I know I should post that question at Unity's Q&A but unfortunately they're pretty unresponsive. :P Anyway, Urban Airship requires me to extend Application instead of (as usual) Activity. Is there any way to do that in Unity?
I tried extending Activity instead but it works only partially. It works and I get notifications on my phone but only when the app is actually running (should work too if it's not) and when I tap the notification it crashes my app. As I've read here: Re-launching android application when user clicks Urban Airship notification the problem was that I extended the Activity instead of Application. If extending Application is impossible in Unity is there any way to work around this problem?
Finally found it (should have days ago but google kept giving me wrong results :():
http://forum.unity3d.com/threads/126833-Can-the-Application-class-be-overridden-or-extended-in-a-plugin
Related
I'm testing a turn based game between two devices. As far as I understand, sending a turn with [GKTurnBasedMatch endTurnWithNextParticipants:], for example, should automatically push a game center notification to the opponent. Sometimes, this works just as expected: the turn is sent and right away a banner notification shows up on the other device. All is well.
What is baffling me is that other times, even though the turn itself is sent properly (I can tell because when the opponent refreshes the matches, the match is up-to-date), there's no push notification coming in.
Are there any holes in my understanding here? If I'm understanding correctly, the inconsistent notifications shouldn't have anything to do with my code, because the issue here isn't how I handle notifications, it's that there is no notification at all. In other words, [handleTurnEventForMatch:] (aGKTurnBasedEventHandlerDelegate method) doesn't have anything to do with it (I don't think) because if no notification is being received, it's never going to be called anyway.
So, I'm just wondering if anyone has had any experience with this. Is it possible that this is due to something in my code? Or, is it possible that the Game Center sandbox is responsible for the inconsistencies, and there's nothing I can do about it?
Any thoughts or ideas would be much appreciated.
It is an issue with GameCenter's sandbox mode. In order for your device to enter sandbox mode you have to open/run your app and authenticate game center. If you say, open a different (published) game after your game is open it will leave sandbox mode and and go back to regular game center mode.
Even if your game is running in the background, as long as it is the last game-center enabled game opened you should get the push notifications as normal. But if you open the game, and then kill the process, you will no longer be in sandbox mode and will not receive the push notifications.
For those who are experiencing similar problems: this turned out to be a Game Center sandbox problem. It had nothing to do with my code, and things were fine in the App Store release. So, read through the comments here and make sure there aren't other things factoring into whatever issues you're having...but know that it's possible that you're simply experiencing some Game Center sandbox issues that are out of your control!
I am also facing the same problem. My game stops receiving turn events and turn notifications from Game Center, I finished my game and was testing, but this week, the problem started to happen. It was working like a charm but suddenly instances started not to receiving turn events for a couple of days.
I am using the iOS7 SDK and targeting iOS7 (turn event handling is different than prior iOS versions, I will need exchanges in upcoming game features, that's why I am using iOS7).
Then I made a test app to check if it was same with iOS6 and prior SDKs, but no help, it was same. So don't waste your time to upgrade your code to iOS7 hoping it would work, the problem is there. I also tried many things, like resetting devices and settings, using new users, etc.
I also tried it with Ray Wenderlich's Turn-Based Gaming with iOS 5 tutorial, by downloading source code, and it doesn't work neither.
The thing is, usually when I launch the game, game receives turn events, but after a few turns, it just stops, and when it stops receiving, stops like forever. If I reload the match, I can get the updated match and it's data is also updated, so I can make the turn. It means match is updated on Game Center. So, either Game Center is not pushing the data to users (possibly this is happening because user cannot receive notifications from Game Center when the game is in background), or the GameKit is not firing the event to the handler.
I don't know why it is happening, or why it started to happen, but I can't release my game like this, hoping that it would work out of sandbox. I will be trying a couple of more things (like maybe trying turn reminders of iOS7, to see if they push it to the user), then I will ask to Apple's support team. One other thing i am planning to do is, putting my test app to App Store and see it if works out of sandbox.
Hopefully it is a sandbox problem.
Since few days i am searching for the functionality which will allow me keep user posted that application is running in background. I have attached a !image for what exactly i am looking for. i tried googling but could not get exactly what I need. when i tap on the flashing red bar it takes me back to the application.
Thanks in advance.
The red banner you pictured is provided by the system, is shown only if your application uses background audio recording (see AVAudioSession), and doesn't provide the opportunity for you to choose what happens when the user taps it.
Unless your app fits into one of a few specific classes, it doesn't actually "run" while in the background. Instead, it's "suspended" -- still in memory, but gets no CPU time. What happens outside of your app is thus up to the system, not to you... the only way to show a banner that will launch your application is to use a push notification service or UILocalNotification, but those banners are only shown briefly, and you don't get to control their duration. What you seem to be specifically asking for isn't possible using public API.
The kind of notification you want isn't supported by the current iOS for third-party developers.
If you want that kind of functionality then implement Apple Push Notification service through
this you can first give message to Apple push notification service. then Apple service
automatically generate notification for your App as you want.
I am building a live chat app for the iPhone, and for this it is necessary to ensure that the operator is online and to keep the flow of data going.
After much search it seams to be only two options for similar kind of behavior;
UILocalNotification, only works if I have some scheduled information notice to be sent
Push Notification, for pushing data to the phone
The problem with push notification seams to be that I cannot ensure that the user is available, or in any way talk with the app without the user re-opening it. This way it seams impossible for me to know if the user is online, to update data in the app without the user having to manually open it, etc.
So, what I ask for, is it in any way possible to keep the app active in the background thus ensuring the operator is online and notify of incoming chat sessions?
Thanks a lot for your help guys!
Unfortunately the answer is no. I take it you mean text chat and not VoIP (which CAN run in the background)? Your best bet would be Push Notifications, as you would not be able to monitor anything from the app itself when it is in the background.
is it possible to wake an App in the background up, when a call comes in, and access CoreTelephony to send some infos over the web?
I'm practically a n00b in iOS development right now, but got asked a question if iOS is capable to do this. I searched in the iOS reference too, but with no luck.
It would be great if someone with more experience could answer it. Thanks a lot!
Steno
Please, have a look at the document about executing code in the background.
If you go to section "Implementing a VoIP Application", you will see that it is actually possible for your app to be awaken periodically so that it can check if it has anything to do (in your case, if I understand you correctly you would use CTCall to check for calling state).
So, basically, when awaken, your app could check for any incoming call and then use Core Telephony, as you say.
The only trouble about this is that if your app cannot be considered to a a VOIP app, Apple will not let it into the App Store.
It is not possible to have your code run when a call is received.
I saw a new app called Agile Reply which allows you to send a sms to the person whom just called you. I didn't buy the app but I don't understand how it would work since as far as I know you can't access the call log through the official iPhone SDK. So my main question is:
Are there new API's in the iPhone SDK which allow you to access the iPhone's Call log?
I know there are similar questions here and here however I didn't know if I should hijack those or start a new one.
Take a look at CoreTelephony. While it won't give you arbitrary access to call logs, you can get notifications of call transitions, which if you can keep at least in the suspended state, may be enough. I don't know how accurate Agile Reply is.
I found the solution here but it doesn't work for iOS5.
http://iosstuff.wordpress.com/2011/08/19/accessing-iphone-call-history/