GameAnalytics, validating in app purchases on Unity - unity3d

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.

Related

How to integrate Huawei Mobile Services (HMS) in Unity?

I've found a lot of guidelines on how to integrate HMS in my apps. But majority of them are different or using android studio. May I know which one is the latest guidelines to integrate HMS in my apps for Unity.
Also, I want to enable In-App-Purchase (subscription) for my apps as well.
Thanks in advance.
UPDATED
Currently I'm trying to implement In-App-Purchase for huawei. Huawei tech said that users need to signIn first before they can use IAP. But I received this error while testing signIn
How to obtain product info ? here
AFAIK you have two main options:
UDP SDK from Unity, which is the Unity official solution to HMS in Unity. However has been under maintenance for some days now.
Unity HMS Plugin from EvilMinds, an open source alternative that is already functional and includes supports to more HMS kits. Looks pretty promising for the future.
In any case you can still manually access HMS Android SDK directly using Unity SDK Android API.
Unity provides the HMS Plugin here: Unity Asset Store > Huawei HMS Core App Services
The README file contains information about development guides, API references. For more technical questions, please submit a ticket with Unity Customer Service.
Currently Unity does not support the In-App-Purchase (subscription) function. It will be planned in the future.
Update:
For the IAP error:
It is a null pointer. Please check for unassigned objects. If you cannot find anything, please delete project and install again cause sometimes these kind of things happening.

Does Flutter Support iOS Features?

I am starting to work on one big project which includes Sirikit, Game Center, Fingerprint, health kit and home kit etc.
So my doubt is can I implement those features & other features which are provided by ios using the flutter..?
Flutter can't generate bitcode. So, it can't integrate features like Siri, interactive notifications, watchOS, tvOS, Today and other modern extensions.
It compiles like it was before 2015. Before iOS extensions. With same limitations.
Yes and no - you could definitely use some and probably all of those, but you'll have to write Platform Channels. I use fingerprint for example in my app.
There may exist plugins for some of the functionality - see the flutter packages page.

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.

Unity3d Android App can not be listed in Facebook AppCenter

I developed a game for Android with Unity3d. I am using the latest Facebook Unity SDK (Version 5.1).
The game is NOT published on the Google Play Store, yet.
I want to release it soon and I want Android to be a listed platform in the AppCenter.
For some reason I can not switch it on. It says: "This platform cannot be listed because it is either configured incorrectly or not supported in App Center".
I also created it as a canvas app. I can switch that on!
Is this because:
a) The Facebook Unity SDK is not support by the AppCenter (https://developers.facebook.com/docs/games/appcenter/guidelines states that an Android App should use the Facebook Login SDK for Android, see "Eligibility Requirements")
b) The App is not published on Google Play.
c) A wrong configuration. What could this be? I filled in every possible box and uploaded the needed screenshots.
d) something else?!?
Thanks in advance!
I got problem solved with enabling single sign on in settings->basic->android.

Augmented Reality in Vuforia

I am making a augmented reality games and i used the vuforia sdk.
Here is my problem:
Can I use the augmented reality of vuforia and upload it in App Store and playstore?
The vuforia developer website has a section on publishing applications for both the app store and google play:
https://developer.vuforia.com/resources/dev-guide/publish-vuforia
You should carefully read and conform to the legal considerations and logo guidelines (see subsections). If you are still not sure about some specific elements for publishing your app, there is also an active forum where you can ask more precise questions:
https://developer.vuforia.com/forum
You can see some of example of published apps with Vuforia here:
https://developer.vuforia.com/resources/dev-guide/best-breed-examples
Yeah it is possible because with unity you can publish to Android, iOS, uwp.......If you want to publish to iOS make sure you are using Mac with XCode and in Unity->Player settings ->Other settings you will be required to add a message that user will see requesting the permission to use his device camera.