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Help for my Survey?

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Hi everyone!


I am currently working at the Nottingham Trent University and we are conducting a small survey on Internet and mobile phone use. Your participation would be a valuable contribution for a better understanding of why and how humans use the Internet and mobile phones from a cross-cultural perspective.


Link for the survey: Click here


Thank you for your time!...

Help for my Survey?

[SOLVED] Performance good in editor but drama in xCode

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Hi all,

I'm building my first game for iOS. The game runs smoothly in the Unity editor but once exported into xCode
and run on my test device (iPhone X) I get low fps (stuttering and slow performance). Does anyone know why this happens or how to look in the right direction how to solve this? See profiler screenshot:

https://prnt.sc/jt76kv


And another screenshot from the profiler:

http://prntscr.com/jt7912



Regards Rob

IOS/Xcode error when using System.net.mail

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Hey all, I've stumbled upon an issue with sending smtp mail via my apps. The Android and desktop versions work fine however IOS does not. It also doesn't crash, it simply does nothing. So I debugged it in Xcode and found it outputting the following error report. I have no idea why this is and what it means.
Has anyone else encountered anything like this and know what may be causing it? Any help/ advice would be a huge help as I really don't know what to do next. I can provide more...


IOS/Xcode error when using System.net.mail

Can build a test project, but not my own project

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Hey guys, yet another Xcode problem here...

I am not a paying developer yet, and just need to test an app on an iPhone for the company I work at. I need to build our app to an iPhone 5. I am using a 2011 iMac with High Sierra (10.13.5). I am using XCode 9.4, but I tried with 10-beta as well.

So before I tried with our app, I went with Unity's own tutorial: https://unity3d.com/learn/tutorials/topics/mobile-touch/building-your-unity-game-ios-device-testing And everything works...

Can build a test project, but not my own project

Recommended Xcode versions

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General rule - you should always use latest minor (.x) release of Unity.

Unity 3.4.x - was tested with Xcode 3.2.6 and Xcode 4.2. Unity 3.4.x won't receive any updates.
Unity 3.5.x - should work fine with Xcode 4.2 / 4.3 / 4.4 / 4.5 / 4.5.2 / 4.6 / 5.0 (except Build&Run). We strongly recommend upgrading to Unity 3.5.7.
Unity 4.5.x - should work fine with Xcode 5.0. Xcode 5.1
Unity 4.5.4p1 - adds support for Xcode 6 and iPhone6/6+. Build can be downloaded at...

Recommended Xcode versions

Bug!? Unity 2017.4.5f1 - (Case 1048783) Target Device & Minimum iOS Version not persistent

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I'm currently trying to port an existing project using Linear color space over to iOS. The first really nasty issue I ran into was that when I remove OpenGL ES 2, Unity does a full re-import of everything, which takes about a day (20+ hours). That is obviously not cool, and I don't quite understand why Unity needs to do all this work when the only change I made was removing one API (Metal was already there, OpenGL ES 2 was just an additional one which would have been used as fallback)....

Bug!? Unity 2017.4.5f1 - (Case 1048783) Target Device & Minimum iOS Version not persistent

Unity and macOS 10.13 (High Sierra)

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Current macOS 10.13 High Sierra support summary:

macOS 10.13 High Sierra upgrade recommendation: upgrade with care
For macOS 10.13 support you have to upgrade your Unity Editor to one of these versions:
- 5.5.5 patch 2 or later (install Visual Studio for Mac for script editing)
- 5.6.4 patch 3 or later
- 2017.1.2 patch 3 or later
- 2017.2.0 patch 3 or later
- 2017.3.0 or later
These...

Unity and macOS 10.13 (High Sierra)

iOS Bluetooth Keyboard

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I'm looking to implement hardware keyboards on an iOS app for accessibility reasons. I've tested on an iPad with a Bluetooth keyboard. The keyboard works for typing into text fields, but I'm not getting any inputs i.e. Input.GetKeyDown.

I found a bunch of old forum posts mentioning this issue with no solutions. Does anyone know of a solution or work around?

Replay Kit in iOS 11

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Replaykit appears to fail on iOS 11. It requests permission to record, then nothing happens. Everything works fine in iOS 10. Any idea why this happens?

Does Unity call Start() when OnApplicationPause(true)

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When receiving an incoming call, OnApplicationPause(false) is called, and when returning back to the app OnApplicationPause(true) is called. What's going to happen when returning? Do all my gameobjects on the scene run Start() again? If so that's bad because it'll reset everything to default in my case. I read different answers on different sites, I wonder why it's not clear.

Heyzap / Fyber Build Error

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Hello all,

I have my game (spent 2 years making, is big game...) working great on Andriod, so now would like to get it working on iOS.

I get a unity build error and a message to send it to HeyZap, but all they have said is have I got the most update version of HeyZap (now fyber) when I told them yes, not had anything back from them in 2 weeks, despite a few nice emails to ask if they can. So looking here to see if anyone can help.

The error I get is this,

Error building Player:...

Heyzap / Fyber Build Error

Lag when loading ads in background (banner/interstitial/video ads - banner and interstitial)

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Hi,

All my games lag when I'm loading ads.

In my native apps, it's ok.

But on Unity, the frame rate drop down during few minutes...

Is there anybody who know how to handle this issue ?

(tested with chartboost, admob, iAd, unity ads).

Thanks for your help !

Best regards,

AB

Unity 5.3.x build size increase FAQ

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Recently we are seeing number of questions scattered around forums regarding build size increase when building iOS applications with Unity 5.3.x. This post aims to clarify some aspects of it in single place.

1. My application build size increased by 130-150 MB after switching to Unity 5.3.x. What's happening?
We enabled Bitcode support as default for iOS projects. It's new Apple's technology, which allows them to re-optimize your application after submission to the App Store. Though...

Unity 5.3.x build size increase FAQ

Help, OneSignal distribution on IOS

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Hi,
I'm trying to use OneSignal on IOS.
I'm using Unity 5.6.3 and OneSignal 2.7.1
If I compile my project with developer provisioning and run it on my device, it works.
When I change the provisioning to distribution and try to archive the project, it give me this error:

PBXCp...

Help, OneSignal distribution on IOS

Large size on the AppStore

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I followed the instructions here:
https://support.unity3d.com/hc/en-us/articles/207942813-How-to-disable-Bitcode-support-

So basically I have an editor script called "DisableBitcode" (Its in the Editor folder inside the Assets folder).

Code (CSharp):
  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using UnityEditor;
  4. using UnityEditor.Callbacks;
  5. using UnityEditor.iOS.Xcode;
  6.  
  7. public static class MyBuildPostprocess
  8. {
  9.     [PostProcessBuild(999)]
  10.     public static void...
Large size on the AppStore

How to put iOS entitlements file in a Unity project

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I will show you how to include iOS's entitlements file in a Unity project and how to hand it over to Xcode project.
I did this research out of my own need.
I'm using this to automatically add "Associated Domains" to the generated Xcode project.

Like you and many other Unity users, I was somewhat confident in Unity's ability to handle complex things.
So I tried putting a file which has .entitlements as it's extension in a project
just to find out disappointing result that It has no effect....

How to put iOS entitlements file in a Unity project

Downloading Asset Bundles from Apple's Hosted Server

il2cpp.exe error

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I'm getting this error when trying to build with il2cpp: "il2cpp.exe did not run properly!"

Alsgo getting an error related to google play(i have google play plugin for the android version):
"IL2CPP error for type 'GooglePlayGames.Native.PInvoke.PInvokeUtilities/OutStringMethod' in assembly 'C:\Users\Public\Documents\Unity projects\(projectName)\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll'
Additional information: Build a development build for more information. Exception has been thrown...

il2cpp.exe error

xcodeapi for adding Sticker extensions

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Hello all,

My company would like to add stickers and an iMessage app extension to our Unity3D game. Since we use automated build processes several times a day to build to iOS, we are constantly generating a new .xproj file for XCode, and need to make any changes to the project either through Unity3D directly, or in post-process build.

Since Unity3D doesn't currently support stickers, it seems what I need to do is add a new target to the project through code. There is a library in...

xcodeapi for adding Sticker extensions

Second preview build for iOS 9 On Demand Resources and App Slicing support

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Hello,

We are releasing a second preview build for iOS 9 On Demand Resources (ODR) and
App Slicing support. We're planning to release this later in 5.2 cycle. For now
the build is based on a recent 5.2f2 build with additional fixes from 5.2f3.

Download link:

http://beta.unity3d.com/download/747ba33418da/download.html

For actual ODR and/or App Slicing usage you can check or use either an
AssetBundle demo located here:...

Second preview build for iOS 9 On Demand Resources and App Slicing support
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