-
1.0.9
- iOS
- Removed log messages
- iOS
-
1.0.8
- Unsubscrbe delegates / actions at
Cloud.OnDestroy()
- Forced to add bitcode (
-fembed-bitcode
compiler flag)
- Unsubscrbe delegates / actions at
-
1.0.7
Simulation.KeyValueStore
- Added warning if non-existent keys queried
-
1.0.6
Cloud.plugin
gets instantiated lazy- Added
Cloud.Initialize()
for external initialization hook - Simulation classes can be (somewhat) subclassed
- Suitable to implement JSON based simulation in a product
-
1.0.5
- Fixes
- Populate plugin instance even if no mobile platform is selected (yet)
Editor
class namespaced
- Fixes
-
1.0.4
- On device account change test (app only suspended)
- Null check for
UnityString.m
- iOS sandbox app
- UI populating upon start (like Unity sandbox app)
- Conflict resolving turned off by default
-
1.0.3
- Fixed sandbox project
-
1.0.1 - 1.0.2
- Initial load (
PopulateElementsFromCloud()
) - Project settings
- Editor
AccountChange
test- Added one more cloud simulation data
- Conflict resolution gets override
- Initial load (
-
1.0.0
- Fixed Unity messaging from plugin
- Added Unity build post processing (for iCloud setup)
-
0.9.9
- Arbitrary
OnCloudChange
callback- Can prevent
Cloud
from updating keys upon given circumstances- Should turn off conflict reolution here at least
- Can prevent
- Populate
latestChangeReason
ChangeReason
enum is shared acrossEPPZ.Cloud
namespace
- Logging can be switched from
Model.Settings
- Arbitrary
-
0.9.85
- Hierarchy issue
- Conflict resolving actions should be invoked before UI update
- Added
priority
parameter toOnKeyChange
(optional) KeyValuePair
sorts actions bypriority
on the fly
- Added
- Conflict resolving actions should be invoked before UI update
- Hierarchy issue
-
0.9.81
- Added slight visual clue when a key changed (
Blink
animation) - Fixes some inspector issues
- Added slight visual clue when a key changed (
-
0.9.8
- Testing / Model
- Key-value definitions is now in asset
eppz!/Cloud/Settings
- Holds array of
KeyValuePair
definitions
- Holds array of
- Editor cloud simulation in asset
eppz!/Cloud/Key-value store simulation
Model.Simulation.KeyValueStore
- Holds simulated key-value pairs
- Can invoke a simulated
CloudDidChange
event from inspector- It results in the very same (!) method call that native plugins call from their respective codebase
- Custom inspectors / property drawers to somewhat declutter simulation experience
- Plugin class
Cloud_Editor
uses it to source accessors
- Change reason in callbacks
- Key-value definitions is now in asset
- Testing / Model
-
0.9.1
Scenes
- Added UI helpers to plugin namespace
-
0.9.0
Scenes
- Sandbox scene
Controller
implemented - UI events hooked up
Canvas
andCloud
serialized to prefabs as well
- Sandbox scene
Cloud
- Made public features static
- Hooked up event registering
Model.KeyValuePair
- Model holds the actions registered for on change events
Plugin.Cloud_Editor
- Some logging when values set
-
0.7.0
- Built Unity sandbox scene (
Cloud.unity
) test UI
- Built Unity sandbox scene (
-
0.6.3
- Modeled iOS notification payload
- Now can be deserialized using
JsonUtility
- Now can be deserialized using
- Hooked up value type accessors
- Modeled iOS notification payload
-
0.6.2
- Plain C plugin interface (with
NSString
parameters) for sandbox app usage - Removed string conversions from sandbox app
ViewController
- Plain C plugin interface (with
-
0.6.0
- Icons
- Conflict resolving can be switched from UI
- Some refactor on action grouping
- Initialization happens upon
viewDidAppear
-
0.5.0
- Added value types
EPPZ_Cloud_StringForKey
/EPPZ_Cloud_SetStringForKey
EPPZ_Cloud_FloatForKey
/EPPZ_Cloud_SetFloatForKey
EPPZ_Cloud_IntForKey
/EPPZ_Cloud_SetIntForKey
EPPZ_Cloud_BoolForKey
/EPPZ_Cloud_SetBoolForKey
- iOS Sandbox app implemented
- Hooked up UI outlets / actions
- Added keys with corresponding actions (blocks)
- Implemented per value conflict resolution strategies
- Added value types
-
0.4.2
- Built iOS Sandbox app test UI
- Explored auto layout constraints / stack views
- Built iOS Sandbox app test UI
-
0.4.0
- Implemented Unity plugin architecture
Plugin.Cloud
common plugin base class- Individual platform implementations
Plugin.Cloud_iOS
Plugin.Cloud_Android
Plugin.Cloud_Editor
- Key-value update models (key-value pair model hooks)
- Events can be invoked on remote updates
Cloud : MonoBehaviour
class for scene use- Native plugins sends message(s) to this
GameObject
- Key-value update models can be hooked up here
- Encapsulates various platform implementations
- Native plugins sends message(s) to this
Plugin.Cloud_iOS
DLL imports implemented / hooked up- Copy Files Phase for
eppz! Cloud.a
have setup
- Copy Files Phase for
- Implemented Unity plugin architecture
-
0.0.2
- Added
iOS~
native plugin project- Uses Key-Value store
- Can be tested directly in Xcode sandbox iOS project (actually on device)
NSNotification.userInfo
sent directly to Unity (via JSON)
- Added
-
0.0.1
- Initial commit