Does anyone know if it's possible to invoke Apple app clip directly from Safari or using NSURL? I am aware of smart banners but those are just meant for seamless integration with web.
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I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.
Is it possible to build a single app that can work as native(GDK) and also insert cards into my timeline with Mirror API. Or i have to build separate apps for GDK and Mirror API.
I am aware that we can invoke a GDK app from a card inserted through Mirror API. But these are
in essence two different apps interacting.
So is it possible that i can do the whole authorization through GDK app?
It is certainly feasible to have a GDK-based app on Glass call the Mirror API to insert a card. Calling the timeline.insert endpoint is not a big deal. You will have bigger issues if you're trying to handle callbacks since you'll need a stable IP address, but if all you want to do is insert cards with a URI to use as an intent trigger, that part is not an issue.
The issue you face, as you noted, is to do the authorization through Glass. This part is still immature in the GDK, and although there are some workarounds, there is nothing that Google provides yet that can help with this. Auth support is quite frequently requested, so expect something to address this as the GDK matures.
Is it possible to have Glass do a POST on it's current coordinate to the server while running other apps, say, Google Hangout or take a picture?
Is there any example or APIs I can leverage?
If you are using Goggle Glass GDK, you can use an AsyncTask to to do work. If you are using Mirror-API, then that is a separate app, and it can work simultaneously (see GlassWare Fieldtrip).
I just started using the Mirror API with a PHP web server. Is there anyway to integrate a voice command with my app that when said, Glass will take a picture and automatically share the picture with my server?
From what I read so far, it doesn't seem possible to access the camera with anything other than the default "Take picture" command. I also don't see a way to have Glass commit two actions (in this case take a picture and then share it) with one voice command. Is there any way to do the above with the Mirror API?
This isn't possible with the current features provided by the Mirror API. If this is a feature you're interested in using, file it in the official issue tracker.
However, you can implement this functionality with the GDK.
I know there are currently two methods that can be used to do this, documented (poorly) on Facebook's Developer site:
The old (depreciated) JavaScript SDK FB.Connect.createApplication
A new FBJS method Facebook.createApplication (only for use on Canvas pages)
The problem is that I not using a Canvas app that runs FBJS, and I am not using the OLD JS SKD. I am trying to do this on a regular old PHP website that uses the current JavaScript SDK and the PHP SDK.
I am doing the usual Open Graph API calls and such with the current SDK, so I understand the basics, I'm just not sure how to proceed to use the OLD SDK, or if (fingers crossed) I even really have to?
So, is there a way to make new Facebook Apps with the current JS SDK? Or with a server side PHP SDK call to the Graph?
And if not, how do I call the old SDK to do this?
Thanks
UPDATE: You still can't do this, but there is an official bug in the Facebook tracker about it: http://developers.facebook.com/bugs/295627350461318
There isn't outside of the OLD SDK as you indicated. It's been removed (what Facebook calls "deprecated"). I put in a feature request recently for them to add it back into the API:
Me:
The Facebook Developer tool is
considerably lacking in features. We'd
like to be able to create a third
party application that adds layers of
functionality to the developer
application, but we'd need to be able
to create and administer applications
via the Graph API.
The Graph API supports querying for
information on existing applications.
To create, administer or delete
applications developers must go to the
Developer Application.
Them:
------- Comment #1 From Jeff Bowen 2010-12-07 16:59:12 (-) [reply]
------- Thanks for the request. We’ll track this on our wishlist