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
Related
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 :)
I made a game project in unity. And I want to build this to WebGL. But when it build, it shows error like
I searched the solution, and everyone say "delete using UnityEditor". So I did that, but it has error when I delete that in Photon script.
How can I my game build in Webgl with not delete using UnityEditor. Or How can I fix the error another solution ? Thank you for your anything helps.
I found the cause. I use Photon voice chat, but it doesn’t support WebGL. Remove that asset and project build work well.
hey I am doing a unity basic course from unity itself, in one of its parts, it wants us to work with a microgame and share its WebGL link once we manage to build it
here is an error image
here is the link for my edited microgame https://play.unity.com/p/noobshooter/edit
I have tried to add the link multiple times but nothing is happening
what should I do now?
Have you tried adding: https://play.unity.com/p/noobshooter instead?
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
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.