I am using the official PlayGameServices plugin for Unity, and have been following the installation to the point. Authentication seems to work like a charm, but when I want to do the ShowAchievementsUI();, nothing happends. No UI, no errors, no crashes.
Ive been googling around for a while, it seems other people have hit this problem, but with no solution in sight.
My code at the moment is :
using GooglePlayGames;
using UnityEngine.SocialPlatforms;
void Start() {
PlayGamesPlatform.DebugLogEnabled = true;
PlayGamesPlatform.Activate();
LoginSocialGamecenter();
}
public static void LoginSocialGamecenter() {
if (Social.localUser.authenticated) {
Social.ShowAchievementsUI (); Debug.Log("Pancakes!");
return;
}
}
And "Pancakes!" comes out perfectly. Authentication UI on first install also shows up nicely. It fails on all devices I have, but the debug message shows up perfectly on Android.
According to the documentation, it should work as described:
Showing the Achievements UI
To show the built-in UI for all leaderboards, call
Social.ShowAchievementsUI.
using GooglePlayGames;
using UnityEngine.SocialPlatforms;
...
// show achievements UI
Social.ShowAchievementsUI();
This will show a standard UI appropriate for the look and feel of the platform (Android or iOS).
Akhil got it right. There needs to be more than five achievements or the window won't appear.
It will make no error reports on this, simply return false.
Related
My Cardboard-like VR-Viewer has a button that works by touching the screen. I created an app in Unity3D and this trigger mechanic first worked like a charm. Now all of a sudden, I think I only added an explosion particle effect, the touch function stopped working completely. I have tried things like removing the explosion from my scene again, but nothing seems to work. Another curious thing is, that I can't close the app in a normal way anymore (normally in VR Apps you have an X-Button in the top left of your screen, but clicking it doesn't do anything anymore too (It used to work!)). App still runs, doesn't crash, but no interaction is possible. I looked at the debug logs via adb - no errors there... App works like it used to when I start it inside the Unity Editor.
Did someone encounter a similar error or may have an idea about what the problem is? I'm using Unity Daydream Preview 5.4.2f2.
Edit: I forgot to mention I was using GvrViewer.Instance.Triggered to check if the screen was touched.
For all having the same problem, I worked around it by also checking if a touch just happened. In my Player : Monobehaviour I used:
void Update()
{
if (GvrViewer.Instance.Triggered ||
Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Ended)
{
//Do stuff.
}
}
I'm trying to integrate the google play Leaderboard with help of the play-games-plugin-for-unity plugin into my game.
It works fine, committing to Leaderboard an all, only one thing is not working. When I call the Leaderboard
//LEADERBOARD
if (GUI.Button(leaderboardButton, "Leaderboard"))
{
((PlayGamesPlatform)Social.Active).ShowLeaderboardUI(Constants.LEADERBOARDID);
// Social.ShowLeaderboardUI();
}
it opens the window where I see all leaderboards. But I'm giving a specific id. This would be the behaviour I expect from the line Social.ShowLeaderboardUI(); which is commented out. The overload with a given Id (hid behind Constants.LEADERBOARDID) should start the specific Leaderboard UI according to the doc. Someone knows if this is an issue (haven't seen any report on GitHub) and how to solve it? It isn't that that big of an issue, but one click is better than two.
I tried something interesting. I changed the Id to some wrong value. Still the same behavior (opening the window with all leaderboards). Of course committing the score doesn't work anymore.
Okay, i found the error in the sourcecode of the Plugin, fixed it and resolved the problem. So here I present the fix if someone needs it. It's in the LeaderboardManager class.
This is how ShowUI is called:
internal void ShowUI(string leaderboardId, Action callback) {
Misc.CheckNotNull(callback);
C.LeaderboardManager_ShowAllUI(mServices.AsHandle(), Callbacks.InternalShowUICallback,
Callbacks.ToIntPtr(callback));
}
This should be the correct version
internal void ShowUI(string leaderboardId, Action callback) {
Misc.CheckNotNull(callback);
C.LeaderboardManager_ShowUI(mServices.AsHandle(),leaderboardId, Callbacks.InternalShowUICallback,
Callbacks.ToIntPtr(callback));
}
}
See the difference? C.LeaderboardManager_ShowAllUI instead of C.LeaderboardManager_ShowUI is called.
So I noticed when I was debugging that there seems to be a tag that's repeating through my app entitled "BubblePopupHelper" with text: "isShowingBubblePopup : false"
Screenshot of the log
To my knowledge, I'm not using or causing it. Does anyone have an idea of what's going on? The application is the one I'm writing.
Upon further inspection, I did notice that every time I'm updating text (via a TextView) it displays onscreen. If there's a better way of doing so, please let me know.
Thanks!
The message seems to be logged by some SDK libraries whenever setText is called in a TextView. I get it in Android Studio developing with min API 14.
One interim solution till Google removes it would be using the filtering feature of Android Studio by writing a RegEx that only includes your log messages. For example if I have all my tags start with 'Braim' then 'Braim.*' can be used
If you want to filter this annoying logs away you can use the following regex:
by Log Tag: (?!^BubblePopupHelper)(^.*$)
Have you added "OnGlobalLayoutListener"?
I've encountered same problem and finally I found that getViewTreeObserver().addOnGlobalLayoutListener caused the problem.
Here is my solution:
textView.getViewTreeObserver().addOnGlobalLayoutListener(new ViewTreeObserver.OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
...
textCategory.getViewTreeObserver().removeGlobalOnLayoutListener(this);
}
});
Specifically, I'm seeing this issue on an Android tablet, but I'm told it's with ALL mobile devices -- iPhones, Nexus tablets, etc.
But I have the common problem of change events not firing. Here's the function code that has the click events assigned:
function do_this(with_this_data)
{
var that = this;
this.with_this_data = with_this_data;
this.period = 900;
this.updateHours();
$('#date').change(function() {
that.updateHours();
});
$('#time_hour').change(function() {
that.updateMinutes();
});
// extra irrelevant data trimmed out
}
Now...one fix that should work is to move those .change() statements into a $(document).ready block -- but the problem is, if I do, then i get all sorts of undefined variable issues and stuff....all of the "update" functions are within said $(document).ready block and defined by names like "FutureStuff.prototype.updateMinutes."
What are my options???
Mifeet, again, I appreciate your feedback; I know you weren't able to fully get me up and running, but I'm still thankful.
But anyway, I solved the issue...it meant that basically I had to rewrite a new version of the JS code and stick it in an "if this chap is using a mobile browser" block. So yeah, one huge block of code for desktop users, another for mobile...but it works. :) And it was a pain in the hiney.
I have set up a small mobile application and during tests I have stumbled upon a problem with older versions of mobile devices running Android version 2. Please note that iPhones, iPads and newer versions of Android, namely 4.xx display the pages well. The problem is as follows:
When page is called directly from the link:
Home
it is properly displayed.
However, when there is a click handler on a link, like here:
$(document).on('click', '#lstAddrList li', function ()
{
var anchor = $(this).find('a');
sessionStorage.SiteAddr = anchor.attr('id');
changePage();
});
the list line (in this case) stays selected and nothing happens. It is ONLY after the calling page is refreshed directly from the browser when the called page is displayed. I have a feeling that older Androids do not properly handle changePage() method.
Will you have some ideas?