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Testing IAP for Google play from Myanmar

Sign and build the unity game for playstore Upload APK to alpha release Add In-app products in the playstore publisher console Open Flash VPN and connect to USA or others Settings -> App -> Playstore -> Clear Data Settings -> App -> YourApp -> Clear Data Now can test the game from your application! Let’s recap here: Your app is published (i.e., not in draft). The APK   must be published (either production, alpha or beta channels). The APK you uploaded matches the one you’re testing with when it comes to version code, version name, and keystore signature. When testing on the device, you’re using a different account than the one tied to the Play Console (i.e., not your developer account). The instructions to wait 15 minutes are a bit too optimistic, as it can take up to 2 hours for changes to propagate from the Play Console. Double check that the SKU you’re using in the app matches the one for the product that was configured in the Play Console. ...

Integrating Google mobile ads in Unity iOS

Step 01 Download MobileAdsUnity plugins package and import it to Unity application! Note: Before building your unity project, make sure that you've the latest pod gem installed in your MAC. You need to install atleast pod 1.0.0 to properly integrate google mobile ads idk Step 02 Build Unity iOS project Step 03 In the xCode project folder, if you haven't installed pod yet, go inside the application's Xcode project root folder from terminal and pod install, pod update to install latest google mobile iOS framework Step 04 Open Xcode project and hit run

Integrating Pushwoosh on playrivals framework

- Drag and drop PR_PushNotificationManager script to the game object - Get Pushwoosh application code and gcm project number from google developer console - In the pushwoosh -> application -> configure, configure settings by adding google's API key and project number How to get GCM Project number and API key Open developer console and create a new project https://console.developers.google.com Enable cloud messaging from the dashboard Create API Key and Web key using 0.0.0.0/0 as ip address After everything is setup, build the game, create a test push and check histroy whether the server side has problems and you're ready to go!

Setting up perforce server on Windows and allows connections from other local machines

Download p4server.exe for windows and install it. Restart the computer after you've installed it. Since it will install as windows service, you don't have to start the service and you're now ready to connect using p4v from local machine. But there will be a problem when you're trying to connect from another service since the perforce service is running on localhost:1666 so it only accept local connection only. You need to bind to 0.0.0.0:1666 but it will be quite hard and have a risk to change default perforce config files.. What you can do is you can modify the host file in other remote machines to connect to the server computer. In windows, hosts file is located at Windows/etc/driver folder and on Mac it's located at sudo nano /etc/hosts add the following line to the host file [your server machine local ip address] perforce Now in the p4v client of the remote machines, you will be able to connect using perforce:1666 Note : Don't forget to tu...

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...

Backing up and restoring the asset server database Unity3D

Backing up We have provided a command line tool to back up an asset server. The tool should be run from an administrator account on the machine running the asset server. Replace BACKUP_LOCATION with the path name you want the backup tool to place the backups: Mac OS X sudo /Library/UnityAssetServer/bin/as_backup BACKUP_LOCATION Linux sudo /opt/unity_asset_server/bin/as_backup BACKUP_LOCATION Windows "%ProgramFiles%\Unity\AssetServer\bin\as_backup.cmd" BACKUP_LOCATION as_backup will create a directory at BACKUP_LOCATION containing one or more files per project plus files containing information about each project and a backup of all users and their passwords. Restoring a Backup To restore an Asset Server backup produced with as_backup, first perform a clean installation of the Asset Server without any projects created. (The restore procedure will refuse to overwrite already existing projects with the same name.) Then run the provided backup restoration tool, a...