I setup a test user to test FBInstant.paymentsfor my instant game but it seems that even for test users it only work in Android? is there any way to test it on browser?
doesn't work even on embedded mode.
Even if CTRL+SHIFT+I is in mobile->Galaxy S5
FBInstant.getPlatform(); it prints WEB.
is there any hack to test it on browser?
https://developers.facebook.com/docs/games/instant-games/guides/in-app-purchases/
Test transactions are only supported on Android at this time.
There is currently no way to test transactions on web without spending money. This is something that we will look to fix in the future.
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We have an Android app built using Unity and the Google Analytics GAv4 plugin for Unity.
The use-case is that the users might use the app for days without internet, and when they do connect to internet again our expectations is that the data is cached on the device and will then be sent off.
Our initial tests seems to work, but cannot find any reference to how long the data persists on the device, and if there are any expiration of the data. The users have experienced that they miss some data generated when offline.
I have tried exploring the plugin, but cannot seem to find anything about how it caches the data. Anyone who have experience with this?
It looks like it is using com.google.android.gms.analytics.GoogleAnalytics which you can search the documentation on. It also might depend on the highest API level/android version on their device, where low version may not be able to send while offline or something. I think this page explains a little about how it keeps checking for a connection and tries to dispatch the events:
https://developers.google.com/android/reference/com/google/android/gms/analytics/GoogleAnalytics#dispatchLocalHits()
I saw in the plugin source code here:
https://github.com/googleanalytics/google-analytics-plugin-for-unity/blob/master/source/Plugins/GoogleAnalyticsV4/GoogleAnalyticsAndroidV4.cs
I have a really simple game on both iOS and Android written in Unity and I would like to save user progress across devices/OSes.
I already have Facebook analytics in it and so i was thinking i can implement Facebook Login and just save a couple of numbers on the Facebook server.
Upon some research it seems (?) that Facebook doesn't offer anything like that. You have to set up your own server and then just identify the player with Facebook login. A server like that is really an overkill for the game as i just want to save a simple Level Passed number.
Is there any other way? Can i use Facebook like that to save ONE custom user property? Perhaps i can use Google Play Services (both iOS and Android (?) ) to achieve what i want?
Any other free way of saving user progress across devices?
First thing Google play service stopped support for IOS
https://developers.google.com/games/services/ios/quickstart
Other suggestion for Cross platform services like firebase cloud, photon, Gamesprak etc.
https://firebase.google.com/products/firestore/
https://www.photonengine.com/
https://www.gamesparks.com/
Please not most of them giving free service for development only. Before use please check its price details
Preview:
I am using juggernaut chat server.I am having redis and juggernaut server running on machine. I am able to do chats within my local network on vaious web browsers. Everything is working smoothly. As juggernaut is a server driven chat server so i am quite sure about the scalability thing. Now here is the thing:--
Whats the problem:
I want to have a iphone native app too where user can login and chat with his friends. Now the thing i want to know is how do I push on iphone app, cause for juggernaut client registration a javascript code is needed. Something like this:
var jug = new Juggernaut;
jug.subscribe("channel1", function(data){
alert(data);
});
Basically how do i push new notifications to Iphone chat window. I don't know much about iphone as I am web developer. Still from google search etc I came to know some possible ( may be) ways:-
We can embed a url in iphone window. Is this a good approach?
Other thing we can do is using UrbanAirship kind of services we can do push notifications. Will push notification works for chat? I don't know about that even.
Third option can be polling. Iphone chat client keeps on hitting my rails app for new notifications. But i think this will be a very bad approach.
What are the other possible solutions?
Can any iPhone/Android developer guide me what should i do. I will eventually hire a Iphone developer to do all the coding part. But I want to have a big picture in my mind so that I can provide a complete docs of all the things, and have a clear picture how I want to discuss things with him before writing down the code.
PS: I am looking for a solution which works for android/nokia devices too. Cause later on I will be developing an application for that too. Basically it will be good to have a same solution. if not then compatibility factor should be there atleast.
Apparently there is WebSocket support in MobileSafari on 4.2 (source). You could probably write up a client that uses an embedded UIWebView to marshall the events to/from the Juggernaut server and deliver them to your app via shouldOpenURL and custom handlers.
You might also look at libPusher by Luke Redpath for interacting with push communication via the Pusher web service.
Check out this library: https://github.com/fpotter/juggernaut-cocoa
It's really easy to use.
For the sake of coding itself, I know that I don't need to buy iPhone as there's pretty good emulator.
However, as I will develop iPhone apps for clients (will not have direct contacts to clients) via freelancers sites, do you think that I might get rejected (not chosen) by the contractor because I don't have iPhone at home?
Do contractors accept this way of working:
I develop the app, test it in the emulator and send it to them
They test it in iPhone and send me the list of the bugs
I fix the bugs and send them the app back
They find new bugs and...
Yes, or at least an iPod Touch.
To clarify:
Yes. You really need one. Debugging the kind of errors that cause it not to open on the device at all, for example, can be mind-numbingly tedious if you don't have the device handy.
For most purposes, of course, an iPod Touch should do just fine, but the crux of the matter is that the testers can only test what they see; only the developer can actually test crucial stuff, most of the time.
So to repeat. Yes, you'll need a device. A thousand times yes.
Your client may have something of an issue paying money for software that was never tested on actual hardware. No matter how good an emulator is, you should always try the software on the real machine your program will be running on. The emulator will simulate the way the API responds etc, but you could be blindsided by things such as interference from other running applications, subtle timing bugs, interaction between different versions of the firmware or hardware, etc.
In short, I don't think there is a legal reason you have to test on a real iPhone, but from a Q/C point of view, I think there is no question you need the real hardware to run it on.
Paying customers generally dislike being treated as a beta tester.
I don't think that you won't get the clients - but I do think its a terrible idea not to have a device to test on.
There are many things that won't work properly in the simulator. For instance you can't simulate a camera function, you can't simulate GPS (properly - it always sets you at the apple HQ), you can't simulate sound recording, or test with a real contact address book or a real set up. You can't test whether there is an internet connection or if there are any iphone specific bugs.
On the other side of the coin there are loads of things that will work in the iphone simulator that won't work on the device itself. For instance NSXML and such won't work on an iphone, but WILL work in the simulator.
If you can get hold of one of the new ipod touches they do pretty much most things you will need, and you don't have to get into a data plan or anything. I would suggest AT LEAST getting one of those. You can't make apps if you can't test them properly.
Other things:
In app purchases - #Stephen Darlington
Whenever working for clients, the clients do not pay you for having an iphone or not... or being able to test it on a actual iPhone. The clients pay you for the product you deliver. They expect it to work on the device.
My recommendation is to get yourself an iPhone 3, 3gs and 4 if you want the best results. But, if money is a object here... try developing minor projects which are reliable in the simulator. AND ask friends/family which do have iPhones to test it for you on their device. Its better to ask mates to do this, then ask the client, this way you have a better comunication with your client, your client has more faith in you and... well lets face it, it is the developers responsibility to deliver quality code. Right?
There are some tests you cannot perform in the emulator.
And I am not sure contractors will like this ping-pong test approach (somebody will get tired after couple passes).
You can get an old second-gen iPod touch at a very good price since there are many people who would like to get rid of it. And Apple advices to test apps on older hardware to achieve the best performance. So you'd better get something 'hard' to play with.
Another aspect is performance. The simulator (running on a powerful Mac) will be much faster than a device. This was a huge difference with the original first iPhone.
As an alternative to the iPod: look for a cheap original iPhone on eBay or so. But remember that this will not run iOS4.
We have a web application and we've built phone applications (iPhone, Android, BlackBerry) to be companions to the site. The usual workflow is that an existing user of the site gets a phone app and then plugs their existing credentials into the phone app and they are off and running, but more often now we are seeing folks who are downloading the app and then (and this should not surprise anyone) don't read the help screen that explains they need to go and get credentials at the web site and therefore cannot connect to the application which does require registration to manage their content. This is a giant usability fail condition.
So we know that we need to put user registration workflows on the phone app.
Other than the obvious solution of duplicating our registration page on the mobile, does anyone know of a better identity solution for the phone? For example, on the desktop we also use Facebook Connect as an identity server and the users love it. I'm looking for something that simple that we can implement across the major smartphone platforms.
Clarifying note:
I should add here that this registration mechanism is likely to; and it would be desirable if it did, go hand in hand with a general identity/authorization mechanism such as the Facebook mechanism mentioned below.
One other place I'm poking around is to see whether there's an openId solution that does not require a browser to pop up.
Restful service might be the e asiest way for you to achieve this, you can use it on any device that can make http requests, so you can make your own login screens and talk to the s ervice that way...
Facebook has a Connect API for the iPhone. Integrating it into your iPhone app is very smooth.
http://developers.facebook.com/connect_iphone.php
On the BlackBerry we were able to build a fairly robust REST pipeline between the client apps in the field and our servers. We primary use the framework for updates, but the device API is generic enough to be able to build almost anything you need via standard HTTP/HTTPS GET/POST calls.
On the RIM platform, look into the HttpConnection API as a starting point. There is also an example on the BlackBerry Developer's site which will help. Finally, I believe there are several examples inside the sample package that comes with every BlackBerry JDE (IDE + API download).