I am using the Firebase Dynamic Links SDK in a Unity project and am receiving dynamic link data in my app in a single scene. But, if you navigate to another scene, the subscription to DynamicLinkReceived does not seem to work.
Both scenes are using the same controller and script and subscribing with
DynamicLinks.DynamicLinkReceived += OnDynamicLink;
The method OnDynamicLink is called in Scene 1 when I click a test link but not in Scene 2.
Related
Im new in Game Dev and new in development with Unity
(Come from Windows and Web development)
Now I want to make my first game. This will simple game (but with retrieve data from API etc.)
So I have some basic questions:
1) How to decide if I need to make new scene or build just make a lot canvases and switch between them?
In my game I see
1 scene - Loading
2 scene - Main screen with buttons--
1 button - open Store
2 button Open leaderborad
3 button - open something like map
etc...
Now I think
I need make 2 scenes - Loading and Game scene
In Game scene make some canvases
(MainState Canvas, Shop Canvas, MapCanvas, Leader board canvas etc...)
And when user clicks on button - show this canvas (its must be display like Popup)
2) If I want that map will grow up with more and more stop points (like in Candy Crush) - I need to set its to Assets Bundle and load new bundle ?
3) Best practices for Login/Authorization
I check many sites and I see that best practices for Game Authorization today - this is Google/Apple Game service and not Facebook. Right?
If I understand not correct - Can you guys give me a links what I need to read/learn ?
Thank you guys so much.
I suppose you are targeting mobiles.
1) On mobiles the decision is simple in this case. One simple scene, that is loading fast, to show your logo, game title etc. and the second scene to all other stuff. If the game has very complex levels you can start thinking about more scenes. (If it's simple and easy to change to next level, e.g change background, some enemies etc. like in your case I would use one scene)
2) Sorry I don't know what you want to achieve, but you can read about Asset Bundles here and in unity docs. Again it depends on the complexity of the project. For a simple game it may not be a big difference. Official unity video on Asset Bundles and about Bundle browser
3) I have no idea about Apple Game service so I will talk only about Google Services. It's really simple to setup. However some steps may be tricky, but take your time and try to setup everything as you need. The github page of google play games plugin for unity, where you can download the latest build of the plugin, contains a lot of information on how to configure it. Docs I mentioned above and some testing was enough to implement it in my games. However if you have troubles with setting it up there are a few videos on youtube when you can see how to configure it step by step. Also here is the site on which you can see how your code should look after implementing google play games
I have a Scene which has many models. I Baked that scene and got some lightmaps. I put those lightmaps and those models inside one bundle category and that scene in another as I can't add both models and scene inside one bundle category. I can download those models and scene properly and loads the scene. Everything works perfectly but lightmaps don't get load. It loads in Editor but it doesn't work in mobile devices(IOS/Android). I tried logging LightmapSettings.lightmaps.Length also and it gives proper output in mobile. But those maps won't load. Anyone knows whats the problem?
Not sure if this is the problem but try it.
Go to Files->Settings-> Select Android Switch click Switch Platform.
Rebuild your Asset. Name it AndroidAsset.
Go to Files->Settings-> Select iOS Switch click Switch Platform.
Rebuild your Asset. Name it iOSAsset.
When building the for each platform,load each Asset with the platform Asset it was built for.
I'm facing a strange issue, in my game i'm using OnMouseDown for click and drag etc everything working fine but once converting resources to download bundle (for downloading) it's not working any more and the rest of the script is working fine means Update etc functions are working.
note:Script is attached with the prefab which later on Instantiated in game to create objects.
using Bundle Assets From Selection - Track Dependency
Restart the unity3d and up,down and drag are working now. :)
once again I'm here with my daily question regarding Spotify...
So, in my app, I want to have the option of the user being able to either play music from Spotify or to play music from their own IPhone media library. However, since I added the Spotify framework, whenever I am testing my app and try to load a scene that has anything to do with the MediaPicker (whether it has a link to a view controller with the media picker or if the view controller for the scene selected has media picker code inside of it) I get the following error (the redacted stuff in the error is just the name of my app)
screenshot
So my question is, can I have both Spotify and the IPod functionality inside of my app? Or is it one or the other?
Yes, of course you can. However, your screenshot has the stack trace on the left hidden, and you need to set a breakpoint to break on exceptions. As far as the log goes, it doesn't look like it's anything to do with either CocoaLibSpotify or MediaPicker.
I want to start placing ads in my andengine game and an ad to appear just before my result display screen (for example fruit ninja). Since My result screen is a scene and not an activity, I want an ad to popup after my game play and just before results and on button click the ad disappears. I think there is a class called popupscene, but i am not sure if that is to be used. Can someone help?
I made an example using the GLES1 version of the engine:
https://github.com/zfoley/AndengineAdmobLayoutExample
The main thing is to use a LayoutGameActivity instead of a BaseGameActivity.
LayoutGame activity supports having additional views in addition to the GLSurfaceView.
Once you have that going, its pretty simple to implement the admob API or whatever ad service you are using. In my example I use admob.