I'm wanting to open up another application on my ipad via a button press in Unity. I know normally I would use Application.OpenURL() on my button press, but I'm unsure as to what to put in the brackets. This is an application already on the iPad and isn't one I've created.
Has anyone ever done this before? Could you possibly point me in the right direction so I can get this to work? Is it even possible?
The other application needs to support that behaviour, by defining a custom url scheme.
The developer needs add an URL Type i.e. "awesomeapp" in Xcode under Targets > Info > URL Types, if he does not support it you can not open the app.
In your Unity app just call
Application.OpenURL("awesomeapp://").
see also this stackoverflow entry:
Launch an app from within another (iPhone)
UPDATE 1: how to find a custom URL scheme of 3rd party app
Download the purchased app via iTunes on OSX
Go to the [AppName].ipa file on your filesystem
Rename it to a [AppName].zip so that you can extract it
Go to "[AppName]/Payload/[AppName].app"
Right click and select "Show Package Contents"
Open the Info.plist in Xcode and look for the key URL types or in a text editor for CFBundleURLTypes.
UPDATE 2: iOS 9
For iOS 9 you must whitelist that application in the Info.plist of the Xcode Project:
<key>LSApplicationQueriesSchemes</key>
<array>
<string>awesomeapp</string>
</array>
Related
I have to build android app using Unity 2018.4.9f1 with App Bundle (Google play) and I get this error. When building normal apk everything is working fine.
1 exception was raised by workers:
com.android.tools.build.bundletool.exceptions.BundleFileTypesException$FileUsesReservedNameException: File 'root/res/drawable-hdpi/ic_launcher.png' uses reserved file or directory name 'res'.
Tried diffrent unity versions. Tried deleting this file (but looks like it's hidden somewhere or generating during gradle compile)
I'm using Unity 2019.4.0f1 and got stuck in the same error. Here's what I've found on internet and solved.
(you probably got a solution, but it's good for those who will see this post)
Open your project settings > Player > Other Settings, loko for configuration, make sure you ticked this options below:
Player setup
Scripting Backend IL2CPP
Enable ARMv7, ARM64, Split APKs by target architecture
Then in your Build Settings
Build settings setup
Just default values (unity 2019.4 version).
Hope that helps someone :)
[edit 1]
I know this doesn't fix the android bundle app build, I think that's an unity bug, not sure, however this should work fine on google play console (worked for me)
I'm trying to use an iPhone 6 for running Xamarin.iOS app.
I connect iPhone to my Mac(in VMware), and not Windows Machine When I select iPhone in VS 2015 menu my iPhone name appear on VS 2015.
However , always show loading in Main.storyboard and doesn't show design and when I run the project I get this error :
Error : MessagingRemoteException: An error occured on client Build42217 executing a reply for topic xvs/Build/4.2.2.11/execute-
task/Lesson1/7b0d249%FDetectSigningldentiy
DirectoryNotFounfException: Directory '/Users/arazpashazadeh/Library/MobileDevice/Provisioning Profiles' not found.
What solution would you recommend to solve this problem?
This is what I do when i want to build on my Iphone
To deploy on your device, you need :
A Macintosh
Connect visual studio with MacAgent to your Macintosh
Create X-Code project to create a Bundle identifier
Plug your device on your mac
Build it on your device
Don't forget to authorize your app in (settings -> General -> Profils -> Dev App )
In xCode project in info.plist copy Bundle indentifier and paste it in your VS info.plist
Hope this helps you
Regards
1) If you haven't created a development provisioning profile for your device, follow this manual:
https://developer.xamarin.com/guides/ios/getting_started/installation/device_provisioning/
2) If you had created the profile before, open Xcode, click Xcode in the top left corner of the screen, click Preferences, click Accounts, sign in if needed, click View Details and click Download All Profiles.
3) Consider restarting the Visual Studio to synchronize.
Also make sure that your profiles are not expired.
You can also check the '/Users/arazpashazadeh/Library/MobileDevice/Provisioning Profiles' directory:
Inside VMWare, click Shift+Win+G, type ~/Library and navigate to Mobile Device folder. If you see Provisioning Profiles folder in there but it still doesn't work, you can try to move it to trash and repeat step #2 and #3.
Thank you for your guidance but when I log on to the Developer Center to accept license show me : To continue your enrollment, complete your purchase now and redirect me to Purchase Details page to pay US$ 99 cost for 1 year , but in the above link not to pay cost.
then I try generate a development certificate manually again redirect to Purchase Details page to pay US$ 99 cost for 1 year.
Why this happened to me؟
I try second step and add my Apple ID but in the View Details I don't have profiles for download
why created a development step different for me?
I just implemented a native library, Charts (original native library), and its working on my phone and simulator. Unfortunately, when I submit it to iTunes connect, it kicks it back after processing and says:
Invalid Swift Support - The SwiftSupport folder is missing. Rebuild
your app using the current public (GM) version of Xcode and resubmit
it.
I'm using XCode to publish the archive to iTunes connect, but don't know how to do what this StackOverflow solution is saying. Since I don't use XCode to start the build process, I'm using Xamarin Studio 6, not sure how to set that setting.
So ideally, I need to "Set the flag EMBEDDED_CONTENT_CONTAINS_SWIFT to YES in the target settings".
Anybody have any ideas on how to do this? At a roadblock on releasing the beta until I can get this uploaded.
Thanks for your help!
What's your Xcode version? Make sure to be using the latest and GM one, I believe it to be 7.3. The script described on the Readme copy the files from Xcode folder.
If you unpack the IPA created after the script ran you can check for the folder's existence.
When rebuilding and binding the library the option "Set the flag EMBEDDED_CONTENT_CONTAINS_SWIFT to YES in the target settings" Didn't work for me as well.
Apple stated when trying to publish: "Invalid Frameworks folder". Xcode will embed files as in: 'Payload/YOURAPP.app/Frameworks/Charts.framework/Frameworks/libswiftCore.dylib', but in the final App it should be as in: 'Payload/YOURAPP.app/Frameworks/libswiftCore.dylib' and 'SwiftSupport/libswiftCore.dylib'.
To solve the problem the library does it in the build process. And you need the script to fix the 'SwiftSupport' folder. I didn't found a way to tamper with Xamarin Studio 'Archive for Publish' function.
Update: You can just use this script I threw together to fix your IPA so it's properly formatted, download the Auto IPA Packager on Github. It's a simplification of the IPA Packager I reference below, and handles all of the steps below too.
So, I've finally made it submit properly to the App Store, just had to hop through a few more steps than I expected. A lot of my confusion was because I didn't want to leave out other artifacts. I've decided to list the process here so it's very clear for anybody deploying an iOS app in the future that needs to use this tool.
Download the IPA Packager from GitHub.
Then go to Xamarin Studio, and Build > Archive for Publishing.
I've been using XCode to export my archives. Open XCode, Window > Organizer. Find your app archive, and click "Export" and follow the appropriate steps, then save it.
Locate the .ipa file and change it to .zip, and extract it.
Next, in the extracted files, locate the "AppNameFolder > Payload > AppName.app".
Load terminal and execute the following:
sh package_ipa.sh /AppNameFolder/Payload/AppName.app /AppNameFolder/AppName.ipa
AppName.ipa should now be created. This file should be ready to upload to the App Store. However, if your AppNameFolder has a "Symbols" directory you should follow the additional steps below...
Optional: If you have symbol files, you should change the AppName.ipa to AppName.zip and extract the files.
Drag the "AppNameFolder > Symbols" directory into the extracted AppName folder, then zip the contents of the folder and change the extension back to .ipa.
I had some issue getting #jamesbar2 solution to work. Here are my manual steps for uploading Xamarin builds with Swift packages.
Archive your app for Publishing.
When the Archives window pops up, go to it in Finder (right click on it and select "Reveal in Finder").
When Finder appears, we need to access the archive's content (right click and select "Show Package Contents").
Inside of the archive package, create a folder called "SwiftSupport".
Inside of the package navigate to "Product/Applications/YourAppName.app/Frameworks" (You will need to right click on the .app and select "Show Package Contents").
Copy all the swift ".dylib" files inside of the Frameworks directory.
Navigate back to "SwiftSupport" and paste those copied libraries.
Now Launch Xcode and load Organizer (Window -> Organizer).
Find your app in the Archives and "Upload to App Store...".
I was only able to get this to work using Xcode Organizer, using Xamarin always failed.
Note: I am using Visual Studio for Mac Community 7.3.2 (build 12).
Update:
I recently had issues with uploading, with TestFlight rejection email saying something like:
The file libswiftCore.dylib doesn’t have the correct code signature. blah, blah, blah.
To fix this problem instead of copying the Frameworks from your app Framework folder, grab them from Xcode. You can find them at:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos
Note TestFlight would reject my build if I added all the Frameworks to SwiftSupport folder. Only include the Frameworks that your app is using.
FIRST
I am writing a setup and deployment project in vs2010 and would like to know how can I make certain files open with my application. In other-words I want ( after installation) to be able to right click a specific file and open it with my app.
SECOND
I don't want to replace the default program associated with this files but I just what my app to appear in the list of apps to choose from when a specific file is right clicked
Now I know I have to change the registry by adding/changing key(s) but I don't know which ones and don't what to change the wrong ones. So far I have figured out how to add the keys (sort of) in this stack overflow question
Installer Custom Action problem - can't write to register key
I have a WPF Browser Application consisting mostly of wpf pages which I'm developing in Visual Studio 2010.
I'm publishing the app to the intranet, with ClickOnce at full trust.
Is there any way to have an icon for the pages in this type of application? (which would show instead of the internet explorer icon in each of the tabs of Internet Explorer), I'm executing it through PresentationHost.exe.
What I'm trying to do, is to have a desktop shortcut with a custom icon for each part of the application (two different projects in the same solution).
If there isn't a way to do it with XAML, is there any way to run any commands or a batch file at the moment of accepting the ClickOnce prompt?, to place the shortcuts in the desktop with their respective icons at the moment of installing the application.
Thanks in advance, Jesús.
P.S: I know my redaction skills suck, so if any more details are needed, let me know.
If you open your project file and change the HostInBrowser setting to false, and this will enable the ability to provide an Icon and Manifest in the project's properties.
<HostInBrowser>False</HostInBrowser>
I am not sure how that will affect your app though. Maybe this setting is supposed to be "True" to work how you need it to work.
Did you set the icon for each project, in VS right click on the project - properties - Icon and manifest - click the icon button ...