Skip to main content

Deploying Blackberry application in Unity

If you have a new Unity project and you want to test your unity application to the actual blackberry devices, it takes more steps to perform than other platforms.

Registering RIM Signing authority


  • Switch to Blackberry platform in Bulding settings and select Player Settings.
  • Go to the publishing settings of Blackberry platform and in the RIM Signing Authority group, click register.
  • Now you have to browse and select the client-PBDT-xxxxx.csj and client-RDK-xxxx.csj file that is emailed to you from Blackberry when registered as a developer from Blackberry appworld site.
  • Type in the PIN that you set during registering in developer
  • Set the password for the file as well and click OK.. 
  • Now you can have your status changed to Registered.

Creating Debug Tokens

  • In the Debug Token group, click Create and it will open a new dialog box to start creating the debug token for your app.
  • Click browse and save your new debug token to your computer.
  • Now you can add a new PIN for any devices that you want to add on.
  • Go to Settings->About->Categories->Hardware on your real blackberry device and you can see your device PIN and enter that PIN  and click add.
  • After you've added all the device tokens for you team, click generate to register device tokens with Blackberry.

Uploading token to the device

  • Now go to the Settings->Security and Privacy->Development Mode and toggle on.
  • Now note the IP address of your device and set as a device password in Device Configuration group of the Unity Editor.
  • No if you click upload in Device Token group, your device is ready for deploying Unity blackberry applications.




Comments

Popular posts from this blog

Optimising Unity new UI System

UI/Sprite textures aren't packed into a texture atlas by default. A tag is needed to group them. Read the documentation / tutorial on the sprite packer. Overlapping text/graphic boundaries with another text/graphic will create additional draw calls, even if the actual visual graphics do not overlap. Grids (other layouts too I presume) need minimum 1 pixel spacing between items, else items are considered overlapping and will create additional draw calls. Images with alpha 0 are still rendered. They are rendered with alpha 0 even though they are not seen. Unity currently does not support non-rectangle shapes as Sprites, so using the TightSpitePacker policy will cause image artifacts. When UI objects are offscreen, they are still batched (rendered as well?). Possible solutions: Change parent to non-UI parent, as UI Camera will no longer detect it Change layer of panel so UI Camera will no longer detect it Disable gameobject when off-screen ScrollRect performance tuning S...

Using XAML on Monogame for WinRT (Part 2)

Integrating Monogame with XAML Metro UI If you're coming from the previous section, you now have a metro UI application project with blank page and also have monogame.windows8 library reference to the project. Now Let's fix some source code for the  pages to get XAML working with monogame. Step01 ( Hacking App.xaml.cs file) App.xaml.cs delivers the most important start point while rendering a particular page in Metro UI application. I added gamePage and mainPage as  a public variables as they become accessible from other classes to for page nagivations. Here is the source code for to see what it looks like for the final App.xaml.cs file. sealed partial class App : Application     {         public ContentManager Content { get; set; }         public GameServiceContainer Services { get; set; }         public GamePage gamePage;         public MainPage mainPage;   ...

Integrating apple id signin with Unity

1 - Download Unity apple id sign in package 2 - Build the sample project file to XCode 3 - Add Authentication services frameworking inside UnityFramework->General->Framework&Libraries 4 - Mark as optional for the new services in UnityFramework->BuildPhases->LinkBinaryWithLibraries 5 - Add capability from Unity-iPhone -> Signing&Capabilities -> Add -> Sign in with Apple Build the app and now completed!