In an effort to bridge the gap between the Unity game engine and the iPhone Native Objective-C Cocoa Touch framework, GenesX is proud to release iPod Controls for Unity!
For the modest price of $3.99, allow your users to play music from their iPod Library directly from your game!
This is a must-have for all developers who want to provide their users with a premium experience.
As is usual with our plugins, we will support this plugin long term and keep adding features as we go, at no extra charge all throughout the v1.x series.
Purchase the iPod Controls plugin for USD 3.99
Item no longer on sale
- Import the .unitypackage file into your Unity project.
- Drop the iPodControls prefab onto your scene
- Built-in player controls for ultra easy setup
- Ability to create your own player GUI, directly from Unity!
- Direct Access to the plugin’s API for power-customization
- Select the music player type you want: iPod or Application
- Just drop the iPodControls prefab onto your scene and setup your player right from the inspector.
- Multi-Plugin Friendly: Just add your other plugin PostprocessBuildPlayer files as such and you’re ready to go:
- Fully KVO compliant code:
- Our plugin complies fully with the Key-Value pair Observing pattern, as advocated by Apple. What it means for you is instantaneous plugin responsiveness, whether on Unity iPhone 1.7 basic or pro or Unity 3.0
Do the controls show by default?
No. You will have to either drop one of the top/bottom prefabs onto your scene or call the method of your choosing to display the controls; Easiest one being iPodControls.Show(); which will display the built-in player controls at the game’s default orientation, and positioned at the bottom of the screen
Can the iPod Controls plugin run on Unity iPhone 1.7?
Yes. The plugin has been tested on both Unity iPhone 1.7 and Unity 3.0 Beta.
Does the iPod Controls plugin work on iPhone OS 3.2?
Yes. As long as you build against the SDK 4.0 and set your deployment target to at least iPhone OS 3.0.
Does the iPod Controls plugin work on the iPad?
I have not tested it on the iPad. It will however certainly work in 2x mode.