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<rss version="2.0">
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<title>Shephertz Community - Recent questions in Unity</title>
<link>http://forum.shephertz.com/?qa=questions/products/appwarp/unity</link>
<description>Powered by Question2Answer</description>
<item>
<title>Does AppWarp work with VR?</title>
<link>http://forum.shephertz.com/?qa=11536/does-appwarp-work-with-vr</link>
<description>I tried modifying the example using the OVRPlayerController in Unity. I added a rigidbody to the rig and it seemed to work. It looks like it connects but when 2 connect they cannot see eachother in the game. Since a search on the forum produced no results for VR, I am guessing that either no one has tried or it simply will not work. Does anyone know the answer?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11536/does-appwarp-work-with-vr</guid>
<pubDate>Thu, 02 Jan 2020 07:57:44 +0000</pubDate>
</item>
<item>
<title>Communication between players.</title>
<link>http://forum.shephertz.com/?qa=11424/communication-between-players</link>
<description>Hi,

 

I am creating tournament kind of game. Where there will be 5 players, how do Player A send a msg to Player B directly ? So others should not receive that msg in EventListeners. Whats the function to use?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11424/communication-between-players</guid>
<pubDate>Sat, 09 Mar 2019 07:05:56 +0000</pubDate>
</item>
<item>
<title>onDisconnectDone - Can only be called from the main thread...</title>
<link>http://forum.shephertz.com/?qa=11230/ondisconnectdone-can-only-be-called-from-the-main-thread</link>
<description>&lt;p&gt;
	&lt;span id=&quot;result_box&quot; lang=&quot;en&quot;&gt;&lt;span&gt;I can not call methods (for example SendMessage) from onDisconnectDone.&lt;/span&gt; &lt;span&gt;I always get an exception like this: Can only be called from the main thread ... There is no such problem on onConnectDone.&lt;/span&gt; &lt;span class=&quot;short_text&quot; lang=&quot;en&quot;&gt;&lt;span&gt;A small sample code&lt;/span&gt;&lt;/span&gt;&lt;span&gt; (Unity 2017.4.0f1):&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;pre class=&quot;brush:csharp;&quot;&gt;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using com.shephertz.app42.gaming.multiplayer.client;
using com.shephertz.app42.gaming.multiplayer.client.events;
using com.shephertz.app42.gaming.multiplayer.client.command;
using com.shephertz.app42.gaming.multiplayer.client.listener;

public class WarpTest : MonoBehaviour, ConnectionRequestListener
{

	public string apiKey = &quot;&amp;lt;apiKey&amp;gt;&quot;;
	public string pvtKey = &quot;&amp;lt;pvtKey&amp;gt;&quot;;

	void OnWarpConnect ()
	{
		print (&quot;Warp Connect!&quot;);
	}

	void OnWarpDisconnect ()
	{
		print (&quot;Warp Disconnect!&quot;);
	}
	
	public void onConnectDone (ConnectEvent eventObj) 
	{
		this.SendMessage (&quot;OnWarpConnect&quot;, null, SendMessageOptions.DontRequireReceiver);
	}

	public void onDisconnectDone (ConnectEvent eventObj)
	{
		this.SendMessage (&quot;OnWarpDisconnect&quot;, null, SendMessageOptions.DontRequireReceiver);
		// ERROR!
	}

	public void onInitUDPDone (byte resultCode) { }

	// Use this for initialization
	void Awake () {
		WarpClient.initialize (this.apiKey, this.pvtKey);
		WarpClient.GetInstance ().AddConnectionRequestListener (this);
	}
	
	// Update is called once per frame
	void Update () {
		if (Input.GetKeyDown (KeyCode.C)) WarpClient.GetInstance ().Connect (&quot;Player&quot;);
		if (Input.GetKeyDown (KeyCode.D)) WarpClient.GetInstance ().Disconnect ();
	}
}
&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11230/ondisconnectdone-can-only-be-called-from-the-main-thread</guid>
<pubDate>Sun, 22 Jul 2018 12:54:57 +0000</pubDate>
</item>
<item>
<title>Synchronize death</title>
<link>http://forum.shephertz.com/?qa=10893/synchronize-death</link>
<description>&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;color: rgb(33, 33, 33); font-family: arial, sans-serif; font-size: 16px; white-space: pre-wrap;&quot;&gt;how can I synchronize a death animation by the example of multiplayer channel shooter?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-family: arial, sans-serif; color: #212121;&quot;&gt;&lt;span style=&quot;font-size: 16px; white-space: pre-wrap;&quot;&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=j3WX_s4jBds&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=j3WX_s4jBds&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;color: rgb(33, 33, 33); font-family: arial, sans-serif; font-size: 16px; white-space: pre-wrap;&quot;&gt;how can I synchronize a death animation by the example of multiplayer channel shooter?&lt;/span&gt;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10893/synchronize-death</guid>
<pubDate>Thu, 04 Jan 2018 00:27:35 +0000</pubDate>
</item>
<item>
<title>Game does not connect, WarpClient.GetInstance () returns null.</title>
<link>http://forum.shephertz.com/?qa=10629/game-does-not-connect-warpclient-getinstance-returns-null</link>
<description>I've recently started looking at the AppWarp SDK to build a synchronous game.

However when I run my game, the &quot;Game does not connect, &quot; return a value only on the first Update(). Then it keeps returning null on every subsequent update() run.

Basically the game does not connect.

I used my API key and secret in the sample code. And it works perfectly there.

My code is exactly the same as the sample, but doesn't work. Please help me understand if I'm missing something.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10629/game-does-not-connect-warpclient-getinstance-returns-null</guid>
<pubDate>Tue, 11 Jul 2017 10:02:15 +0000</pubDate>
</item>
<item>
<title>Connect to Appwarp S2 from Unity WebGL build</title>
<link>http://forum.shephertz.com/?qa=10600/connect-to-appwarp-s2-from-unity-webgl-build</link>
<description>Hi, my unity app can connect to my Appwarp s2 no problem when run on Android

but when I build my app in WebGL platfrom, the app cannot connect to Appwarp s2 anymore.

Please help how to fix this

manhson.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10600/connect-to-appwarp-s2-from-unity-webgl-build</guid>
<pubDate>Wed, 05 Jul 2017 05:03:03 +0000</pubDate>
</item>
<item>
<title>Using AppWarp in the project makes Unity freeze</title>
<link>http://forum.shephertz.com/?qa=10599/using-appwarp-in-the-project-makes-unity-freeze</link>
<description>Hi,

The problem does not occur first time when I open the project. App starts okay and it works fine with AppWarp (sending and receiveing messages)
But after I exit play mode and try to start it again, it freezes without starting the game. That also applies to Building project. It always freezes and does not end.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10599/using-appwarp-in-the-project-makes-unity-freeze</guid>
<pubDate>Tue, 04 Jul 2017 15:00:05 +0000</pubDate>
</item>
<item>
<title>How to wait till the response comes from the ShepHertz database  request, in angularjs?</title>
<link>http://forum.shephertz.com/?qa=10595/wait-response-comes-shephertz-database-request-angularjs</link>
<description>&lt;pre class=&quot;brush:jscript;&quot;&gt;
I want unread chat count,So first i am getting user All friends then i am checking each sender friend unread message, then pass to tab icon ,


//Login
              $scope.login=function(){
              var validationSuccess=validateWaveForm();
              if(!validationSuccess)
              return;

              $ionicLoading.show({template: 'Please wait...'});
              var userService  = new App42User();
              userService.authenticate($scope.data.username, $scope.data.password,{
                                       success: function(object)

                                       {
                                       console.log(&quot;object is&quot;+object);
                                       var userObj = JSON.parse(object);
                                       var result = userObj.app42.response.success;
                                       if(result){
                                       var loginUser =userObj.app42.response.users.user;
                                       console.log(loginUser)
                                       localStorage.setItem(&quot;LoginEm&quot;,$scope.data.username)
                                       console.log($scope.data.username+&quot;=hi-1&quot;)
                                       $scope.verifyUserAccountStatus(loginUser,$scope.data.username)
                                       
                                       /* For Unread msgs Count*/
                                       $rootScope.chatCounted=$scope.getAllFriends($scope.data.username);
                                      
                                       }
                                       },
                                       error: function(error) {
                                       $ionicLoading.hide();
                                       var userObj = JSON.parse(error);
                                       showAlert($ionicPopup,&quot;Authentication error&quot;,userObj.app42Fault.details);
                                       }
                                       });
              }


          /* For get All Friends */
 $scope.getAllFriends=function(userName){
  $scope.friendsUsrname = []
var buddyService    =   new App42Buddy();
    var result;
    var count=0;
       buddyService.getAllFriends(userName,{
        success: function(object)
        {
          $ionicLoading.hide();
          $scope.friendsUsrname.length = 0;
          var buddyObj = JSON.parse(object);
          result = buddyObj.app42.response.buddies.buddy;
             
          if (result instanceof Array) {
            for(var i = 0;i&amp;lt;result.length;i++)
            {
              var buddyName=result[i].buddyName;
              $scope.friendsUsrname.push(result[i].buddyName);
              
                /* For Unread msgs Count*/
            var chatCount= $scope.getUnreadMsgCount(buddyName,userName);
               count=count+chatCount;
            }
            return count;
          }
          else{
            var buddyName=result.buddyName;
            $scope.friendsUsrname.push(result.buddyName);
            /* For Unread msgs Count*/
           var chatCount= $scope.getUnreadMsgCount(buddyName,userName)
               count=count+chatCount;
               return count;          
          }
          
         
        },
        error: function(error) {
         return count;
          $ionicLoading.hide();
          
        }
      });
    }



/* For Unread msgs Count*/
 $scope.getUnreadMsgCount=function(buddyName,userName){
      
      var key1    =&quot;chatHistory.sender&quot; ,
         key2    = &quot;chatHistory.receiver&quot;,
         key3    =&quot;chatHistory.formattedDate&quot;,
         value1=buddyName,
         value2=userName,
         value3='Just now';
         var chatCount=0;
         
      var storageService      =   new App42Storage();

      var queryBuilder = new QueryBuilder();
            var q1,q2,query1,query2,query;
            
               q1 = queryBuilder.build(key1, value1, Operator.LIKE);
               q2 = queryBuilder.build(key2, value2, Operator.LIKE);
                query1 = queryBuilder.compoundOperator(q1,Operator.AND, q2);
                query2=queryBuilder.build(key3, value3, Operator.LIKE);
               query = queryBuilder.compoundOperator(query1,Operator.AND, query2);
               storageService.findDocumentsByQuery('STEMERGY','Chatting', query,{  
    success: function(object)   
    {    
        var storageObj = JSON.parse(object);    
        response = storageObj.app42.response.storage.jsonDoc; 
        var chatCount=0;
        if (response instanceof Array) {
                                            for(var i = 0;i&amp;lt;response.length;i++)
                                            {
                                            var chatHistory = response[i].chatHistory; 
                                            if (chatHistory instanceof Array) {                                           
                                            for(var j = 0;j&amp;lt;chatHistory.length;j++)
                                            {
                                            
                                            var chatObj = chatHistory[j]
                                                                                        
                                            if((chatObj.formattedDate)===&quot;Just now&quot;){
                                              chatCount++;
                                              $scope.chatCounting=chatCount;
                                              console.log(chatCount)

                                            }else{
                                             $scope.chatCounting=chatCount;
                                              console.log(chatCount)}
                                          }
                                           } else{
                                            if((chatHistory.formattedDate)===&quot;Just now&quot;){
                                              chatCount++;
                                               $scope.chatCounting=chatCount;
                                              console.log(chatCount)
                                            }else{
                                              $scope.chatCounting=chatCount;
                                              console.log(chatCount)}
                                            
                                           }
                                            }
                                          }else{if((chatHistory.formattedDate)===&quot;Just now&quot;){
                                              chatCount++;
                                               $scope.chatCounting=chatCount;
                                              console.log(chatCount)
                                            }else{
                                              $scope.chatCounting=chatCount;
                                              console.log(chatCount)}
                                          }
        //localStorage.setItem(&quot;chatCount&quot;,chatCount);
        return chatCount;
    },    
    error: function(error) { 
      return chatCount;
      showAlert($ionicPopup,&quot;Error&quot;,&quot;No-chats&quot;);
   }    
});        

    }&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10595/wait-response-comes-shephertz-database-request-angularjs</guid>
<pubDate>Tue, 04 Jul 2017 02:23:41 +0000</pubDate>
</item>
<item>
<title>Appwarp for unity sdk working on unity editor but it is not working on android device, showing response code 6.</title>
<link>http://forum.shephertz.com/?qa=10580/appwarp-working-editor-working-android-device-showing-response</link>
<description>I have setup the Appwarp multiplayer sdk in project and I have used APpWarpUnity.dll for editor and standalone and AppWarpUnityMobile.dll for mobile devices. It is working fine on unity editor but it is not working on mobile device. It always shows response code 6 which i guess un Unknown error. I am using the github project as reference. Please help!!</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10580/appwarp-working-editor-working-android-device-showing-response</guid>
<pubDate>Sun, 25 Jun 2017 05:37:06 +0000</pubDate>
</item>
<item>
<title>Start Multiplayer Game Functionality</title>
<link>http://forum.shephertz.com/?qa=10522/start-multiplayer-game-functionality</link>
<description>Hi All&lt;br /&gt;
&lt;br /&gt;
I am developing real time multiplayer game. WhenI test my game, if 2 users click &amp;quot;Play Game&amp;quot; button at the same time, both of them joins and subsribe room at the same time so that onUserJoinedRoom event is not executed for booth of them:) Therefore, I cannot send update peers.Therefore, I cannot send start game pack. If I use getLiveRoomInfo function and check if number of users is 2, start game. But this time since 2 users enter same time, booth users sees there are 2 users in the room and I cannot set the roomOwner:) In my logic first user who enters room is roomowner. So in that case there are two room owner. I do not know how to handle this? If there is a little time between I click play game buttons between users, no problem.&lt;br /&gt;
&lt;br /&gt;
EDIT:This problem occus when 2 users enter an existing room.(You know dynamic rooms are not destroyed immediately. So another users can join room)&lt;br /&gt;
&lt;br /&gt;
Thanks</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10522/start-multiplayer-game-functionality</guid>
<pubDate>Fri, 02 Jun 2017 08:27:55 +0000</pubDate>
</item>
<item>
<title>Cannot connect Appwarp while VPN is On</title>
<link>http://forum.shephertz.com/?qa=10495/cannot-connect-appwarp-while-vpn-is-on</link>
<description>Hi All&lt;br /&gt;
&lt;br /&gt;
When I open vpn and select for instance Germany as sever location, I cannot connect to Appwarp. No problem with App42. Why? I cannot test my game! So does it mean a user from Germany cannot connect to my game? Or is it related with vpn?&lt;br /&gt;
&lt;br /&gt;
thanks....</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10495/cannot-connect-appwarp-while-vpn-is-on</guid>
<pubDate>Mon, 22 May 2017 19:36:14 +0000</pubDate>
</item>
<item>
<title>Request a example for multiplayer game</title>
<link>http://forum.shephertz.com/?qa=10368/request-a-example-for-multiplayer-game</link>
<description>&lt;p&gt;
	&lt;span lang=&quot;en&quot;&gt;&lt;span&gt;good morning,&lt;/span&gt;&lt;br&gt;
	&lt;br&gt;
	&lt;span&gt;Why App42Warp does not have good tutorials for Unity?&lt;/span&gt; &lt;span&gt;The only tutorial is the Vikings, and it's old.&lt;/span&gt;&lt;br&gt;
	&lt;br&gt;
	&lt;span&gt;I am trying to make a simple game, there is a button where the player when directly press begins a game with another player.&lt;/span&gt; &lt;span&gt;How can I do this?&lt;/span&gt; &lt;span&gt;As an example I want to put Clash Royale, that you hit the &quot;search game&quot; button and automatically play against an opponent.&lt;/span&gt; &lt;span&gt;Can I do this with App42Warp?&lt;/span&gt; &lt;span&gt;I am using App42Cloud for the management of users, but for the logic of the game I would like to use AppWarp but there is no information and I am evaluating to try other services with better documentation.&lt;/span&gt;&lt;br&gt;
	&lt;br&gt;
	&lt;span&gt;regards&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10368/request-a-example-for-multiplayer-game</guid>
<pubDate>Thu, 06 Apr 2017 07:59:37 +0000</pubDate>
</item>
<item>
<title>Request Turn</title>
<link>http://forum.shephertz.com/?qa=10275/request-turn</link>
<description>&lt;p&gt;
	Creating a turn based game.&lt;/p&gt;
&lt;p&gt;
	Essentially is there a way for a player to request to be the next turn?&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	Background:&lt;/p&gt;
&lt;p&gt;
	Players take it in turns to pick a card from a grid. The coordinates are sent to all other players. The coordinate&amp;nbsp;chosen might be an action card (steal from another player etc). Multiple players can have action cards and I'm trying to figure out the best way of handling this additional&amp;nbsp;queue.&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	Thoughts:&lt;/p&gt;
&lt;p&gt;
	I thought of storing properties of the players in the room properties (player hasAction) then cycling through that to determine who's turn should be next.&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	Thanks in advance!!&amp;nbsp;&lt;img alt=&quot;smiley&quot; height=&quot;20&quot; src=&quot;http://forum.shephertz.com/qa-plugin/wysiwyg-editor/plugins/smiley/images/regular_smile.gif&quot; title=&quot;smiley&quot; width=&quot;20&quot;&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10275/request-turn</guid>
<pubDate>Mon, 06 Mar 2017 16:12:42 +0000</pubDate>
</item>
<item>
<title>Xcode error: Undefined symbols for architecture arm64</title>
<link>http://forum.shephertz.com/?qa=9938/xcode-error-undefined-symbols-for-architecture-arm64</link>
<description>&lt;p&gt;
	Hello, I'm trying to build to my app to my iPhone for the first time since adding the AppWarp and App42 cloud plug ins and I'm getting this build error. I'm using Unity version 5.4.3p2, plugins are App42 Unity SDK 4.1.2 &amp;amp; AppWarp Unity SDK v 1.10, and building through XCode version 8.1.&lt;/p&gt;
&lt;p&gt;
	Here's the error message:&lt;/p&gt;
&lt;blockquote&gt;
	&lt;p&gt;
		Ld /Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Products/Debug-iphoneos/Atatikon.app/Atatikon normal arm64&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp; cd &quot;/Users/doug/Documents/game development/iOS_Builds/Atatikon/atatikon&quot;&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp; export IPHONEOS_DEPLOYMENT_TARGET=10.0&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp; export PATH=&quot;/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin&quot;&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp; /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch arm64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.1.sdk -L/Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Products/Debug-iphoneos -L/Users/doug/Documents/game\ development/iOS_Builds/Atatikon/atatikon -L/Users/doug/Documents/game\ development/iOS_Builds/Atatikon/atatikon/Libraries -F/Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Products/Debug-iphoneos -filelist /Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/arm64/Atatikon.LinkFileList -Xlinker -map -Xlinker /Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Atatikon-LinkMap-normal-arm64.txt -miphoneos-version-min=10.0 -dead_strip -Xlinker -object_path_lto -Xlinker /Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/arm64/Atatikon_lto.o -Xlinker -no_deduplicate -fembed-bitcode-marker -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -weak_framework CoreMotion -weak-lSystem -liPhone-lib -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework CFNetwork -framework CoreGraphics -framework CoreLocation -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -weak_framework iAd -framework MediaPlayer -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -Xlinker -dependency_info -Xlinker /Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Intermediates/Unity-iPhone.build/Debug-iphoneos/Unity-iPhone.build/Objects-normal/arm64/Atatikon_dependency_info.dat -o /Users/doug/Library/Developer/Xcode/DerivedData/Unity-iPhone-flurquoeldppscgdguqkdatbmlga/Build/Products/Debug-iphoneos/Atatikon.app/Atatikon&lt;br&gt;
		&lt;br&gt;
		Undefined symbols for architecture arm64:&lt;br&gt;
		&amp;nbsp; &quot;__CloseUdpIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__CloseUdpIos_m212810184 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__CloseUdpIos_m212810184)&lt;br&gt;
		&amp;nbsp; &quot;__ReadUdpIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__ReadUdpIos_m521009020 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__ReadUdpIos_m521009020)&lt;br&gt;
		&amp;nbsp; &quot;__CreateUdpIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__CreateUdpIos_m3826989989 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__CreateUdpIos_m3826989989)&lt;br&gt;
		&amp;nbsp; &quot;__CloseIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__CloseIos_m750100725 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__CloseIos_m750100725)&lt;br&gt;
		&amp;nbsp; &quot;__ReadIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__ReadIos_m2487261756 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__ReadIos_m2487261756)&lt;br&gt;
		&amp;nbsp; &quot;__SendIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__SendIos_m958229806 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__SendIos_m958229806)&lt;br&gt;
		&amp;nbsp; &quot;__ConnectIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__ConnectIos_m3976728868 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__ConnectIos_m3976728868)&lt;br&gt;
		&amp;nbsp; &quot;__SendUdpIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__SendUdpIos_m2470221550 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__SendUdpIos_m2470221550)&lt;br&gt;
		&amp;nbsp; &quot;__CreateIos&quot;, referenced from:&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; _ClientChannel__CreateIos_m2120496054 in Bulk_AppWarpUnityMobile_0.o&lt;br&gt;
		&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; (maybe you meant: _ClientChannel__CreateIos_m2120496054)&lt;br&gt;
		ld: symbol(s) not found for architecture arm64&lt;br&gt;
		clang: error: linker command failed with exit code 1 (use -v to see invocation)&lt;br&gt;
		&amp;nbsp;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;
	Thanks for any help!&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9938/xcode-error-undefined-symbols-for-architecture-arm64</guid>
<pubDate>Thu, 08 Dec 2016 22:57:18 +0000</pubDate>
</item>
<item>
<title>FCM documentation</title>
<link>http://forum.shephertz.com/?qa=9910/fcm-documentation</link>
<description>We are trying to implent pushes on Android, i read you already support FCM but there is no documentation nor guides or at least i can not find them.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9910/fcm-documentation</guid>
<pubDate>Mon, 28 Nov 2016 15:16:07 +0000</pubDate>
</item>
<item>
<title>Email verification issue</title>
<link>http://forum.shephertz.com/?qa=9580/email-verification-issue</link>
<description>Hello, 

        I am developing an app where i want to put email verification. At the time of sign up user will enter email address and if that email address is valid then one link will be sent to users email address and only after clicking on that link user will be able to login to the app. Now my question is after sign up we need to block the user untill he/she clicks on that link. So how to do this usecase on this server. So how to block and Unblock the user in this usecase.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9580/email-verification-issue</guid>
<pubDate>Mon, 12 Sep 2016 09:56:54 +0000</pubDate>
</item>
<item>
<title>i want to use some server logic, so should i go for appwarpS2 or App42 custom logic is enough??</title>
<link>http://forum.shephertz.com/?qa=9573/some-server-logic-should-appwarps2-app42-custom-logic-enough</link>
<description>hello there,
Actually i am getting confused in two things.
Appawrp s2 and custom server logic.
i know Appwarp s2 provides ability to host your own appwarp server and custom server logic is just extending your appwarp cloud server with custome code...
but what i want to is to make a casino card like game, which contanis some server side logic.
So, can it be done with the custome code or do i need to go for appwarp s2??</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9573/some-server-logic-should-appwarps2-app42-custom-logic-enough</guid>
<pubDate>Fri, 09 Sep 2016 05:39:11 +0000</pubDate>
</item>
<item>
<title>how to get chats which were sent by other users while the first user paused??</title>
<link>http://forum.shephertz.com/?qa=9543/get-chats-which-were-sent-other-users-while-first-user-paused</link>
<description>hey all, i have massively stucked on a thing...
i have used connection resilience  where if first user losses connection it gets paused. At such a point if anouther user sends any chat, the first user doesnt get it upon resuming the connection.
so, what should i do at such situation. i need those chats. kindly help me please, so that my project can move forward... :)</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9543/get-chats-which-were-sent-other-users-while-first-user-paused</guid>
<pubDate>Thu, 01 Sep 2016 06:25:51 +0000</pubDate>
</item>
<item>
<title>Appwarp-Close Application Using Home Button in Android</title>
<link>http://forum.shephertz.com/?qa=9541/appwarp-close-application-using-home-button-in-android</link>
<description>Hi All

I asked this question but I got no answer from developer. So, I am asking again. When I close my application from in game menu(I call Disconnect API while closing) and restart application, appwarp connects succesfully. But when I close application using hardware home button and restart application, It returns me 1 error. And after some time, it connects. How can I solve this problem in unity? In my previous question, developer says I suggest call Disconnect API before application quit. I already do it. As I said it does not work while quit using home button. Can someone from shephertz can try this on android device and return me?

Thanks</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9541/appwarp-close-application-using-home-button-in-android</guid>
<pubDate>Wed, 31 Aug 2016 07:38:06 +0000</pubDate>
</item>
<item>
<title>Appwarp Error Code 1</title>
<link>http://forum.shephertz.com/?qa=9514/appwarp-error-code-1</link>
<description>Hi All&lt;br /&gt;
&lt;br /&gt;
I am testing connection resilency feature of appwarp. After I test(connection lost and reconnect again), I close application and reopen it, appwarp returns me error code 1(Auth_error). Why is this happen? After I wait a while and reopen application it connects as expected.&lt;br /&gt;
&lt;br /&gt;
Thanks</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9514/appwarp-error-code-1</guid>
<pubDate>Wed, 24 Aug 2016 13:01:06 +0000</pubDate>
</item>
<item>
<title>Can we Export Php Code in side Gpass Server?</title>
<link>http://forum.shephertz.com/?qa=9495/can-we-export-php-code-in-side-gpass-server</link>
<description>Hello,

I am Very Much Confuse with Gpaas,Paas,Baas And Iaas.Which is the best if want to use App42 and Appwarps2 along with  php code.?

Which oe have support of storing data.?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9495/can-we-export-php-code-in-side-gpass-server</guid>
<pubDate>Fri, 19 Aug 2016 14:47:32 +0000</pubDate>
</item>
<item>
<title>How can we implement BuddyManagement Along With AppWarpS2 ?</title>
<link>http://forum.shephertz.com/?qa=9493/how-can-we-implement-buddymanagement-along-with-appwarps2</link>
<description>Hello,

Actually i want to iintegrate in game social/Profile Management where i can create account for user,Add friend ,Remove Friend,Send gifts to him /her.they can select avatar too.how can i do such thing ? s it possible to develoap such thing using app42 cloud? 

if yes than how can i combine appwarps2 and app42 cloud service together?

And one more thing what is AppWarpHq?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9493/how-can-we-implement-buddymanagement-along-with-appwarps2</guid>
<pubDate>Fri, 19 Aug 2016 07:23:59 +0000</pubDate>
</item>
<item>
<title>GetAllRooms is returning zero</title>
<link>http://forum.shephertz.com/?qa=9177/getallrooms-is-returning-zero</link>
<description>&lt;p&gt;
	I'm trying to get a list of rooms in my Unity app. I have created two rooms on the appwarp console. But when I call getallarooms()&amp;nbsp; in &lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;color:#333333;&quot;&gt;onGetAllRoomsDone &lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;Debug&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;Log&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#f57d00;&quot;&gt;&quot;&lt;/span&gt;&lt;span style=&quot;color:#f57d00;&quot;&gt;Getallrooms&lt;/span&gt;&lt;span style=&quot;color:#f57d00;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#f57d00;&quot;&gt;&quot;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;+&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;eventObj&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;getResult&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()) returns 0. I'm thinking it should return the number of rooms?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	These are my Listeners:&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;=&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetComponent&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;lt;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;Listener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;&amp;gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddConnectionRequestListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddChatRequestListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddLobbyRequestListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddNotificationListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddRoomRequestListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddUpdateRequestListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;br&gt;
	&lt;span style=&quot;color:#333333;&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;color:#3364a4;&quot;&gt;WarpClient&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;GetInstance&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;()&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;.&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;AddZoneRequestListener&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;(&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;listen&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;)&lt;/span&gt;&lt;span style=&quot;color:#333333;&quot;&gt;;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;color:#333333;&quot;&gt;I'm able to connect successfully and join the lobby, I'm even able to join a room using a roomId,&amp;nbsp; but not sure what I might be doing wrong as far as getting all existing rooms is concerned ...&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-family: Consolas;&quot;&gt;Is there a Unity example available that has multiple rooms to choose from? (so I can explore the &lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;color:#333333;&quot;&gt;onGetAllRoomsDone results in a working sample)&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;font-family: Consolas;&quot;&gt;&lt;span style=&quot;color:#333333;&quot;&gt;Thanks&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=9177/getallrooms-is-returning-zero</guid>
<pubDate>Fri, 01 Jul 2016 01:56:30 +0000</pubDate>
</item>
<item>
<title>AppWarp Unity: Connect with same user does not work</title>
<link>http://forum.shephertz.com/?qa=8964/appwarp-unity-connect-with-same-user-does-not-work</link>
<description>&lt;p&gt;
	Hi,&lt;/p&gt;
&lt;p&gt;
	I have integrated the AppWarp SDK into my Unity project and set it up as per instructions. When I run it on player or physical device it works well without any issues. So I connect a user named &quot;10001&quot; to the server using call&lt;/p&gt;
&lt;pre class=&quot;brush:csharp;&quot;&gt;
WarpClient.GetInstance().Connect(&quot;10001&quot;);&lt;/pre&gt;
&lt;p&gt;
	And I get connected getting a call in ConnectionListener with Success code. However, if I try to re-run the app using the same user name it does not connect the user and forever stays in connecting state. I checked the Connectivity Resilliance tutorial on Github as well. In this also, if I put the user name as static anyting e.g. &quot;10001&quot;. It will not connect it to server.&lt;/p&gt;
&lt;p&gt;
	My main objective is to register a user to server. And if user closes and re-opens the app, then I want to re-connect the same user to server to check any available games. But since the server is not letting me connect the same user again, I'm not sure how to achieve this.&lt;/p&gt;
&lt;p&gt;
	Any help is greatly appreciated.&lt;/p&gt;
&lt;p&gt;
	Thanks&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8964/appwarp-unity-connect-with-same-user-does-not-work</guid>
<pubDate>Thu, 02 Jun 2016 03:55:06 +0000</pubDate>
</item>
<item>
<title>WarpClient.GetInstance().Connect(username);  sometimes connects in seconds and sometimes go forever without connecting</title>
<link>http://forum.shephertz.com/?qa=8961/warpclient-getinstance-sometimes-connects-sometimes-connecting</link>
<description>HI,

 

I have one scene in Unity. From there in Awake I'm initializing the SDK with API_KEY and API_SECRET. I have a button in my scene clicking which it tries to connect to server using WarpClient.GetInstance().Connect(username). Sometimes I get connected to server within 2-3 seconds. And if not, then it will not get connected to server forever. I try again and again and start gettinf Bad Request Error. The I have to kill the application, re-launch and try again. If it does not work, then I re-install the application and sometimes with luck I get connected to server. I'm using 3G moiblie data to connect.

I can share my unity project if required to test it out.

Thanks</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8961/warpclient-getinstance-sometimes-connects-sometimes-connecting</guid>
<pubDate>Wed, 01 Jun 2016 16:24:53 +0000</pubDate>
</item>
<item>
<title>Get number of players</title>
<link>http://forum.shephertz.com/?qa=8853/get-number-of-players</link>
<description>Hi All&lt;br /&gt;
&lt;br /&gt;
I want to show number of current active players in UI. I guess I will use getOnlineUsers() api right? And lets say there are 10.000 current active player. How many api call it cost in this scenario? Also I have different game types like easy medium and hard. I also want to show number of players currently playing all these game types seperately. How I can do it?&lt;br /&gt;
&lt;br /&gt;
Thanks</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8853/get-number-of-players</guid>
<pubDate>Tue, 17 May 2016 09:35:25 +0000</pubDate>
</item>
<item>
<title>AppWarp Server Location and Latency</title>
<link>http://forum.shephertz.com/?qa=8768/appwarp-server-location-and-latency</link>
<description>Hey to all,&lt;br /&gt;
&lt;br /&gt;
We have a realtime multiplayer game called WoodBall. Right now we are using Google Play Services Realtime Multiplayer API for multiplayer matches. Currently, all players are able to play with each other without any problem regardless players location. What I mean is a player from Turkey is able to play with a player from USA.&lt;br /&gt;
&lt;br /&gt;
As I read &lt;a href=&quot;http://blogs.shephertz.com/2014/02/21/connecting-to-different-appwarp-cloud-locations-for-minimum-latency/&quot; rel=&quot;nofollow&quot;&gt;http://blogs.shephertz.com/2014/02/21/connecting-to-different-appwarp-cloud-locations-for-minimum-latency/&lt;/a&gt; this post, it is recommended to connect players according to their locations. However, this time, players from different servers will not be able play eachother.. %50 of our players are located in Turkey. However other %50 are from all over the world. That is why I want all players are able to play eachother.&lt;br /&gt;
&lt;br /&gt;
So, The questions are&lt;br /&gt;
&lt;br /&gt;
1. Is it impossible with default server location of Europe? Latencies are GENERALLY that much high for widely spaced players?&lt;br /&gt;
&lt;br /&gt;
2. How can I debug/test it? Is there a way to test it? If we choose default zone to USA and two testers from Turkey connect a room, we can test it? or maybe a VPN?&lt;br /&gt;
&lt;br /&gt;
Thanks.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8768/appwarp-server-location-and-latency</guid>
<pubDate>Thu, 05 May 2016 15:57:40 +0000</pubDate>
</item>
<item>
<title>Not getting other player coordinates</title>
<link>http://forum.shephertz.com/?qa=8729/not-getting-other-player-coordinates</link>
<description>&lt;p&gt;
	&lt;span style=&quot;color: rgb(51, 51, 51); font-family: Helvetica, Arial, Sens-serif; font-size: 14px; line-height: 21px;&quot;&gt;after downloading appwarp unity master and adding api key, secret key and static room id, I am not able to retrieve other user's coordinates in the game build. I am getting OnSubscribeRoomDone :2, OnConnectDone 0 attach is the source code written in appwarp.cs class.&lt;/span&gt;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8729/not-getting-other-player-coordinates</guid>
<pubDate>Tue, 03 May 2016 06:48:58 +0000</pubDate>
</item>
<item>
<title>Connection Resiliency unity example</title>
<link>http://forum.shephertz.com/?qa=8720/connection-resiliency-unity-example</link>
<description>I need an example project or c# code snippet for connection resiliency. Can you please provide a simple example?

Thanks</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8720/connection-resiliency-unity-example</guid>
<pubDate>Mon, 02 May 2016 18:13:27 +0000</pubDate>
</item>
<item>
<title>Need a straight forward answer or guide</title>
<link>http://forum.shephertz.com/?qa=8333/need-a-straight-forward-answer-or-guide</link>
<description>&lt;p&gt;
	&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;I've been reading up on multiplayer for unity for a few days now, (even completed the updated Unity multiplayer tutorial). But I still haven't found an answer to my situation.&amp;nbsp;&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; margin-top: 0px !important; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;I have already completed my game ( its a racing game) and it has been live on the app stores for more than a year now. I recently determined its not aged well and is in need up a large update (visual, and functional) One part of this update is to add multiplayer functionality, as the game was originally offline single player only.&amp;nbsp;&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;I've scoured the internet looking for the best service for my game and AppWarp seems to offer the best middle ground so far.&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;br style=&quot;box-sizing: border-box;&quot;&gt;
	&lt;b style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;&lt;span style=&quot;background-color:#ffffff;&quot;&gt;My planned multiplayer implementation is as follows:&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box;&quot;&gt;
	&lt;span style=&quot;background-color:#ffffff;&quot;&gt;-Room based with ~10 or so players&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box;&quot;&gt;
	&lt;span style=&quot;background-color:#ffffff;&quot;&gt;-Rooms to be dynamically created and players allocated to rooms by the server.&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box;&quot;&gt;
	&lt;span style=&quot;background-color:#ffffff;&quot;&gt;-At fixed intervals during a day the server randomizes the track available to be played (the game uses randomly generated race tracks)&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box;&quot;&gt;
	&lt;span style=&quot;background-color:#ffffff;&quot;&gt;-I think the server needs to be authoritative.&lt;/span&gt;&lt;/b&gt;&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;Now I'm more than capable of coding the above functionality&lt;span style=&quot;background-color:#ffffff;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;b style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;&lt;i style=&quot;box-sizing: border-box;&quot;&gt;&lt;span style=&quot;background-color:#ffffff;&quot;&gt;within unity&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;. The plan is to use the same code for client and server with obvious distinctions between which is which. I can even go as far as creating a separate unity game that basically only handles server logic.&lt;/span&gt;&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;br style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;
	&lt;b style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; background-color: rgb(34, 34, 34);&quot;&gt;&lt;i style=&quot;box-sizing: border-box;&quot;&gt;&lt;span style=&quot;background-color:#ffffff;&quot;&gt;My Question is; my need for guidance is on:&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;&amp;nbsp;how do I Upload my app to a hosting solution to do all of the above? Better yet, who offers such a service and how do I go about the specific&amp;nbsp;&lt;/span&gt;&lt;b style=&quot;box-sizing: border-box; color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; margin-bottom: 0px !important; background-color: rgb(34, 34, 34);&quot;&gt;&lt;span style=&quot;background-color:#ffffff;&quot;&gt;upload this game to a host to be connected to as a server&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;&amp;nbsp;step? Does Appwarp&lt;/span&gt;&lt;span style=&quot;color: rgb(136, 136, 136); font-family: 'Open Sans', Verdana, Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px;&quot;&gt;&amp;nbsp;offer this?&lt;/span&gt;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8333/need-a-straight-forward-answer-or-guide</guid>
<pubDate>Fri, 11 Mar 2016 20:49:23 +0000</pubDate>
</item>
<item>
<title>CONNECTION_ERROR on unity</title>
<link>http://forum.shephertz.com/?qa=8297/connection_error-on-unity</link>
<description>&lt;p&gt;
	Hello, I'm new to appwarp and just trying run this sample code in unity &amp;nbsp;&lt;a href=&quot;https://github.com/shephertz/AppWarpUnity&quot; rel=&quot;nofollow&quot;&gt;https://github.com/shephertz/AppWarpUnity&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;
	i've created a new app and a room in appHQ and &amp;nbsp;changed the values for api key, secrete key and room number on appwarp.cs file but i'm getting onconnectDone : 5 in my screen (&lt;span style=&quot;color: rgb(0, 0, 0); font-family: Arial, Helvetica, sans-serif; line-height: 30px; background-color: rgb(248, 248, 248);&quot;&gt;CONNECTION_ERR)&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;color: rgb(0, 0, 0); font-family: Arial, Helvetica, sans-serif; line-height: 30px; background-color: rgb(248, 248, 248);&quot;&gt;is there anything i have to do other than changing the values in appwarp.cs ?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8297/connection_error-on-unity</guid>
<pubDate>Fri, 04 Mar 2016 05:16:00 +0000</pubDate>
</item>
<item>
<title>Facebook Login to Appwarp</title>
<link>http://forum.shephertz.com/?qa=8034/facebook-login-to-appwarp</link>
<description>Hello All&lt;br /&gt;
&lt;br /&gt;
I am using facebook sdk to login to facebook and appwarp for real time multiplayer games. I want users to connect with their facebook accounts. So questions are:&lt;br /&gt;
&lt;br /&gt;
1-Should I connect to appwarp with their facebook names(which are not unique I think) or with their facebook id or something different?&lt;br /&gt;
&lt;br /&gt;
2- Where should I call Appwarp.Connect method? Inside facebook login success callback?&lt;br /&gt;
&lt;br /&gt;
Are there any example of this use case? Can you please guide me step by step?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=8034/facebook-login-to-appwarp</guid>
<pubDate>Mon, 18 Jan 2016 21:21:46 +0000</pubDate>
</item>
<item>
<title>I would like a tutorial for a turn based Unity 3D game</title>
<link>http://forum.shephertz.com/?qa=7887/i-would-like-a-tutorial-for-a-turn-based-unity-3d-game</link>
<description>I would like a tutorial for a turn based Unity 3D game.&lt;br /&gt;
&lt;br /&gt;
Does anyone have such a thing? I saw the Android example, but need something for Unity 3D. Even pseudo code of the basic pieces I would need and the apis to use and the flow would work.</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=7887/i-would-like-a-tutorial-for-a-turn-based-unity-3d-game</guid>
<pubDate>Thu, 31 Dec 2015 16:08:36 +0000</pubDate>
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