Actions on Google - configure Simulator to display my test app - actions-on-google

My test app is displayed only on the 'display' tab and not on the conversation menu on the left.
Expected:
Actual:
How can it be fixed?

A short term fix, until the bug in the simulator is resolved, is to change your surface. You can switch to speaker if you want to hear the response. Note that you can only swap surfaces when you are not in an active conversation, if you are in one, just click cancel, and then switch surfaces. If you do switch to speaker you will not see the display anymore, but it will say the question you are seeking. Please don't be discouraged, this was not a bug in your code, it is in the simulator.

it is only the first TTS (i.e Welcome! ... ) that you may not hear back the audio file. It is a bug and they are working to fix it. But as long as you see "Welcome!..." in the display card now, your action is working

Related

Flutter Firebase DebugView not sending events

Initially the person before me set up a screen observer so that whenever the page changes, setCurrentScreen is triggered to send a event and log the screen. Because we use a bunch of open containers to animate page opening, the screen observer doesnt get triggered. So I went through the app and added some setCurrentScreen for those that the screenObserver missed, and while there I also added some logEvents to see if people are using specific parts of the app.
The way I set enabled debug view was in xcode, going to Product -> Scheme -> Edit Scheme and adding -FIRAnalyticsDebugEnabled and -FIRDebugEnabled Edit scheme
After ticking both of the above (or just one or the other), only these events are being triggered then the app stops sending events. Completely. What am I missing? output
I cannot find another issue about this. I am using the same package name in the app and firebase, otherwise I would have no output. All other issues are talking about no output at all. I have tried to do this on simulator and on actual iPhone and they both yield the same result. I have also set up a android emulator and have an actual phone. Tried it on both and same result. The above screenshot is from iPhone as I am on Mac and more comfortable working on a iPhone.
i have set IS_ANALYTICS_ENABLED to true in the .plist file and this did not work

How do I prevent my app from running in the "recent menu" on Android 12

Android 12 introduced the behavior where the last app you had active are continuing to run when inside the recent menu. I'm wondering if there's a flag or something to put in AndroidManifest file to prevent this behavior as it's conflicting with some logics in our app (which works fine for Android < 12). I've googled but it's hard to find unless you know exactly what this "feature" is called.
Steps:
Start app
Open recent menu
Observe that you can interact and that the app is still running as if you had it open/active
Why is this a problem? Because a user is now able to force quit the app (swiping it away) without entering the "paused" state in our game (using Unity) meaning some save logic won't run.
This can be worked around in one way or another, but for now I would like to just pause the app in recent menu if possible (our app has zero reason for being active in recent menu).
EDIT:
As #WyattL mentioned in his answer, android:excludeFromRecents="true" might work, but it will cause drop in playtime and retention of the game and would prefer to have a more proper solution to this "unnecessary" feature of Android 12.
I can't be sure without testing on every phone as it seems the issue varies by device (thanks Ruzihm), but if opening the Recent Apps screen generates an OnApplicationFocus() call, this would provide a solution.
In an active MonoBehaviour:
private void OnApplicationFocus( bool focus )
{
if( focus ) {
UnpauseLogic();
}
else {
PauseLogic();
SaveLogic();
}
}
(It might also be worth trying OnApplicationQuit() in case it's called on specific devices during a swipe termination, but in my own tests it was never called.)
According to some brief research, did you try adding
<activity>
...
android:excludeFromRecents="true"
android:label=""
...
</activity>
to the AndroidManifest.xml?

Unity WebGL Mobile browser workaround and keyboard input fix?

Hey everyone so I read that unity doesn't really support mobile browsers for WebGL games. im using 2020.1.4.And sure enough, the game gets a bit distorted by not being scaled properly. it's like the camera is bigger so it shows on the screen that blue color. I tried some things, setting width and height to auto or removing config.devicePixelRatio = 1; as suggested by a friend but nope! still looks horrible! And if that wasn't enough the keyboard doesn't show up when clicking on form fields. i tried this one
https://github.com/eforerog/keyboardMobileWebGLUnity
which displayed an error when pressed on and this one
https://github.com/dantasulisses/WebMobileInputFix which just didn't even compile!
Any ideas, please?
I did my research and tried every plugin I could find. I used Unity 2020.3.28f1 and tested both on Android-phone and iPhone.Here is my report.
These plugins don't work:
https://unitylist.com/p/f58/Unity-webgl-inputfield
https://github.com/eforerog/keyboardMobileWebGLUnity
https://github.com/dantasulisses/WebMobileInputFix
This plugin works, but you should use different settings for IOS and Android on same input field game object. If you use "prompt", it works for IOS only, and "overlay" works for Android only. Look for documentation in page:
https://github.com/unity3d-jp/WebGLNativeInputField
And this plugin works best at the moment. Yes, it is a bit ugly though, but it works.
https://github.com/kou-yeung/WebGLInput
And there is a fix for Unity 2021 for it:
https://github.com/kou-yeung/WebGLInput/releases/tag/1.0
There's a keyboard that overlays, when using it you just need to tap the notification to access it and then click the "back" button to hide it https://play.google.com/store/apps/details?id=com.fishstix.gameboard
I made this project that simply recreates a keyboard using buttons in unity.
I implemented it in a WebGL build successfully.
https://github.com/thetimeste/WebGL-Build-Keyboard-Unity.git
I would recommend using the native js window.prompt() fields as of writing. They have great cross-platform support, allow for extra features like special characters, emojis, copy and paste etc. and are pretty easy to set up. Once (or honestly if ever) Unity adds their own reliable implementation you can easily remove this lightweight implementation.
Create a .jslib file that has a function opening a window.prompt(description, currentText)
Return the result at the end of that function back to a unity object with a recipient script
Make a derivation from Unity's event system overwriting the OnApplicationFocus(bool focus) function (leaving it empty), to fix a sneaky Chrome Android bug.
That's it. The result should look something like in this demo: https://pop.demo.neoludic.games
If you want to save some development time on a feature that really should just be native in Unity, you can also check out my plugin based on the method above. https://neoludic-games.itch.io/pop-input
I also need to enable mobile virtual keyboard for running webgl on mobile device.
I've tried the code from your mentioned url. It gives you some idea on how to do
it, but the code are totally buggy and unusable. Now I am trying to implement it
by myself.

How to simulate the very first start of an app in Xcode 6

I need to test some behaviors of the iOS 8 at the very first start of my app. Is it possible to simulate this in Xcode 6? If yes, then how?
Deleting the app will do it but note that certain pieces of information will be cached for a while like your permissions settings (notification, calendar, etc.). You can go to settings.app and reset settings to clear those out if that matters in your use case.
If you mean the FIRST start of the app, then what I did to achive this is, on start (viewDidLoad) check in the NSUserDefaults for example ,if the value "hasAlreadyStarted" exists (NSUserDefaults.objectForKey(..) ), if not, then its the first start of the app, and then i would set the value to true, so when you close the app, and open again, the value will exist.
Dareon I'm not sure what exactly you want to achieve. In Xcode 6 yes you can simulate your app from start. If you want to test behaviours I think you are looking for instruments. Right Click on the Xcode icon in your dock select option and choose instruments. You can add several instruments your phone or emulator support like connectivity or gps or memory to see exactly the behaviour of your app. Hope that helps
Well if by very start of the app cycle you mean before the app loads, there is a way.
In your ViewController call the ViewWillLoad function:
class ViewController
{
override func viewWillAppear(animated: Bool)
{
// your code
}
}
This event will be called before the view loads or appears.
Hope it helps :)
As Shanti K said in the comment, if you delete your application from the simulator and then run it again, you will be simulating the first run. To delete the application from the simulator, you mimic the same behavior on a device.
Click and hold on the icon, until they start shaking. Click the close X next to your application, and verify that you want to delete it if it asks. Then Shift + Command + H to simulate hitting the home button.

What's the best way to log debug info in an iphone app?

Is there some standard way or has anyone written something that allows you to log a message and have it be displayed either in a small scrolling section on the iphone screen or in a separate window in the iphone simulator?
Update:
For noobs like me and don't know, use the NSLog methods as decribed below and make sure you select Run->Console to display the console.
Would still like to know if anyone has written a simple logger that displays on the iphone itself....
I don't have enough 'reputation' to add a direct comment for your posting but: don't forget to go to XCode->Preferences->Debugging->On Start: Choose Show Console & Debugger
You can of course choose just the Console or whatever, but you'll probably want the Debugger to. To use that, just click to the left of the line you want to break at. You can also toggle from 'Activate' to 'Deactivate' so you if you know that there are a bunch of breakpoints you don't need to hit in the beginning of your application set the debugging to Deactive (in the debugging window) and then, before you hit the UI element in your app you want to debug, toggle that same button to Activate so your breakpoints become active. Otherwise, you could of course just click Continue until you got to your section.
Also, on the NSLog, if you start to accumulate a bunch of log statements, and you need to 'find' one in particular, it helps to do: NSLog(#"\n\n\nMy statement\n\n\n); which will give a bunch of line breaks. Also, for the uninitiated:
NSLog(#"My int: %d my BOOL: %d", myInt, myBOOL);
NSLog(#"My object of any NSObject: %#", anObjectOfAnyKind);
NSLog(#"My float: %f",myFloat);
Hope all of this is helpful and sorry if I got off track with the debugging bit ;)
The Objective-C (more correct, really) method is
NSLog(#"message");
But the standard C method will work also
printf("message");
Use NSLog(#"Log message");
If your have an application that is crashing then your can ask the users you the crash log. The crash log contains information about what the application was doing when it crashed and the stack trace.
iPhone app log files are also stored on your users computer, and are copied across everytime they sync their iPhone. ( Note that DEVICE_NAME will be the same name of your iPhone in iTunes, and each log file will begin with the name of the app. )
Mac OS X : /Library/Logs/CrashReporter/MobileDevice//
Windows XP: C:\Documents and Settings\Application Data\Apple computer\Logs\CrashReporter\
Windows Vista: C:\Users\AppData\Roaming\Apple computer\Logs\CrashReporter\MobileDevice\
For Swift, it's simply
print("log msg")