UGTK cat mascotUGTKengine within an engine Request access

UGTK / Toolkit / MobileSystems / Notify System

Notify System

Summary

Placeholder module for mobile notifications. Mn_NotifyManager is currently an empty MonoBehaviour stub (empty Start/Update) with no notification logic implemented yet.


Content


Modules Dependencies

This module has no hard UGTK dependencies (its assembly declares no references).


Setup

Nothing to set up yet: Mn_NotifyManager is an empty stub and schedules nothing. The steps below are what the module needs before it can work, and the inspector checks the first of them for you.

  1. Add com.unity.mobile.notifications to the project.
  2. On Android, register a notification channel at startup - a notification posted to a channel that does not exist is dropped silently.
  3. On iOS, ask the user for authorisation explicitly, and handle a refusal.
  4. Implement scheduling and cancelling inside Mn_NotifyManager.

Note that none of this can be verified in the editor under any circumstance: delivery is done by the operating system, so a device or an emulator is required from the very first test.


How To Use

The module is a stub: Mn_NotifyManager can be added to a GameObject but exposes no fields or methods and performs no work in Start or Update. There is no notification behaviour to invoke yet.


Testing Scene

Open Debug/NotifySystemScene.unity. It holds one object, NotifyManager, carrying Mn_NotifyManager. There is nothing to press: the component is a stub, and its inspector says so rather than pretending otherwise.

The inspector reporting what is missing before notifications can work

The System state block answers the only question worth asking here — whether anything would work at all — and lists what is still missing:

  1. the com.unity.mobile.notifications package in the project;
  2. on Android, a notification channel registered at startup;
  3. on iOS, an explicit authorisation request to the user;
  4. the scheduling and cancelling implementation inside Mn_NotifyManager, which is empty today.

The last point is the one that matters: this module schedules nothing yet. Treat the scene as a check that the ground is prepared, not as a demonstration of notifications.

And a limit no scene can get around: notifications cannot be tested in the editor under any circumstance. Delivery is done by the operating system, so a device or an emulator is required even once the implementation is there.


Technical Info


© 2026 Marcello De Bonis. All rights reserved