unity to xcode orientation issue - iphone

I used Unity iPhone(1.7) to build an app and brought it into Xcode (3.2.3). When the game is built out, Unity creates an appController file automatically and in it, a window is created which displays the game. When I launch the game, I can clearly see when I rotate the device that the window is rotating as well. The game elements themselves do not rotate but I see an outline of a window rotating. Since it is not a view controller, I cannot use the standard orientation methods. Before building out from Unity, the game was set to Landscape Left and the info.plist is set to the same so I am a little confused as to why I see a window rotating. Any help would be greatly appreciated.

Nevermind, I fixed it by commeting out: iphone::KeyboardOnScreen::Init();

Related

Why can't I see my WebView Prefab in Unity game window?

I used 3D WebView in Unity development. I dragged a WebViewPrefab into my scene and clicked 'play'. From the console I knew that it had already loaded the webpage I wanted, but I could't see it in the game window.
I had looked around, but still nothing in the game window.
Could anyone please tell me what had happened?
I had a similar problem not long ago. I found that WebView doesn't seem to be like those GameObjects we commonly use in unity, it can only be viewed from one direction. This means that if you look at it from behind, you won't see anything. Therefore, you need to adjust your main camera angle.
Also, when you use WebViewPrefab.Instantiate to create your WebView Object, it defaults to a somewhat strange position and angle. I usually set its position manually, and after that, it's easier to find in the game window in play mode.

unity2d not rendering on phone correctly

Just started in Unity I'm trying to make a platform game. But having issues with aligning the bottom of the platforms with the bottom of the phone screen. Everything looks fine on the Scene windows but is not right on the Game window or on the phone.
Figured it out, i guess. it was the camera, I reset it and noticed the camera view was off so i was able to move it to fix it.

Animation stopping object rendering on Android device

If I create a blank scene, add a cube and attach an Animation Controller to it, then create a blank Animation and add that to the Animation Controller and then run the game in the editor - all is good.
If I then edit the Animation to spin the cube in the editor and run - all is still good.
My problem is, if I then push this to my attached Android device, the cube is not rendered - even though it is rendered in the editor.
The issue has something to do with the animation clip itself, as the cube will render on the Android device if an animation clip is empty.
If there is somewhere practical to upload the sample scene file, let me know and I'll do that.
It turns out this was a bug starting in Unity 3D 5.3.0. I submitted this to Unity and they have just responded:
Thanks for reporting the issue.
We have fixed this and problem should not appear in the latest version
(5.3.2p3). If you are still able to reproduce it on the latest
version of Unity, please respond to this email.

Unity Screen Resolution after build .exe Issue

So I'm trying to make a game in Unity, and everything is fine, the screen resolution on the Game and Scene view are perfect and well adjusted for every aspect ratio, but after I build the game, and execute the built version of it, the resolution goes crazy.. Before executing the game, there's an option to change resolution but all of them won't work!
I only see 1/4 of the game, it's like the game is being pushed down and to the right.
How can I fix this? Am I missing anything obvious here?
I fixed it.
All I had to do was add a main camera to the scene, I thought since I had the UI canvas I didn't need a camera but I was wrong.
Now it's all working perfectly.

Why touching a slider that is on top of a SCNView moves the camera underneath on iOS 8/Swift?

Using Xcode 6 GM, I created a new project based on the Game template using SceneKit and Swift. Then I dragged a slider onto the SCNView. Now in the simulation, when I move the slider, the slider moves (as expected) but the camera moves as well (like if I was simply touching the screen). I'm not an experienced iOS developer but I never had this problem in the past. Did I forget to do something? Did anything change recently in the default behaviour of sliders? It looks more like a bug to me. If you add a slider, you want to control only this slider, not what is underneath.
Anyone can help me there or confirm the issue? Sorry if it's the answer is very simple. I googled my problem but could not find anything.
There is a property on the scene called allowsCameraControl, and if that is set to true then the panning will control the camera. It's probably on by default in the game template.