClose/OnMessage is called, so you don´t even need a running websocket because then websocket.OnError is called and the WebGL Build throws the "Runtime is not defined" Error. Or if you have also the running Websocket server which is also included in the package you get the Error when websocket.OnOpen is called.
...ANSWER
Answered 2021-Dec-28 at 09:08It seams that in unity 2021.2 variable Runtime doesn't exist and can be replaced with Module['dynCall_*'].
In webSocket.jslib change all Runtime.dynCall('*1', *2, [*3, *4]) for Module['dynCall_*1'](*2, *3, *4)
Example instance.ws.onopen function in WebSocket.jslib:
QUESTION
I don't use Unity ads, I just use admob ads, how can I solve this problem?
Guideline 1.3 - Safety - Kids Category
We noticed that your Kids Category app includes analytics, advertising and collects, transmits, or has the ability to share personal information or device information with third parties. Specifically:
Your app includes third-party analytics or third-party advertising with the ability to collect, transmit or share identifiable information, including, for example, IDFA. We found that your app references the ASIdentifierManager API, which provides access to a user's IDFA, in the following location(s) in your binary:
• /System/Library/Frameworks/AdSupport.framework/AdSupport
• KidsGAMES
• Frameworks/UnityFramework.framework/UnityFramework
It would be appropriate to remove all instances of “ASIdentifierManager” from your app, even if they are not utilized in your app's functionality.
...ANSWER
Answered 2021-Dec-09 at 12:34Answer is NO- You cannot have third-party advertising for apps in kids category. Refer link below
If your app is specific to kids category,
- Remove all analytics and advertisements from app
- Change monetization from advertisements to in-app purchase. Make sure parental control is implemented for in-app purchases.
https://developer.apple.com/app-store/review/guidelines/#kids-category
You must comply with applicable privacy laws around the world relating to the collection of data from children online. Be sure to review the Privacy section of these guidelines for more information. In addition, Kids Category apps may not send personally identifiable information or device information to third parties. Apps in the Kids Category should not include third-party analytics or third-party advertising. This provides a safer experience for kids. In limited cases, third-party analytics may be permitted provided that the services do not collect or transmit the IDFA or any identifiable information about children (such as name, date of birth, email address), their location, or their devices. This includes any device, network, or other information that could be used directly or combined with other information to identify users and their devices. Third-party contextual advertising may also be permitted in limited cases provided that the services have publicly documented practices and policies for Kids Category apps that include human review of ad creatives for age appropriateness.
QUESTION
I implemented a Unity Project using the "Unity as a Library" feature into my existing iOS app. I want to unload and quit it when I press a button to return to my existing app.
I'm currently using the "unloadApplication" method of the UnityFramework class to unload Unity. However, this method does not completely quit the Unity application and returns to the existing app. After executed, the UIWindow created by the Unity Framework containing the game is frozen. I'm then hiding the UIWindow and unhiding it opening Unity again. Since I want to completely quit and restart Unity this doesn't work. As stated in the Unity documentation the UnityFramework class also provides a "quitApplication:(int)exitCode" method but this one kills Unity and my existing app.
The "quitApplication" method description says:
Call this to unload Unity completely and receive a callback to UnityFrameworkListener when Unity quits. Unity will release all memory.
Note: You won’t be able to run Unity again in the same process after this call. You can set quitHandler on AppController to override the default process kill.
Is there a way to completely quit the Unity application, return to my existing app and be able to start Unity again later on?
...ANSWER
Answered 2021-Oct-12 at 15:00When using the "Unity as a Library" Feature to integrate Unity into your native iOS application you won't be able to fully terminate Unity and return to your native App.
As stated in the Unity Documentation on integrating Unity into native iOS applications you are able to call the method - (void)unloadApplication;
on the UnityFramework instance to release most of the memory it occupies, but not all of it. You will be able to run Unity again after doing so.
QUESTION
I am trying to take a screenshot of my Unity view from the native iOS. My native iOS has been written in Xamarin.iOS
When a button click event fires on unity view, my native app fires a notification and callig a method in native side. Inside this native method I am trying to capture the screenshot of my current view(Unity AR view). This is my xamarin code to take the screenshot.
...ANSWER
Answered 2021-Oct-01 at 09:36This post helped me. So I replaced my below lnes
QUESTION
I have a native iOS app (Swift) with Unity integrated as a library following this guide: https://forum.unity.com/threads/integration-unity-as-a-library-in-native-ios-app.685219/
XCode 12.5.1, Unity 2019.4.12f, CocoaPods 1.10.2
For the last 3 days, I am getting this error when I attempt to archive with an AppStore provisioning profile:
/Users/../Bridging-Header.h:9:9: 'UnityFramework/UnityFramework.h' file not found
Failed to emit precompiled header '/Users/../Build/Intermediates.noindex/ArchiveIntermediates/appname-testflight-qa/PrecompiledHeaders/Bridging-Header-swift_OMITED-clang_OMITED.pch' for bridging header '/Users/../Bridging-Header.h'
When I do a regular build using any Provisioning Profile (PP), it builds successfully and I can run on device. When I archive using an Ad-Hoc PP, it succeeds as well. It only happens during archiving using a manually specified AppStore PP, which I need for doing command-line builds for automated deployments. I've confirmed it happens in both commandline and in XCode editor. I need the Bridging Header so that I can allow native iOS to interact with Unity to pass it some information.
Here's the bridging header:
...ANSWER
Answered 2021-Aug-28 at 07:36The issue resided with naming of Configurations between the primary project and the Unity-iPhone subproject. Since the Unity project didn't have a matching configuration, it chose from one of the other available configurations, in my case, Debug (QA). When the archive went looking for the UnityFramework, it was in the wrong folder.
Essentially, if you have custom Configurations, make sure all of them in your primary project are also in the Unity-iPhone Project with exact same name.
QUESTION
im having some troubles building an app in xcode but the build in Unity to android works just fine. I have searched all over and none of the other solutions helped me to get the build done. Im not using any pods just switch target to iOS, signing and trying to build. The error that xcode gives me is this:
Showing Recent Errors Only
Build target UnityFramework of project Unity-iPhone with configuration ReleaseForRunning warning: OpenGLES is deprecated. Consider migrating to Metal instead. (in target 'UnityFramework' from project 'Unity-iPhone')
Ld /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos/UnityFramework.framework/UnityFramework normal (in target 'UnityFramework' from project 'Unity-iPhone') cd /Users/schrodingerlab/Thermomix_40/buildenios6 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -target arm64-apple-ios12.0 -dynamiclib -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS14.4.sdk -L/Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos -L/Users/schrodingerlab/Thermomix_40/buildenios6/Libraries -L/Users/schrodingerlab/Thermomix_40/buildenios6/Libraries/com.ptc.vuforia.engine/Vuforia/Plugins/iOS -L/Users/schrodingerlab/Thermomix_40/buildenios6/Libraries/Plugins/iOS/Firebase -F/Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos -F/Users/schrodingerlab/Thermomix_40/buildenios6/Frameworks/com.unity.ads/Plugins/iOS -F/Users/schrodingerlab/Thermomix_40/buildenios6/Frameworks/com.ptc.vuforia.engine/Vuforia/Plugins/iOS -filelist /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/Objects-normal/arm64/UnityFramework.LinkFileList -install_name @rpath/UnityFramework.framework/UnityFramework -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -map -Xlinker /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/UnityFramework-LinkMap-normal-arm64.txt -dead_strip -Xlinker -object_path_lto -Xlinker /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/Objects-normal/arm64/UnityFramework_lto.o -fembed-bitcode-marker -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -lc++ -weak_framework CoreMotion -weak-lSystem -liPhone-lib -framework Security -framework MediaToolbox -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework AVKit -framework CFNetwork -framework CoreGraphics -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -lil2cpp -framework UnityAds -lVuforiaWrapper -framework Vuforia -lFirebaseCppMessaging -lFirebaseCppAnalytics -lFirebaseCppApp -framework AdSupport -framework CoreTelephony -framework StoreKit -framework CoreLocation -weak_framework Metal -weak_framework GameController -weak_framework UserNotifications -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/UnityFramework.build/Objects-normal/arm64/UnityFramework_dependency_info.dat -o /Users/schrodingerlab/Library/Developer/Xcode/DerivedData/Unity-iPhone-cznkgmrdhbgorsbwisensbubkxok/Build/Products/ReleaseForRunning-iphoneos/UnityFramework.framework/UnityFramework
Undefined symbols for architecture arm64: "OBJC_CLASS$_FIRConfiguration", referenced from: objc-class-ref in libFirebaseCppApp.a(log_ios_dd26aec5b8537064a4c15d38b58b4640.o) "OBJC_CLASS$_FIRMessaging", referenced from: objc-class-ref in libFirebaseCppMessaging.a(messaging_231c52c311096cfce13e67fa91eb9ac5.o) "OBJC_CLASS$_FIRApp", referenced from: objc-class-ref in libFirebaseCppApp.a(app_ios_814e1620d4f88024cea4bade26623a67.o) "OBJC_CLASS$_FIROptions", referenced from: objc-class-ref in libFirebaseCppApp.a(app_ios_814e1620d4f88024cea4bade26623a67.o) "_MuskGetLocaleRegion", referenced from: _DeviceCountryProvider_Awake_mEE95CC492427159A08D423192B51472917D33011 in Assembly-CSharp2.o _DeviceCountryProvider_MuskGetLocaleRegion_mDEF69019B1CC4B23AAB2F05C013AAD759104CA9C in Assembly-CSharp2.o (maybe you meant: _DeviceCountryProvider_MuskGetLocaleRegion_mDEF69019B1CC4B23AAB2F05C013AAD759104CA9C) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
Build failed 17/3/21, 19:41 151.1 seconds
I think i have an error with the arm64 library as the error sugest and i tried to include it manually but still got the MuskGetLocaleRegion.
Thank you for your time!
...ANSWER
Answered 2021-Mar-22 at 16:27It does look like you're either skipping the CocoaPods step in Unity or you've disabled some core functionality of the Firebase Unity SDK. It's also possible that you've run into an issue mixing Firebase with another library. I'll give you some quick debugging tips and what to do to file a bug report if it is a bigger issue.
First, since this is a new project, make sure your Firebase Unity SDK is updated to the latest (currently 7.1.0).
Next, you need to make sure that CocoaPods is properly installed. This should happen automatically, but you might as well check. If you type pod
, you should see some output other than "command not found". If you don't have it, you can always navigate to "Assets>External Dependency Manager>iOS Resolver>Install Cocoapods" to do so:
External Dependency Manager>iOS Resolver"" />
You may also opt to install CocoaPods directly following this guide. Finally, we did find that sometimes CocoaPods required uninstalling/reinstalling across certain OS upgrades (notably moving onto Catalina). This likely doesn't apply, but you can try uninstalling if you run into continued issues.
The mechanism by which Firebase associates the proper Pod files with a built Unity game is called the "External Dependency Manager for Unity" (EDM4U). It may be worth opening the "iOS Resolver Settings" (in the same menu where you found "Install Cocoapods") and resetting to default. For convenience I've included a screenshot of my settings page:
Since you've been running into issues previously, now would be a good time to delete your previously generated project. Then you can click "Build And Run" from your "Build Settings" window. Unity should generate your xcodeproj, generate a Podfile, use the Podfile to generate an xcworkspace, then open the xcworkspace for you.
Building and running from here should work.
Sometimes folks still run into issues. There are some moving parts here: Unity version, Cocoapods version, Firebase version, and dependency manager version not to mention any other libraries either using EDM4U or doing their own custom work to integrate (notably we've seen that almost every tool to "make an iOS build from Windows" fails to work).
So in addition to just making sure your Podfile looks roughly like what you might expect from the iOS getting started guide, updating Cocoapods, and updating Firebase (do not follow the iOS guide, Unity is different enough that you should follow the Unity guide), you may want to follow up on the public issue tracker. When you do so, the first thing to do would be to verify that your setup works with the quickstart for the Firebase products you use (it looks like Messaging from your error log?).
QUESTION
I Integrated FB audience network and when I run the app it crushes and I get this exception:
...ANSWER
Answered 2020-Dec-24 at 14:36The Solution was to change podfile to:
QUESTION
Im trying to build an iOS application developed with Unity. The app builds and runs just fine on Android as an apk or aab. When building for iOS I get no errors in Unity and the Unity-iPhone.xcodeproj and Unity-iPhone.xcworkspace are built. I open the Unity-iPhone.xcworkspace and make sure the signing of the app is well and all. But when trying to archive the project i get these errors :
(these errors appears during the building of the UnityFramework and are associated with it)
ld: warning: Could not find or use auto-linked library 'swiftCoreMIDI'
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1
Undefined symbol: _swiftoverride_class_getSuperclass(swift::TargetMetadata const*)
Undefined symbol: swift::swift51override_conformsToSwiftProtocol(swift::TargetMetadata const*, swift::TargetProtocolDescriptor const*, llvm::StringRef, swift::TargetProtocolConformanceDescriptor const* (*)(swift::TargetMetadata const*, swift::TargetProtocolDescriptor const*, llvm::StringRef))
Additionnal informations :
- Im using Unity 2019.3.6f1 and I made sure to go in the iOS Resolver settings and checked the "Podfile Generation", "Auto Install Cocoapod Tools in Editor" and "Use project settings" to true as well as setting the Cocoapods Integration to "Xcode Workspace - Add Cocoapods to the Xcode workspace"
- I also make sure to open the Unity-iPhone.xcworkspace and not the Unity-iPhone.xcodeproj.
- I use Xcode 12.0.1 with Swift 5.3 and Im targeting iOS 10.0
- My version of cocoapod is 1.8.4.
Things I have tried :
- Adding the "swiftCoreMIDI" library to the list of Frameworks and Libraries and/or the list Link Binary With Libraries in the UnityFramework's build phase.
- Adding DEAD_CODE_STRIPPING = NO to the build settings of the target UnityFramework.
- Installing Xcode 5.0 and using it from the toolchain menu of Xcode to build.
- In Unity's player settings, setting the Architecture to Universal, ARM64 and ARMv7.
- Using "Symlink Unity libraries" in Unity's build options
- Reduce/Increase the build target to 8.0 / 12.0
- And many other things that I cant recall at the moment... (been stuck on this for days)
none of these attempts removed or changed the errors.
As I understand the problem is that a library inside the UnityFramework is trying to call some functions in the "swiftCoreMIDI" library but cannot access them. But i cant figure out why adding the library to the list of Frameworks and Libraries in the general panel and/or the list Link Binary With Libraries in the UnityFramework's build phase doesnt solve the problem.
Thanks in advance for any ideas or suggestions.
...ANSWER
Answered 2020-Dec-07 at 15:08I finally found the solution, it was linked to the UnityFramework target in Xcode. I had to remove some architectures that are not concerned by my build: i386 and x86_64. In addition, I updated the Library Search Paths to include $(SDKROOT)/usr/lib/swift.
To execute those actions automatically, you can add those lines in a PostProcessBuild file in your Unity project:
QUESTION
Our app starts in portrait mode but switches depending on the game that's being played. The games that display in portrait mode show the Interstitial ads fine but the ones that switch to landscape, crash. I've been fighting with this issue for days now. I'm using Unity 2020.1.10f1 with Advertisement 3.5.0 This is how the mode is changed:
...ANSWER
Answered 2020-Nov-11 at 21:06The way to fix this is: In Xcode -> General -> Device Orientation: Check : Portrait, Landscape Left, Landscape Right.
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