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Straight scene test for iOS? #25

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samavan opened this issue Sep 2, 2018 · 9 comments
Closed

Straight scene test for iOS? #25

samavan opened this issue Sep 2, 2018 · 9 comments

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@samavan
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samavan commented Sep 2, 2018

Hi!

Set the settings file as mentioned, edited the bundleId then run a direct build to iOS.

First build gave this :

image from ios

Then edited WindowRect variable from the first scene (which do not even match on mac book display...)
Made another Build & Replace then getting new error :
screen shot 2018-09-02 at 23 53 56

... which now always show up even with a Build & Replace to get a fresh project from scratch...

Any idea? ...
That would be super kind!! ^_^
Thank you so much :)

@elringus
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elringus commented Sep 2, 2018

Hi, The scenes you are trying to run (and the project itself) are for internal testing only. I recommend importing a package from the releases page instead.

@samavan
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samavan commented Sep 2, 2018

I see...
Did imported the package first but there were no demo scene at all then...
A bit unfortunate.. :(

@samavan
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samavan commented Sep 2, 2018

If you could prepare a sample scene I would make a cool interface using Unity UI to be sure your demo-scene fit every screen ratio!
That would make your plugin a bit more friendly use for user like me at least! :)
What do you think? ^_^.

I also tried this plugin :

That was super easy to test it out with the single demo scene.
Works a charm from Editor and StandAlone.
Unfortunately the iOS sign in is a bit out of dated... I am stuck.

A simple demo scene to Login > Upload file > download file.
I can assist you with the unity UI if you need :) !

@elringus
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elringus commented Sep 2, 2018

Well, the pull requests are open, so you're welcome to contribute :) You can use the test scripts inside /Assets/Scripts for reference implementation or make your own. I should warn you though, that there are some issues with auth on iOS (#24), so this solution might also not work there at the moment.

@samavan
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samavan commented Sep 2, 2018

Google drive doesn't support OAuth2 anymore from Smartphones (iOS & android)...
Do you also use this?
Or the new requirement?...
Just to know before I dig in :D ...

@elringus
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elringus commented Sep 2, 2018

Well, I've never heard that Google dropped support for OAuth on mobiles. Official docs are stating that it's supported: https://developers.google.com/identity/protocols/OAuth2InstalledApp And it's actually working (tested just a couple days before). The issue is with getting the auth response while the app is not in focus; you can find the details in #21 and #24.

@samavan
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samavan commented Sep 2, 2018

I see...
Well it mentions "OAuth request to Google in embedded browsers known as 'Web-views'".
the article is from August 2016...
image from ios 1

@elringus
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elringus commented Sep 2, 2018

It's about embedded browsers, right. But I'm using a standalone browser, so it doesn't matter. The issue is that when a standalone browser opens, the app itself halts (it's not allowed to run in background on mobiles) and issues with serving the incoming loopback request appear. Unfortunately, I currently don't have enough time to properly test it on ios and android devices and fix the issue.

@elringus
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elringus commented Sep 9, 2018

I've published a new release with the reworked test and example scripts. The UI will now adapt to the screen resolution and remain usable on any device. The Android and iOS authentication issues are also fixed in this release.

@elringus elringus closed this as completed Sep 9, 2018
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