Updating the Unity Splashscreen

Looks like they didnt expose the splashscreen property, which is a pain… I have a script that allows me to switch between a Paid version and Free version of an App inside Unity.  Makes developing the App a lot simpler… just flip a toggle and presto, new icon, no ads and no ‘remove ad’ button!

I wanted to swap the splashscreen between the paid and free versions with this toggle, but the fine folks at Unity didn’t think of that, so after some searching, I ended up copying the correct screen over a generic splashscreen, but I had to use File.Copy as AssetDatabase.CopyAsset would reset the splashscreen in the build settings, which defeated the purpose!  I call to Refresh() when the copy was done updated the build setting and asset database.

	string srcPath = AssetDatabase.GetAssetPath(splashScreen);
	Debug.Log("srcPath: " + srcPath);
	string dstPath = Path.GetDirectoryName(srcPath);
	dstPath+="/splashScreen" + Path.GetExtension(srcPath);
	Debug.Log("Duplicating " + srcPath + " into " + dstPath);
	File.Copy(srcPath,dstPath,true);
	//AssetDatabase.CopyAsset(srcPath,dstPath); // doesnt work correctly
	AssetDatabase.Refresh();

Hope that helps someone else till they fix it.

Unity3D Application.persistentDataPath is null on Android

I’ve no idea why this is happening all of a sudden, but the static property Application.persistentDataPath is returning a zero length string and not the path to the storage folder on my Android devices.  From googling, I can see I’m not the only one with this problem.  It’s happening whether I build directly from Unity, or download it from the beta tab on Google Play.

I added the following method to my Android plugin JAR so at least I could move on and not get stuck:

    public static String PBgetFilePath(final Activity activity)
    {
        File path = activity.getApplicationContext().getFilesDir();
        Log.i(LOGTAG,"Internal FilesDir: " + path.getPath());
        return path.getPath();
    }

This returns the correct string and when I use it, I can read and write files as expected.  If persistentDataPath returns a null or a zero length string, then I call my java code and use the result.

ADB Logcat candy

Normally, when I’m debugging stuff on my android code, I use the command line version of adb in a terminal window on my mac.  I’ve been using various tags after the -S command to filter the output to just the stuff I care about, like so:

adb logcat -S Unity PBAndroid

This will filter the output to show only lines that have Unity or PBAndroid as tags, and I use PBAndroid for all my Log.? outputs in my java plugins.  Normally this has served me well, but I was running into an issue with using the new Unity IAP system and there were messages I was missing that would have lead me to a solution to the problem much sooner if I’d seen them, but I was filtering them out.

After some googling, I found the following awesome line on StackOverflow that is going to be my new go to ADB command:

adb logcat | grep `adb shell ps | grep com.example.package | cut -c10-15`

I replaced the com.example.package with com.purplebuttons. and it shows me ALL the output for my application.

I added the following to my /bin folder as ‘adblog’:

!/bin/bash
#call adb logcat on a specific bundle id
if [ $# -eq 0 ];
then
 echo "Syntax: $(basename $0) bundleid (e.g. com.purplebuttons)"
 exit 1
fi
adb logcat | grep `adb shell ps | grep $1 | cut -c10-15`

Now I can filter the output to my application by using:

adblog com.purplebuttons

 

UIButton and isEnabled color change

As part of my hidden UIWidget stuff, the widget has a few buttons on it that I set the isEnabled flag to false when appropriate.  This had the effect of the button changing over time to a dark gray color when it appears on screen.

I didn’t want the color to transition, I wanted it to start gray when it appeared.  So I added the following lines:

float oldDur = button.duration;
button.duration = 0;
button.isEnabled = false;
button.duration = oldDur;

That did the trick – button appeared gray and didn’t transition.

NGUI and inactive widgets in Unity3D

I have a UITexture that I resize before making it visible in the game view.  The problem I ran into is that when you resize a UIWidget and that widget is currently inactive, then NGUI will not force an update to any collider you have attached to it.

I got around this by adding a call to ResizeCollider() after I enabled the UIWidget.  I’ll keep watching to see if there are other properties not being updated while the UIWidget is inactive.