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Welcome to Everyplay. To get started, make sure you have an account registered, and that you have a unique client ID for your game. You can get these along with the latest integration instructions at https://developers.everyplay.com/

You can always download the latest SDK upgrades directly from https://github.com/everyplay/everyplay-android-sdk

Looking for iOS version? See https://github.com/everyplay/everyplay-ios-sdk

Everyplay SDK is licensed under the Apache License, Version 2.0 (http://www.apache.org/licenses/LICENSE-2.0.html)

For now, each SDK release has an expiration date. After expiring, there's a warning dialog on launch that recommends to upgrade the SDK. Apps downloaded from the Google Play Store or similar distribution channels won't have this behaviour.

Current and previous expiration dates:

  • 2014-09-14 (releases from 1.1 to CURRENT)
  • 2014-05-31 (releases from 1.0.5 to 1.0.6)
  • 2014-04-30 (releases from 1.0.3 to 1.0.4)
  • 2014-03-31 (releases from 1.0 to 1.0.2)

Everyplay SDK/Android - Release Notes

v1.1.1 - May 20th 2014 (build 1110)

  • Generic:

    • Workaround for ImgTec PowerVR GPU driver behaviour that could cause entire device to freeze after initialization

    • Fix videoplayer seeking from causing a crash on some devices with faulty drivers

    • Fix for potential video encoding thread hanging on some devices like Samsung Galaxy S3

    • Improved sending onEveryplayRecordingStarted listener events

    • Add onEveryplayAccountDidChange listener event

v1.1 - May 14th 2014 (build 1100)

  • Generic:

    • Everyplay now uses Facebook SDK for improved, seamless Facebook login support. If not linked into the project, the old login convention applies

    • The new improved Facebook login shares via Everyplay Facebook application, not through your existing Facebook application credentials. For immediate use, you might need to send your iOS bundle information or Android key hash to get started, please contact support@everyplay.com. We're currently working on making this step automated without extra work required on developers behalf

    • Generic graphics optimizations and improvements to graphics related resource allocating and releasing, which could have led to invalid graphics state in earlier releases

    • Improved recording state handling, orientation changing while recording etc

    • Worked around OpenGL performance issue that could happen on some devices after returning from Everyplay videoplayer activity that's triggered by playLastRecording method

    • Fixed a rare exception crash thrown by MediaCodec.dequeueInputBuffer

    • Improved movie merging behaviour and exception handling

    • Don't show 'Launch game' button when the game is already active one

    • Improved onEveryplayReadyForRecording(int enabled) listener events to return false for more cases where the recording isn't going to be supported

  • Unity plugin:

    • Improved Facebook integration, this requires the use of "Facebook for Unity" asset available from the Asset Store

    • Lots of internal plugin changes and file location changes for better Unity integration, the migration should be seamless without removing previous assets

    • New prefables integration. Instead of dragging a prefab to your first scene you may use the Edit / Everyplay Settings menu to enable Everyplay and to set your game credentials. This also allows you to temporarily disable Everyplay without removing the package

    • Double check that clientId, secret and redirectURI settings have merged into the new Edit / Everyplay Settings menu after upgrading

    • Calling Everyplay through the SharedInstance is now deprecated. You may still use the old way, but the recommended way is to call Everyplay.methodName

    • Added checkboxes to new Everyplay settings menu for enabling Everyplay per platform (iOS/Android)

    • iOS Everyplay.framework and bundle are now directly embedded into the package and used as the only option

    • Old test button functionality in Everyplay.prefab has been moved to Plugins/Everyplay/Helpers/EveryplayTest.prefab. A new simplified one can be enabled through Edit / Everyplay Settings menu

v1.0.5 - April 7th 2014 (build 1051)

  • Generic:

    • Build 1051: Workarounds for Vivante / HiSilicon GPU driver behaviour while not recording and early work towards supporting it in general

    • Fixed multiple OpenGL graphics state issues that were triggered on some devices and use cases

    • Fixed potential frame flickering and jerking issues

    • Fixed thumbnail graphics issues and rare crashes

    • Improved the image quality of downscaled video frame

  • Unity plugin:

    • New graphics integration support for iOS

v1.0.4 - March 10th 2014 (build 1041)

  • Generic:
    • Fixed a regression with OpenGL ES1 support

    • UI localization support for Simplified Chinese

    • Workaround for Broadcom VideoCore IV related crash and early work towards supporting it in general

v1.0.3 - March 5th 2014 (build 1030)

  • Generic:
    • First bunch of graphics optimization improvements, especially for Qualcomm and Mali GPUs. Depending on hardware used, up to 4x framerate improvement while recording

    • Generic activity handling improvements

    • There's now a warning dialog if the developer has not configured clientId, clientSecret and redirectUri. They're required before entering Everyplay related activities

    • Nexus 10 support now enabled from server side remote settings

v1.0.2 - February 7th 2014 (build 1020)

  • Generic:
    • Apps submitted to Play Store didn't remove the sandbox status or the ability to upload private videos

    • Fixed some sluggish activity behaviour when swapping activities to/from the video player

    • Localization improvements

v1.0.1 - February 4th 2014 (build 1010)

  • Generic:
    • Fixed video trimming feature in release build

v1.0 - February 3rd 2014 (build 1000)

  • Generic:

    • Initial public release with Unity support, others to follow

      For recording support, most devices running Android 4.1 (API level 16) or later should work

      For just browsing and using Everyplay social features, a device running Android 4.0 (API level 14) or later is required

      It's possible to target an application to run on older versions than 4.0, but all Everyplay SDK methods are non-functional

      Due to wide range of driver behaviour, hardware encoders, GPUs and Android version differences out there, Everyplay SDK caches device specific settings online from a remote server

      Until the settings are successfully received, the recording support is automatically disabled. After receiving the server response, the recording support is either enabled or continued to be disabled to workaround devices known to cause trouble. Next time the application is started, the settings are applied from the cache immediately upon startup without requiring network access

      It is also the fastest way to react when encountering unknown devices that could cause trouble, either by remotely disabling recording support or tuning device specific settings, in best case without requiring an SDK/application upgrade

  • Unity plugin:

    • Unity 4.3 works out of the box with Build & Run

    • Unity 4.2 works as well, but you need to disable Version Control through Edit -> Project Settings -> Editor; to make up Android build improvements that have only been implemented in 4.3 release or later

    • Unity 4.1 and older releases work through some manual labor:

      • Disable Version Control through Edit -> Project Settings -> Editor or be prepared to manually remove all *.meta files from the exported project folder

      • Export an Eclipse project

      • Open the exported project. If there's a AndroidManifest.xml parse error, you may need to re-save it as UTF-8 (without BOM) in your favorite text editor

      • Append the following lines to project.properties:

          android.library.reference.1=Plugins/Android/everyplay
          manifestmerger.enabled=true
  • Known issues:
    • Main focus is on testing the completeness of the SDK, multiple performance enhancements are currently in the works

    • Live FaceCam functionality is not yet implemented, Unity FaceCam functions currently return false or no-op on Android

    • No FaceCam commentary option in video editor yet

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