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Rate My App – Cross Platform Native Plugins: Essential Kit

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Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Rate My App CPNP2
0:22 Overview
1:19 Setup
1:53 Usage and Code

The Rate My App service gives you the ability to ask your audience to review and rate your game. Getting reviews from your users will allow you to receive feedback from those that play your game. This will also help with boosting your game on the app stores.

IG_RateMyApp.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VoxelBusters.EssentialKit;

public class IG_RateMyApp : MonoBehaviour
{
    public static void DisplayRateApp()
    {
        RateMyApp.AskForReviewNow();
    } 
}
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Sharing – Cross Platform Native Plugins: Essential Kit

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Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Share CPNP2
0:20 Overview
1:29 Setup
1:45 Usage and Coding

In this lesson on how to use the Cross Platform Native Plugins 2, I will show you how to use the Sharing and Rate My App services. Adding Sharing to your app is vital to the growth of your audience. User to user sharing is the best way to get the word out and get your game noticed.

IG_Sharing.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VoxelBusters.EssentialKit;

public class IG_Sharing : MonoBehaviour
{
    [SerializeField] string textMessage;
    [SerializeField] string imageName;


    public void ShareText()
    {
        ShareSheet shareSheet = ShareSheet.CreateInstance();
        shareSheet.AddText(textMessage);
        shareSheet.SetCompletionCallback((result, error) =>
        {
            Debug.Log("Share Sheet was closed. Result code: " + result.ResultCode);
        });
        shareSheet.Show();
    }

    public void ShareTextWithScreenshot()
    {
        ShareSheet shareSheet = ShareSheet.CreateInstance();
        shareSheet.AddText(textMessage);
        shareSheet.AddScreenshot();
        shareSheet.SetCompletionCallback((result, error) =>
        {
            Debug.Log("Share Sheet was closed. Result code: " + result.ResultCode);
        });
        shareSheet.Show();
    }


    public void ShareImage()
    {
        Texture2D texture = Resources.Load<Texture2D>(imageName);

        ShareSheet shareSheet = ShareSheet.CreateInstance();
        shareSheet.AddImage(texture);
        shareSheet.SetCompletionCallback((result, error) =>
        {
            Debug.Log("Share Sheet was closed. Result code: " + result.ResultCode);
        });
        shareSheet.Show();
    }
}
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Game Services – Cross Platform Native Plugins: Essential Kit

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Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Cloud Saving with CPNP2
0:30 Overview
1:27 Setup
2:30 iOS
2:57 Android
3:30 Usage Code
12:40 Unity Demo
15:10 Testing

For this lesson on how to use the Cross Platform Native Plugins 2 in Unity, I will show you how to set up Game Services which include Achievements and Leaderboards. Having Achievement and Leaderboards in your game are helpful tools which will increase the retention of player for your game. Achievements are good as they give the play something to work for and get rewarded. Leaderboards are good as they will introduce competition into your game. Both rewards and competition will drive returning users to your game.

IG_GameServices.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VoxelBusters.CoreLibrary;
using VoxelBusters.EssentialKit;

public class IG_GameServices : MonoBehaviour
{
    public static IG_GameServices instance;

    public static bool IsAthenticated;

    static ILocalPlayer localplayer;

    private void OnEnable()
    {
        // register for events
        GameServices.OnAuthStatusChange += OnAuthStatusChange;
    }

    private void OnDisable()
    {

        // unregister from events
        GameServices.OnAuthStatusChange -= OnAuthStatusChange;
    }
    // Start is called before the first frame update
    void Start()
    {
        
        
        instance = this;
        if (IsAthenticated)
            return;
        if(GameServices.IsAvailable())
        {
            
            GameServices.Authenticate();
        }
    }

    private void OnAuthStatusChange(GameServicesAuthStatusChangeResult result, Error error)
    {
        
        if (error == null)
        {
            Debug.Log("Received auth status change event");
            Debug.Log("Auth status: " + result.AuthStatus);
            Debug.Log("Local player: " + result.LocalPlayer);
            if (result.AuthStatus == LocalPlayerAuthStatus.Authenticated)
            {
                IsAthenticated = true;
                localplayer = result.LocalPlayer;
            }
        }
        else
        {
            Debug.LogError("Failed login with error : " + error);
        }
        
    }

    //Achievements
    //IG_GameServices.instance.ReportAchivement("AchivementID", 100);
    
    //IG_GameServices.instance.ReportAchivement("id", 100);
    public void ReportAchivement(string achievementId, double percentageCompleted)
    {
        GameServices.ReportAchievementProgress(achievementId, percentageCompleted, (error) =>
        {
            if (error == null)
            {
              Debug.Log("Request to submit progress finished successfully.");
            }
                else
            {
            Debug.Log("Request to submit progress failed with error. Error: " + error);
            }
        });
    }

    public void DisplayDefaultAchivements()
    {
        GameServices.ShowAchievements((result, error) =>
        {   
            Debug.Log("Achievements view closed");
        });
        
    }

    //Leaderboards
    //IG_GameServices.instance.ReportHighScore("LeaderboardID", 100);
    
   //IG_GameServices.instance.ReportLeaderboard("id", 100);
    public void ReportLeaderboard(string leaderboardId, long score)
    {
        GameServices.ReportScore(leaderboardId, score, (error) =>
        {
            if (error == null)
            {
                Debug.Log("Request to submit score finished successfully.");
            }   
            else
            {
                Debug.Log("Request to submit score failed with error: " + error.Description);
            }
        });
    }

    public void DisplayDefaultLeaderboard()
    {
        GameServices.ShowLeaderboards(callback: (result, error) =>
        {
            Debug.Log("Leaderboards UI closed");
        });
    }

}