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everyplay-unity-sdk's Issues

Unity error in Android build

ENV
Unity 5.5
OSX

Version control = Hidden Meta files

Attached is the screenshot
screen shot 2016-12-08 at 6 28 56 pm

Your help is highly appreciated.

Regards,
Celmar

Doesn't work correctly on 4.7

Hi,

I noticed there's a few #ifdefs that only go up to 'UNITY_4_6' - unity now has 4.7 out so a 'UNITY_4_7' #ifdef needs to be added too.

Thanks,
Tony

Problem building on iOS

Hi Everyplay support... I'm trying to build on iOS but I'm getting the following errors on Unity3D:

UriFormatException: Invalid URI: The format of the URI could not be determined: iOS/EveryPlay/.
System.Uri..ctor (System.String uriString, Boolean dontEscape)
System.Uri..ctor (System.String uriString)
Everyplay.XCodeEditor.XCProject.AddFile (System.String filePath, Everyplay.XCodeEditor.PBXGroup parent, System.String tree, Boolean createBuildFiles, Boolean weak) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:399)
Everyplay.XCodeEditor.XCProject.ApplyMod (Everyplay.XCodeEditor.XCMod mod) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:684)
Everyplay.XCodeEditor.XCProject.ApplyMod (System.String rootPath, System.String pbxmod) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:634)
EveryplayPostprocessor.ProcessXCodeProject (System.String path) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:222)
EveryplayPostprocessor.PostProcessBuild_iOS (System.String path, System.String clientId) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:118)
EveryplayPostprocessor.OnPostProcessBuild (BuildTarget target, System.String path) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:56)
UnityEditor.HostView:OnGUI()

Then on XCode:

Undefined symbols for architecture arm64:
  "_EveryplayTakeThumbnail", referenced from:
      _Everyplay_EveryplayTakeThumbnail_m1826981938 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayTakeThumbnail_m1826981938)
  "_EveryplaySetThumbnailTargetTextureHeight", referenced from:
      _Everyplay_EveryplaySetThumbnailTargetTextureHeight_m697054437 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetThumbnailTargetTextureHeight_m697054437)
  "_EveryplaySetThumbnailTargetTexture", referenced from:
      _Everyplay_EveryplaySetThumbnailTargetTexture_m2140344935 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetThumbnailTargetTextureHeight_m697054437, _Everyplay_EveryplaySetThumbnailTargetTextureWidth_m3997750124 , _Everyplay_EveryplaySetThumbnailTargetTexture_m2140344935 , _Everyplay_EveryplaySetThumbnailTargetTextureId_m615656409 )
  "_EveryplayFaceCamStopSession", referenced from:
      _Everyplay_EveryplayFaceCamStopSession_m2577942615 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamStopSession_m2577942615)
  "_EveryplayFaceCamStartSession", referenced from:
      _Everyplay_EveryplayFaceCamStartSession_m3431453683 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamStartSession_m3431453683)
  "_EveryplaySetThumbnailTargetTextureWidth", referenced from:
      _Everyplay_EveryplaySetThumbnailTargetTextureWidth_m3997750124 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetThumbnailTargetTextureWidth_m3997750124)
  "_EveryplayFaceCamSetTargetTextureWidth", referenced from:
      _Everyplay_EveryplayFaceCamSetTargetTextureWidth_m2340338834 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetTargetTextureWidth_m2340338834)
  "_EveryplayFaceCamSetTargetTexture", referenced from:
      _Everyplay_EveryplayFaceCamSetTargetTexture_m3804724877 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetTargetTextureWidth_m2340338834, _Everyplay_EveryplayFaceCamSetTargetTextureId_m671827059 , _Everyplay_EveryplayFaceCamSetTargetTextureHeight_m856911999 , _Everyplay_EveryplayFaceCamSetTargetTexture_m3804724877 )
  "_EveryplaySetLowMemoryDevice", referenced from:
      _Everyplay_EveryplaySetLowMemoryDevice_m285100629 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetLowMemoryDevice_m285100629)
  "_EveryplayFaceCamSetRecordingMode", referenced from:
      _Everyplay_EveryplayFaceCamSetRecordingMode_m2747159394 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetRecordingMode_m2747159394)
  "_EveryplayFaceCamSetPreviewOrigin", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewOrigin_m631557052 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewOrigin_m631557052)
  "_EveryplayFaceCamSetTargetTextureId", referenced from:
      _Everyplay_EveryplayFaceCamSetTargetTextureId_m671827059 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetTargetTextureId_m671827059)
  "_EveryplayFaceCamSetPreviewPositionX", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewPositionX_m3055249949 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewPositionX_m3055249949)
  "_EveryplayPlayVideoWithURL", referenced from:
      _Everyplay_EveryplayPlayVideoWithURL_m69515403 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayPlayVideoWithURL_m69515403)
  "_EveryplayFaceCamSetPreviewVisible", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewVisible_m1044710502 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewVisible_m1044710502)
  "_EveryplayFaceCamRequestRecordingPermission", referenced from:
      _Everyplay_EveryplayFaceCamRequestRecordingPermission_m1902429168 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamRequestRecordingPermission_m1902429168)
  "_EveryplayFaceCamSetPreviewBorderColor", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewBorderColor_m211883974 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewBorderColor_m211883974)
  "_EveryplayResumeRecording", referenced from:
      _Everyplay_EveryplayResumeRecording_m1213492625 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayResumeRecording_m1213492625)
  "_EveryplayFaceCamSetAudioOnly", referenced from:
      _Everyplay_EveryplayFaceCamSetAudioOnly_m3771862710 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetAudioOnly_m3771862710)
  "_EveryplayFaceCamSetMonitorAudioLevels", referenced from:
      _Everyplay_EveryplayFaceCamSetMonitorAudioLevels_m479080455 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetMonitorAudioLevels_m479080455)
  "_EveryplaySetThumbnailTargetTextureId", referenced from:
      _Everyplay_EveryplaySetThumbnailTargetTextureId_m615656409 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetThumbnailTargetTextureId_m615656409)
  "_EveryplayGetUserInterfaceIdiom", referenced from:
      _Everyplay_EveryplayGetUserInterfaceIdiom_m252444299 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayGetUserInterfaceIdiom_m252444299)
  "_EveryplayFaceCamAudioPowerLevel", referenced from:
      _Everyplay_EveryplayFaceCamAudioPowerLevel_m4180527268 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamAudioPowerLevel_m4180527268)
  "_EveryplayFaceCamIsHeadphonesPluggedIn", referenced from:
      _Everyplay_EveryplayFaceCamIsHeadphonesPluggedIn_m1056873805 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamIsHeadphonesPluggedIn_m1056873805)
  "_InitEveryplay", referenced from:
      _Everyplay_InitEveryplay_m615062965 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_InitEveryplay_m615062965)
  "_EveryplayFaceCamSetPreviewPositionY", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewPositionY_m267834462 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewPositionY_m267834462)
  "_EveryplayFaceCamSetPreviewBorderWidth", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewBorderWidth_m2262662280 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewBorderWidth_m2262662280)
  "_EveryplayAccountAccessToken", referenced from:
      _Everyplay_EveryplayAccountAccessToken_m964008160 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayAccountAccessToken_m964008160)
  "_EveryplayFaceCamIsVideoRecordingSupported", referenced from:
      _Everyplay_EveryplayFaceCamIsVideoRecordingSupported_m2562462669 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamIsVideoRecordingSupported_m2562462669)
  "_EveryplayFaceCamSetTargetTextureHeight", referenced from:
      _Everyplay_EveryplayFaceCamSetTargetTextureHeight_m856911999 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetTargetTextureHeight_m856911999)
  "_EveryplayFaceCamIsRecordingPermissionGranted", referenced from:
      _Everyplay_EveryplayFaceCamIsRecordingPermissionGranted_m1067201160 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamIsRecordingPermissionGranted_m1067201160)
  "_EveryplayShowSharingModal", referenced from:
      _Everyplay_EveryplayShowSharingModal_m2080825475 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayShowSharingModal_m2080825475)
  "_EveryplayStopRecording", referenced from:
      _Everyplay_EveryplayStopRecording_m2134985116 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayStopRecording_m2134985116)
  "_EveryplaySetTargetFPS", referenced from:
      _Everyplay_EveryplaySetTargetFPS_m1772736988 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetTargetFPS_m1772736988)
  "_EveryplayFaceCamSetPreviewSideWidth", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewSideWidth_m899175549 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewSideWidth_m899175549)
  "_EveryplaySnapshotRenderbuffer", referenced from:
      _Everyplay_EveryplaySnapshotRenderbuffer_m223103115 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySnapshotRenderbuffer_m223103115)
  "_EveryplaySetMotionFactor", referenced from:
      _Everyplay_EveryplaySetMotionFactor_m1841308165 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetMotionFactor_m1841308165)
  "_EveryplayFaceCamIsSessionRunning", referenced from:
      _Everyplay_EveryplayFaceCamIsSessionRunning_m379480918 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamIsSessionRunning_m379480918)
  "_EveryplaySetMetadata", referenced from:
      _Everyplay_EveryplaySetMetadata_m2472457732 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetMetadata_m2472457732)
  "_EveryplayIsRecordingSupported", referenced from:
      _Everyplay_EveryplayIsRecordingSupported_m3413991576 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayIsRecordingSupported_m3413991576)
  "_EveryplayShow", referenced from:
      _Everyplay_EveryplayShow_m3851565810 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayShowWithPath_m770181317, _Everyplay_EveryplayShowSharingModal_m2080825475 , _Everyplay_EveryplayShow_m3851565810 )
  "_EveryplaySetMaxRecordingMinutesLength", referenced from:
      _Everyplay_EveryplaySetMaxRecordingMinutesLength_m2680732924 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetMaxRecordingMinutesLength_m2680732924)
  "_EveryplayFaceCamSetPreviewScaleRetina", referenced from:
      _Everyplay_EveryplayFaceCamSetPreviewScaleRetina_m1992881529 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamSetPreviewScaleRetina_m1992881529)
  "_EveryplayIsPaused", referenced from:
      _Everyplay_EveryplayIsPaused_m3605045961 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayIsPaused_m3605045961)
  "_EveryplayIsSingleCoreDevice", referenced from:
      _Everyplay_EveryplayIsSingleCoreDevice_m13719192 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayIsSingleCoreDevice_m13719192)
  "_EveryplayFaceCamIsAudioRecordingSupported", referenced from:
      _Everyplay_EveryplayFaceCamIsAudioRecordingSupported_m2867814312 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamIsAudioRecordingSupported_m2867814312)
  "_EveryplayShowWithPath", referenced from:
      _Everyplay_EveryplayShowWithPath_m770181317 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayShowWithPath_m770181317)
  "_EveryplayIsRecording", referenced from:
      _Everyplay_EveryplayIsRecording_m689964120 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayIsRecording_m689964120, _Everyplay_EveryplayIsRecordingSupported_m3413991576 )
  "_EveryplayIsSupported", referenced from:
      _Everyplay_EveryplayIsSupported_m1807654869 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayIsSupported_m1807654869)
  "_EveryplayPauseRecording", referenced from:
      _Everyplay_EveryplayPauseRecording_m1315048464 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayPauseRecording_m1315048464)
  "_EveryplayPlayLastRecording", referenced from:
      _Everyplay_EveryplayPlayLastRecording_m1566241460 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayPlayLastRecording_m1566241460)
  "_EveryplayStartRecording", referenced from:
      _Everyplay_EveryplayStartRecording_m2113040932 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayStartRecording_m2113040932)
  "_EveryplayFaceCamAudioPeakLevel", referenced from:
      _Everyplay_EveryplayFaceCamAudioPeakLevel_m2146768706 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayFaceCamAudioPeakLevel_m2146768706)
  "_EveryplaySetDisableSingleCoreDevices", referenced from:
      _Everyplay_EveryplaySetDisableSingleCoreDevices_m872517204 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplaySetDisableSingleCoreDevices_m872517204)
  "_EveryplayPlayVideoWithDictionary", referenced from:
      _Everyplay_EveryplayPlayVideoWithDictionary_m1937960946 in Bulk_Assembly-CSharp-firstpass_0.o
     (maybe you meant: _Everyplay_EveryplayPlayVideoWithDictionary_m1937960946)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

FaceCamRequestRecordingPermission always returns false

I´m using the EveryplayTest prefab in a test I´m doing, I´m registered, I created a project in your webpage, I got the credentials and added them in the settings of everplay inside unity, so when I run the demo in my android device I always get FaceCamRequestRecordingPermission: False
Thanks in advance for your support.

Android: Crash whilst trying to share/upload video unauthenticated

Using Unity 4.6.1p1, and the latest (Dec 16th 2014) release.

Building to a Nexus 5 (Lollipop 5.0.1) trying to share a video (unauthenticated) causes the game to crash/restart, consequently loosing game video and game state. It happens when trying to login or filling out DOB in the Everyplay dialogue.

Could not find activity: Unable to find explicit activity class

Error Log is

E/PersonaManagerService(797): inState(): stateMachine is null !!
E/Everyplay(12565): com.everyplay.Everyplay.view.g.a() (line:-1) :: Could not find activity: Unable to find explicit activity class {com.com2us.soulcollector.normal.freefull.google.global.android.common/com.everyplay.Everyplay.view.EveryplaySharingModalActivity}; have you declared this activity in your AndroidManifest.xml?
E/Sensors(797): Acc old sensor_state 8193, new sensor_state : 8192 en : 0
E/Vold(258): Failed to find mounted volume for /storage/extSdCard/Android/obb/com.com2us.soulcollector.normal.freefull.google.global.android.common/
E/Sensors(797): Acc old sensor_state 8192, new sensor_state : 8193 en : 1

Help me

Crash in iOS SDK when native application uses AVFoundation Framework's AVAudioPlayer

Hello team,
We have come across an issue where using Everyplay plugin in conjunction with the native AVFoundation Framework, we're observing crashes being reported. Here are some details:

Uncaught exception: NSInvalidArgumentException: -[NSURL URLByAppendingPathComponent:]: component, components, or pathExtension cannot be nil.

    [
      "0   CoreFoundation                      0x228214b7 <redacted> + 150",
      "1   libobjc.A.dylib                     0x30038c8b objc_exception_throw + 38",
      "2   CoreFoundation                      0x228213e5 <redacted> + 0",
      "3   Foundation                          0x234a43d7 <redacted> + 78",
      "4   zigzagboom                          0x01ae0ae5 -[EveryplaySoundEngine loadSoundBuffer:toSource:] + 120",
      "5   zigzagboom                          0x01af1e5b -[EveryplayIntegrationAVFoundation prepareToPlayEveryplay] + 330",
      "6   zigzagboom                          0x01af1f99 -[EveryplayIntegrationAVFoundation playEveryplay] + 156",
      "7   zigzagboom                          0x01906435 -[IMMraidAudioPlayer playAudio] + 52",
      "8   zigzagboom                          0x01906b65 -[IMMraidAudioPlayer connectionDidFinishLoading:] + 364",
      "9   CFNetwork                           0x2237af81 <redacted> + 56",
      "10  CFNetwork                           0x2237af3b <redacted> + 182",
      "11  CFNetwork                           0x2237b02d <redacted> + 36",
      "12  CFNetwork                           0x222900cf <redacted> + 78",
      "13  CFNetwork                           0x2232c889 <redacted> + 60",
      "14  CFNetwork                           0x22280f4d <redacted> + 60",
      "15  CoreFoundation                      0x22732e2d CFArrayApplyFunction + 36",
      "16  CFNetwork                           0x22280e07 <redacted> + 182",
      "17  CFNetwork                           0x22280ccd <redacted> + 216",
      "18  CFNetwork                           0x22280b61 <redacted> + 48",
      "19  CoreFoundation                      0x227e7d57 <redacted> + 14",
      "20  CoreFoundation                      0x227e7167 <redacted> + 218",
      "21  CoreFoundation                      0x227e57cd <redacted> + 772",
      "22  CoreFoundation                      0x227333c1 CFRunLoopRunSpecific + 476",
      "23  CoreFoundation                      0x227331d3 CFRunLoopRunInMode + 106",
      "24  GraphicsServices                    0x29aeb0a9 GSEventRunModal + 136",
      "25  UIKit                               0x25d417b1 UIApplicationMain + 1440",
      "26  zigzagboom                          0x00021b44 main + 312",
      "27  zigzagboom                          0x00021a08 start + 40"
    ]
Mar 23 18:05:27 iPhone zigzagboom[6294] <Error>: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSURL URLByAppendingPathComponent:]: component, components, or pathExtension cannot be nil.'
    *** First throw call stack:
    (0x2282149f 0x30038c8b 0x228213e5 0x234a43d7 0x1ae0ae5 0x1af1e5b 0x1af1f99 0x1906435 0x1906b65 0x2237af81 0x2237af3b 0x2237b02d 0x222900cf 0x2232c889 0x22280f4d 0x22732e2d 0x22280e07 0x22280ccd 0x22280b61 0x227e7d57 0x227e7167 0x227e57cd 0x227333c1 0x227331d3 0x29aeb0a9 0x25d417b1 0x21b44 0x21a08)

Everyplay is crashing on Android N

Hey,

We are experiencing issues due to new security model with NDK in Android N.

Basically the non-white-listed so files like libcutils, libbinder and other are now inaccessible dynamically and have to be linked statically.

Android N documenation:
https://developer.android.com/preview/behavior-changes.html#ndk

The game crashes occasionally after the Everyplay initialization.
Sometimes user will get this popup, sometimes not.

Issue screenshot:
http://imgur.com/a/o5sKf

When built with 24 target and 24.0.1 tools the crashes go away, but it does not work either, we never get valid ready callbacks.

From all I see files that need to be linked against are:
libbacktrace.so
libbase.so
libbinder.so
libc++.so
libcrypto.so
libcutils.so
libunwind.so
libutils.so

Best,

First time open crash on Huawei honor devices.

Issues on Huawei devices(Tested: Honor 5C,P8).
When game first time open(at this time have not any code refrence EveryPlay code,such as:"Everyplay.IsReadyForRecording()") -- game crash!but on second entry game works well and no everyplay suppored.

I create a empty project only import everyplay plugin in Unity for confirm is not my game code problem at last the problem happend as same.

Useful Crash Info:
`02-13 18:52:27.102: I/Everyplay(29465): Everyplay SDK build: 1550
02-13 18:52:27.105: E/linker(29465): readlink('/proc/self/fd/37') failed: Permission denied [fd=37]
02-13 18:52:27.106: E/linker(29465): warning: unable to get realpath for the library "/data/app/com.xxxxx.test-1/lib/arm/libeveryplay.so". Will use given name.
02-13 18:52:27.114: I/Everyplay(29465): JNI_OnLoad done
02-13 18:52:27.152: I/VideoCapabilities(29465): Unsupported profile 16384 for video/mp4v-es
02-13 18:52:27.152: I/VideoCapabilities(29465): Unsupported profile 16384 for video/mp4v-es
02-13 18:52:27.179: I/VideoCapabilities(29465): Unsupported profile 4 for video/mp4v-es
02-13 18:52:27.181: I/Everyplay(29465): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Multiple video codecs found for video/avc: [OMX.IMG.TOPAZ.VIDEO.Encoder, OMX.google.h264.encoder]
02-13 18:52:27.184: I/Everyplay(29465): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Multiple video codecs found for video/mp4v-es: [OMX.IMG.TOPAZ.VIDEO.Encoder, OMX.google.mpeg4.encoder]
02-13 18:52:27.184: I/VideoCapabilities(29465): Unsupported profile 16384 for video/mp4v-es
02-13 18:52:27.184: I/VideoCapabilities(29465): Unsupported profile 16384 for video/mp4v-es
02-13 18:52:27.185: I/VideoCapabilities(29465): Unsupported profile 4 for video/mp4v-es
02-13 18:52:27.186: I/Everyplay(29465): com.everyplay.Everyplay.encoding.a.b() (line:-1) :: Codec query took 56 ms
02-13 18:52:27.397: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:27.550: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:27.673: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:27.673: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:27.717: I/AudioManager(29465): requestAudioFocus() status : 1
02-13 18:52:27.717: I/AudioManager(29465): requestAudioFocus() apk : com.xxxxx.test
02-13 18:52:28.011: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:28.011: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:28.109: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:29.855: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:30.029: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:31.492: I/System(29465): core_booster, getBoosterConfig = false
02-13 18:52:33.313: I/Choreographer(29465): Skipped 36 frames! The application may be doing too much work on its main thread.
02-13 18:52:33.345: E/lowmemorykiller(309): Error writing /proc/29465/oom_score_adj; errno=22

`
I tested is should not about that Permission problem because I tried give the permission on phone android app manager at first time. Still crash!

Unity version: 5.5.0p4
Android version:6.0
Everyplay Enable early initalizer setting option is Enable

ThumbnailReadyAtFilePath is never called

This event is never called, at least on a build targeting Metal with Unity 5 beta 14. Recordings are working and can be uploaded from the sharing modal, but this event never fires. Any thoughts?

API access for upload

Is there a way to have videos be uploaded automatically right after recording? Or, API access for upload

How to record a video with AR camera in Unity ?

Hello everyone, I wanna know how to record a video with AR camera Vuforia Unity, I found some codes but I also don't know how to use it, please someone can helps me??
Please please, Help me, Help me

UI hidden during gameplay but appears during replay

Thanks for the last update, everything works great except for one thing: I've set GameObjects on the EveryplayHudCamera layer and configured the cameras as explained in the doc.
It works perfectly on Android and most of iOS phones but on several devices it does the opposite: the UI is hidden during gameplay but it's showing up in the replay!

We've experienced the bug on iPhone 5, iPhone 5c.

Thanks for your help!

ThumbnailReadyAtTextureIdDelegate does not exist

Hello in Unity 5.5.0f3 I get:

error CS0426:

The nested type ThumbnailReadyAtTextureIdDelegate' does not exist in the type Everyplay'

Affected method:

public event Everyplay.ThumbnailReadyAtTextureIdDelegate ThumbnailReadyAtTextureId { add { Everyplay.ThumbnailReadyAtTextureId += value; } remove { Everyplay.ThumbnailReadyAtTextureId -= value; } }

Everyplay.IsRecordingSupported() issue?

In the demo scene provided in the latest build, this boolean is not working correctly and i have also deployed on both android and ios devices and tested it. This boolean has some serious issue. Without this, recording will not start. Please share list of devices supported by latest update of everyplay.

Crash/Slow on Samsung Devices

Is it possible to check if everyplay recording is slowing down game framerates? Recording makes Samsung devices like Galaxy 3/4 so slow, even crashed. Those devices have more than one core so singlecore check method in Everyplay SDK is not useful. Thank you in advance.

If can record local music sound in android?

in my game select mobile local music to play,when record finish ,the movie no sounds.

my code

in unity code

AndroidJavaClass mPlugin = new AndroidJavaClass("com.xxx.AudioViewActivity");

mPlugin.CallStatic("LocalPlayAudio");

Everyplay.StartRecording();

java android native code

private MediaPlayer mediaPlayer;

void LocalPlayAudio(){
         mediaPlayer.setDataSource(pUrl);
	mediaPlayer.start();
}

ld: framework not found EveryplayCore

Hello dear people,
i get this error when i try to build my ios project. I tried it with unity 5.5.5, 5.6.4 and xcode 8.3, 9 & 9.2. Always the same error.
The sdk folder of ios only contains the Everyplay.bundle & Everyplay.framework, but not EveryplayCore.framework
I need their help,
thanks

xcode crash when trying to share using everyplay

can someone help me with this issue? This is the error log i get: Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UIPopoverController initWithContentViewController:] called when not running under UIUserInterfaceIdiomPad.

This is the line what causes it inside main.mm UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);

State of Everyplay

Hey Everyplay,

After 8 months of no updates I'm wondering is this product going to be discontinued in the future?

If not when can the next release cycle be expected?

Best,

Everyplay build failed on ios

I cant get my ios build to work. Unity 5.4.0. Xcode 7.3.1. Everyplay Release 2121-1540.

UriFormatException: Invalid URI: The format of the URI could not be determined: Bin/xcode/. System.Uri..ctor (System.String uriString, Boolean dontEscape) System.Uri..ctor (System.String uriString) Everyplay.XCodeEditor.XCProject.AddFile (System.String filePath, Everyplay.XCodeEditor.PBXGroup parent, System.String tree, Boolean createBuildFiles, Boolean weak) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:399) Everyplay.XCodeEditor.XCProject.ApplyMod (Everyplay.XCodeEditor.XCMod mod) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:684) Everyplay.XCodeEditor.XCProject.ApplyMod (System.String rootPath, System.String pbxmod) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:634) EveryplayPostprocessor.ProcessXCodeProject (System.String path) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:240) EveryplayPostprocessor.PostProcessBuild_iOS (System.String path, System.String clientId) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:136) EveryplayPostprocessor.OnPostProcessBuild (BuildTarget target, System.String path) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:65) UnityEditor.HostView:OnGUI()

Not working in Unity5.2.0f X64

i downloaded package
dragged Everyplayprefab on hierarcy window
copy and paste my client id and secret to unity3d

it show start recording and every play and send CAM req on editor
BUT
nothing work
NOT EVEN editor
i googled
i youtubed
reading doc 100 times
reading sites and manuals 100 times
checked checkbox of prefabs for android initial and ....
not even android device HUAWEI and samsung
is that necesseray a custome unity 3d ?
is that necessary our device have SD card?
can anybody upload sample test ????

Doesn't build on platform Windows Store

Assets\Plugins\Everyplay\Scripts\EveryplayRecButtons.cs(397,78): error CS1928: 'EveryplayRecButtons.Button' does not contain a definition for 'GetTypeInfo' and the best extension method overload 'System.Reflection.IntrospectionExtensions.GetTypeInfo(System.Type)' has some invalid arguments

Should be:

#if NETFX_CORE
using System.Reflection;
#endif
#if NETFX_CORE
        isToggleButton = typeof(ToggleButton).GetTypeInfo().IsAssignableFrom(button.GetType().GetTypeInfo());
                                                                                   ^^^^^^^^^^
#else
        isToggleButton = typeof(ToggleButton).IsAssignableFrom(button.GetType());
#endif

Final SDK and Android 19

While the final Everyplay SDK seems to work on later versions of the Android OS, it no longer seems to work on Android 16-19. Was there a change made where it wouldn't work on that version of the OS, or should I be looking for some other reason?

Thanks

readyForRecording bool only set true if ReadyForRecording event has listeners

This method causes some nasty and hard to track down issues:

private void EveryplayReadyForRecording(string jsonMsg)
    {
        if (ReadyForRecording != null)
        {
            Dictionary<string, object> dict = EveryplayDictionaryExtensions.JsonToDictionary(jsonMsg);
            bool enabled;

            if (EveryplayDictionaryExtensions.TryGetValue(dict, "enabled", out enabled))
            {
                readyForRecording = enabled;
                ReadyForRecording(enabled);
            }
        }
    }

You can see that the readyForRecording bool is set only if there is a delegate on the ReadyForRecord event (not null) at the time the this method is called. This leads to very confusing results based on if/when a delegate is added to ReadyForRecord vs when IsReadyForRecording() is called. Since the source isn't actually in this project, I'll just post what the patch should be here:

private void EveryplayReadyForRecording(string jsonMsg)
{
    Dictionary<string, object> dict = EveryplayDictionaryExtensions.JsonToDictionary(jsonMsg);
    bool enabled;
    if (EveryplayDictionaryExtensions.TryGetValue(dict, "enabled", out enabled))
    {
        readyForRecording = enabled;
    }
    if (ReadyForRecording != null)
    {
        ReadyForRecording(enabled);
    }
}

Recording not starting

Using provided EveryPlay Test prefab i have tried on nexus 7 device running android 6(mw) and nothing happens when click on start recording button. I have properly configured the clients id and secret in everyplay settings. Any clue on this ?

KeyNotFoundException: The given key was not present in the dictionary.

Hi,

I have this issue when building for iOS :

KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (.TKey key) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150) UnityEditor.XCodeEditor.XCProject..ctor (System.String filePath) (at Assets/Facebook/Editor/iOS/third_party/XCodeEditor-for-Unity/XCProject.cs:95) UnityEditor.FacebookEditor.XCodePostProcess.OnPostProcessBuild (BuildTarget target, System.String path) (at Assets/Facebook/Editor/FacebookPostprocess.cs:25) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

AND

KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (.TKey key) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150) Everyplay.XCodeEditor.XCProject..ctor (System.String filePath) (at Assets/Editor/Everyplay/XCodeEditor/XCProject.cs:93) EveryplayPostprocessor.ProcessXCodeProject (System.String path) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:124) EveryplayPostprocessor.PostProcessBuild_iOS (System.String path, System.String clientId) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:76) EveryplayPostprocessor.OnPostProcessBuild (BuildTarget target, System.String path) (at Assets/Editor/Everyplay/Scripts/EveryplayPostprocessor.cs:24) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

I'm losing my mind .... 1 week on it :'(

Thanks a lot for your help !!

(I'm using Chartboost 5.0, Facebook 6.0 and Everyplay)

Thanks !

Use gradle build require Android ndk?

Both my PC and Unity have no Android NDK.
If I use File -> Build Settings -> Build to build an Android apk, It can build successful.
But if I use Unity to export an android project and use gradle to build an android apk. It got an error in "everyplay_plugins_lib\build.gradle" line32.
I see the getNdkDir function in build.gradle and it really use ndk to build.
So I just very confused that why use unity "File -> Build Settings -> Build" didn't need android ndk? And the gradle build need the ndk?

Android build not work and show no error log

Hello.

When I build to Android and tested on Nexus 5x and Moto G2 it simply does not work and don't show any log of erros.

The same build on iOS, iPhone 5C, works perfectly.

Any ideas why?

First install game and run crash on HUAWEI device

I integrate everyplay in project. And build apk, run game and crash in HUAWEI device.
Of course, only this device have crash issue. I try not enable early initalize and build -> run game ,no crash.
Then , i try enable early initalize and add "try catch" in EveryplayEarlyInitializer script.

[RuntimeInitializeOnLoadMethod]
static void InitializeEveryplayOnStartup()
{
	try
	{
    	 EveryplaySettings settings = (EveryplaySettings) Resources.Load("EveryplaySettings");
		 if (settings != null)
      	 {
       	    if (settings.earlyInitializerEnabled && settings.IsEnabled && settings.IsValid)
            {
               Everyplay.Initialize();        
	  		}
		 }
	}
	catch(System.Exception e) 
	{
		Debug.LogWarning("everyplay initialize fail " + e);
	}
}

then build -> run game , and crash.
I find the error in Dalvik Debug Monitor.
The following is error content :
Fatal signal 11(SIGSEGV), code 2 , fault addr 0xaf4a3678 in tid 7902(UnityMa in)

Build APK error

**\client\project\android\everyplay\jni: No such file or directory. Stop.
:everyplay:ndkBuild FAILED

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':everyplay:ndkBuild'.

Process 'command 'C:\Users\hasee\android-ndk-r10e/ndk-build.cmd'' finished with non-zero exit value 2

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED


The above is error information in cmd .
Please help me solve the issue.
Thanks!

Everyplay crash on Samsung Ace/Zte/Tabs

I'm getting a crash with Everyplay on the devices listed above. Works fine on most other Androids.

Can you help me with this?

Stacktrace:
05-13 17:19:29.795: I/DEBUG(3014): Build fingerprint: 'samsung/heat3gtfnvzw/heat3gtfnvzw:4.3/JLS36C/S765CUDUANC1:user/release-keys'
05-13 17:19:29.795: I/DEBUG(3014): Revision: '5'
05-13 17:19:29.795: I/DEBUG(3014): pid: 20651, tid: 20670, name: main >>> com.companyName.titleName <<<
05-13 17:19:29.795: I/DEBUG(3014): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 9801d103
05-13 17:19:30.035: I/DEBUG(3014): r0 00000001 r1 00000000 r2 00000000 r3 ffffffbc
05-13 17:19:30.035: I/DEBUG(3014): r4 00000000 r5 00000001 r6 00000000 r7 00000000
05-13 17:19:30.035: I/DEBUG(3014): r8 40537dca r9 9801d103 sl 00000000 fp 00000000
05-13 17:19:30.035: I/DEBUG(3014): ip 00000001 sp 5fe9b9e0 lr 63512923 pc 40537dd0 cpsr 20000030
05-13 17:19:30.035: I/DEBUG(3014): d0 0000000000000000 d1 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d2 0000000000000000 d3 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d4 070020400f000008 d5 00c801e0ffff0400
05-13 17:19:30.035: I/DEBUG(3014): d6 0000000000000000 d7 3c0000ff00000000
05-13 17:19:30.035: I/DEBUG(3014): d8 0000000000000000 d9 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d10 0000000000000000 d11 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d12 0000000000000000 d13 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d14 0000000000000000 d15 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d16 0000000000000000 d17 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d18 0000000000000000 d19 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d20 0000000000000000 d21 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d22 0000000000000000 d23 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d24 000000003f19999a d25 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d26 3f80000000000000 d27 0000000000000000
05-13 17:19:30.035: I/DEBUG(3014): d28 0000000000000000 d29 000000003dcccccd
05-13 17:19:30.035: I/DEBUG(3014): d30 0000000000000000 d31 3f80000000000000
05-13 17:19:30.035: I/DEBUG(3014): scr 20000012
05-13 17:19:30.035: I/DEBUG(3014): backtrace:
05-13 17:19:30.035: I/DEBUG(3014): #00 pc 00001dd0 /system/lib/libEGL.so
05-13 17:19:30.035: I/DEBUG(3014): #1 pc 00009921 /data/app-lib/com.companyName.titleName-1/libeveryplay.so
05-13 17:19:30.035: I/DEBUG(3014): #2 pc 00010ffc
05-13 17:19:30.035: I/DEBUG(3014): stack:
05-13 17:19:30.035: I/DEBUG(3014): 5fe9b9a0 60e72000 /dev/kgsl-3d0

Facebook Error

I integrated Everyplay sdk to my project.
When I used the modal popup to share a movie via Facebook, it worked fine at the first time.

At the first time, I did following sequence.

  1. Press Facebook button on the modal popup.
  2. Everyplay login page shows at a moment. And then automatically show up Facebook login popup.
  3. After login Facebook, the last modal popup automatically closed. And marked Facebook button icon on the first modal popup.
    --

The login procedure has been failed when I tried uploading movie at the second time.
At the first time, Everyplay login page shows in a second. But, it is stucked in the Everyplay login page at the second time.
I could find Facebook login button in the stucked Everyplay login page on the below.
I pressed Facebook button. After that, it just shows our project's Everyplay page which was able to nothing.
I closed every pages until to find the first modal popup to check whether Facebook button was activated.
But, it was not activated. I tried again in several times. It resulted same output.

Any idea?

(My english is not good. If you have any question, please feel free.)

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