My xamarin.forms app is meant to join a Zoom meeting on a mobile device using Launcher.OpenAsync() with a uri scheme of the form "zoomus://zoom.us/join?confno=1234567890&pwd=123456".
This works fine on Android, but on iOS it doesn't seem to do anything at all. I call Launcher.CanOpenAsync() beforehand, and that returns true, so the uri should be OK. The Zoom app is already installed. In info.plist I have added zoomus (and zoom) to LSApplicationQueriesSchemes.
My code looks like this:
private void RunZoomAsync()
{
Task zoomTask = Task.Run(async () =>
{
if (await Launcher.CanOpenAsync(selectedMedia.Uri))
{
Message = "Launching Zoom";
await Launcher.OpenAsync(selectedMedia.Uri).ConfigureAwait(false);
}
else
{
Message = "Zoom not found. You must install Zoom from your App Store";
}
});
}
I see the message on the screen, so I know it's getting to the right bit of code.
I tried sending the same link to the iPhone in an email and that does nothing either. (I tried that on the Android phone, and the email app wouldn’t even display the link as a hyperlink). Is there some setting on the iPhone, or in my app, to allow deep linking?
As you may have guessed, I am not normally an iPhone user. I’m using an old iPhone 6 for testing, running iOS 12.4.8.
I have sought help from the Zoom developer forum, who suggested that when using url schemes in iOS, there is an AppDelegate function that needs to be overridden:
func application(_ app: UIApplication, open url: URL, options: [UIApplication.OpenURLOptionsKey : Any] = [:]) -> Bool
I'm guessing the above is not C#, and that the Essentials Launcher class deals with whatever is required in iOS.
Am I missing something, or is this a bug? Any help gratefully appreciated.
I tried sending the same link to the iPhone in an email and that does
nothing either. (I tried that on the Android phone, and the email app
wouldn’t even display the link as a hyperlink). Is there some setting
on the iPhone, or in my app, to allow deep linking?
This needs to work if you have installed the app and if you are using the proper protocol and if your hardware and operating system is working properly. Your problem is not caused by your code (well unless you are using the wrong protocol), so this is the answer for this site as it doesn't deal with non-coding problems.
Why your Zoom app is not working as expected - you should start with the Zoom customer support as they are in the best position to give you the answer if it exists, but it is extremely likely that your device is faulty in some way.
My problem was that I wasn't running the Launcher in the main thread, so (I assume) the Zoom app didn't have access to the screen. So I just changed:
Task zoomTask = Task.Run(async () =>
to:
MainThread.BeginInvokeOnMainThread(async () =>
and it's now working!
Related
I want to create an app that calls the Hololens default browser. I used the following code, but whenever I call this function, the Application will crash. If this code is not suitable for UWP, how can I call HoloLens' default browser in an app?
The version of the software I am using is:
1.Unity 2018 3.11f
2.Mixed Reality Toolkit v2.0.0 RC1
3.Visual Studio 2017
public void OpenAnlagenWiKi_URL()
{
string tempUrl = string.Format("{0}", AnlagenWiKi_Link.text);
Application.OpenURL(tempUrl);
}
I hope to successfully call HoloLens' default browser in the app.
It's a bit tricky. Any Hololens application is actually UWP process.
First of all, you need to switch it into the background mode by calling AppResourceGroupInfo.StartSuspendAsync. The details are here.
When the app would go into background, you should call open process
System.Diagnostics.Process.Start("http://google.com");
I have a issue with play games services and unity.
I've done everything by the documentation. I'm a tester, testing is allowed and I've changed the sha1 in api console to the one used by the app. I'm using code from the docs and examples so here is a brief:
PlayGamesClientConfiguration conf = new PlayGamesClientConfiguration.Builder().Build();
PlayGamesPlatform.InitializeInstance(conf);
PlayGamesPlatform.DebugLogEnabled = true;
PlayGamesPlatform.Activate();
Debug.Log("Authenticating...");
Social.localUser.Authenticate((bool success) =>
{
if (success)
{
Debug.Log("Welcome " + Social.localUser.userName);
}
else
{
Debug.Log("Authentication failed.");
}
});
When I build the app in development mode the Play Games popup appears, starts loading and disappears and gives me a Authentication failed message. But when I build the app without the development mode nothing happens and I get the authentication failed message instantly. And yes I'm the correct sha1 key.
Please help me
I did a number of things and finally got it to work. I cannot be sure if they all contributed to solving this issue so here I will list what I did, from greatest to least of my guess of their relevance:
Match the SHA-1 certificates. If you are using an app downloaded from Play Store use the "app signing certificate", else use the upload certificate. These are found in the Play Console under YourApp/Release Management/App Signing. As a note, if you are building from Unity directly to your device, you should make sure that you are building with the same key used to upload to Google Play. More info here
If you are using a custom config and are requesting things such .RequestServerAuthCode(false), you must create an additional Web App. Go to your console project, and under create credentials choose OAuth client ID, and then select Web App.
If using internal testing, make sure to authorize accounts in the Play Console under Game Services/Your App/Testing.
Try disabling Anti-Piracy in the Play Console under Game Services/Your App/Linked Apps/Your App. Only do this if you are testing app outside Google Play. I think if you are logging in using verified test accounts this doesn't matter.
Edit: Publishing Game Services is required even for testing.. at least that seemed to be the case for me to get it working.
Try clearing the cache of your App on your device, I ran into this problem again and this solved it for me.
I finally think I have got it fixed for good.. after nearly a month later. :o Hope this helps.
Google Services can be published/unpublished separately from your app.
Check if they are correctly published doing the following:
Google Play Console
Game services
Select your game
Publishing
Check if Game Services are published.
I'm planing to start a UWP application that monitor a sensor data for 365 days and save all data to database(Sqlite).
I still worry about UWP capability. Please advice me Which should I use (UWP/WPF) ? I want to use better UI, than, I want to use UWP if possible...
UWP-Suspending is my worry.
With this post, Some people said a way to prevent a UWP application from suspending..
var extendedExecutionSession = new ExtendedExecutionSession();
extendedExecutionSession.Reason = ExtendedExecutionReason.Unspecified;
var extendedExecutionResult = await extendedExecutionSession.RequestExtensionAsync();
if (extendedExecutionResult != ExtendedExecutionResult.Allowed)
{
//extended execution session revoked
extendedExecutionSession.Dispose();
extendedExecutionSession = null;
}
Question
If I wrote this code in UWP app, Can I use a UWP application like Desktop WPF application ? I want to run my UWP application for 365 days without stopping
.. even if user do "minimized" on desktop... Please advice it...
Yes, you can do that with ExtendedExecution. One thing to note is when you run on battery (e.g. laptop, tablet) you will get suspended after some time - however you can prevent that as well by going into the Battery settings page and set your app as "Always Allowed".
Details are documented here: https://learn.microsoft.com/en-us/windows/uwp/launch-resume/run-minimized-with-extended-execution
Well I tried to develop an app for a local event. https://www.windowsphone.com/pl-pl/store/app/juwenalia-pwr-2015/d6ec4ee5-9360-4140-bdeb-3893c93e045a As it turned out, on some phones the app works, on some it just... doesn't want to open a hub page. I did put the this.Frame.Navigate as an async:
await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
this.Frame.Navigate(typeof(HubPage), "7"));
}
But still, It shows no signs of working on some WP phones. Did someone had some issue like that?
Just to make sure: I already tried NOT using async's everywhere: it didn't work out for me.
I'm new to windows phone development and have started working with push notifications within the emulator in visual studio 2012. We are having a strange problem where we have two apps in visual studio and when we start each one and call the following:
CurrentChannel = HttpNotificationChannel.Find("ChannelName");
if (CurrentChannel == null)
{
CurrentChannel = new HttpNotificationChannel("ChannelName");
CurrentChannel.Open();
CurrentChannel.BindToShellTile();
CurrentChannel.BindToShellToast();
}
Even though the ChannelName is different in each app the CurrentChannel.ChannelUri is the same so when we send push notifications they only go to one app.
I am sure we are missing something very obvious or misunderstanding the way this is supposed to work but any insight would be appreciated.
I supposed you didn't get the right Uri according to your piece of codes. Try to Listen on ChannelUriUpdated event to get a fresh Uri.
If you did, maybe try it on a real device, emulator is not always to be trusted enough.
And Push notification channel URi is unique for device & app combination, to be sure you made something different in these two apps. Anyway seems this couldn't be happened.