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Ultimate Mobile Kit for iOS & Android - Firebase

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  • replied
    Originally posted by KillerSneak View Post
    Where did the advertised cloud/database functionality go? Why has it been removed from the advertisement images? I have been waiting for this "under development" component for quite some time.
    Hi KillerSneak,

    Realtime Database never hasn't been advertised as part of Ultimate Mobile Kit. We have splitted Firebase functionality to separate plugins since start of development. Ultimate Mobile Kit - features for mobile only and Realtime Database - features for all platforms. For confirmation you can check start date of forum threads for Ultimate Mobile Kit (03-05-2017, 06:15 PM) and Realtime Database (03-05-2017, 08:40 PM). It was announced at the same day. "Realtime Database" words have never been used on the advertisement images of Ultimate Mobile Kit. We thought that it was clear. We announced two plugins at the same time to eliminate doubts. We are very sorry that it was still misunderstood Check your PM box, we sent you more details.

    Leave a comment:


  • replied
    Why based on the thirdparty (firebase)... have nobody learned from the Parse debacle?

    Leave a comment:


  • replied
    Where did the advertised cloud/database functionality go? Why has it been removed from the advertisement images? I have been waiting for this "under development" component for quite some time.

    Leave a comment:


  • replied
    Originally posted by gameDNA studio View Post
    Thank you!

    CHASERS uses Ultimate Mobile Kit except of database because Realtime Database is still under development (but we are close to release).

    The main difference is that Firebase Realtime Database automatically sync data across connected devices in milliseconds. You can simply add listener to the database node and it automatically propagates changes to all devices (without sending requests manually!). Second great feature is offline database storage. When your users go offline, the Realtime Database uses local cache to serve and store changes. When the device comes online, the local data is automatically synchronized.

    These two main features are unique for Firebase Realtime Database and only Firebase offers them.

    Firebase has raw database implementation but it's easy to use, scalable, and flexible. It's not a problem to make your own leaderboards in 5 minutes. PlayFab is limited and you can't add custom things as you can in Firebase.

    So, yes... I definitely recommend Firebase Realtime Database
    Thank you very much for the explanation. It all sounds great

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.3.1 released!


    We've just released update for plugin. You can download it from GitHub repository on releases tab or your Sellfy dashboard.


    CHANGELOG:
    • Added compatibility with Realtime Database
    • Updated Google Play Services SDK to 11.0.4
    • Updated Firebase SDK to 11.0.4
    • Added nanopb library


    If you haven't owned it yet, you can buy now on Sellfy.

    Leave a comment:


  • replied
    Originally posted by carlestyle View Post
    This plugin looks great gameDNA!

    I've noticed your game, Chasers, is using Playfab. It seems that playfab provides more game focused features such as leaderboards, and has support for creating virtual currencies and managing item catalogs and item stores for example. Does firebase provide any similar functionalities or would it require manually implementing them using cloud functions?

    I wonder if you could further explain what are the main differences between Playfab and Firebase and which one would you recommend for games?
    Thank you!

    CHASERS uses Ultimate Mobile Kit except of database because Realtime Database is still under development (but we are close to release).

    The main difference is that Firebase Realtime Database automatically sync data across connected devices in milliseconds. You can simply add listener to the database node and it automatically propagates changes to all devices (without sending requests manually!). Second great feature is offline database storage. When your users go offline, the Realtime Database uses local cache to serve and store changes. When the device comes online, the local data is automatically synchronized.

    These two main features are unique for Firebase Realtime Database and only Firebase offers them.

    Firebase has raw database implementation but it's easy to use, scalable, and flexible. It's not a problem to make your own leaderboards in 5 minutes. PlayFab is limited and you can't add custom things as you can in Firebase.

    So, yes... I definitely recommend Firebase Realtime Database
    Last edited by gameDNA studio; 07-28-2017, 07:45 AM.

    Leave a comment:


  • replied
    This plugin looks great gameDNA!

    I've noticed your game, Chasers, is using Playfab. It seems that playfab provides more game focused features such as leaderboards, and has support for creating virtual currencies and managing item catalogs and item stores for example. Does firebase provide any similar functionalities or would it require manually implementing them using cloud functions?

    I wonder if you could further explain what are the main differences between Playfab and Firebase and which one would you recommend for games?

    Leave a comment:


  • replied
    Originally posted by shafeeq View Post
    Any video about how to blueprinting these in UE4?
    Video will be available later but now you can see how to use this in User Guide: https://gamednastudio.com/plugins/do..._UserGuide.pdf and Example Project: https://gamednastudio.com/plugins/example/TestUMK.zip

    If you have more questions, feel free to ask!

    Leave a comment:


  • replied
    Any video about how to blueprinting these in UE4?

    Leave a comment:


  • replied


    Ultimate Mobile Kit 1.3.0 released!


    We've just released plugin binaries with great new feature: Performance Monitoring.
    You can download it from GitHub repository on releases tab or your Sellfy dashboard.



    CHANGELOG:
    • Added Performance Monitoring for iOS
    • Added Performance Monitoring for Android


    Example project and documentation are also updated!


    If you haven't owned it yet, you can buy now on Sellfy.


    Learn more about Firebase Performance Monitoring:

    Leave a comment:


  • replied


    Ultimate Mobile Kit 1.2.3 released!


    We've just released plugin binaries with great new features and bugfixes. You can authenticate users by sending SMS messages to their phones!
    You can download it from GitHub repository on releases tab or your Sellfy dashboard.



    CHANGELOG:
    • New login method – Phone Number Authentication You can use Firebase Authentication to sign in a user by sending an SMS message to the user's phone. The user signs in using a one-time code contained in the SMS message.
    • Added Firebase Phone Credential
    • Added Verify Phone Number function
    • Added IdTokenListener
    • Firebase C++ SDK updated to 4.0.2
    • Firebase IOS SDK updated to 4.0.3
    • Auto-config from GoogleService-Info.plist
    • Fixed SetCurrentScreen function on Android
    • Fixed calling MakeGooglePlayAvailability on iOS
    • Added log about successfully generated GoogleServicesPlist.embeddedframework
    • Fixed Storage UpdateMetadata deprecated function
    • Fixed paths for Generating Plist Framework on macOS
    • Fixed generating googleservices.xml for Android


    Example project and documentation are also updated!


    If you haven't owned it yet, you can buy now on Sellfy.








    Last edited by gameDNA studio; 07-10-2017, 04:43 PM.

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.2.2 Update released!


    We've just released update for plugin. You can download it from GitHub repository on releases tab or your Sellfy dashboard.


    CHANGELOG:
    • Added support for all Android architectures.
    • Fixed ProGuard rules for Shipping mode.
    • Added .pom files to the repository.
    • Standarization of including additional libraries.
    • Fixed Firebase Messaging Dependencies in AndroidManifest.
    • Fixed access of members in FirebaseApp.
    • Removed logs from IsInitialized functions in C++.
    • firebase_messaging_cpp moved to the gameDNA installer cloud.



    If you haven't owned it yet, you can buy now on Sellfy.
    Last edited by gameDNA studio; 07-01-2017, 06:41 PM.

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.2.1 HOTFIX


    We've just released hotfix for plugin. You can download it from GitHub repository on releases tab or your Sellfy dashboard.


    CHANGELOG:
    • Plugin is now App Transport Security compliant on iOS.
    • Fixed a problem with the newest Google Play Services on Android.



    If you haven't owned it yet, you can buy now on Sellfy.
    Last edited by gameDNA studio; 07-01-2017, 06:31 PM.

    Leave a comment:


  • replied


    Ultimate Mobile Kit 1.2.0 with gameDNA installer


    We've just released plugin binaries with support for gameDNA installer and some other updates.
    You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers).



    CHANGELOG:
    • Enabled support for gameDNA installer. No more downloading and creating packages on your own! Check more: https://forums.unrealengine.com/show...-and-installer
    • Fixed a compilation error without installed SDK
    • Fixed a compilation error with including plugin files in source code project
    • Exposed modules API to public access in source code project
    • Fixed a crash during Remote Config initialization in source code project
    • Google Play Services updated to 11.0.1
    • Android Support Libraries updated to 25.3.1
    • Firebase SDK for Android updated to 11.0.1
    • Firebase SDK for iOS updated to 4.0.2
    • Firebase SDK for C++ updated to 4.0.1


    If you haven't owned it yet, you can buy now on Sellfy.
    Last edited by gameDNA studio; 06-27-2017, 08:04 AM.

    Leave a comment:


  • replied
    Originally posted by darinsmyth View Post
    Hey Patryk, I was wondering if you have come across the ability to embed ads from your Universal Mobile ad system inside a virtual reality game? i.e. https://developer.viveport.com/vadservice/docs/register
    It's on gameDNA's To-Do list but I can't provide any ETA...


    Originally posted by SaviorNT View Post
    One question, does this support saving array's? I know there are some engine issues currently with saving an array to a standard .sav file. Sadly, I set up the game (which is array.. since there is no local DB.. heavy.)
    Using Ultimate Mobile Kit you can upload save game file (generated by UE4) to the cloud so if something doesn't work in UE4 save games system, this plugin won't help you. Realtime Database will have separated save game system.

    Leave a comment:

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