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View Code? Open in Web Editor NEWGame Mobile Foundation (Android + iOS) Using Unity3D
License: MIT License
Game Mobile Foundation (Android + iOS) Using Unity3D
License: MIT License
Implement new tracking flow
With due respect Sir, I would like to know why did you opt for this approach.
example
namespace Pancake.Tracking
{
using UnityEngine;
public abstract class ScriptableTracking : ScriptableObject, ITracking
{
[SerializeField, TextArea(3, 6)] private string developerDescription;
public abstract void Track();
}
}
By definition, restore purchase will not be automatically invoked when uninstalling and reinstalling the app. but now IAP is automatic like in Project game Click Differences
public override GameObject Request()
{
var member = base.Request();
member.gameObject.SetActive(true);
return member;
}
Which Runs create which sets gameobject False
protected override GameObject Create()
{
var member = base.Create();
member.transform.SetParent(Root);
member.gameObject.SetActive(false);
return member;
}
And Again when factory method is called it gets instantiated and set as active
Problem it creates:
Enable logic and disable logic runs 2 times
Add some condition need check before build release
Initiazation -> initialization
I am sorry to point it, as your native language is not English.
Pull Pin Out 3D has an issue that have not been fixed for a long time: Open Ads appear when loading bar in Loading Screen is not 100% yet, this causes a big problem. Sometimes, App Store reviews and refuses the new update becasue it doesn't allow ads appear before playing game (the first level indeed)
Support soon-to-be-supported unity noitification, Android Big Texture notification
Since GoogleMobileAd for unity update, new API was added in version 7.4.0 as menitoned in this changelog
So I will redeploy API for Admob Client and synchronize it similarly with ApplovinClient
Tested on 2 different project. If delete the Level Manager, it creates error when trying to open up the wizard editor.
ProjectName/Assets/_Root/Editor/Resources/LevelSystemEditorSetting.asset
(if this doesn't exist) we get this error.
The main Error:
Pancake.ScriptableSettings`1[T].get_Instance () (at Assets/Heart/Core/Runtime/ScriptableSettings.cs:17)
PancakeEditor.UtilitiesLevelSystemDrawer.TryFakeRender (UnityEditor.SceneView sceneView) (at Assets/Heart/Core/Editor/Wizard/UtilitiesLevelSystemDrawer.cs:143)
PancakeEditor.UtilitiesLevelSystemDrawer.OnSceneGUI (UnityEditor.SceneView sceneView) (at Assets/Heart/Core/Editor/Wizard/UtilitiesLevelSystemDrawer.cs:20)
UnityEditor.SceneView.CallOnSceneGUI () (at <4ec4ffcbf9cb40b9a62b20bd9f80de36>:0)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <4ec4ffcbf9cb40b9a62b20bd9f80de36>:0)
UnityEditor.SceneView.DoOnGUI () (at <4ec4ffcbf9cb40b9a62b20bd9f80de36>:0)
UnityEditor.SceneView.OnSceneGUI () (at <4ec4ffcbf9cb40b9a62b20bd9f80de36>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <5566f9e97c3b47c3802abbb5405c3a92>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
namespace Pancake
{
using UnityEngine;
using System;
public abstract class ScriptableSettings<T> : ScriptableObject where T : ScriptableObject
{
private static T instance;
public static T Instance
{
get
{
if (instance != null) return instance;
instance = Resources.Load<T>(typeof(T).Name);
if (instance == null) throw new Exception($"Scriptable setting for {typeof(T)} must be create before run!. Please find and setup it in wizard!");
return instance;
}
}
}
}
Current fix: Get the level manager from other project and place it on the directory of, it doesn't even let you access the setting to create one.
Using Nuget will probably be more popular and easier than the current process when all Microsoft packages are pushed here.
TextMeshPro Merged With UGUI So adding this line should make it future-proof As 2023 is close.
Source:
https://forum.unity.com/threads/2023-2-latest-development-on-textmesh-pro.1434757/
Suggested:
#if UNITY_2023_1
using TMPro;
#else
using UnityEngine.UI;
#endif
Love your work, BTW. You are awesome.
Shift+W
conflicts, while playing game trying to move around with Wizard Shortcut
Context: Shift+W
moves around camera faster
Suggested Shortcut Ctrl+W
Ow ow and I use Shift+V
for scriptable Variables
System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
at Mono.Cecil.PE.ImageReader.ReadImage()
at Mono.Cecil.PE.ImageReader.ReadImage(Disposable1 stream, String file_name) at Mono.Cecil.ModuleDefinition.ReadModule(Disposable
1 stream, String fileName, ReaderParameters parameters)
at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
at ApiUpdater.MovedFromOptimizer.Program.CollectMovedFromTypeNamesFromAssembly(String assemblyPath, StreamWriter outputFile, IAPIUpdaterListener logger)
at ApiUpdater.MovedFromOptimizer.Program.RealMain(String[] args)
at ApiUpdater.MovedFromOptimizer.Program.Main(String[] args)
Convert current workflow of advertising to new workflow using scriptable archirecture
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