![]() 18:10:35.322921+0100 MyPersonalAssistant nw_socket_handle_socket_event Socket SO_ERROR 18:10:35.294938+0100 MyPersonalAssistant nw_socket_handle_socket_event Socket SO_ERROR 18:10:35.294279+0100 MyPersonalAssistant nw_socket_handle_socket_event Socket SO_ERROR Unloading 5 Unused Serialized files (Serialized files now loaded: 0) 18:10:34.725284+0100 MyPersonalAssistant UnityIAP: Requesting 2 products 18:10:32.675192+0100 MyPersonalAssistant Unbalanced calls to begin/end appearance transitions for. 18:10:32.674376+0100 MyPersonalAssistant Unbalanced calls to begin/end appearance transitions for. Initialize engine version: 2019.3.6f1 (5c3fb0a11183)ĬrashReporter: No pending report exists at /var/mobile/Containers/Data/Application/A46AECDC-6163-4B13-A429-B62CB1AD0023/Library/Caches/CrashReports/crash ![]() Initializing Metal device caps: Apple A11 GPU GfxDevice: creating device client threaded=1 18:10:31.906833+0100 MyPersonalAssistant UnityIAP UnityEarlyTransactionObserver: Added to the payment queue 18:10:31.381126+0100 MyPersonalAssistant didFinishLaunchingWithOptions: Not from notification 18:10:31.020738+0100 MyPersonalAssistant UnityIAP UnityEarlyTransactionObserver: Registered for lifecycle events 18:10:31.019472+0100 MyPersonalAssistant UnityIAP UnityEarlyTransactionObserver: Created Objc: Class ImageTools is implemented in both /System/Library/PrivateFrameworks/amework/AXMediaUtilities (0x1f58cd818) and /private/var/containers/Bundle/Application/0187C82A-5760-48B5-91F6-04D3C088D801/MyPersonalAssistant.app/Frameworks/amework/UnityFramework (0x107d2a9b8). Unfortunately the issue is still present and identical when running on a device direct from Xcode. We put the project on the back burner for a while. Hi for the delay on getting back to this one. Now when building the app in xcode i’m getting an error which I wasn’t before:.( Currently when i run in the editor with the existing code i’m getting a null reference error on “_wrapper” in the purchases class whenever I try to use this object: var purchases = GetComponent(), and yes the purchases listener script does have a purchases script attached and referenced. Am I able to pull in the subscription products from RevenueCat when running from the unity editor? Or is it exclusive to running the built app on a phone. ![]() I’m wondering if it’s possible to test this in the Unity Editor.As a start all I’m looking to do is pull in the different products from our App on RevenueCat and display them on screen. At the moment I’m just trying to get the basics working. I’ve gone through the step-by-step guide on how to implement RevenueCat into my Unity project. Below are a few questions and issues I’m having and wondering if anyone can help me. A few weeks ago I looked into the advantages of using RevenueCat to manage the subscription side of the app. ![]() The app is built in Unity and we’ve been testing the features through testflight for the last few months now. Linking is usually permanent, so please contact Artix Support if you have a linking question or issue.So I’m getting ready to launch our company app that features a paid subscription model. You are only allowed to link your own AQWorlds account and/or Artix Account as we do not allow account sharing, selling, trading or gifting. So if you go to the Account Manager and cannot link an AQWorlds account and/or Artix Account, then you already linked accounts. You can only link one AQWorlds account and one Artix Account per AQ3D account. Linking prior to Open Beta also allowed players to help test the game and receive rewards.You can spend Artix Points on a Guardian package or Dragon Crystals package.It can help Artix Support confirm account ownership.Linking an AQWorlds account or Artix Account is helpful for these reasons: Enter your AQWorlds or Artix Account login information.Click/Tap Link AQWorlds Account or AE (Artix 'Master') Account.If you would like to link your AQWorlds or Artix Account to your AdventureQuest 3D account, here is how! ![]()
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