Comments (3)
So this is definitely cool. However if someone wants to do something like the following sequence:
SaveToCameraRoll
Share*
- Delete the file that was saved to camera roll and shared
If I do copy = false
during Step #1 then I won't be able to share. I still think the right fix is to add a callback for when SaveToCameraRoll
completes.
This is why in iOS they have completionHandler
. I really wish Unity just added something beside SendMessage
to specifically handle callbacks. It's such bad api design not to. Although I guess 3ps can create a lib thats like a messaging bridge.
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However if someone wants to do something like the following sequence:
...
If I do copy = false during Step #1 then I won't be able to share. I still think the right fix is to add a callback for when SaveToCameraRoll completes.
This would be fine, since you can use the ShareCallback
when calling Share
to delete the file.
This is why in iOS they have completionHandler. I really wish Unity just added something beside SendMessage to specifically handle callbacks. It's such bad api design not to.
I agree with this. We never use UnitySendMessage
because it is very sloppy (you are limited to one string argument). So instead we use C# delegates invoked directly from C++/C/Obj-C. It's much much more flexible, but we have to manually handle threading concerns (because most of the time, the thread that calls back into C# isn't UnityMain, and we all know how Unity hates its API's being called on non-main threads).
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Implemented in 230a472
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Related Issues (20)
- Cannot save media directly in Camera Roll, it creates an album and puts media into that HOT 4
- android ChooserActivity ContentProvider Permissions Denial HOT 3
- android Chooser SharePayload Commit Task blocks indefinitely when user closes without selection HOT 1
- Unity asset files is missing? HOT 1
- Detect Panel active/closed? HOT 1
- Error occurs when committing SharePayload on Android 12. HOT 8
- SharePayload Error on Android 11 HOT 2
- Remove `PrintPayload` implementation on Android HOT 1
- Crash in `SavePayload` when detecting mime type for PNG HOT 1
- Collision with Unity Firebase integration HOT 3
- Syntax Error HOT 5
- SharePayload.Commit() never completes when AddMedia is given an image path (on Android) HOT 3
- SharePayload.Commit() never completes if the panel is dismissed (Android) HOT 4
- Where is the source code for iOS and Android? HOT 4
- Instagram sharing does not show correctly when in Landscape HOT 1
- App not asking for saving permission on iOS HOT 2
- [bug] can't build at android HOT 1
- SharePayload is not supported on WebGLPlayer HOT 1
- Bump `androidx` support library HOT 1
- Expose `EmbedAndroidX` setting HOT 3
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