When installing Unity on a Windows machine, you are allowed to select "iOS Build Support" as one of the components to install. However, it is not possible to make an iOS build from Windows. Why is this package available on Windows? What does it offer?
As you can't make IOS bundles on windows the only thing you can do is to make the process better by not having the requirement of installing Unity on both windows and OSX. You could set up automated tools which take the output from unity and automatically build the game on a mac so that you don't have to go though as many hoops. See Jenkins.
Developing on Windows and building on Mac is the major reason for its existance on Windows!Lots of programmers does not like to code on Mac. And iOS build support on Windows make modifying iOS buildsettings on Windows be possible!
I searched around and found similar information, but not clear for what I want.My query is I will do development of the game in Windows PC using C#.Then will build and deploy to iOS device using MAC.Is that possible? I like to make sure.
You can always use Unity Cloud to build you games. Their server will build it either from your own repo (git, svn, etc) or you can use their Collaborate feature by going into the unity editor -> services -> collaborate on.
Before getting to use Unity Cloud to build for iOS, you will need to generate your certificates just as you do when building using XCode. On the config page you can choose the version of unity you want the build to use, the version of xcode and if you want Unity to build your game on every push ( auto-build).
Hello all! Wondering if someone can help or at least point me in the right direction, sorry if this should be posted in the /r/unity sub instead just let me know otherwise.
I currently have playfab setup on my game where you can login to facebook and google play games with playfab but google play games (GPG - I'll call it this from now on) isn't available outside of mobile so I'm trying to figure out how to get a login working with a windows build then I can work on the facebook version.
So far logging in to GPG with playfab goes something like:
Since GPG isn't available then you can't call GetServerAuthCode from the PlayGamePlatform reference to get the auth code.
Now I always thought my googlefu was pretty decent but everyone asking this question or something similar that could find ends up pointing to this link which doesn't massively answer the question:
Sorry for being dense here but how do I go about implementing this? I wanted to set another scripting define symbol to have an "if UNITY\_WINDOWS" then login etc but does this mean there is a way to call a set bunch of HTML5 code from within my C# script to get at least the auth code or do I instead have to implement some kind of manual API plugin/method or something?
Thanks in advance! This has been doing my head in for a while now :(
However, there is no support for Windows. From what I can see you will need to build your own authentication solution for Windows with Google's OAuth 2.0 APIs. For more details, please see OAuth 2.0 for Mobile & Desktop Apps Google Identity.
Once you can get the access token, you can then modify our SDK to LoginWithGoogleAccount like "Authentication - Login With Google Account" docs and Unity SDK are missing the "AccessToken" variable - Playfab Community. Although AccessToken is not recommended, it should be able to work.
As far as I know Google Play Service is specific to Android devices that implemented with Google Play Service. At Google official documentation website, it is recommended by Google to use Google Sign-In if there is a backend server.
Google Play login and Google sign-in are separate, and please consult Google support to know if it is possible to use Google Play Service on Windows. The PlayFab document you have posted is for Google Sign-in instead of Google Play Sign-in. PlayFab cannot interfere the process of getting a server auth code, and its API simply authenticates the request content with Google server.
I am now after help signing into Google and playfab WITHOUT Google Play Services I.e the windows build option in Unity. In the linked document the sample shows how to get the required auth code using HTML5 to then sign into playfab, so how do I get this to work in a C# enviroment.
We are not expert in Google Sign-in implementation, and since there is only HTML5 implementation tutorial on PlayFab, I suggest finding more details in Unity or Google community. As I have mentioned, PlayFab cannot interfere the process of getting a server auth code. Hopefully, this thread may help -- Login using Google OAuth 2.0 with C# - Stack Overflow.
I watched a video once and I believe the correct approach is the import the mesh then attach the texture in the mesh in unity separatly. In the properties of the mesh there is a square thingy where you drag-drop the image.
So, after import I need to rotate the mesh, but then the directions of the mesh is bananas (red X should point to the right and blue Z in the opposite direction as well. Plus the fact that the mesh stands vertical (rotated -90 about X on export). The export seems completely messed up.
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To resolve this issue, you may need to adjust the path URL you are using to access the data. You could try changing the course URL. Additionally, you may want to check the permissions and access controls on the data you are attempting to access to ensure that you have the necessary privileges to access it.
This is an expected behaviour. You trying to query the managed location of a catalog and this path is to be accessed by UC only, so abfss://x...@abcd.dfs.core.windows.net/__unitystorage/* won't be accessible. Any subdirectories within xyz container will work.
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