I'm having trouble with GKMatchMakerViewController on iOS 10 beta. I'm using 2 iPhone 5s's to build multiplayer functionality in my project. My issue is this. GKMatchMakerViewController comes up on both phones, but when the button titled "invite friends" is pressed to segue to a message invite one phone works and one phone does not. I have reloaded iOS 10 on the phone that it's not working for, I have made sure that it was connected to iCloud, I have checked my iCloud settings, my privacy settings, notifications settings, messages settings, game center settings, and I can find not difference in how the phones are set up.
My GKMatchmakerViewController was working before I updated to the beta version and according to the WWDC session about gameCenter (link below) and their new API there are no code changes required for GKMatchmakerViewController to work with Messages in iOS 10. So my only guess is that I have something blocking it from pulling up. I have not built in any thinking asking for permission to use the phones messages or contacts, but I didn't have to before and it said no code changes so I didn't spend any time on that.
Game Center WWDC 2016 link
I'm including a link to my code even though all I do is call GKMatchMakerViewController. Apple's API handles it from there and I only get a protocol when the message is accepted.
Link to code
Related
I wanted to know if there was a way to keep messages in the Notification Centre in iOS 16. Even after the message has been responded to or the app has been opened.
I used to be able to do it on iOS 15 but on iOS 16 it seems to clear all messages after they have been interacted with. I recently moved over to a new iPhone and all the app settings have been copied across from the old phone.
In particular for apps like Slack and TikTok.
I’ve been through all the notification setting on my iPhone and I can’t seem to figure out why it works for some apps like Instagram, News and Twitter.
I have implemented subscription IAP in my iOS app, but now my boss showed me several apps that provide a very nice purchase ActionSheet like window, when purchasing:
I only get simple Alerts that confirm purchase.
Is this a custom library? I see it in several apps, so it doesn't seem to be a pure custom design. Would love to use it as well.
The first image (The nice User Interface) of yours is from the latest iOS version (iOS 11). That screen gets displayed when you make a purchase in iOS 11. Previous versions will show you the second image for purchases. Get an iOS 11 device and go to App Store to download an app, and you'll get that new fancy UI.
To get that new UI, the app must be compiled with iOS 11 SDK.
In iOS 11 beta, we have an option for screen recording in the control panel. While selecting it, it should show the app lists which has enabled with Broadcast extensions(ReplayKit).
But, in iOS 11 beta, it does not show any apps.
I have already installed the "MobCrush" app in my device. In WWDC 2017, Apple showed the ReplayKit demo with this app only.
I don't know if any fix in the next version updates. Please share anything you know guys.
You need to wait for App Developers (MobCrush in your example) to add support for ReplayKit2.
Specifically they need to write the "Upload Extension" which will do the job of uploading your screen-recording/broadcast to the MobCrush servers and from where it can be broadcasted.
I am trying to integrate Facebook functionalities into my mobile game. So I
Download the Facebook sdk for unity from here https://developers.facebook.com/docs/unity
Follow the tutorial (create Facebook app, set up iOS bundle id, etc) and make a iOS build from the demo included in the SDK package.
Run the build on iOS device.
Then I test the functionalities: FB.Init, FB.LogInWithReadPermissions, FB.ShareLink all work fine. But when it comes to FB.AppRequest, something goes wrong.
Basically it seems that the request is successful because from the logs I can see that the error is null, and request id is a valid number. But somehow the target user(s) don't get notification on their iOS devices.
I searched on the web and tried very possible suggestion that I can find related to this issue but still no luck. For example:
I tried sending app request to tester/developer/non-tester on Facebook, none of them received my invites on their devices.
I tried making my Facebook app public, still not working.
I noticed people saying that "setup the Facebook canvas solve this issue". But since my game is on mobile devices only, there is no Facebook canvas url for me to set up.
I noticed people saying "Facebook places the invitation in a obscure place", and I checked the game activities and no invitation come through.
The didn't change any code in the example included in the sdk package. So the code is quite simple FB.AppRequest("Test Message", callback: this.HandleResult); and it should work. I feel that it must be a little thing or step that I missed or mis-configurated that cause this issue.
Currently I am using Unity 5.5.2p2 with the Facebook sdk 7.9.4.
I just couldn't figure out the reason why the share works but invite doesn't.
Can someone please help me on this issue, or have any thought or idea about it?
I have an iOS9 app with a watchKit 1.0 Extension. Most functionality is working fine. One of the main features of the app is a private messaging feature, which is also working great.
I'm using UIUserNotificationActionBehaviorTextInput for iOS9+ devices so that when a user receives a notification on their watch, they will be able to use the built in reply feature.
This works great, but only if the watchKit app is NOT installed on the watch. Users are able to reply to a notification on their watch with canned responses, or dictate a response with no problems. Note, this does NOT launch the watchKit app - it just uses the built-in reply functionality of the watch.
When the watchKit app IS installed on the watch, the "Message" and "Dismiss" buttons appear as expected. But as soon as someone clicks the Message button, instead of being able to tap or dictate a response, it just immediately goes back to the watch face.
It is 100% reproducible using two separate sets of an iPhone 6 running iOS9.1 and Apple Watch running watchOS 2.0.1. Since notifications can't be tested in the simulator, this is a very difficult problem to troubleshoot.
I could really use some guidance in what steps to take next.