Firebase for Unity – Offline Persistence - unity3d

I'm using the brand new Firebase SDK for Unity for an Augmented Reality application that I'd like to function offline. I've used the following statement for offline persistence on iOS before but don't see anything in the docs for Unity.
FIRDatabase.database().persistenceEnabled = true
// Keeps a specific location synced.
scenesRef.keepSynced(true)
So for Unity, is there anything I can do to make Firebase keep all of its state even after an app restart? Keep a reference synced?

It's currently not supported. I think that the plugin is open source so you can add it yourself. In the end, a unity app is compiled to each platform natively so you can just add the relevant lines in the modified plugin.

Related

Changing published mobile application developing language from ionic to flutter

I have a mobile application developed using Ionic. Now I want to redevelop it in flutter and publish a new update, would that be possible? will google play and AppStore allow that?
There is no constraint on development language. But,
You need to use same certificates/keys for iOS App
You need to use same key-store/keys for Android App
If you are using local database or file storage, then you should follow the same path in your newly created app as well. If you are using any third-party library to manage the db or file paths, then it may be in different location altogether. (This one actually happened to me. When I migrated my app from a cross-platform framework to Native the database path got changed in release version)

Vuforia AR Camera working from the second attempt on Android

I have an Android application which I created using Unity and C#, it also uses Vuforia. I have an AR Camera, which shows a black screen when I have just installed the application and gave camera permission to it, but when I close the app and start it again, everything works fine. I did a lot of searches, so what I found and tried- to Switch automatic graphics to OpenGls2, to set minimization to none, etc. Upgrading Vuforia version will not work for me. Also ARCamera works for phones supporting ARCore and does not work for phones not having ARCore. So I guess, the issue is within the architecture of the phone. Any ideas on how to make it work?
It must be related to camera API. I don't know how Vuforia is trying to initialize the camera. Seems like it tries to initialize it before successful permission result on old Android versions. You can delay Vuforia initialization to be after the permission check. There is an option to set Vuforia delayed initialization, but it would be better to make a preload scene where you do check all permissions and maybe other setup and then load the scene where Vuforia is used.
Update: Please try to update xr plugins for Unity (they are packages now), update Unity itself to the latest version. Do not use unity beta. Se if there are some recommendations from Vuforia of which unity version is the latest supported. Youc also try to create a new unity project from scratch and then import the latest vuforia, then try camera on android, then if all good, import all the resources for your app.

Why the integration of Flutter with Unity and AR Vuforia makes no object appears?

I want to integrate Flutter app with Unity and AR Vuforia. I tried to use library: flutter_unity_widget (https://pub.dev/packages/flutter_unity_widget).
When integrating Flutter app with Unity without Vuforia it works very well. But when I tried to use it with Vuforia … OK, I didn't get any error and I could build app, but when I tested it, it didn't show any object.
I did all the configuration with the library tutorial.
Maybe some of you integrated something like that?
Do you have any sample project with it?
You can check out this blog about "Building with Flutter + Unity (AR Experience Toolkit)" for unity.
And for AR Vuforia, it seems that support for this is not yet materialized as of this GitHub post. You can watch out for the updates there.
The same thing happened to me when I was testing on iOS, Android was OK
I went through all the steps, only that Vuforia didn't recognize anything. According to this issue Dataset Foo could not be loaded and cannot be activated, I dragged and dropped the data folder and Vuforia into the Runner.
And everything was working fine

Firebase for Unity3d Windows App

I have been trying to figure out the best way to implement dynamic photos and voice notes into my Unity3d app, and am looking for guidance about the correct backend/database to use. There would be two apps, one that a user would login to and upload content: I am working with someone that can build an Android app that allows for a user to login with Google, Facebook, etc and upload content (images, messages, etc) to their profile using Firebase. The other half would be the Windows Oculus Rift app.
I am building a Unity VR experience for Oculus Rift that needs to use this user content dynamically during runtime, but I am not sure the best way to connect Unity with Firebase. I am aware of the recent Firebase SDK for Unity, but the examples show use cases for Android and IOS builds from Unity, whereas I would need to build to Windows for use with the Oculus Rift. Will the Unity Firebase SDK work for Windows and if not, are there any suggestions about the best way to accomplish my goal?
Thank you,
Jacob
The current version of the Firebase Unity SDK only works on Android and iOS. There is nothing on the road map to implement desktop apps in Unity at present.
Note that you can still interact with the Firebase Database using the REST API.

GameAnalytics, validating in app purchases on Unity

I'm setting up for the first time GameAnalytics in my Unity3D project.
I'm try to figure out if there is a way to validate in app purchases for both android and iOS from it.
In the docs I found http://www.gameanalytics.com/docs/ga-data#business-event. I understood that you need to work with native sdks to get this feature, am I right?
Could it be an option to configure from the dashboard an android and an iOS game and then changing the keys in unity with precompilator instructions? (like #if UNITY_ANDROID)?
I am an SDK developer # GameAnalytics.
Yes.
There is a way to make the GA servers validate Android and iOS IAP purchases in business events. From Unity.
Short story
You need to send the receipt in the business event after the purchase.
You can read our complete Unity tech guide in the Github Repository.
Regarding IAP validation you should read this section.
https://github.com/GameAnalytics/GA-SDK-UNITY/wiki/Business%20Event
About the keys
You should create a game for Android and iOS in our tool at go.gameanalytics.com
Inside the Unity Editor you can add platforms (Android / iOS) and then add specific keys to each.
You can read more about the in-editor settings in the wiki docs as well. Including how to login and select games directly in the editor.
Let me know if you have any issues. You could also file a support case with our friendly support staff.
When you install the Game Analytics unity package, you are essentially installing the native libraries for each platform (Android, iOS, ...) located in the Plugins folder.
If you want to target multiple platforms in your code with an API like Game Analytics, I recommend you use the preprocessor tags as you mentioned since the functions from Game Analytics are platform specific.