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How to record the AudioListener without it playing the microphone on the speakers?

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Hello, I am currently working on a iOS project where I have to be able to record the screen with sound. I didn't make the project but when I received it there was a bug with infinite audio feedback. Since the Audio Source had the phone microphone in AudioClip and nothing in Output it played it in the AudioListener and therefore it creates a loop where the audio coming from the speakers is played in loop. Problem is, I can't simply disable the AudioListener, because the lib which was used so far (and worked well afaik) is recording the sound of the video from what's played on the AudioListener. The lib is pmjo's Next Gen Recorder. My question is, is it possible to prevent the AudioListener to play on the speakers or is there another problem that I miss which causes this infinite audio feedback? Here is a screenshot of my GameObject AudioDummy containing the AudioSource and the AudioListener (the default microphone is added as the AudioClip during Runtime btw): https://i.imgur.com/aHWSqj9.png Thanks in advance.

Black screen after building for Unity on iOS

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I have a question about Unity iOS build. Build for iOS, connect USB in XCode and press the Build and Run button, the app will run normally However, if I tap and launch the app that was built later, the Unity logo will not appear and will bounce without going over the black screen. Have you ever had the same experience or solved it??

Getting an “Undefined symbols for architecture arm64” error while building a Unity project in Xcode 11.3

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I have been trying to build my AR (Vuforia 9.2.8) Unity Project (2019.4.2f1) for iOS. But when I build the project in Xcode (11.3), I always get following error: Undefined symbols for architecture arm64: "_sampleMethod", referenced from: _PhotoCapture_sampleMethod_m69D10A1489308720B3C58E2357E18B623B0CFB23 in Assembly-CSharp.o (maybe you meant: _PhotoCapture_sampleMethod_m69D10A1489308720B3C58E2357E18B623B0CFB23) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) The error appears while building the "UnityFramework". I tried to change the build settings in Xcode and Unity but couldn't solve it. What is PhotoCapture and how do I fix this error?

Unity iOS Loading an Image/Texture From Streaming Assets

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My method works in the editor but not on device even though it acknowledges that the path exists. I've seen a few answers but nothing seems to be working. The error that I am getting: Autoconnected Player UnauthorizedAccessException: Access to the path "/private/var/containers/Bundle/Application/58889FEE-16CC-4ABA-9FCE-B4D2AE2AF89C/virtualmeeting.app/Data/Raw/Items/Refinery/mdl_oilRefinery.obj" is denied. at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 Code Snippet Below: { UnityWebRequest www = UnityWebRequest.Get(s.texturePath); DownloadHandlerTexture handler = new DownloadHandlerTexture(); www.downloadHandler = handler; yield return www.SendWebRequest(); if (www.isHttpError) { Inhance.Debug.Error(www.error); } else { float timeoutTime = Time.time + 3; while (!handler.isDone || Time.time < timeoutTime) { yield return null; } if (handler.isDone) { s.texture = handler.texture; if (go) { try { go.GetComponent().material.mainTexture = s.texture; } catch { go.GetComponentInChildren().material.mainTexture = s.texture; } } } } }

Color and material transparency creates a see through effect on iOS when used as a sub view in a native app

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![alt text][1] After updating to 2019.2.7f2 I get this transparent effect(see image attaced). The text on the attached image is from the view below the Unity view inserted over the native app. Not sure where the transparency comes from as it was not there on the previous version 2019.1.12f1. Help appreciated! [1]: /storage/temp/162825-image-from-ios-3.jpg

Codeless IAP NoProductsAvailable on IOS

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I implemented an item through Codeless IAP and it works on android but on iOS I get this back on application load: "Purchasing failed to initialize. Reason: NoProductsAvailable" My purchase is also failing when I click the purchase button with that same error. But the initialize doesn't even complete when the app first loads. My game most definitely has an IAP in it. It's had it approved in the account for like 3 years. The 'Product ID' from iTunes connect for that IAP is directly copied and pasted into the 'AppleAppStore' ID override. I am quite sure that is correct. Most definitely has the same bundle ID, as Apple let me upload this same IPA get it in a 'ready to submit' state. Previously it was working through the old Unity IAP from like 4 years ago. I switched it all over to this new one. All my tax forms and agreements are in the green. I am really out of ideas here.

iOS don't show password window when purchase in testflight version

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When I press purchase button, nothing happen, even password window not show up. This just happen on my phone, on other phones it normal. Please check my log file.[link text][1] [1]: /storage/temp/163046-iap-log.txt

iOS ARFoundation: pressing build does nothing,Building for iOS with AR Foundations will not start

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https://www.youtube.com/watch?v=-wpeyVoiyio&feature=youtu.be Attached is a video for more info. (pardon for the quality). Breakdown: I'm trying to run an AR app that I've cloned for a project to iOS. I've installed the necessary packages (ARKit, ARFoundation, ARSubsystem, etc.) and set the necessary settings (changed the bundle identifier, set target minimum iOS version, switched platforms to iOS, set camera usage wording, ticked require ARKit support, set architecture to ARM64.) as well as followed two tutorials. But everytime I try to save the build nothing happens at all. I also have XCode and an Apple ID. Any and all help would be appreciated.

Sign in with Apple always returns CredentialState.Revoked

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I'm using the official Sign in with Apple plugin and even though I "successfully" sign in with my Apple id (it goes through the permission screens and says "done"), the login function always calls back with `UserCredentialState.Revoked`. How can I fix this?

Unity can't support iOS13 SceneDelegate,unity can't support iOS13 SceneDelegate

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The Xcode project exported by Unity cannot currently support the lifecycle management using sceneDelegate on iOS13. The creation of the window is still placed in application:didFinishLaunchingWithOptions:Want to know when this part can be processed

Touch input reporting 0 delta for first several Updates on iOS,

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Hello, I'm seeing an issue when reading Touch input events on iOS. The first several updates after I start to drag my finger the delta value reported is 0. Then at some point the first delta comes in and its a particularly large value. This shows up as stutter on the screen when starting a pan. For example the first several touch inputs may give delta values like this: (0, 0), (0, 0), (0, 0), (0, 0), **(5, 21)**, (1, 2), (1, 1), (1, 3) So it seems the delta values are being accumulated but only reported after some threshold. Any ideas how to prevent this issue? Currently using Unity 2019.2.17. Testing on iOS 13.5.1. Thanks ,

Unity iOS Push Notifications for Location

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I think it's great that Unity now has built in support for push notifications... I can't seem to get the location triggers to work on iOS... - I've [implemented][1] and got both time notifications and instant notifications to work. - Location Services also gets the correct lat lng... - I have also added CoreLocation framework in General/Frameworks in XCode - I have added both location info.plist permissions [1]: https://docs.unity3d.com/Packages/com.unity.mobile.notifications@1.3/manual/iOS.html

Video 'not supported' on iPad

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Hi! I'm using VideoPlayer to get a video from a URL, save it to a persistent file path, then play on a plane. This works great in the Editor (even when I've got the platform set to iOS) but when I push it through Xcode, I get a message that reads: "Video unsupported by hardware: may not play smoothly or play at all." Some important info: Unity version: 2019.4.2f1 Video codec: Apple ProRes 444 with alpha iPad: Air 2 This is the script I'm using: private void Start() { StartCoroutine(this.loadVideoFromThisURL(videoUrl)); } [SerializeField] internal UnityEngine.Video.VideoPlayer myVideoPlayer; string videoUrl ="MY URL HERE"; private IEnumerator loadVideoFromThisURL(string _url) { Debug.Log(videoUrl); progress.SetActive(true); UnityWebRequest _videoRequest = UnityWebRequest.Get (_url); yield return _videoRequest.SendWebRequest(); if (_videoRequest.isDone == false || _videoRequest.error != null) { Debug.Log ("Request = " + _videoRequest.error );} Debug.Log ("Video Done - " + _videoRequest.isDone); byte[] _videoBytes = _videoRequest.downloadHandler.data; string _pathToFile = Path.Combine (Application.persistentDataPath, "Video.mov"); File.WriteAllBytes (_pathToFile, _videoBytes); Debug.Log (_pathToFile); StartCoroutine(this.playThisURLInVideo (_pathToFile)); yield return null; } private IEnumerator playThisURLInVideo(string _url) { progress.SetActive(false); myVideoPlayer.source = UnityEngine.Video.VideoSource.Url; myVideoPlayer.url = _url; myVideoPlayer.Prepare (); Debug.Log(_url); while (myVideoPlayer.isPrepared == false) { yield return null;} Debug.Log ("Video should play"); myVideoPlayer.Play (); } } Has anyone else had this issue or can help me out? Thanks

How to build IOS library using NativeRenderingPlugin

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Hi, I am new to Unity. Could anyone let us know or provide a reference, how to generate the IOS library using NativeRenderingPlugin. Where we can use the same IOS library in any of unity projects. Thanks for your help.

IOS app crashes after splash screen

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Hello, the title is pretty self explanatory. The build is successful, but app crashes after splash screen, and i don't know what to do. The problem might be because of warning: argument unused during compilation '-mno-thumb' but don't know what does it mean. You help would be much appreciated.

Unity version 2017.4.36f1 Input.inputString awalys empty on ipod

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Hello there, I'm using Unity version 2017.4.36f1, and I used logging Input.InputString. it works well when running on my mac in editor mode. but it always empty on my ipod. my ipod version is 12.4.1 ipod touch sixth. there is the code : Update() { var text = ""; foreach (char c in Input.inputString) { if (c == '\b') // has backspace/delete been pressed? { if ( text.Length != 0) { text = text.Substring(0, text.Length - 1); } } else if ((c == '\n') || (c == '\r')) // enter/return { print("User entered their name: " + text); } else { text += c; } } Debug.Log("ddddd… " + text); Debug.Log("input stringxxx : " + Input.inputString); } Two ways get empty inputstring but work well in editor mode. so anybody met this. very thankful to replaying

Cross platform native plugin - AskForReviewNow unresponsive on TestFlight

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Hi guys, I have implemented a button that user is supposed to tap and the rating window is expected to pop up. The problem is that when I submit the app for appstore review I get rejected because the button is unresponsive. When I install it using TestFlight it is also unresponsive, but when it works when I instal directly on the phone. I get the rating window pop up with submit button greyed out (which is expected/desired) when installed directly from xcode. I am using simple function: using UnityEngine; using VoxelBusters.NativePlugins; public class RateUs : MonoBehaviour { public void AskForReviewNow() { NPBinding.Utility.RateMyApp.AskForReviewNow(); } } I obviously want to pass the app store review. Do you know what can cause button's unresponsiveness when installed using TestFlight?

Screen is distort on some old iOS devices

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Hello everyone, I have problems with some old iOS devices. Does anyone have an idea? Unity Version: 2018.4.14f1![alt text][1] [1]: /storage/temp/163660-problem.jpg

Can I trigger automatic flashlight events in my mobile AR experience? (Unity + Vuforia, iOS build)

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**Hi Unity! This is an INTERESTING AR CHALLENGE! Check out my video on it:** https://youtu.be/5Ag-wGgr8I0 Any tips are very much appreciated! Mentioned research links in my video: https://youtu.be/FQRVjVlGhl8 https://developer.vuforia.com/forum/unity-extension-technical-discussion/turn-flash-light https://forum.unity.com/threads/phone-flashlight-not-working-with-vuforia.530533/ https://library.vuforia.com/articles/Solution/Optimizing-Target-Detection-and-Tracking-Stability.html

[iOS / Android] Quality Settings Texture Size Changes at Runtime Issue

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**(Created new question other similar ones date back as far as 2014 and most received no replies nor support)** Changing Quality Settings at runtime works in the Unity Editor and in the Standalone Players for OSX and Windows64. However the same script doesn't do anything on an iOS or Android build. Is there something that needs to be checked or set-up before hand? or maybe do that through another API call? Thanks in advance, any pointers on this front greatly appreciated. ---- The gist of the scripts: QualitySettings.masterTextureLimit = 0 for full res, 1 for half (medium) 2 for quarter (low). -- **EDIT UPDATE:** Calling the Quality Settings functions directly themselves works. My issue was using UltEvents plugin which is basically a UnityEvent class but enhanced with a lot of features, one of them that it can serialize calls to static classes and static methods. Static class/methods do still work but only for scripts created in the project not UnityEngine or other built-in ones (at least QualitySettings ones fail). Solution: Created a simple wrapper mono behaviour with simple public methods that end up calling the Quality Settings ones (setQualityLevel, maxTextureLimit, etc).
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