I am currently running into some trouble of trying to remove the loading screen from Facebook Instant Games.
I have tried following this Quick Start tutorial. Unfortunately, the loading screen still appears.
Screenshot of the problem
I am using the Unity game engine to create games. Any recommendations on how to remove it would be highly appreciated.
You need to be using the Instant Games API. For example:
FBInstant.intializeAsync().then(() => {
// load your game
return FBInstant.startGameAsync();
}).then(() => {
// your game logic
});
You can't use this API directly from C# as it's a JavaScript API. To use JavaScript from Unity see this tutorial: https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
Related
Can we create a video streaming app in flutter.I am trying to make a video streaming app but can find filters in flutter.
As far as I know, there is what we call Deep AR that could provide filter for your video just like in Snapchat:
DeepAR is a web platform that provides an SDK for Snapchat kind of 3D
face filters, face lenses, and effects for any iOS, Android, Unity, or
HTML5 app. The platform makes use of a technology called Augmented
Reality (AR).
So you need to setup an account here. For a more detailed process on adding filter in your video, you can visit this blog.
For creating livestream alone, check this out: Live Streaming With Mux, Stream, and Flutter
I'm working at my new mobile game. The work is going well but when I tried to use google play services at the game, it didn't work by several reasons that I couldn't understand.
There are many guides about using google play service, but still they are all scattered. So I can't totally understand about this.
Could you help me to how to use google play service step by step?
Or link that can solve my problem.
You may check this link for Google Play Games plugin for Unity. This plugin allows you to access the Google Play Games API through Unity's social interface. The plugin provides support for the following features of the Google Play Games API:
sign in
unlock/reveal/increment achievement
post score to leaderboard
cloud save read/write
show built-in achievement/leaderboards UI
events
video recording of gameplay
nearby connections
turn-based multiplayer
real-time multiplayer
To use the plugin, you must first configure your game in the Google Play Developer Console. Follow the instructions on creating a client ID. Be particularly careful when entering your package name and your certificate fingerprints, since mistakes on those screens can be difficult to recover from.
check it
play-unity-plugins
-play billing
-play instant
-play assets delivery
-anfd so on
Is it possible to get access to the camera in the Instant Game?
I tried navigator.mediaDevices.getUserMedia, but got an NotAllowedError, permission denied.
Am I doing something wrong?
If not, are there plans from Facebook to allow access to the camera?
It is not possible to use the camera (via getUserMedia or related APIs) in Instant Games. This is not a limitation that we (Facebook) apply to Instant Games but a limitation of the system web views on Android and iOS that limit this functionality.
There are no immediate plans to incorporate the camera into Instant Games, however there is opportunity with camera games and we do support simple game development in AR Studio, such as the Candy Crush effect that was released last year.
I want to implement WebGL model viewer using Unity. This viewer is integrated into existing website. On this website there is a list of models and when user clicks on a model a window pops out displaying this model (like sketchfab). I integrate model viewer which was built with Unity WebGL using
<iframe src="./path-to-unity-webgl-viewer"></iframe>
How can I communicate with the viewer. Is there a way to create some javascript API using Unity which can be accessed from outside Unity app?
Yes! See: https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
I did this for my games site, https://simmer.io by using SendMessage and JSLib as described in that article. Once you have that communication going, you need to do an additional layer of cross frame communication.
If this is on the same domain as you, it's easy (Communication between iFrames?). If the frames are on separate domains, you use cross domain messaging. See: http://blog.teamtreehouse.com/cross-domain-messaging-with-postmessage
I would like to incorporate QuickBlox or Twilio WebRTC chat and A/V calling into the same Angular apps running on a web page or inside a Cordova/Crosswalk app, as a Construct 2 game. I would like to have an audio/video chat running during game play.
Can I embed Construct 2 games into an Ionic view or simple DOM element and then render the video chat over it? Or, should I be integrating the WebRTC chat sessions into Construct 2? Or can I simply display both canvases in the same page?
Thanks in advance.
See: https://quickblox.com/developers/Sample-webrtc-cordova
Junior, here's an answer from the Twilio Video team.
We aren’t investing time in Cordova/Crosswalk right now, although some customers have been asking for it on our GitHub project (https://github.com/twilio/twilio-video.js/issues/85).
twilio-video.js can be integrated into an Angular app easily today. We have a minimal framework test in our GitHub project showing how to set it up (https://github.com/twilio/twilio-video.js/tree/master/test/framework/twilio-video-angular). This isn't a full-fledged application; instead, it's meant to ensure we retain compatibility with Angular as we develop twilio-video.js. It might be nice if we had a more full-fledge Angular Quickstart application in the future, but it gets difficult to support and maintain the various different front-end frameworks (Angular, React, Ember, Meteor, Vue, etc.).
I don’t know much about Construct 2, although it looks like a commercial game engine built on JavaScript/HTML5.
Can I embed Construct 2 games into an Ionic view or simple DOM element and then render the video chat over it?
Yes, this would work.
Or, should I be integrating the WebRTC chat sessions into Construct 2?
This might work, too, assuming Construct 2 allows arbitrary JavaScript inside the game engine.
Or can I simply display both canvases in the same page?
Yes, this would work.
The technique used will depend on how much interaction between the game and the video chat needs to take place. For example, if the lifecycle of the video chat should correspond in some way to in-game elements, then it should be created within Construct 2. If the video chat serves more like a commentary on the game, separate from the gameplay mechanics, then either overlaid or alongside in the same page should work.