TVJS player in Apple TV misfiring the event mediaItemDidChange in tvOS14 beta version - apple-tv

We are using TVJS player in our application on Apple TV.
During the testing of our application on tvOS14 beta with Xcode 12.0 beta 4, we observed that none of the videos were playing as expected as the event mediaItemDidChange() is firing unexpectedly.This event is triggered by the player itself.
In the previous version this is triggered when the user has played till end or forwarded to end. We tested the same in old version which is working fine.
In case of new beta version it is triggered on the loading itself and media is changed by the event listening function on the initial loading of media thereby causing infinite loop kind of effect.
Do we have any video player issues in tvOS 14 beta version? Did anyone come across the same issue while testing the application in beta version?

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Unity3D Game Crashes in Xcode 9 - iOS 11

Today I launched fully working Unity3D game in Xcode 9, iPhone 6 running iOS 11. Its crashing on launch.
Every time crashing in same function : SetupMetalFBO
Here is console log:
validateRenderPassDescriptor:487: failed assertion `Texture at colorAttachment[0] has usage (0x01) which doesn't specify MTLTextureUsageRenderTarget (0x04)'
Same code worked perfect with Xcode 8.3.3 iOS 10.
How to fix crash in Xcode 9 ?
UPDATES_SOLUTION :
Solution is simple, just goto Xcode->Product->Scheme->Edit Scheme, disable Metal API Validation. This fix crash.
The MTLTextureUsageRenderTarget in the error shows that this is a Apple's Metal issue.
Unity 4.6.9 is extremely old to work on iOS 11 and is no longer patched to fix issues on platforms like iOS. You should also worry about your latest app being rejected from the app store due to IPv6 compatibly issues.
You have three options:
1.Disable Metal API Validation in Xcode
2.Use OpenGLES instead of Metal.
First of all, disable Auto Graphics API then change iOS Graphics API to OpenGLES2 or OpenGLES3 in Unity's Player Settings.
3.Update to Unity to the latest version of Unity if #1 and #2 fail. If you update Unity and the problem is still there then you can file for bug report from the Editor. I expect this issue to be gone if you update Unity.

Xamarin : iOS Device logic board get damage

Since we started developing App using Xamarin Studio, 4 device's logic board get damaged. i.e. auto restart the device, auto power off etc.
Earlier we developed using xCode and never face this kind of issue. Is this related to Xamarin Studio?
PS: This issue is only for iOS devices and not for Android.

UnityEngine.Social not working with IOS 8. Unsure how to resolve the issue

When running our game on any device that uses game center we get an error that is related to specifically the authentication/connection from the game to Game Center. Now this works on IOS 7 versions, just not with IOS 8.
We get this return from the authentication attempt,
Failed to authenticate local user The requested operation could not be completed because this application is not recognized by Game Centre.
Has anyone encountered this issue/problem? is this a unity related issue, or something from xCode and/or Apple and Game Centre?
Built from xCode v6.0.1, to IOS 8.

After iOS 5.0.1 upgrade, Test iAds unavailable on iPad 2

Both versions of my first App "Puffer's Train challenge" are currently sitting in the Apple queue "In Review". Saturday night I upgraded my iPhone 4 from 5.0 to 5.0.1 and also installed 5.0.1 on a new iPad 2.
Built & installed Lite versions of my app with iAds onto both devices. 5.0.1 initially caused both to crash. I was able to resolve that quickly (bad order of framework calls on my part) However! I spent the REST of Sunday trying to chase down any reason that test iAds are being served up to my iPhone (using wireless connection only to compare apples-to-apples), but the same code and the same calls fail with the error message "No inventory available" on my connected "wireless only" iPad 2.
App is built using xcode 4.2 for iphoneos, not universal, so I verified that the iAd framework call: ADBannerContentSizeIdentifierPortrait is returning 320x50 as it should. I "think" this rules out any problem that would be caused by different sized iAd requests.
Has anyone else experienced this same issue with Apple's test Ads using an iPad 2 device upgraded to 5.0.1? If so, I'd love to know that so I can stop (or at least slow down) pulling my hair out!
ps. Google's AdMob ads with which I replace iAds when not available, work Just Fine!
Because you're doing a Build & Install you're not using the Live (read: App Store) version of your app. This is why you're seeing Test Ads instead of actual Live ads.
Any time I've ever install an app to a device with Xcode I'm greeted with Test Ads from Apple. I believe this is because Apple intelligently looks at your app (either the version numbers or the provisioning file baked into the app) and knows that it's a developer build.
Now, if you're seeing Test Ads from the version of your app you've downloaded from the App Store then that's an entirely different problem. I've seen this as well but it doesn't sound like your problem.

Game center invitation failing on 2nd generation ipod touch

I am working on a multiplayer game with connections via Game Center and GKMatch. I have three devices -- a 4th generation iPod touch, a 2nd generation iPod touch, and an iPad 2. Connecting the two newer devices works just fine. But if I try to use the older device to connect one of the newer ones, Apple's default invitation says "want to play (null)?" instead of "want to play ([name of my game])?". And the newer device never gets a message that the older one has invited it.
The older device is running iOS 4.2.1. The newer ones are running iOS 4.3.3.
Inviting the older device with a newer one also fails. The invitation looks correct, but the older device never receives it.
How can I fix that?