gamekit

How do I convert an NSNumber to NSData?

别来无恙 提交于 2019-12-03 04:57:01
I need to transmit an integer through GameKit using sendDataToAllPeers:withDataMode:error: but I don't know how to convert my NSNumber to NSData in order to send. I currently have: NSNumber *indexNum = [NSNumber numberWithInt:index]; [gkSession sendDataToAllPeers:indexNum withDataMode:GKSendDataReliable error:nil]; but obviously the indexNum needs to be converted to NSData before I can send it. Does anyone know how to do this please? Thanks! I would not recommend NSKeyedArchiver for such a simple task, because it adds PLIST overhead on top of it and class versioning. Pack: NSUInteger index =

PAN with Linux, iOS, Bluetooth, Bonjour, GameKit — Possible?

∥☆過路亽.° 提交于 2019-12-03 03:59:31
So I read different takes on this matter (I think I read all the related questions on SO). Can I connect in a PAN - Can I write an app that will connect - my linux machine and my iOS device via bluetooth? Using or not using Bonjour or GameKit. Few requisites: iOS devices are not jailbroken. iOS devices may or may not have the hotspot/tethering feature enabled (which as far as I have gathered is dictated by the Broadband provider -- i.e. if you pay you can tether your connection). iOS can run a custom made app that uses documented APIs. Bluetooth can be activated by hand by the iOS device user.

iOS Development: When receiving a Game Center invite, how do I obtain the GKMatch object?

佐手、 提交于 2019-12-03 03:47:50
I'm building an iPhone game that uses Game Center and I'm having a hard time understanding how to start a match game that was started by receiving an invitation to play from a friend. The docs say this... The acceptedInvite parameter is non-nil when the application receives an invitation directly from another player. In this situation, the other player’s application has already created the match request, so this copy of your application does not need to create one. According to this, I don't need to create a match request since the player who did the inviting already created one. If so, how do

Removing a GKTurnBasedMatch which is in an invalid state

六眼飞鱼酱① 提交于 2019-12-03 02:56:36
I am doing some experimentation to try to learn about GameKit and I made a simple game and an interface which lists my player's matches. I am trying to add the ability to remove games using the removeWithCompletionHandler: method on the match, but I am having trouble removing a GKTurnBasedMatch which seems to have entered an invalid state. A po of the match in question prints: $0 = 0x1d590d20 <GKTurnBasedMatch 0x1d590d20 id:858d8257-cc49-4060-b1d8-38c09a929e3c status:Ended message: taken:2013-03-08 18:08:47 +0000 created:2013-03-08 03:24:14 +0000 current:<GKTurnBasedParticipant 0x1d58c020 - id

GameCenter login alert

烈酒焚心 提交于 2019-12-02 19:36:36
In a game I am developing using GameCenter, I want to handle the following scenario: the user starts up the game. He is shown the system alert that prompts him to log on GameCenter. He ignores it for now. after a while, the user wants to log in to GameCenter and clicks on(for instance) the Leaderboards menu item. He choses cancel instead of Log in, for now. the process repeats several times. Eventually the user DOES want to log in to GameCenter. He clicks the Leaderboard menu item one more time. In my tests, I have found that the alert popup raised by the call to

How to play news in TV when i switch on, using scripting language in Unity3D? [closed]

喜夏-厌秋 提交于 2019-12-02 13:35:00
I am new in unity3D. I need to know how can we play news in TV when i switch on using the scripting languages in Unity3D You might be interested in MovieTexture. Movie Textures are animated Textures that are created from a video file. By placing a video file in your project's Assets Folder, you can import the video to be used exactly as you would use a regular Texture. Video files are imported via Apple QuickTime. Supported file types are what your QuickTime installation can play (usually .mov, .mpg, .mpeg, .mp4, .avi, .asf). On Windows movie importing requires Quicktime to be installed. if

handleTurnEventForMatch:didBecomeActive: callbacks only arriving some of the time

只愿长相守 提交于 2019-12-01 16:39:35
This is a follow-up to this question . If you are not receiving any callbacks to handleTurnEventForMatch:didBecomeActive: , try the answer there. In my game, I am only receiving turn event notifications some of the time. But if I go back to the matchMakerViewController and re-load the match, the state is always correct. My game uploads the turn state multiple times during each turn. Anecdotally, it seems that if the other device receives one notification for an opponent's turn, it is less likely to receive further notifications for that same turn. However, this is not 100%. In general, my

handleTurnEventForMatch:didBecomeActive: callbacks only arriving some of the time

ε祈祈猫儿з 提交于 2019-12-01 16:02:32
问题 This is a follow-up to this question. If you are not receiving any callbacks to handleTurnEventForMatch:didBecomeActive: , try the answer there. In my game, I am only receiving turn event notifications some of the time. But if I go back to the matchMakerViewController and re-load the match, the state is always correct. My game uploads the turn state multiple times during each turn. Anecdotally, it seems that if the other device receives one notification for an opponent's turn, it is less

Good practices for Game Center matchData

*爱你&永不变心* 提交于 2019-12-01 10:36:02
I am new to GKTurnBasedMatch and i'm trying to figure out what are good practices for the "matchData" sent between players during turns. All the tutorials i've found mainly cover sending a string of text and I would like to send a lot more than that. It would be great if someone could pint me to a more advanced tutorial. An example of what I would like to do is a battle. The two players have their avatars and they have different details (health, attack, defence, etc), how should I send this data? The only way I see possible is to codify all the match details (a lot of them) into an

Is there a way to update matchData in a GKTurnBasedMatch without sending out “Your Turn” push notifications?

给你一囗甜甜゛ 提交于 2019-12-01 10:29:25
If my understanding is correct, the only way to update the matchData property of a GKTurnBasedMatch mid-turn is [_currentMatch endTurnWithNextParticipant:_currentParticipant matchData:matchData completionHandler:nil]. This works well if the Game Center player only has the game installed on one device because the notification is delivered to the device as a message to the app. Thus, the notification can be hidden while the user is currently playing his turn. However, if the user has the game installed on multiple devices, the other devices will get a "Your Turn" push notification. This is