Apple Unity Plug-Ins

RSS for tag

Connect your game to Game Center, Core Haptics, PHASE audio, accessibility, and game controller frameworks.

Posts under Apple Unity Plug-Ins tag

53 Posts
Sort by:
Post not yet marked as solved
0 Replies
689 Views
I've build the Apple Unity plugins and added them to my Unity project. I've also loaded up the Apple.GameKit 1.0.4 GameKit Demo Scene. When I run this scene in the Unity editor, I get the prompt to select my Game Center account, and the username appears in the Editor Game window UI. From here, the other on-screen buttons work as well, I can pull up the Game Center Achievements window or the Realtime Matchmaking UI. If I build this project for macOS, and run the resulting app on the Mac, it isn't working. On the game UI, the "Local Player Name" text never updates to show the username of my GameCenter account. None of the on screen buttons work, nothing happens when clicked. If I build from unity for macOS with debug on, I can attach a debugger while running the app. If I do this, and add breakpoints, it seems that the application hits the first line from the Start() function of GameKitSample.cs : _localPlayer = await GKLocalPlayer.Authenticate(); But execution never seems to get past this point. It also doesn't seem to throw any exception. It just gets stuck here and I can't use any Game Kit features in the sample scene. What is missing? The same code seems to interact with Game Center just fine while running from the Unity Editor.
Posted
by
Post not yet marked as solved
1 Replies
757 Views
This is the error I'm getting while trying to build a project imported from unity. Building for 'xrOS-simulator', but linking in object file (Libraries/libiPhone-lib.a[5](MeshSkinningNEON64_blzfc.o)) built for 'xrOS'. I built a simple VR game using xr interaction toolkit in unity. When I try to import it into xcode and run it on vision os simulator, I'm getting this error. Can someone help me figure this out?
Posted
by
Post not yet marked as solved
3 Replies
790 Views
Hi, I'm unity developer. In the last update my game encountered a fatal error. The player is charged, but I get the OnPurchaseFailed event. before release I tested on test flight, and everything is fine. but when i release our users have this problem. I tried to rollback to the previous version, but when I released it to users, I also got this fatal error. I don't know what the cause is. please help. Unity Version 2020.3.41f1 Unity IAP version 4.5.2 Easy Mobile pro 2.19.0
Posted
by
Post not yet marked as solved
0 Replies
478 Views
Trying to build a volume scene, and get this error. Build/B3/Libraries/ARM64/Packages/com.unity.xr.visionos/Runtime/VisionOSNativeBridge.mm:457:33 Use of undeclared identifier 'ar_plane_extent_get_plane_anchor_from_plane_extent_transform' The line in the file is: simd_float4x4 worldMatrix = ar_plane_extent_get_plane_anchor_from_plane_extent_transform(plane_extent); I previously got this error in Xcode 15 beta 8 and now in Xcode 15 beta 2. Unity 2022.3.5f1 LTS
Posted
by
Post not yet marked as solved
1 Replies
2.4k Views
Hi all, I downloaded Xcode 15 and installed the iOS 17 updates. When I try to build any Unity apps I developed for my dissertation on Xcode now, I get this error: Command PhaseScriptExecution failed with a nonzero exit code. I've tried every solution posted to similar issues, uninstalled/reinstalled everything, updated everything to latest versions, turned everything off and on again, etc. My apps were all working yesterday and now all of them are broken. I've spent all day trying to fix it and this is becoming an urgent matter...please help 😭
Posted
by
Post not yet marked as solved
2 Replies
1.4k Views
hi, i want to use ar, face tracking on ios platform. i have a ios build and open xcode 15. my ios device have ios 17. this build is a simple build, i don't wrote any code, just i work on unity editor. my editor version 2022.3.f1. Finally, i get an error this. "Command PhaseScriptExecution failed with a nonzero exit code" how can i solve this problem
Posted
by
Post not yet marked as solved
2 Replies
427 Views
Hello, I am writing a plugin for iOS for Unity. And recently the phone was updated, then I had to switch from xcode 14 to xcode 15, and now my plugin has stopped running with the error thread 1: EXC_BAD_ACCESS (code=1, address=0x0). But at the same time, there is no such error, if the project has appsflyer, one signal plugins at the same time, I can't find what exactly they can change, that there is no such problem. I have reviewed my entire project and the problem arises at this stage: [WebView loadRequest:request]; Just in case, I output data on delegates to the console and whether the wkwebview itself is empty, but no, everything is fine: 2023-10-26 13:42:10.239021+0300 WWebView[40416:4492528] request: <NSURLRequest: 0x282505d40> { URL: https://www.google.com/ } 2023-10-26 13:42:10.239052+0300 WWebView[40416:4492528] WebView.navigationDelegate != nil 2023-10-26 13:42:10.239074+0300 WWebView[40416:4492528] WebView.UIDelegate != nil Tell me, what could be the cause of such a problem?The plugin is written in objective-c, it worked before xcode 15, I can't check on the versions below, there is no device on which I could run xcode 14, since this version does not support new iOS versions.
Posted
by
Post not yet marked as solved
0 Replies
577 Views
Hello, Our game has been released since 2020, and we recently started seeing a crash starting with iOS 16.4.1. We're having trouble reproducing it, it only seems to happen on brand new devices with GameCenter accounts that have not run our game before, it seems to me the first time the game tries to make a save. We just got our hands on a pair of new devices and still cannot reproduce the crash. My knowledge of Obj-C is exactly zero, so it's difficult for me to know what's really going on here. I've attached the crash log and a screenshot of what I believe is the file and line pointed to in the crash. From what little I can tell, it might just be that the function on line 58 is missing an extra argument as with the one on line 63, is it possible it's that easy? Is it possible that's something that's changed starting with 16.4.1? Any help is appreciated! 2023-10-31_10-13-06.1263_+0100-c51744f526ed25211ba33f86d78d738167b94ce2.crash
Posted
by
Post marked as solved
2 Replies
488 Views
Refering to the apple accessibility plugin for Unity: https://github.com/apple/unityplugins. I have implemented the apple accessibility into my app and it works mostly well. However, why are button clicks (voiceover) triggered by a triple tap instead of a double tap, unlike applications developed using Xcode? Is this normal? Is there a way to change it to a double tap? Thank you
Posted
by
Post not yet marked as solved
2 Replies
525 Views
Hi, I have implemented Core Haptics into a Unity app but there are some unexpected behaviours. I followed the documentation on GitHub and did not get any errors while implementing it. My issue is core haptics giving errors on iPhone 11. iOS 16.7 but works perfectly on iPhone 13 and iPhone 14 pro. This is the error code I am getting in logs: [hapi] HapticDictionaryReader.mm:44 -[HapticDictionaryReader readAndVerifyVersion:error:]: ERROR: Unsupported version number: 10.0 2023-11-20 18:20:01.040069+0300 *** - Game599:12190] Error occurred playing JSON one-shot: Error Domain=com.apple.CoreHaptics Code=-4809 "(null)" CHException: Exception of type 'Apple.CoreHaptics.CHException' was thrown. at Apple.CoreHaptics.CHHapticEngine.PlayPattern (Apple.CoreHaptics.CHHapticPattern ahap) [0x00000] in <00000000000000000000000000000000>:0 at ButtonController.OpenCenterPanel (UnityEngine.Transform panel) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchPress (UnityEngine.EventSystems.PointerEventData pointerEvent, System.Boolean pressed, System.Boolean released) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents() UnityEngine.EventSystems.StandaloneInputModule:Process() It says unsupported version number: 10.0 I do not know why. For the context I play haptic patterns like this example: HapticEngine.PlayPatternFromAhap(_hitAHAP); How can I solve this problem?
Posted
by
Post not yet marked as solved
1 Replies
439 Views
We plan to release a new app version with Apple Game Center login ability and wondering if that will require any additional review or verification by Apple upon app submission. In addition I can add, that we already add Game Center support in provision profile and activated Game Center in app store connect few app versions ago.
Posted
by
Post not yet marked as solved
1 Replies
696 Views
I'm trying to display the native GameCenter interface from Unity (I've already tried Bounded and Unbouded Volume Mode, that is, with and without Full Immersive Mode) but I can't display this interface. If I use Unity's SocialAPI (https://docs.unity3d.com/ScriptReference/Social.ShowLeaderboardUI.html), nothing is displayed, and I get the following message in XCode (simulator): [u 9C225095-F55E-42CC-8136-957279631DF3:m (null)] [com.apple.GameCenterUI.GameCenterDashboardExtension(1.0)] Connection to plugin interrupted while in use. setViewControllers:animated: called on <GKGameCenterViewController 0x106825600> while an existing transition or presentation is occurring; the navigation stack will not be updated. Type: Notice | Timestamp: 2023-12-08 12:13:50.585973+01:00 | Process: leaderboard-test | Library: UIKitCore | TID: 0x3e57bd viewServiceDidTerminateWithError:: Error Domain=_UIViewServiceInterfaceErrorDomain Code=3 "(null)" UserInfo={Message=Service Connection Interrupted} Type: Notice | Timestamp: 2023-12-08 12:13:50.586997+01:00 | Process: leaderboard-test | Library: UIKitCore | TID: 0x3e57bd [u 9C225095-F55E-42CC-8136-957279631DF3:m (null)] [com.apple.GameCenterUI.GameCenterDashboardExtension(1.0)] Connection to plugin invalidated while in use. Type: Error | Timestamp: 2023-12-08 12:13:50.588393+01:00 | Process: leaderboard-test | Library: PlugInKit | Subsystem: com.apple.PlugInKit | Category: lifecycle | TID: 0x3e5a18 If I try to do it using Apple's plugin for GameCenter (GameKitWrapper) adapted to VisionOS, the application crashes with the following error: "Presentations are not permitted within volumetric window scenes." *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.' *** First throw call stack: ( 0 CoreFoundation 0x00000001804a510c __exceptionPreprocess + 172 1 libobjc.A.dylib 0x0000000180082f50 objc_exception_throw + 56 2 UIKitCore 0x0000000184bc2798 -[UIViewController _presentViewController:withAnimationController:completion:] + 1136 3 UIKitCore 0x0000000184bc4000 __63-[UIViewController _presentViewController:animated:completion:]_block_invoke + 88 4 UIKitCore 0x0000000184bc42d0 -[UIViewController _performCoordinatedPresentOrDismiss:animated:] + 484 5 UIKitCore 0x0000000184bc3f6c -[UIViewController _presentViewController:animated:completion:] + 160 6 UIKitCore 0x0000000184bc4374 -[UIViewController presentViewController:animate *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.' *** First throw call stack: ( 0 CoreFoundation 0x00000001804a510c __exceptionPreprocess + 172 1 libobjc.A.dylib 0x0000000180082f50 objc_exception_throw + 56 2 UIKitCore 0x0000000184bc2798 -[UIViewController _presentViewController:withAnimationController:completion:] + 1136 3 UIKitCore 0x0000000184bc4000 __63-[UIViewController _presentViewController:animated:completion:]_block_invoke + 88 4 UIKitCore 0x0000000184bc42d0 -[UIViewController _performCoordinatedPresentOrDismiss:animated:] + 484 5 UIKitCore 0x0000000184bc3f6c -[UIViewController _presentViewController:animated:completion:] + 160 6 UIKitCore 0x0000000184bc4374 -[UIViewController presentViewController:animated:completion:] + 140 7 GameKitWrapper 0x00000001057aa864 $s14GameKitWrapper34GKGameCenterViewController_Present7pointer6taskId9onSuccessySv_s5Int64VyAGXCtF ... ) The code that produces this crash is the following (trying to display the GameCenter UI): let viewController = UIApplication.shared.windows.first!.rootViewController; viewController?.present(target, animated: true); @_cdecl("GKGameCenterViewController_Present") public func GKGameCenterViewController_Present ( pointer: UnsafeMutableRawPointer, taskId: Int64, onSuccess: @escaping SuccessTaskCallback ) { let target = Unmanaged<GKGameCenterViewController>.fromOpaque(pointer).takeUnretainedValue(); _currentPresentingGameCenterDelegate = GameKitUIDelegateHandler(taskId: taskId, onSuccess: onSuccess); target.gameCenterDelegate = _currentPresentingGameCenterDelegate; #if os(iOS) || os(tvOS) || os(visionOS) let viewController = UIApplication.shared.windows.first!.rootViewController; viewController?.present(target, animated: true); #endif } Is there a way to present the GameCenter UI overlaid on the Unity app?
Posted
by
Post not yet marked as solved
2 Replies
447 Views
I have a Unity project that I have moved to URP to work with the Vision Pro's PolySpatial framework. I have it to the point that everything in my scene loads into the Simulator except for LineRenderers, even with URP/Lit shaders. Is there something special I need to do to make these visible?
Posted
by
Post not yet marked as solved
1 Replies
506 Views
I have installed the aple game kit and when it is time to build the packages i go to unity pakage manager and find the .tgz file and open it but the apple core pakage does not appear on the list inside package manager. Using unity 2022.2.2 [08:53:18] [Package Manager Window] Error adding package: file:./Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkg.tgz. Unable to add package file: /Assets/External Packages/unitvolugins-main/Build/fbx20133 converter mac.nka.tazl: [08:56:07] [Package Manager Window] Error adding package: file:./Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkq.tqz. Unable to add package tile:.. Assets/External Packages unitvplugins-mainBulld/TbX20133_converter mac.pka.taz: [08:59:311 [Package Manager Window] Error adding package: file../ Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkg.tgz. unable to add package TIle….. AssETS/External Packages unityplugins-main/Bulld/TOX20133_converter_mac.pkq.tqz: [09:03:111 [Package Manager Window] Error adding package: file../Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkg.tgz. unable to add package Tile:.. AssEts/Extemalackagesunitypiugins-main/Bulla/TOXU133_convener_mac.pko.toz]: ¿ Perso [Package Manager Window] Error adding package: file:./ Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkg.tgz. Unable to add package [file:../Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkg.tgz]: The file L/var/folders/39/drmm3vg15tsggs7nt7z360lh0000gn/T/.tmp-9365-Q2GPWMjILnkO/package.json] cannot be found
Posted
by
Post not yet marked as solved
0 Replies
350 Views
Hi, do you have some documents how to implement native ads in Xcode but using ObjectiveC or Swift for mobile game exported through Unity. What is the best way? If you have some projects, can you share them just to see implementation? The main problem is when I export game using Unity the whole concept of Xcode is different. I need to make "framework or pattern" for all games I want to export. Thanks in further!
Posted
by
Post not yet marked as solved
0 Replies
427 Views
I have build the plugins and added to project but when I run game I am getting these errors https://github.com/apple/unityplugins EntryPointNotFoundException: AppleCore_GetRuntimeEnvironment assembly: type: member:(null) Apple.Core.Availability.OnApplicationStart () (at Library/PackageCache/com.apple.unityplugin.core@d07a9d20344c/Runtime/Availability.cs:40) EntryPointNotFoundException: GKLocalPlayer_GetLocal assembly: type: member:(null)
Posted
by
Post not yet marked as solved
0 Replies
337 Views
i heard that i need to provide an alternative option to create account in my app if i use any third party social platform to create account which is facebook in my case. so i removed the facebook login option and added only apple sign in. now my doubt is, should i provide another option for the player? or is it alright with only apple sign in
Posted
by
Post not yet marked as solved
1 Replies
695 Views
I developed games on the Apple App store for about half a decade or 5 years with 0 recognition from Apple. We developed a lot of games over the wasted years. Our company was forced to quit because we don't have any more money to invest on the App Store. We couldn't get even 1 of our games featured by the headquarters of Apple. We localized 22 languages for most of our games, used their latest features, latest technologies, unique, Gamepad enabled etc..... We pretty much did everything you need to do to get featured in accordance with their criteria listed and of course after we filled out the feature form so over and over and over and over even after updating the version with no reply from Apple for featuring any of them. It was a waste of time and investment for us. If I knew how impossible it was to get featured by Apple, I would have never pursued this as a full-time career. We lost more money than gained anything. We probably made approximately only $12-$14 dollars in 5 years (PEANUT SHELLS, not even the peanuts). We basically went broke, and we owed more money than we made. We were getting very close to getting reprocessed. I could have worked at McDonalds and flipped burgers for 5 years then waste more money on the App Store as a developer. Apple doesn't seem to care about their developers in my opinion. They only care about the big publishing companies. I believe that they sometimes feature simple games in order to target new developers. So basically, this might be their marketing strategy to target new developers so they can make more money $$$$. They make billions of dollars on developers who pay those $100 yearly developers' fee. I believe they may only help developers they know or met, so I suspect they are playing favoritism with their developers. I've seen new developers with no experience get promoted immediately by the App store promotion team. Some even got promoted with no ratings, no reviews, on their launch period etc... That was very suspicious for me to see as if they are taking bribes under the table. Some games are very dull and boring, 2 color, poor design and controls. It felt as if 3rd grader developed them, and they get featured right away by Apple, and of course our hard work with a bigger game app, better controls etc. goes down the drain. When we decided to quit the App Store because it was pointless to fill out the feature form at this point after 5 years of nothing. So, we left our account untouched meaning we weren't going to give them the $100 renewal fee, they all of a sudden started to send out emails that our account is expiring, so we ignored them like they ignored us for the past 5 years (treat people the way they treat you). They gave us an extra month so that we will think about out. We ignored them again, why should we give a Trillion-dollar company $100 to get rich off of us and they give us no recognition!! They made the decision not to help keep us as developers, so why should we renew our license with them. I won't even give them $1 dollar if they Offred us to renew our license. They basically seem to only care about developers when they want money from them. So, they ended up losing not only a developer, but they also lost a customer as well (loyal developer and customer). That's shameful on Apple's part and they seem to be shameless because they don't seem care anyway. We can't afford to buy their products we invested it all on the App Store for half a decade. I will never develop for Apple ever again!! I learned my lesson not to fall into their traps they use to lure you into being a developer. The odds of them helping you as a developer is nil. You can even read articles online about odds of getting featured by Apple (my opinion 0% chance or even -% chance: meaning never). Some of the games they feature on the App Store, I personally delete them after playing them for a few seconds. BORING just like Apple is. I suspect in my opinion that they only feature developers they know like I mentioned earlier in this blog. Who knows they could be bribes under the table even though Apple would deny it. I lost all my integrity with Apple and being a developer on the App Store. Other developers should be aware and careful. They should be cautioned if they are thinking of being a developer on the App Store. They are likely more than not to fail as developers. Apple wants you to believe you will be the next hit game developer, so they can target new developers and cash in on them when they pay the yearly fee. In my opinion I believe being app game developer seems to be more like a sweepstakes scam. They seem to choose whoever they want whenever they want. There is no way you can earn a spot to get featured or promoted by the App Store. Getting your game featured by Apple is basically "An Impossible Dream."
Posted
by
Post not yet marked as solved
1 Replies
404 Views
when I use Xcode14 build on the iOS16, the keys"Supports opening documents in place"and"Application supports iTunes file sharing"works normally, it has a App folder in"My iPhone".But it's strange that when I update my Xcode and iOS to 15.2 and 17.2, it s don't working.not only there is not a App folder in"My iPhone",but also the container doesn't works too.More specifically speaking, I download the container from the device and add files into "Documents"folder. when I try to replace the container, it has no respond, and files cannot be founded in the device as well. But when I try to download the container from the device again, I found that the files is already there. Environment: MacBook Pro 2017 with macOS 13.6.3 Xcode 15.2 iPad Air 5 with iOS 17.2
Posted
by
Post not yet marked as solved
0 Replies
273 Views
I'm testing all of the existing mapping SDKs from Unity via the PolySpatial workflow to see if any of them work on the Vision Pro. ArcGIS and Bing SDKs both play successfully in Editor, and Build successfully from Unity, but they both hit the same errors when building in Xcode (captured in screenshot attached). Is this a common error in Xcode? I can't find much on it. Thanks!
Posted
by