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Author Topic: TestFlight SDK with AutoPilot custom actions  (Read 3988 times)

jeanfabre

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TestFlight SDK with AutoPilot custom actions
« on: March 30, 2012, 07:53:30 AM »
Hi,

 Had to implement AutoPilot on a project, and all wen so well, that I think it's even better if playmaker can tight to the testFlight sdk.

If you don't know what testFlight and AutoPilot are:
https://testflightapp.com
http://www.cratesmith.com/autopilot


 so I created a package with the few custom actions needed ( openFeedBackView, passCheckPoint and AddcustomEnvironmentInformation).

https://hutonggames.fogbugz.com/default.asp?W858

 I also implemented a custom accessor for these calls , that allow you to get logs in the Console while you play the game in your editor ( when published too actually). This is I think a miss from the current autoPilot version, because unless you actually upload and get it back on your device, you can't really make sure all is triggering when and where you want. This is pain if your project is big... ( my .ipa are >200MB...)
so you have an extra action allowing to set the debug flag to output testFlight activity in the console.

 I can not emphasis enough how easy, pain-free, and awesome AutoPilot is. It just works! So is TestFlight, but it is currently under heavy load apparently, so be patient for your activity to make it to the dashboard, it takes about an hour today... but it's all there in the end.

 If you have any questions or doubt, don't hesitate.

 Bye,

 Jean

Alex Chouls

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Re: TestFlight SDK with AutoPilot custom actions
« Reply #1 on: March 30, 2012, 12:57:32 PM »
Awesome! I've been meaning to check TestFlight out!

jeanfabre

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Re: TestFlight SDK with AutoPilot custom actions
« Reply #2 on: March 30, 2012, 01:03:41 PM »
Hi,

 This is simply THE BEST thing to use for iOS development even if you don't have beta testers, ( and soon distribution, since the Live feature seems to be appealing for revenue stats and stuff).

Compare to the cost of development, AutoPilot is a caugh...


 Bye,

 Jean