Goodbye Everyplay. This project has been discontinued.
Last iOS release: https://github.com/everyplay/everyplay-ios-sdk
Last Android release: https://github.com/everyplay/everyplay-android-sdk
Last Unity release: https://github.com/everyplay/everyplay-unity-sdk
Everyplay SDK is licensed under the Apache License, Version 2.0 (http://www.apache.org/licenses/LICENSE-2.0.html) with restrictions. Please see Everyplay Terms of Service at https://everyplay.com/developer-terms-of-service for more information.
- Removed social functionality
- Changed Everyplay.showEveryplaySharingModal() to open native share sheet instead of Everyplay Sharing Modal
- Added Everyplay.getFilePath() to get path to the recorded file (see USAGE.md)
- Updated buildtools version
- Gradle fixes
- 64-bit Huawei fixed
- Qualcomm 8xxx/Adreno series fixed (Samsung s8,s8+,s9,s9+...)
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Enabled recording on 32bit Huawei Kirin devices
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Fixed Samsung S8 recording
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Fixed Android O audio recording
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Fixed YouTube sharing
- Fixed Google login and YouTube sharing
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Removed dependency to support lib
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Disabled incompatible Huawei Kirin based devices for now
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Better Gradle compatibility (2.2.0)
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Gradle build fix for Windows
- Gradle build file fixes
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Live permissions support
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Android N API compliance improvements
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Improved compatibility with AudioTrack
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Improved failsafe mechanism
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Android N recording support
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Recording on Android N has been temporarily disabled. It will be activated on the upcoming SDK release
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Added a method SetMaxRecordingSecondsLength for setting the max recording length in seconds
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Audio recording improvements
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Fixed a bug where recording was disabled after the first time on some devices
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Fixed a crash when uploading video link to Google Drive
- Fixed a regression that caused flickering on some devices when using HUD-less recording
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Fixes an audio related crash with FMODAudioDevice
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FaceCam improvements
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Fix Live FaceCam camera session handling when coming back to the application
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Failsafe mode no longer triggers too easily by loading the application and exiting immediately
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Live FaceCam and adding FaceCam commentary track within the video editor are now implemented, requires Android 4.3+
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AndroidManifest.xml permission changes related to FaceCam added by default. If you don't want to support Live FaceCam or post-gameplay video editor commentary through FaceCam, you can remove the following options:
- uses-permission: android.permission.CAMERA, android.permission.RECORD_AUDIO
- uses-feature: android.hardware.camera, android.hardware.camera.autofocus
- Minor bugfixes
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Now allows 60fps recordings on Android 4.4+ devices
To change the target framerate from the default 30fps, call Everyplay.setTargetFPS()
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Improved frame synchronization and framerate handling
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Fixed an audio issue with FMOD Studio that could have resulted to a silent recording
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Removed setThumbnailWidth method from Everyplay class
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Removed onEveryplayThumbnailReadyAtFilePath from IEveryplayListener
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Fixed an issue with PowerVR GPUs and continuous recording feature: If recording over 5 minutes while using setMaxRecordingMinutesLength, the device could freeze, fixed
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New feature: Failsafe mode. If there's a crash during early initialization of Everyplay, the recording support will be disabled when the application is launched the next time
Since the bug might be OS/driver related, the need for Failsafe mode is re-evaluated each time the SDK or OS has been upgraded or the application is removed
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Now supports Android M preview and fixes a crash against it. Older SDKs are disabled from recording against Android M
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More Qualcomm Adreno 420 crash fixes for some devices, like Samsung Galaxy Note 4
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More video quality improvements for some devices
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Workaround a driver issue with Qualcomm Adreno 420's that caused a crash in some situations
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Fix graphics issue with Samsung Galaxy S5
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Removed support for file based thumbnails. If you use thumbnails, switch to texture based implementation
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Improved error handling on some situations where the video files could end up invalid, potentially causing a crash
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Video quality improvement: On some devices and video codecs, the first second of the recording showed up as bit rotten, garbled output, fixed
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Fixed a graphics width vs stride regression from 1.3.0 SDK that could show up against the new graphics backend on some devices and driver versions, like Nexus 7 running Android 4.4
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On some rare devices, querying video codec info could cause application load times to slow down by 10 seconds, fixed
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Improved Everyplay.snapshotRenderbuffer() aka HUD-less recording feature
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Fix graphics issue with Samsung Galaxy S4 (PowerVR variant)
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Improved graphics support against Unity 5.x
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Multiple stability fixes against ImgTec PowerVR GPU
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Improve OpenGL ES1 support checking
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Prefetching data could cause an exception, fixed
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Fixed a rare login exception on Android 4.0.x
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Minor audio handling improvements
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Fixed a regression with setMaxRecordingMinutesLength from not working against the new graphics backend on Android 4.3+
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Improved potential memory usage and buffer refcount issues for some GPU drivers
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Fixed potential exceptions for general login, sharing and Facebook related code
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Fixed video player view from not loading on Android 4.0.x
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Fixed exception with the photo picker
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AndroidManifest.xml tweak to allow Android TV support
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All-new graphics processing backend for Android 4.3+, improving framerate and stability a lot on many devices
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Greatly improved support for Nvidia GPUs (Tegra 3, Tegra 4, Tegra K1)
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Important AndroidManifest.xml changes to improve overall stability and reduce memory usage. If you're maintaining the manifest manually in your project, please merge the latest changes
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Fixes to potential crashes while using the login activity
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Fixed Javascript binding issues against some Android 4.4.x releases that prevented Everyplay Social views from working
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Fix potential performance issues when used against OpenGL ES3
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On some Android versions, changing to another Activity and returning could have prevented starting of a new recording from working, fixed
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Fixed a GPU driver caused ADB log flood issue; seen on some devices while recording
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Improved image quality on apps with 32-bit color graphics
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Multiple Nexus 10 specific issues fixed
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Now supports Nvidia Shield Portable, Nvidia Shield Tablet and Nexus 9 devices
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More Android 5 Lollipop and Android Simulator fixes; null pointer exceptions, activity handling changes
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Fixed an issue with 64bit Android 5 devices that prevented looking up package name properly
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Querying device specific settings now wait until Everyplay.initEveryplay is called
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Facebook: Remove use of deprecated publish_stream permission
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Lighter UI theme
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Fix a null pointer exception that could cause a crash on some Android 5 Lollipop devices
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Fix a graphics performance issue with glDiscardFramebufferEXT that could affect some Android versions/drivers shipped
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Fix a CORS issue with Android 5 WebResourceResponse
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Improved Facebook integration by asking server-side configuration status
- Fixed a rare ClassNotFoundException with Parcel unable to find com.everyplay.Everyplay.communication.EveryplayResultReceiver
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App specific cached files now get removed upon application uninstallation
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Improved caching
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Minor UI and theming improvements
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Generic optimizations against the new Everyplay community
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New navigation top bar design to give more space while browsing
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Network access and caching optimizations
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Internal changes for UI theming support
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3rdparty java code is relocated to another package namespace to avoid conflicts
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Performance updates to media merging and trimming
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Everyplay.setMaxRecordingMinutesLength didn't trim the resulting video, fixed
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Fixed potential crash issue with camera photo picker
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Upload performance improvements
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Everyplay.initEveryplay now retains IEveryplayListener
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Try-catch blocks for rare exceptions added
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Changes to activity handling in code and on AndroidManifest.xml to fix GPU driver issues and potential crashes
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Improved AAC encoded sound quality
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Improved Facebook behaviour for the future
- Fixed Facebook sharing to work against Facebook API 2.0 and later
- Video resolution handling improvements
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First official support for non-Unity game engines. For Android example applications, check out:
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Now comes with Adobe AIR support:
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Some devices and applications had image quality issues/artifacts before video encoding step, fixed
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Starting recording with HUD-less enabled could have caused frame glitch once while starting, fixed
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Fix network retry handling in Everyplay splash screen
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Analytics improvements
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Unity plugin relocated to https://github.com/everyplay/everyplay-unity-sdk
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Generic:
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Fixed recording from not working if changing MSAA anti-aliasing state during runtime
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Fixed a potential Qualcomm specific issue with rendering modal share dialog borders
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Improved upload handling
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Improved videoplayer thread safety
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Unity plugin:
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Fixed iOS build error against Unity 4.5.1
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Fixed a potential exception error with Xcode project editor
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Updated WWW constructor parameters for Unity 4.5+
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- Generic:
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Workaround for ImgTec PowerVR GPU driver behaviour that could cause entire device to freeze after initialization
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Fix videoplayer seeking from causing a crash on some devices with faulty drivers
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Fix for potential video encoding thread hanging on some devices like Samsung Galaxy S3
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Improved sending onEveryplayRecordingStarted listener events
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Add onEveryplayAccountDidChange listener event
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Generic:
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Everyplay now uses Facebook SDK for improved, seamless Facebook login support. If not linked into the project, the old login convention applies
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The new improved Facebook login shares via Everyplay Facebook application, not through your existing Facebook application credentials. For immediate use, you might need to send your iOS bundle information or Android key hash to get started, please contact support@everyplay.com. We're currently working on making this step automated without extra work required on developers behalf
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Generic graphics optimizations and improvements to graphics related resource allocating and releasing, which could have led to invalid graphics state in earlier releases
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Improved recording state handling, orientation changing while recording etc
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Worked around OpenGL performance issue that could happen on some devices after returning from Everyplay videoplayer activity that's triggered by playLastRecording method
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Fixed a rare exception crash thrown by MediaCodec.dequeueInputBuffer
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Improved movie merging behaviour and exception handling
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Don't show 'Launch game' button when the game is already active one
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Improved onEveryplayReadyForRecording(int enabled) listener events to return false for more cases where the recording isn't going to be supported
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Unity plugin:
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Improved Facebook integration, this requires the use of "Facebook for Unity" asset available from the Asset Store
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Lots of internal plugin changes and file location changes for better Unity integration, the migration should be seamless without removing previous assets
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New prefables integration. Instead of dragging a prefab to your first scene you may use the Edit / Everyplay Settings menu to enable Everyplay and to set your game credentials. This also allows you to temporarily disable Everyplay without removing the package
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Double check that clientId, secret and redirectURI settings have merged into the new Edit / Everyplay Settings menu after upgrading
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Calling Everyplay through the SharedInstance is now deprecated. You may still use the old way, but the recommended way is to call Everyplay.methodName
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Added checkboxes to new Everyplay settings menu for enabling Everyplay per platform (iOS/Android)
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iOS Everyplay.framework and bundle are now directly embedded into the package and used as the only option
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Old test button functionality in Everyplay.prefab has been moved to Plugins/Everyplay/Helpers/EveryplayTest.prefab. A new simplified one can be enabled through Edit / Everyplay Settings menu
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Generic:
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Build 1051: Workarounds for Vivante / HiSilicon GPU driver behaviour while not recording and early work towards supporting it in general
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Fixed multiple OpenGL graphics state issues that were triggered on some devices and use cases
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Fixed potential frame flickering and jerking issues
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Fixed thumbnail graphics issues and rare crashes
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Improved the image quality of downscaled video frame
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Unity plugin:
- New graphics integration support for iOS
- Generic:
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Fixed a regression with OpenGL ES1 support
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UI localization support for Simplified Chinese
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Workaround for Broadcom VideoCore IV related crash and early work towards supporting it in general
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- Generic:
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First bunch of graphics optimization improvements, especially for Qualcomm and Mali GPUs. Depending on hardware used, up to 4x framerate improvement while recording
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Generic activity handling improvements
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There's now a warning dialog if the developer has not configured clientId, clientSecret and redirectUri. They're required before entering Everyplay related activities
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Nexus 10 support now enabled from server side remote settings
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- Generic:
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Apps submitted to Play Store didn't remove the sandbox status or the ability to upload private videos
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Fixed some sluggish activity behaviour when swapping activities to/from the video player
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Localization improvements
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- Generic:
- Fixed video trimming feature in release build
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Generic:
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Initial public release with Unity support, others to follow
For recording support, most devices running Android 4.1 (API level 16) or later should work
For just browsing and using Everyplay social features, a device running Android 4.0 (API level 14) or later is required
It's possible to target an application to run on older versions than 4.0, but all Everyplay SDK methods are non-functional
Due to wide range of driver behaviour, hardware encoders, GPUs and Android version differences out there, Everyplay SDK caches device specific settings online from a remote server
Until the settings are successfully received, the recording support is automatically disabled. After receiving the server response, the recording support is either enabled or continued to be disabled to workaround devices known to cause trouble. Next time the application is started, the settings are applied from the cache immediately upon startup without requiring network access
It is also the fastest way to react when encountering unknown devices that could cause trouble, either by remotely disabling recording support or tuning device specific settings, in best case without requiring an SDK/application upgrade
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Unity plugin:
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Unity 4.3 works out of the box with Build & Run
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Unity 4.2 works as well, but you need to disable Version Control through Edit -> Project Settings -> Editor; to make up Android build improvements that have only been implemented in 4.3 release or later
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Unity 4.1 and older releases work through some manual labor:
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Disable Version Control through Edit -> Project Settings -> Editor or be prepared to manually remove all *.meta files from the exported project folder
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Export an Eclipse project
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Open the exported project. If there's a AndroidManifest.xml parse error, you may need to re-save it as UTF-8 (without BOM) in your favorite text editor
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Append the following lines to project.properties:
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android.library.reference.1=Plugins/Android/everyplay
manifestmerger.enabled=true
- Known issues:
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Main focus is on testing the completeness of the SDK, multiple performance enhancements are currently in the works
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Live FaceCam functionality is not yet implemented, Unity FaceCam functions currently return false or no-op on Android
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No FaceCam commentary option in video editor yet
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