Configure the LootLocker SDK for unity webgl build to itch.io? - unity3d

What am I supposed to do here? I am at this point https://docs.lootlocker.com/getting-started/unity-tutorials/getting-started-with-unity/configure-the-sdk and I have no idea what to do.
I want to configure it to do a webgl game for game jam game on itch.io.
Can anybody help in setting up this for webgl itch.io game?
In linked in this question page these options are explained but I'm not understand what that means and what I should put here for web itch.io game.
I also started topic on ask unity: https://answers.unity.com/questions/1919598/configure-the-lootlocker-sdk-for-unity-webgl-build.html

LootLocker employee here!
You do not need to do anything more after this step, the SDK is configured and you are good to go :). The platforms settings are only used if you target these specific platforms.
So you are now ready to start using LootLocker :)

Related

Building Mapbox in Unity

I don't know if this has already been asked but I am trying to build an app in unity using the Mapbox SDK. The problem is that when I try building it in a WebGL format, then it says this:
"Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)"
Does anyone if Mapbox supports building in WebGL and if not, what another way can I use to share my app as an online game?
I hope this is enough info. Please try and make it simple, I don't know much about this kind of stuff.
Thank you!
WebGL is still under preview and alot of things don't work in it, to share your game over the web you could build as Windows application, then zip the output folder, put it in a github repo and link the repo to people you want to share your game to. If its a mobile game you can build as an APK and share you apk via github as well. Of course there is other options too but just to give you some ideas.
From below 2 posts, it appears that in order to build it on WebGL, you would have to get rid of the AR folders and files.
https://github.com/mapbox/mapbox-gl-js/issues/7531
https://medium.com/#jonathanwitcoski/day-20-making-a-webgl-game-in-unity-with-mapbox-sdk-31aeb147df15

How to create Augmented Reality Web app using Unity & Vuforia?

I am developing an Augmented Reality app to be integrated into a website using Unity.I need to take output in WebGL. I am using Vuforia to create AR experience. Since Vuforia is not supported with WebGL, i am not able to build. Please suggest an alternate method or how to do Augmented reality in Unity for Web. Is there any alternative to Vuforia?
The good news is yes, you definitely can build an AR experience on the web!
The bad news is that none of the current libraries built for doing so offer a Unity plugin.. Meaning you'll either have to create a wrapper, do some complicated RPC call to talk to the JS library via Unity, or completely scrap Unity altogether and use only the library. To my knowledge, the best browser-based AR library is AR.js. I know this isn't the answer you were hoping for, but I hope you're able to achieve your goals. Good luck!
This is probably a bit late in the thread. But I'd like to add an option which might help. You can definitely build your AR app in web using WebGL as output. There is easy way to integrate it with a webiste too. SLAM based AR like Google ARCore is a great example to do it.
There are two options:
You can build such an app from scratch which will obviously take more time. Because apart from development, setting up hosting infrastructure is a challenge.
Otherwise, if you want to scale such AR web app development with low or no code and cloud ready hosting, you can use a SaaS platform called Marvin XR.
You can login and try it out for FREE: https://www.marvinxr.com:8443
Hope this helps the other folks who stumble upon this thread.

Do I need the XBOX-LIVE SDK to publish a game in the Creators Program?

Knowing than a game as a UWP app can already run on the XBOX One, do I need to compile my game linking to the XBOX LIVE SDK if I want to publish my game through the Creators program?
I'm not going to implement leaderboards,
I'm not going to implement any social link,
I'm not going to implement any networking at all.
All I'm going to implement is some serious kicks in a local fighting
game, using the best technology there is for gaming: DirectX 11.
Any information is greatly appreciated!!!
Yes, you do need to add Xbox Live to your game to publish it through the Xbox Live Creators Program. Full details are captured on the table here.

Unity3d Prime31 Google Play Game Services Tutorial

Does anyone know of any good resources on the web to get the Prime31 Google Play Game Services Plug in to work with Unity3D?
Its been 3 days, I just don't seem to be making any progress testing Game Play Services in my game.
I am using the SHA1 from the ~/.android/debug.keystore - which I believe is the the right SHA1 that the unsigned version uses. I also tried using the published build in order to get the Game Center to come up.
I tried the Prime31 documentation, but that doesnt seems to be helping.
I also believe my app is correctly setup in the Game Service area of the Developer Console.
Any information would be great.
Thank you.
It turned out that after importing the game center package , I ended up with two manifest files. I had the Prime[31] AdMob already in the project, which comes with a manifest file.
By the way this is normal.
After talking to the their support service they directed me to use the "Generate AndroidManifest.xml file..." under their prime[31] drop down menu inside Unity3D. This merges the two files into a single manifest. That problem got solved.
I also had to upgrade to the latest files, by downloading them manually, from the Prime[31] web site.
After this two steps I was able to get the Game Center to work properly.
I hope it will help, I am posting my interaction with the Prime[31] support

Xcode hook up with Unity

Hi i am new bee in Unity but i have 1 year experience in Xcode, I am doing an app in Unity for iPhone but getting bit confuse on how can i hook-up Xcode with Unity, I want to Facebook sharing, Twitter Sharing and also iOS native Email sharing(Using Mail Composer) in Unity but i don't get any help ful solution to do task in Unity, I only get Plugins which i need to Purchase first. So i want to do this task in Xcode it reduce and time and money and rest of work on Unity so is this possible that we can Communicate between Xcode and Unity? If Possible then kindly share some knowledge and links with me so that i can do this task ASAP.
Thanks in Advance.
You can start write your own plugin to complete the communication between Unity3D and iOS.
From iOS to Unity, You can just use UnitySendMessage, which is enough in most of time. You can also try to use a event and delegate in Unity Script to handle more complex situation.
From Unity to iOS, you need to implement plugin yourself. First of all, use a .cs file to declare the external method. And then implement the native code in a .mm file in Xcode and "extern C" them to the Unity. Then you can call the .cs method and get a native function called. You need a Unity Pro license to use the plugin feature.
For UnitySendMessage and Unity plugin, visit Unity Doc-Building Plugins for iOS. You can find an example in the doc called Bonjour Browser Sample. It is a very good starting point for you. If you have 1 year experience with Xcode, I think it will be easy for you.
For use delegate and event in Unity, visit Prime31's Unity Tip video.
Check out Niklas's free unity iOS plugin.
http://forum.unity3d.com/threads/122681-Free-facebook-Plugin-for-Unity-iOS
It doesn't work out of the box anymore, but with a few changes and updates you can get it working.
If you already have xCode experience then hopefully the extra work should be trivial since the Facebook SDK docs are pretty good.