Skip to main content

Posts

Steps to add IAP for Unity iOS and publishing steps

Adding IAP Create a new app ID and create a new app using that ID on apple connect Add IAP and make sure that screenshots are provided to get the IAP in Ready to Submit state. To test IAP on test account, you need to wait between 12-24 hours to make the product available to test. App installation failed, Could not write to the device Restart your iphone and xcode. Sometimes restart Mac or build 3-4 times If you have another device such as iPad, build and run for that device and then run it back with previous device again Building to device Export XCode project from Unity as usual. Create new development certificate for building into the device Mark automatic code signing if you're in development and testing the app Select your team in the provision profile Note : If you're using onesignal, make sure you also select your team in targets in onesignal project as well. Publishing to appstore Create distribution profile for app and download it U...

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...