I'm having trouble signing up users through Parse in my Unity app. In the editor, everything works as expected, but once I build it to the WebGL platform, I have a problem.
When I call SignUpAsync() on a user, it is correctly setting up the user as intended on the Parse server and also sending the user email verifications (because I have it set to do so), however the actual task from the app does not receive any callback from Parse about its completion. In other words, task.IsCompleted is never set to true, no matter how long I wait. No errors are being thrown, and if I attempt to log in with the same credentials afterwards, it works. But there is still no way for the app to know that it's done signing up.
I don't know if this is a bug with Parse or its connection to WebGL, or if it's somewhere on my server. Does anyone have any ideas for things to check?
Parse's Unity SDK does not support WebGL since WebGL does not support threading and tasks.
I've been searching for a solution and found reference to people who say they have either grabbed the open source parse SDK and replaced tasks with coroutines OR swapped out the Unity SDK for the RESTful API.
Hope that helps point you in the right direction.
Related
I can only get the review prompt to show up once, even when in internal test track, in order for it to show up again I need to clear data and cache of the Google Play Store.
I meet all of the testing requirements since I have another game which I'm using In-App Review and everything works correctly on that one.
No errors show up when logging.
I'm using the unity version of the plugin, here are some of the things I've tried and their results:
Popup works every time in the Internal App Sharing, submit button is greyed out since it wasn't downloaded from the store.
Clearing storage and cache from Google Play makes the review appear once, but it doesn't have the correct settings, even though it was downloaded though the internal test track, the comment is tagged as optional, and when trying to publish said review, either including the comment or not, it always gives the following error: DF-DFERH-01 Server Error
I've also tried multiple versions of the plugin, mainly 1.6.1, 1.7.0, and 1.8.0, without success on any of them (I did update proguard every time).
I also tried resolving dependencies with other versions of the External Dependencies Manager, .172 and .174, both without success.
I've tried another account also included in the internal test track, didn't work
On another game I published, the In-App Review works as intended, I'm using the exact same code.
What's weird to me is that it works correctly on the Internal App Sharing, the app is currently on Open Beta, while the other game which In-App Reviews work correctly is on production, but I doubt that's related.
I was able to confirm that this is an issue on Google's side, after releasing the game to production, the popup started showing up on the Internal Test Track every time while using the same version as before.
To anyone that is also having this issue, if the In-App Review works on Internal App Sharing, you should be safe to release it to production and the issue will fix itself.
I can't say for sure this will work for everyone, but it did for me.
I'm trying to successfully submit my Electron app to the Mac Store. I want to put it into TestFlight, similar to how I am submitting the corresponding iOS app. Ultimately, I want both of these processes to be part of a CI pipeline. The iOS version of this is ready to go.
For the Electron app, I'm using Electron-Builder to do the packaging and signing, and leveraging electron-builder-notarize to get past the Apple notarization step. After about a week of diving down several rabbit holes that became full-fledged rabbit warren metropolises, I finally have a working combination of configuration settings, certificates, plists, and pixie dust in place that my pipeline successfully builds and notarizes my "mas" target package.
I thought that once I had gotten past the rather hellish notarization step, I would be pretty much out of the woods -- after all, Apple 'notarized' it (and sent me an email to prove it). But when I use the Apple Transporter app to post it to the App Store (I'm using this manually for now until I prove this works, then later I'll use the CLI commands for it to complete my CI implementation) it reports the app is rejected with 5 issues. These are actually variations of the same thing:
Electron.app' is already in use by another application.
Electron.app/Contents/Frameworks/Electron Helper (GPU).app' is already in use by another application.
/Electron.app/Contents/Frameworks/Electron Helper (Plugin).app' is already in use by another application.
Electron.app/Contents/Frameworks/Electron Helper (Renderer).app' is already in use by another application.
Electron.app/Contents/Frameworks/Electron Helper.app' is already in use by another application.
I thought Electron-Builder was supposed to deal with these internal ids. My "mas" block of the config looks like
"mas": {
"type": "distribution",
"hardenedRuntime": false,
"provisioningProfile": "embedded.provisionprofile",
"entitlements": "build/entitlements.mas.plist",
"entitlementsInherit": "build/entitlements.mas.inherit.plist",
"entitlementsLoginHelper": "build/entitlements.mas.loginhelper.plist",
"publish": null
},
which I believe is what is needed to specify that these inner binaries are signed. Perhaps not. Copying others who also had to abandon the docs is not necessarily a guarantee of success. But these things did get me this far.
I've scoured SO and other Internet sites, and of course the poorly written and often obscure official documentation sources, but I can't find the answer to this.
In my travels, I happened across this blog which makes me think that even if I get past this part, there may still be a long bumpy road ahead, and it may turn out to be a dead end.
I notice a lot of developers have commented they chose to abandon the Mac store and instead simply self-publish with their own URL link for download. That seems to be a shame, at the very least, and certainly not my preference.
It makes we wonder if this is even possible. Many of the posts (not to mention the docs) contain outdated information, and few posts are more recent than more than a year. Many things have changed. Maybe everyone threw in the towel. Am I on a futile quest?
I believe I found the answer to the main question of "is it possible?" I may still run into other issues, but I've discovered the main problem.
My Electron project is in a different construction than that of the "Electron-quick-start" template, so the Electron-builder packaging and signing steps do not find what they are looking for in all the normal places.
I am not 100% sure I can successfully reconstruct my project into the 'canonical' format, but that appears to be the solution.
I was able to create a basic quick-start app and upload it to the App Store in a matter of minutes, so all the parts do in fact work. The project just need to be of the right construction.
I have several issues with implementing this extensions.
I get the service to run in one project but then in another it doesn't fire at all.
I get the service to fire on some devices and not on others.
The service sometimes works in pulling a NSUrl call but fails on the identical call later on.
I have read the post:
Xamarin Notification Service Extension issue
Is there a better solution than reverting to Objective-C and replacing the appex and resigning? Also, has anyone else experienced the inconsistencies with devices? Any reason why it works for one project and then has trouble working in another?
I got it working after a LOT of tries. It only works in release mode.
It has to do with a bug in Debug mode. Details are here (in the comments).
https://learn.microsoft.com/en-us/xamarin/ios/platform/user-notifications/enhanced-user-notifications?tabs=vswin#working-with-service-extensions
I'm using PushSharp library for pushing iOS notifications (it's live for last half year) and now I'm trying to extend functionality to new Mac OS Maverick feature (https://kandutech.net/) . Seems that PushSharp (https://github.com/Redth/PushSharp) doesn't currently support this feature, so I extended PushSharp library myself.
Seems like URL (gateway.push.apple.com:2195) the same as for iOS Distribution, but the JSON payload is slightly different. I adjusted JSON format. Don't see other difference in Pushing process. Did I miss something?
Still can't make it works. I'm getting permission, device token, the pushing process on server side looks fine (no errors occurred), but nothing pops up in Notification Center. Any ideas?
It turns out that url-args must be presented even if no url arguments needed. I missed it. This payload works:
{"aps":{"alert":{"title":"GAGARIN","body":"POEHALI!!!!"},"url-args":[]}}
Decided do not remove the question, hope it can help somebody.
Is there any Remote wipe application which will be working on deleting the data in Emulator by sending an SMS from other emulator?? I found some of the free applications in android market on Remote Wipe.. But they are not working..
Please let me know if any of the application is working on Emulator
Thanks in advance
Uday
There is just one remote wipe application I have come across.
I have been trying to write one such application myself but I believe the permissions required are 2nd level and 3rd level permissions (check this link and this link). Thats is the reason I am unsuccessful as yet. I believe that you basically need to sign the package with the same signature as the OEM manufacturer to be able to grant those packages to your device.
If by an stroke of luck you do happen to make one successfully, please let us know the permission you have used to make such a thing possible! =)
Regards
Shouvik
EDIT: Okay I supposed I am wrong. I believe in android 2.2 it is possible to remote wipe your. I have not completely understood how to implement the function or the class yet, I plan to work on it as soon as I can spare some time. :)
Reply:
Well I have been looking at the SDK for some time now, and I can confidently tell you below 2.2, I am pretty sure there is no way I know of to remote wipe your data. I have although read on the mailers list that there is a function that enables a third party client to create a remote wipe application as you may have seen in my post above. I have actually use my own port of android on a device and have just used the brick, but if I do come across any reference that can show how you could achieve what you desire, I would be happy to leave a post here. Regards Shouvik.
Links
http://developer.android.com/reference/android/app/admin/DevicePolicyManager.html#wipeData%28int%
also for formatting the SD card I came across a permission that you can request, I guess you follow that you end up at the method.
http://developer.android.com/reference/android/Manifest.permission.html#MOUNT_FORMAT_FILESYSTEMS