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Lobby Screenshot

PlayEveryWare EOS Plugin for Unity

Android


Prerequisites

Importing the Plugin

You can follow the standard Importing the Plugin process. With a few changes here when running the samples and configuring the plugin.

Warning

If you choose the tarball method, when downloading the release on mac it may convert the .tgz into a .tar which is not compatible with unity. Changing the file extension back to a .tgz should fix this.

Samples

You can follow the standard Samples process.
Please note the details in the Running the samples section when running the samples from a build for Android.

Warning

The EOS Overlay is not implemented yet. When it is (due to the limitations of phones) the EOS Overlay will not be set to be openable by a physical button.

Running the samples

When following the steps to run a sample from a build for Android, follow the Unity doc for Debugging on an Android device, to connect your device to the engine.
This will allow the smoother Build And Run option to work instead of just using the Build button.

When running on a device you may need to enable developer mode on the device, then Enable USB debugging on your device, as well as accepting any popups that appear on the phone during the process.

Configuring the Plugin

You can follow the standard Configuring the Plugin process. With the additional steps after saving the Main EOS Config.

Additional Configuration Steps

  1. Select the Android button.

    EOS Config UI

  2. Press Save All Changes.

Warning

This is required, even if you leave every field blank.

  1. Update the Minimum API Level to be at least Android 6.0 'Marshmallow' (API Level 23).

  2. Optionally, set the plugin to link the EOS Library dynamically.

FAQ

See frequently_asked_questions.md.