Apple / Android pay in nativeScript - plugins

what is the best way to use Apple / Android pay in nativeScript for in App purchase? Is there any plugin around? Can anyone give me a direction?

Check out this one: https://www.npmjs.com/package/nativescript-purchase
Currently, it is only supporting IOS, but guessing will have Android support soon.

nativescript-purchase currently supports both android and iOS.
And it is constantly being updated.

As far as I know there is no such plugin at the moment however you can create easily new one by using some already available cocoa pod for example for iOS:
https://cocoapods.org/?q=Apple%20Pay
You can use this repo to get started with Google Pay:
https://github.com/android-pay/androidpay-quickstart
Here is also more info how to create {N} plugins:
http://docs.nativescript.org/plugins/plugins

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.

How to update flutter app programmatically in Play/App store?

There is an upgrader (mostly for iOS) and in_app_update plugin (for android). I try to implement them both and had a difficulty to do so. I post and issues in both plugin but I got no response. So if anyone use this 2 plugin successfully please can you share step-by-step approach details.
Basically How to update flutter app programmatically in Google Play Store (Android) & App Store (iOS)?
Thanks
I have also tried in_app_update 1.1.11 and upgrader 2.4.0.
For upgrader:
I also don't know how to use Appcast, so I use the iTune api to get my app version in the App Store then pop up the install dialog. However, the iTune api is so slow to update. Therefore I just use Firebase remote config to set the version once the app is published.
For in_app_update:
I also don't know how to use it. I have add the Play Core in app/build.gradle
implementation 'com.google.android.play:core:1.8.0'
Nothing pop up even I downloaded the old version from the Play Store and then publish a new version.
Update:
I found that in_app_update actually work just by following its example code. I don't have any update pop up before because my Android device is Mi 9, seems there is some bug in it. The update pop up can be seen in the release version of other brand of devices
Since I really want to use the Play Store in-app-update, so for android I did use the remote config... waiting for someone to have the guides

Compatibility of Flutter with Car Play and Android Auto

I developed an app on Flutter and I'm looking at a way to link it with Car Play and Android Auto. For my understanding Flutter is not compatible yet. Anyone know if it will be in the future (if yes, when we should expect this)? Is there any turnaround I can look into?
Flutter Apps are now compatible with Apple CarPlay!
flutter_carplay aims to make it safe to use apps made with Flutter in the car by integrating with CarPlay. CarPlay takes the things you want to do while driving and puts them on the car’s built-in display. Currently, it supports only iOS 14.0+.
Feel free to like, star, comment, share, and contribute to support more!
In pub.dev: https://pub.dev/packages/flutter_carplay
GitHub: https://github.com/oguzhnatly/flutter_carplay
Flutter has yet to have Car Play and Android Auto support as of this writing. As previously mentioned in the comments, it's best to keep track for its updates in this GitHub thread.
I got audio app working on carplay easily enough. Based on
https://pub.dev/packages/flutter_radio_player/example
And then using my apple developer account, setting entitlements to allow carplay, basically. I cam add details if requested. Also, I used a mac/xcode to check things worked etc.
Android auto I can't yet get working.. funny that!

Difference between two similar Goodle Unity Ads plugins

Tere is a two plugins for Unity from Google for having Ads in your app.
First, based on firebase and provided via google play services:
https://github.com/googleads/googleads-mobile-unity
Second one, also well-updated, used by some people plugin for similar purposes as as well as first plugin.
https://github.com/unity-plugins/Unity-Admob
I am new in Ads in Unity3d, and I want to make it clear, what is the difference between them ?
I think someone can give a proper answer.
Maybe this can help.
Should we prefer AdMob in Google Play services compared to "old" AdMob SDK
But I think to read more their docs and choose, is best solution to choose.
I checked https://github.com/unity-plugins/Unity-Admob project and as you may check also in the doc there is no way for you to set the applicationID.
Google Ads cannot play without that ID. Also that plugin would try to take storage and WiFi access and as we know this is not needed for Admob.
I suggest you better use https://github.com/googleads/googleads-mobile-unity which is a official plugin at the moment.

Can I build openTok(tokbox) hybrid application with ionic framework?

I am building mobile app which having secure video conference. I found Ionic framework which can support corodova. Can I build openTok hybrid app in Ionic framework? If yes can I know what are the pro and cons or limitation over android and iOS?
I just wanted to add an update to this. I spoke with a few (very helpful) people over at TokBox and they have forked and released an updated version of the Song Zheng's (SONGZ) plugin. We were having issues with the older reliance on the outdated version, but this one is updated to 2.12. https://github.com/msach22/cordova-plugin-opentok/
Although it is not officially supported by TokBox, You are no longer forced to use the older 2.8.3 iOS SDK!
Much thanks to Manik over there
The short answer is yes.
But as always, things are slightly more complicated than that.
WebRTC works perfectly fine on Android, so will work in Cordova or even just Chrome. However Apple's Safari (which uses WebKit) does not currently support WebRTC.
I have had some success using https://github.com/eface2face/cordova-plugin-iosrtc which provides a shim for WebRTC and allows you to use the OpenTok.js SDK on both platforms. There are a few pain points around sizing, and overlaying controls though.
There is also: https://github.com/songz/cordova-plugin-opentok and https://github.com/aoberoi/cordova-plugin-opentokjs which I have not tried yet, but should work perfectly well. I believe the former wraps the native SDKs provided by TokBox, whilst the latter uses iosrtc.
Brad, thanks for sharing the plugin!
I've moved over the updated Cordova Plugin to the OpenTok GitHub organization as an OpenTok Labs project so please feel free to contribute!
The plugin is currently compatible with OpenTok iOS & Android 2.12.0 SDKs. I've introduced some changes such as OT.initPublisher not requiring the API Key (similar to the OpenTok JS SDK) and have added more publisher properties: https://github.com/opentok/cordova-plugin-opentok/blob/master/docs/ot.md#initPublisher
Here are some resourceful links:
Cordova OpenTok Plugin: https://github.com/opentok/cordova-plugin-opentok
Cordova Samples: https://github.com/opentok/opentok-cordova-samples
Ionic Samples: https://github.com/opentok/opentok-ionic-samples