Open ReGaSLZR opened 3 years ago
In the sample app, Unity.call()
is defined in the ld:
callback for iOS, thus it is not available initially.
It won't work if you call it before it is defined. If you can control the html content, it is better to define it in <script>
so that you can surely use it after the definition.
Ah, then I wanna add the information that we also added the callback on ld
before filing this ticket.
Is there any other configuration we might have possibly missed for iOS?
As I wrote, it might be the cause that you added the callback on ld:
as in the sample app. If Unity.call()
is invoked before ld:
is called, it won't work. Therefore, if you can modify the html to add the definition of Unity.call()
with <script>
tag instead of defining it on ld:
, such the timing issue won't happen.
Good evening!
Therefore, if you can modify the html to add the definition of Unity.call() with Githubissues.
Githubissues is a development platform for aggregating issues.
Hello, @KojiNakamaru -san. Thank you for your hard work.
My team implemented the custom Unity.call hooking for callbacks on the HTML side and on the Unity side which you prescribed here: https://github.com/gree/unity-webview/issues/563
My team also implemented the custom
cb
callback/delegate designation onwebViewObject.Init()
It works perfectly on Android; the callback gets called and our logs are printed on LogCat. On iOS, the callback also works but... not all the time.
We've checked the HTML codes, if in case there were any discrepancies. Also checked our Unity codes, but we see nothing wrong.
Can I confirm with you: Is there something we can do for the iOS counterpart to work 100%? On Android, there's no problem.