我已经完成了一个我想在Google Play,Windows Phone Store和Windows 8 Store中发布的Unity游戏。我使用最新版本的Parse for Unity SDK(1.4.1)以及最新版本的Unity Editor(4.6.4p4),包括最新的补丁。解析Windows Phone中的Unity崩溃
解析实现我在游戏中取得完美的作品上: - 统一编辑器(所有平台) - 安卓(两个设备上部署APK) - 安卓(发布游戏如α,在+8设备上安装它) - 的Windows Phone 8(所有的Windows Phone模拟器 - 8.0和8.1 - 86) - 的Windows Phone 8(在设备调试与Windows手机和Visual Studio 2013的社区两的Visual Studio 2012 - ARM)
它确实nt工作于: - Windows Phone 8(部署为测试版) - Windows Phone 8(部署为隐藏版)
每当我尝试使用Parse SDK的任何功能时,游戏崩溃,不会引发异常,Windows Phone 8商店不会给我提供有关任何崩溃的信息......似乎是一个程序集加载问题...
我不知道发生了什么,这个问题阻止我发布我的游戏,认为我要疯了...
因此,我做了一个简单的虚拟应用程序来测试我的分析实现,和...它有相同的问题...它非常简单:只附加一个具有“解析初始化行为”的游戏对象(同时设置AppId和.NET密钥)和一个非常简单的脚本:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.IO;
using System.Text;
using System;
using System.Linq;
using Parse;
using System.Threading.Tasks;
// Demo application script
public class AppScript : MonoBehaviour
{
public static string userName = "Caldofran";
public static string userPass = "Password5";
public static string userEmail = "[email protected]";
public static string errAsincrono = "";
public static string log = "";
public static bool bLogin = false;
public static bool bSignUp = false;
// Use this for initialization
void Start() {
//Application.runInBackground = true;
}
GUIStyle ts = new GUIStyle();
void OnGUI()
{
if (GUI.Button(new Rect(10, 100, 100, 30), "Sign Up"))
SignUp(userName,userPass, userEmail);
if (GUI.Button(new Rect(10, 150, 100, 30), "Login"))
Login(userName, userPass);
if (GUI.Button(new Rect(10, 200, 100, 30), "Logout"))
Logout();
if (GUI.Button(new Rect(10, 300, 100, 30), "Clear Texts"))
{
errAsincrono = "";
log = "";
}
int left = Screen.width - 110;
string usrParse = "";
if (AppScript.IsLoggedInParse())
usrParse = ParseUser.CurrentUser.Username;
ts.normal.textColor = Color.red;
GUI.BeginGroup(new Rect(300, 5, 600, 500));
GUI.Box(new Rect(0, 0, 400, 300), "");
//GUILayout.Label("P: " + mensajeGUI);
GUILayout.Label("User Config: " + userName, ts);
GUILayout.Label("Pass config: " + userPass, ts);
GUILayout.Label("email config: " + userEmail, ts);
GUILayout.Label("Logged in parse: " + AppScript.IsLoggedInParse().ToString(), ts);
GUILayout.Label("Parse logged user: " + usrParse, ts);
GUILayout.Label("Last msg: " + errAsincrono, ts);
GUILayout.Label("Last Log: " + log, ts);
GUI.EndGroup();
}
// Update is called once per frame
void Update() {
if (bLogin)
{
bLogin = false;
log += " Login Update text";
}
if (bSignUp)
{
bSignUp = false;
log += " SignUp Update text";
}
}
#region Parse
public static bool IsLoggedInParse()
{
bool retorno = false;
if ((ParseUser.CurrentUser != null) && (ParseUser.CurrentUser.IsAuthenticated))
retorno = true;
return retorno;
}
public static void SignUp(string userName, string passWord, string email)
{
var user = new ParseUser()
{
Username = userName,
Password = passWord
};
if (string.IsNullOrEmpty(email))
user.Email = "";
else
user.Email = email;
try
{
Task signUpTask = user.SignUpAsync().ContinueWith(t=>
{
if (t.IsFaulted || t.IsCanceled)
{
// The login failed. Check the error to see why.
foreach(var e in t.Exception.InnerExceptions) {
ParseException parseException = (ParseException) e;
log += parseException.Message + ": CODE: " + parseException.Code.ToString();
}
errAsincrono = t.Exception.Message;
}
else
{
// Signup was successful.
log = "Welcome " + userName;
bSignUp = true;
}
});
}
catch (Exception ex)
{
errAsincrono = "Error: " + ex.Message;
}
}
public static void Login(string user, string pass)
{
try
{
ParseUser.LogInAsync(user, pass).ContinueWith(t =>
{
if (t.IsFaulted || t.IsCanceled)
{
// The login failed. Check the error to see why.
foreach(var e in t.Exception.InnerExceptions) {
ParseException parseException = (ParseException) e;
log += parseException.Message + ": CODE: " + parseException.Code.ToString();
}
errAsincrono = t.Exception.Message;
}
else
{
// Login was successful.
log = "Welcome back " + userName;
AppScript.bLogin = true;
}
});
}
catch (Exception ex)
{
errAsincrono = "Error: " + ex.Message;
}
}
public static void ResetPassword(string email)
{
if (IsLoggedInParse())
{
Task requestPasswordTask = ParseUser.RequestPasswordResetAsync(email);
log = "Pass reset ok";
}
}
public static void Logout()
{
if (IsLoggedInParse())
{
ParseUser.LogOutAsync();
log = "Logged out ";
}
}
#endregion
}
任何人都可以试试吗?我做错了什么?为什么这个代码几乎总是工作,但不在Windows Phone中(在商店中发布)?
我读过关于只影响iOS的Unity错误:http://forum.unity3d.com/threads/unity-5-parse-ios-nsurlerrordomain-error-1012.308569/ 这个错误(消耗WWW低谷SSL)会影响Windows Phone应用程序吗?
任何想法?任何人都可以测试此问题吗 – Caldofran
我对Parse或Unity一无所知,但应用程序崩溃的一个常见原因是如果您尝试在安装目录中编写/修改文件。这在调试过程中是允许的,但在从应用商店部署时不允许。 –
我真的不知道发生了什么,我没有日志,没有例外......没有。我向Parse团队报告了一个错误,它似乎已被接受为一个错误... – Caldofran