New major version WPeMatico 2.4

We released version 2.4 of WPeMatico.

In this version there is an outstanding feature that is the new external cron process.
From now on we have deprecated the calling to the old file wpe-cron.php
We still have it to keep the compatibility backwards, but if you use external cron you would have to modify the call to the new URL that follows the WordPress standards.
We’ll keep it a few more weeks and we’ll announce in the administration screens that it will be removed.

This new process to run with cron follows strictly the WordPress standards, cancelling external calls to configuration files, improving performance and data processing for the execution of the campaigns.

So much in so little.

A major version composed of several minor versions.

Although it seems that there are no big changes because it is a major version, we have divided all the new features and fixes in several small releases.
This helps not to deal with all the changes together, reducing dramatically the error margins and the generation of bugs with their corresponding support tickets.

So many of the features listed below were added and several more that come in the following minor releases.

Changelog

  • Added custom statuses to campaigns.
  • Improved from scratch external cron processes . If you use external cron, you should take a look at the new URLs in Configuration.
  • Improved insertion of tags and categories in messages.
  • Added possibility to add tags in the post type Topics of BBPress.
  • Resolves a problem when getting the source coding chrset
  • Solves a problem in the controls of duplicated by hash.
  • We changed the transient name from encoding_hosts to wpematico_encoding_hosts.
  • Increased transient cache time of encoding_hosts to 6 hours.
  • Improved security when saving data in all admin screens.
  • Fixes a reported vulnerability that was only available to users who could access the WPeMatico Settings screen.
  • Implementation of the sections by WordPress filters in the different tabs of the Settings.
  • Installed extensions are now showed in the plugins page in the row of the WPeMatico plugin.
  • Fixes some warnings on the Licenses page.
  • Fixes the Uncaught Error: Calling a get_columns() member function on the page…
  • Changed the constants printed in the debug file to a limited white list of them.
  • Fixes some problems with multiple alerts in the campaign edit js.
  • We fixed many bugs based on your feedback. Thanks for helping us out!

Take a look and download it from WordPress.org by clicking here!

New EDD AddOn: Mercado Pago Payment Gateway

Release Notes

We are very happy today because we are publicly launching our payment gateway ‘Mercado Pago’ for Easy Digital Downloads!

Easy Digital Downloads (EDD), created by Pippin Williamson, is a free e-commerce plugin from WordPress that focuses exclusively on digital products and can also be easily used for services or any online sale. Its main objective is to make the sale of digital products simple and complete. A great thing about Easy Digital Downloads is that it can be mounted and used immediately and is also quite lighter in speed and resource consumption compared to other e-commerce stores. Its excellent coding allows to integrate external extensions such as the sale of software with licenses or recurring payments among the most used.

EDD-mercadopago joined etruel a few months ago and we have been working hard, but also enthusiastically on it, creating a totally new and intuitive product. It works completely integrated with EDD in Checkout Basic mode and is compatible with EDD Software Licenses.

However, if you need compatibility with EDD Recurring it is also possible to do it with Custom Checkout, but for now it only works with credit cards and with a purchase form integrated in the checkout of the store. It does not use the recurring payments of Mercado Pago but those of Easy Digital Downloads generating movements in the activity of the account of Mercado Pago as common purchases.

To see more features take a look at the product page at https://etruel.com/downloads/edd-mercado-pago/

Development notes

In these months we notice that the API of Mercado Pago is quite harsh with a lot of information mixed between old and new APIs, and that for Custom Checkout it does not have a total testing environment as it does for the Basic Checkout.
For this reason, also knowing the needs of many users and also having a full and functional version tested with the Basic Checkout and everything possible with the Custom, we decided to release the product and continue working, debugging and improving the plugin while we enable it for purchases and use it in production environments.
This will allow end users to use it and give us their opinions and suggestions as well as needs that may arise to implement new functions to the plugin.

Price Notes

As a new product is launched at promotional price with a discount code with one month duration. Use the code 30EDDMP to get a 30% discount before the coupon expires!

How to translate a plugin in WordPress?

Do you need or want a WordPress plugin in your language?

Many users ask for translated versions of WPeMatico, WPeMatico Custom Hooks or other of our developed plugins.

We launch the plugins with the English and Spanish languages and we would like to continue to expand and maintain these languages. That’s why we invite you to be part of the translators. It’s very easy.

WordPress.org currently hosts a web based translation tool that allows anyone to contribute translations for WordPress plugins hosted on WordPress.org.

This method allows you to use the plugin in your language, and also helps other users to automatically use the plugin in their own language.

We think in gifts for translators who want to collaborate translating our plugins into other languages. You can create a support ticket if you are interested.

In this tutorial we will explain how to translate a plugin in just 5 steps.

1.- Start contributing

To start contributing, you must select the language into which you want to translate.

2.- Select the sub-project to be translated.

In the list of subprojects you can see information about the translation status.

3.- Select and translate phrases or words.

On the translation screen, you will see a simple user interface with source text and text area to provide translation for specific words or phrases.

4.-Translation Status.

The translation will remain in a Waiting state until some editor approves it.

5.- Enjoy it

Finally, the translation will be ready and can be exported as a .po file.

Enter Play Mode faster in Unity 2019.3

Play Mode is at the core of what makes Unity fun to work with. But as your projects get more complex, it can take a while to get started. The faster you can enter and exit Play Mode, the faster you can make and test changes. That’s why we’re introducing Configurable Enter Play Mode in Unity 2019.3 beta as an experimental feature.

Currently, when you enter Play Mode in the Editor, Unity does two things: it resets the scripting states (Domain Reload) and reloads the Scene. This takes time, and the more complex your project gets, the longer you need to wait to test out new changes in Play Mode. Starting with Unity 2019.3 beta, however, you’ll have an option to disable either, or both, of the “Domain Reload” and “Scene Reload” actions.

Based on our test results, this can save you up to 50-90% of waiting time, depending on your project.

We’ve tested Configurable Enter Play Mode with an AA production title, our FPS Sample, Megacity, and an empty project. The graph represents the seconds it took for the Editor to enter Play Mode, smaller numbers are better.

When you enable Enter Play Mode Options in File > Project Settings > Editor, you’ll see that the options to reload Domain and reload Scene become available. Check out How to configure Play Mode in the documentation for more details.

These options allow you to disable Domain and/or Scene reloading from the Enter Play Mode process when there are no code changes. You can also access this feature through an API and a Callback if you want to reset the game state before entering Play Mode.

The diagram below shows the Enter Play Mode process before and after you disable Reload Domain and Reload Scene:

See more details on the processes that Unity goes through when entering Play Mode in the documentation.

Note that this feature is currently experimental and not all Unity packages are validated to work with disabled Domain and Scene Reloading. Please let us know on the forum if you run into any issues!

How to modify your scripts correctly when you’ve disabled Domain Reload

As you can see, avoiding Domain reload is very simple, but it comes at a cost. You need to make adjustments to static fields and static event handlers in your scripts to ensure your scripting states reset correctly when Play Mode is entered.

The following code example has a counter which goes up when the player presses the Jump button. When Domain Reloading is enabled, the counter automatically resets to zero when entering Play Mode. After you disable Domain Reloading, the counter doesn’t reset; it keeps its value in and out of Play Mode. This means that on the second run of your Project in the Editor, the counter might not be at zero if it changed in the previous run.

Use the [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] attribute, and reset the value explicitly to make sure the counter resets correctly when Domain Reloading is disabled. Example:

After you’ve disabled Domain Reloading, Unity won’t unregister methods from static event handlers when you exit Play Mode. This can lead to complications if you have code that registers methods with static event handlers. For example, on the first Play of your project in the Editor, methods would be registered as normal. However, on the second Play of your project, those methods would be registered a second time in addition to the first, and would, therefore, be called twice when the event occurs.

The following code registers a method with the static event handler Application.quitting:

When Domain Reloading is disabled, the above example adds the Quit method again each time you enter Play Mode. This results in an additional “Quitting” message each time you exit Play Mode.

Use the [RuntimeInitializeOnLoadMethod] attribute, and unregister the method explicitly so that it isn’t added twice:

See more details on modifying your scripts to perform correctly when Domain Reload is disabled in our documentation.

Asset Store

We would like to make sure that popular Asset Store packages work with disabled Domain and Scene Reloading. You can help us by reporting any problems you encounter in your projects to the publishers of your asset packages. 

Join Unity 2019.3 beta!

We believe that if your project is currently slow to enter Play Mode, this feature will speed things up significantly. Join Unity 2019.3 beta and try it out,  we’re looking forward to hearing what you think on the forum! Since this feature is experimental, you can still help us shape it so that it fits your needs. We’re especially looking forward to hearing about any issues that you come across.

Huge thanks to forum users @Sini, @chrisk, @Peter77, and @Baste who have already helped the whole community out by testing this feature and providing invaluable feedback.

Unity acquires Obvioos, creators of Furioos

Democratizing development using real-time 3D tools is at the heart of what Unity is all about. Today, we’re excited to announce that Unity has acquired Obvioos, the creator of Furioos, a cloud-based video streaming service out of Lille, France.

Furioos puts the power of real-time 3D into anyone’s hands by streaming 3D applications to any device with an internet connection. Their cloud rendering service sets up instant interactivity with 3D apps away from the end-user device, all with virtually no download time and low latency to any platform, anywhere. How? Furioos uses the same technology as cloud gaming, so applications run in real-time on a cloud server equipped with the most powerful GPUs.

With Furioos, it’s easy to make any device a 3D supercomputer. Furioos is compatible with any device capable of receiving a video stream, such as a smartphone web browser.

  • Furioos scales to adapt to the number of visits in real-time and from anywhere in the world.
  • As a platform, Furioos lets you stream any Windows application by simply dragging and dropping a ZIP file.
  • It can be used to insert any application onto any website – just like a YouTube video.

“We’re a small team with big goals,” says Christophe Robert, Obvioos Co-Founder and President. “By joining one of the leading 3D development platforms, we can better scale our video streaming services while closely aligning our technology with Unity. We’re extremely excited about what’s to come.”

What’s next?

The applications for Furioos are extensive. The technology already has an impact in architecture, construction, industrial product design, real estate, and marketing and advertising. The company, Obvioos, will continue to operate its 3D engine agnostic services now with the support and backing of Unity. We encourage everyone to learn more about them!

Learn more about Furioos and if you have any questions or want to connect, please contact Christophe Robert.

Join Unity at Autodesk University Las Vegas 2019

Are you one of the 10,000 people descending on Las Vegas from November 19-21 for Autodesk’s conference? Come check out our instructional demos, talks, panels, classroom sessions, and more.

Join us at AU Las Vegas 2019, the conference for those who design, make, and build the world around us, taking place at the Sands Convention Center from November 19-21. The event brings together over 10,000 professionals from the worlds of architecture, engineering, and construction (AEC), manufacturing, and media creation. 

We’re excited to share how professionals across these industries are using Unity to solve challenges and extend the power of their design tools with real-time 3D experiences. If you’re interested in meeting with our experts on-site, get in touch with us below.

Meet us at AU Vegas

What’s next in our collaboration with Autodesk

Unity and Autodesk have a shared commitment to help our joint customers to create immersive, interactive experiences with Autodesk’s 3D tools and Unity’s real-time 3D platform. We’re working to bring full data interoperability between many Autodesk products and Unity, as evidenced by our new integration forged between Autodesk Revit and Unity Reflect.

Earlier this year, Andrew Anagnost, Autodesk President, and CEO noted that “Our collaboration with Unity is important because visualization has become a vital part of the design process, particularly in the AEC industry where time is money.” At AU, we’re excited to share what’s next in our ongoing collaboration.

Check out our demos across industries

Visit us at booth AE210 in the Architecture & Building Engineering Quad to test out our latest products and get insights from our on-site team of Unity experts.

Here’s a sampling of what we’ll be showing:

  • Unity Reflect – If you’re a designer with no Unity experience, we’ll show you how our new AEC product takes just one click to bring multiple BIM models with all their metadata to real-time 3D. And if you’re a developer, we’ll show how you can create your own real-time BIM applications and customize the user experience by building on top of Unity Reflect.
  • Reality vs. Illusion Check out our high-fidelity graphics showcase of Unity’s real-time ray tracing.
  • Unity Simulation Recently announced at Unite Copenhagen in September, experience our new cloud-based simulation product for running multiple instances of a Unity project in parallel, at scale on Google Cloud. See how it can accelerate applications across industries like automotive and robotics. 
  • Bonfire – Take a ride on the latest interactive VR experience from the award-winning Baobab Studios featuring a robot sidekick voiced by comedian, actress, and writer Ali Wong.

Talks, panels and classroom sessions

Here are a few Unity-led sessions at AU Vegas – we’ll continue to add more sessions in the coming weeks:

Technology Trends: The Future of Work

Tuesday, November 19: 4:30–5:45 p.m. This executive panel is hosted by Autodesk SVP and CTO Scott Borduin and will feature leaders from Unity as well as ANSYS, Dell, HP, Lenovo, NVIDIA, and more. Sit in on a fascinating conversation on how the convergence of industries is impacting how we design and what we can make; and the ways in which new design technologies are enabling a future that is economically, socially, and environmentally better.

Your Future Workforce Is Changing: Learn How VR, AR, and XR Technologies Are Tools Not Toys

Tuesday, November 19: 4:30–5:30 p.m. This community meetup group is for all interested in virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR) technology. Unity Technical Product Manager for AEC David Menard will present and demo Unity Reflect at the meetup.

Revit to Unity Reflect: Enable Real-Time 3D Experiences
Wednesday, November 20: 8–9 a.m. This classroom session is led by Unity’s Leo Nguyen, AEC solutions engineer, and Elizabeth Guzman, AEC field evangelist. During this session, learn how Unity Reflect can be used out of the box or extended with Unity Pro to make better design decisions.

Unity for Manufacturing: Bring Your Products to Life
Wednesday, November 20: 12–1 p.m. This community meetup is led by Unity’s senior product manager for automotive and manufacturing, Ed Martin. Learn how manufacturing companies are using Unity to extend their capabilities for product development, manufacturing, marketing, and service.

We hope to see you at AU Las Vegas! As a reminder, you can book a meeting with our experts here. And don’t forget to follow us on Twitter, Instagram, and Facebook for live updates throughout the event.