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Monday, October 13, 2014

iOS 8 & iTunes Connect

Quick post:

Using Xcode v6.0.1 when you submit a second update you MUST update the build number otherwise you'll get an error about "Build xxx" already exists.

Friday, September 12, 2014

Xcode 6, Simulator & iOS 8

Um yeah so what's up with the "features" in Xcode 6?

1: The "new" Devices window only show about 10-12 lines of the device log - um yeah, thanks Apple, that's helpful! NOT.

2: Being familiar with shortcut key combos; we all know that {CMD} + {SHIFT} + {K} will Klean the build (see what I did there) but now in the simulator there's the SAME combination that will DISABLE the on-screen keyboard. So, make sure your have Xcode selected before you press that key combo! Yeah I futzed around debugging that non-existing problem for about 30 minutes! ARG


3: UIActionSheet has now gone the way of UIAlertView; meaning you can no longer sub-class it and add subviews. Handy, right? Well github to the rescue; just drop this bad boy in and off you go!

Well that's it for now, back to cleaning up my apps for iOS 8!

Tuesday, June 24, 2014

Unity 3D ErrorManager (text logging)

While I've named it ErrorManager; it could just as easily have been named TextLogManager because it can be use for so much more than just errors.

Here's the top part of the C# file - see below for download link
/// <summary>
/// ErrorLogManager 
///     - Primaryused to log errors to text file
/// Created byGregory Meach
/// DateJune 232014
/// Version1.0 (initial release)
/// LicenseDo what you wantno credit necessary
/// LiabilityNone whatsoever.
/// Example: (called from ANY other class)    
///     ErrorLogManager.sharedManager.UpdateErrorLog("fakeMethod","not found",ErrorLogManager.sharedManager.GetErrorDate());
/// Note:
///     GetErrorDate() helper returns "nowas a string
/// </summary>

public class ErrorLogManager : MonoBehaviour {
    #region ErrorLog
    public class ErrorData {
        public string method;
        public string error;
        public string dateString;
    public List<ErrorDataErrorList = new List<ErrorData>();
    private string currentLogName = string.Empty;
    private string logInitText = string.Empty;
    private bool isFirstSave = true;

    // Set this to whatever name you want to use
    private string errorLogName = "Game_ErrorLog";

    // Set this to the maximum log entries before they are auto-saved
    private int maxLogEntriesBeforeSave = 30;

    // Set this to TRUE to overwrite the log file on startup
    private bool clearErrorLogOnStartup = false;

    // Set this to FALSE to overwrite the log file on startup
    private bool useTimeStampInFileName = true;

    // Helper methods
    public string GetErrorDate() { return System.DateTime.Now.ToString("s"); }
    public string GetSavedDataPath() { return (Application.persistentDataPath + Path.DirectorySeparatorChar); }
    public string GetFileDate() { 
        string dateString = System.DateTime.Now.ToString("d"); 
        dateString = dateString.Replace("/",".");
        return dateString;

    public void UpdateErrorLog(string callingMethodstring errorMsgstring errorDate) {
        ErrorData newError = new ErrorData();
        newError.method = callingMethod;
        newError.error = errorMsg;
        newError.dateString = errorDate;
        if (ErrorList.Count > maxLogEntriesBeforeSave)

Here's the package link: ErrorManager_v1.0.unitypackage