Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Easy Mobile - Many-in-one package for mobile games

Discussion in 'Assets and Asset Store' started by pt5011, Jan 28, 2017.

  1. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
  2. gferrari

    gferrari

    Joined:
    Jan 14, 2015
    Posts:
    135
    Hi! I have running my admob mediation with Easy Mobile Pro without problem (And is amazing). Now I just download this version so I can use the last package from Admob https://github.com/googleads/googleads-mobile-unity/releases/tag/v3.18.3 of ADMOB Unity. I set the data in the inspector. I don't have issues when compile, but don´t show the Ads.

    Is relate to new methods or something like that? or I have some wrong settings?

    Thanks!

    upload_2019-8-16_17-24-42.png
     
  3. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    @gferrari We answered your email please check.
     
    gferrari likes this.
  4. faolad

    faolad

    Joined:
    Jan 27, 2013
    Posts:
    118
    I can't find much info on how to Restore the Achievements Progress, can you help me with that. Thanks!
     
  5. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    Hi @faolad, AFAIK currently there's no native API (provided by GPGS & GameKit) for such purpose. But you can always store the progress yourself in some local file (and sync to the cloud with our CloudSaved API if necessary), the allow the users to restore this info (just as any other data) and report again to GPGS or Game Center.
     
  6. faolad

    faolad

    Joined:
    Jan 27, 2013
    Posts:
    118
    Is there an option to reset to default values (0), for all Achievements? I understand that that's possible for GameKit.
     
  7. ash4096

    ash4096

    Joined:
    Mar 29, 2017
    Posts:
    24
    I had emailed support@sglibgames.com 8 days back but did not receive any response. Hopefully, someone can help here.

    I am using Easy Mobile PRO and things were fine but after enabling Notifications services, I am seeing these errors in the build.

    Is the Easy Mobile PRO using AndroidX or the legacy version? Is there a way to force Easy Mobile PRO to use AndroidX?

    379: [Unity] ERROR: java.lang.RuntimeException: Duplicate class android.support.v4.app.INotificationSideChannel found in modules classes.jar :)androidx.core.core-1.0.0:) and classes.jar :)com.android.support.support-compat-26.1.0:)
    380: [Unity] java.lang.RuntimeException: Duplicate class android.support.v4.app.INotificationSideChannel found in modules classes.jar :)androidx.core.core-1.0.0:) and classes.jar :)com.android.support.support-compat-26.1.0:)
    381: [Unity] ERROR: Duplicate class android.support.v4.app.INotificationSideChannel$Stub found in modules classes.jar :)androidx.core.core-1.0.0:) and classes.jar :)com.android.support.support-compat-26.1.0:)
    382: [Unity] ERROR: Duplicate class android.support.v4.app.INotificationSideChannel$Stub$Proxy found in modules classes.jar :)androidx.core.core-1.0.0:) and classes.jar :)com.android.support.support-compat-26.1.0:)
    383: [Unity] ERROR: Duplicate class android.support.v4.media.MediaBrowserCompat found in modules classes.jar :)androidx.media.media-1.0.0:) and classes.jar :)com.android.support.support-media-compat-26.1.0:)
    384: [Unity] ERROR: Duplicate class android.support.v4.media.MediaBrowserCompat$CallbackHandler found in modules classes.jar :)androidx.media.media-1.0.0:) and classes.jar :)com.android.support.support-media-compat-26.1.0:)
     
  8. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    Hi @ash4096

    We reply to every support email we receive, in most cases no longer than 48 hours. Could you please share the email address you used to contact so we can check if we missed it?
     
  9. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    @faolad

    For normal achievements, if an achievement is configured as "Available Only Once" on iTunes Connect or Google Play Console, then you won't be able to reset its state after it has been unlocked.

    About incremental achievements, you can try reporting 0% progress, but I doubt it will be reset. Never tried before TBH.
     
  10. PapaStout

    PapaStout

    Joined:
    Jun 11, 2017
    Posts:
    16
    Hi. Is there a way to test cloud saves in the Unity Editor? Or does the app need to be published (Alpha / TestFlight)? It's sometimes important to be able to debug the code line by line.

    Thanks.
     
  11. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    @PapaStout You don't need to publish the app to alpha or TestFlight but you do need to export APK or Xcode project and test on an iOS or Android device. It won't work inside the editor because the APIs are provided by Google Play Games Services & Game Center which only work on Android and iOS.
     
  12. PapaStout

    PapaStout

    Joined:
    Jun 11, 2017
    Posts:
    16
    Thank you.
     
  13. raydekk

    raydekk

    Joined:
    Mar 14, 2013
    Posts:
    95
    Hi,

    Any way to fix this warning? I don't use UnityAds, just Admob + In app purchases.

    Code (CSharp):
    1. Attempting to initialize UnityAds with an empty App ID.
    2. UnityEngine.Debug:LogWarning(Object)
    3. EasyMobile.UnityAdsClientImpl:InternalInit() (at Assets/EasyMobile/Scripts/Modules/Advertising/NetworkClients/UnityAdsClientImpl.cs:200)
    4. EasyMobile.AdClientImpl:Init() (at Assets/EasyMobile/Scripts/Modules/Advertising/NetworkClients/AdClientImpl.cs:188)
    5. EasyMobile.Advertising:SetupAdClient(AdNetwork) (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:1222)
    6. EasyMobile.Advertising:get_UnityAdsClient() (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:217)
    7. EasyMobile.Advertising:GetWorkableAdClient(AdNetwork) (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:1255)
    8. EasyMobile.Advertising:GetAvailableNetworks() (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:1008)
    9. EasyMobile.<CRAutoLoadAllAds>d__122:MoveNext() (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:899)
    10. UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    11. EasyMobile.Advertising:set_AutoAdLoadingMode(AutoAdLoadingMode) (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:440)
    12. EasyMobile.Advertising:Start() (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:309)
     
  14. Amin-

    Amin-

    Joined:
    Sep 27, 2017
    Posts:
    26
    Hi Easy Mobile team,
    I've two questions from you guys:

    1- how to avoid saving the next screenshots over the previous one? (saving screenshot with sub name feature)
    2- how to change the default saved path(Android\data\[Package name] folder) to the phone's gallery path?
     
  15. phraxjams

    phraxjams

    Joined:
    Apr 19, 2017
    Posts:
    13
    Hello Unity Admin,

    Siglib is now scamming its customers!

    I am a user of this asset since last 2 years, the asset is no doubt great but support is getting worst every passing day

    1. I wrote them about a query and they replied after 5 long working days (which is not normal)

    2. I asked them the reason of delay they suggested me to pay extra for 'priority support'. I never asked for priority but a regular quick support which comes with all purchases

    3. Upon my refusal to pay anything extra they mistreated me and asked me to 'Grow up'. I have purchased over 50+ assets here and nobody talked like that. This guy often rudely talks to his customers like that

    I would request unity admin to tell them once again that they need to provide a regular support as we have already paid the full price without trying to scam their customers for any extra money. This is getting worst now

    Email screenshot
    I never asked for any priority but a timely support
    https://prnt.sc/p4p3y4

    I hope unity will take strict action against scamming approach adopted by Siglib
    Regards
     
    Last edited: Sep 11, 2019
  16. Terraya

    Terraya

    Joined:
    Mar 8, 2018
    Posts:
    646
    to pay something extra to get "higher priority" on anything is getting normal ,
    it is not that the Asset is getting "less" customers ... there are more and more people writing,
    also the person most prob. have a job .. so if you need an answer , you will need to wait sometimes a bit longer
     
  17. icebear007

    icebear007

    Joined:
    Jun 8, 2016
    Posts:
    67
  18. marcusice109

    marcusice109

    Joined:
    Jul 23, 2019
    Posts:
    11
    Hi publisher,

    Easy mobile pro the Admob works fine with my iOS, but the android fail with the problem below.
    I add the com.google.android.gms.ads.APPLICATION_ID part with my app ID to the AndroidManifest.xml under Google Mobile Ads. I found that when I build the apk for android. The AndroidManifest.xml have been changed and the APPLICATION_ID was removed!
    So, the app show crash with the message: "The Google Mobile Ads SDK was initialized incorrectly."

    I try to add app ID again or add to other AndroidManifest.xml. All trying is not work. Please advise me.
     
  19. nikosurfing

    nikosurfing

    Joined:
    Mar 11, 2014
    Posts:
    45
    Hi, i just update the latest version of EMP. Intersitital and reward are running without problem but when i show the banner. the app just closed. Tried removed all EMP, google mobile ads and then re-import all of them. But the problem still exist, when it show banner the app suddently closed

    Editor: Unity 2019.2.6f
    Export: Android
     
    Last edited: Sep 19, 2019
  20. nikosurfing

    nikosurfing

    Joined:
    Mar 11, 2014
    Posts:
    45
    Did you try click "update Android Manifest" button on EMP setting?
     
  21. marcusice109

    marcusice109

    Joined:
    Jul 23, 2019
    Posts:
    11
    I just solve this problem by adding the app id in Assets > Google Mobile Ads > Setting...
    Thank you for your reply anyway.
    But then, I face your problem too. Intersitital and reward are running without problem. The banner crash. Debug log shows below:

    Caused by: java.lang.NullPointerException: Attempt to invoke virtual method 'boolean com.google.android.gms.ads.AdSize.equals(java.lang.Object)' on a null object reference
     
  22. nikosurfing

    nikosurfing

    Joined:
    Mar 11, 2014
    Posts:
    45
    Finally, this morning i just solved it. The problem is on smartbanner size. If smartbanner size set as default then the app will force closed. Changing to another banner size just solve the problem. I think its a bug
     
  23. marcusice109

    marcusice109

    Joined:
    Jul 23, 2019
    Posts:
    11
    Awesome! It works. Thank you for sharing.
     
  24. amoraleite

    amoraleite

    Joined:
    Oct 16, 2014
    Posts:
    41
    Captura de Tela 2019-09-26 às 09.43.10.png
    Hi Guys! I just update my EM for the last version and I get this error when I press the setup google play games in Game Service tab. "Invalid classname: Exception has been thrown by the target of an invocation." And the setup fail.

    I tried import only the Google play service without EM and setup manually on window/ google play games/ setup and it's worked. :/

    I tested on the blank project on the Unity 2018 and 2019.
    Any tips?

    Thanks!
     
    vebster1994 likes this.
  25. nikto42

    nikto42

    Joined:
    Mar 23, 2014
    Posts:
    9
    I also have the same problem
     
  26. vomrat

    vomrat

    Joined:
    Mar 18, 2015
    Posts:
    2
    Hello publisher,

    Do you have plans to support AdMob Native Ads?

    Thanks!
     
  27. raydekk

    raydekk

    Joined:
    Mar 14, 2013
    Posts:
    95
    This may be related to https://github.com/googleads/googleads-mobile-unity/releases/tag/v4.0.0
    Fixed a bug where the AdSize.SMART_BANNER banner size did not work on Unity 2019.2+.
     
  28. Deleted User

    Deleted User

    Guest

    Hey, I imported easy mobile pro to my unity game, and set up the AdMob plugin plus google play services only, when I built the apk, and tried to open it from my mobile, but whenever I click on the game it directly crashes, it didn't even open the game.

    Any suggestions?
     
  29. amoraleite

    amoraleite

    Joined:
    Oct 16, 2014
    Posts:
    41
    Hi guys!

    An update on my issue.

    I tested another GPSs and no success :/
    Captura de Tela 2019-09-28 às 09.01.29.png

    My workaround is import my old EMP from another project :)
    Work like a charm :)

    This issue probably is for the new projects only...
     
  30. Masivemono

    Masivemono

    Joined:
    Dec 5, 2017
    Posts:
    7
    Hello, the same thing happens to me with the game services I leave screenshot greetings

    upload_2019-9-29_23-3-45.png
     
  31. Thanatos_Psychopomp

    Thanatos_Psychopomp

    Joined:
    Mar 16, 2018
    Posts:
    8
    This is the exact issue i am trying to resolve on my end. Unity 2019.1.11f1. Even in a new project i get this error. However if i add GPGs without easy mobile pro initially, it finishes setup successfully. But cant hook in EMP.
     
  32. Suduckgames

    Suduckgames

    Joined:
    Nov 28, 2016
    Posts:
    218
    Same here, I have the same problem in Unity 2019.2.6f1. I already sent an email and I am waiting for support.

    Also, using GameServices for the SavedGames, It says how to open, write...etc but how do you create one? I mean, if it is the first time that you want to create a saved game how do you proceed?

    I am looking at the getting started but I don't find anything related to create it
     
    Last edited: Oct 2, 2019
  33. amoraleite

    amoraleite

    Joined:
    Oct 16, 2014
    Posts:
    41
    Hi guys!
    The new version of the EMP is live ready to download! :)

    SGLIB told me what to do with this issue.
    Looks like is something wrong with play service solves.
    OK, I did this on a new project switched to Android:
    1- Download the new version 2.4.1
    2 - Delete the folder Play Service Resolve and import again on the tab tools on EMP.
    3 - I don't know if it's necessary but, I did an Android force resolve on the Unity, just to ensure the things :)
    4 - Download from Google Play Services in my case the version: 0.9.64 works.

    Worked for me, now I'll test in my full projects that have a game.
    Tell me if works?
     
    pt5011 likes this.
  34. yyefet81

    yyefet81

    Joined:
    Jul 14, 2019
    Posts:
    6
    Hello,

    I submitted a support ticket to the email...
    In general, what is SLA or ETA on a response?

    Regards
     
  35. Amin-

    Amin-

    Joined:
    Sep 27, 2017
    Posts:
    26
    Is there Any tip or solution?
     
  36. blackmagik66

    blackmagik66

    Joined:
    May 27, 2013
    Posts:
    1
    Getting
    "AdMob rewarded video ad failed to load. Message: Internal error"

    and
    "Missing google_app_id. Firebase Analytics disabled. See https://goo.gl/NAOOOI" (on attempt to load leaderboard)"

    On my Android build. Leaderboards work fine on iOS, ads don't work on there either though. I followed the instructions to a T, I'm rather confused.
     
  37. Terraya

    Terraya

    Joined:
    Mar 8, 2018
    Posts:
    646
    Anyone an Idea on how to wait until user is logged in?

    i want to load cloud data but the user auth. needs to long so the game drops an error,

    any idea?
     
  38. Carrmichaelll

    Carrmichaelll

    Joined:
    Nov 30, 2016
    Posts:
    68
    Hi, i'm testing out your product for the first time and upon build i get this error about the sdk version, currently in a hurry to release the game would really appreciate your support.
     

    Attached Files:

    LavaSoftware likes this.
  39. jarkko_unity550

    jarkko_unity550

    Joined:
    Oct 7, 2019
    Posts:
    3
    I have the exact same issue, it occurred after the latest update. They did something to the merger process in the latest update, and i guess it broke it for me.
     
  40. iileychen

    iileychen

    Joined:
    Oct 13, 2015
    Posts:
    96
    Thanks for the good plugin, it help us a lot at the beginning of our game. But now we have to remove Easy Mobile from our project for some reason, any tips will be helpful, Does Just delete the folder in the Assets works? I know easy mobile had made unity imported some google android libs, i want to make sure they are cleaned.
     
    Last edited: Oct 9, 2019
  41. Romaleks360

    Romaleks360

    Joined:
    Sep 9, 2017
    Posts:
    69
    Is there a way to read device audio volume with your plugin?
     
  42. Carrmichaelll

    Carrmichaelll

    Joined:
    Nov 30, 2016
    Posts:
    68
    hey man were you able to fix it? the developers haven't responded in almost 3 days now, i've tried everything possible. i'm considering using a different mobile plugin
     
    Last edited: Oct 10, 2019
  43. Din0Saw

    Din0Saw

    Joined:
    Aug 17, 2019
    Posts:
    2
    Not sure if it’s possible but I want to get the current score from Game Centre and Google Play and add it to new score to build up a high score.

    issue is o haven’t been able to work out how to convert IScore to int. Has anyone done it?
     
  44. jarkko_unity550

    jarkko_unity550

    Joined:
    Oct 7, 2019
    Posts:
    3
    No i wasn´t able to sort it. I´ve been messaging with the developer back and forth and hopefully it will get sorted. I get the issue even with an empty project, add Mobile tools, building project fails. So definitely issue with Mobile tools.
     
    LavaSoftware likes this.
  45. AdrianoDeRegino

    AdrianoDeRegino

    Joined:
    Aug 10, 2019
    Posts:
    87
    Hey just would like to say that Bolt native integration would be awesome!
     
    gferrari likes this.
  46. LavaSoftware

    LavaSoftware

    Joined:
    Apr 4, 2016
    Posts:
    4
    I'm getting the exact same error. I'm a new user of the plugin and love it's potential but I can't get past this first hurdle. There's little point us all emailing the developer with the same issue. If you / @pt5011 are able to share any resolution you find on this it'd be much appreciated! Thanks.
     
  47. amoraleite

    amoraleite

    Joined:
    Oct 16, 2014
    Posts:
    41
    Guys about this error:

    For me I had to delete EMP and import again. Something conflicted with my EM free version...

    Now I have another issue. When I make my project for Android works perfectly, but when I switched to IOS on the Xcode I have erros:
    Captura de Tela 2019-10-11 às 14.55.56.png


    Someone have this errors too?

    Full Error:
    Ld /Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Products/ReleaseForRunning-iphoneos/unstable.app/unstable normal arm64 (in target 'Unity-iPhone' from project 'Unity-iPhone')
    cd /Users/amora/Desktop/Unstable_BUILD/Unstable
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -target arm64-apple-ios9.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS13.0.sdk -L/Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Products/ReleaseForRunning-iphoneos -L/Users/amora/Desktop/Unstable_BUILD/Unstable -L/Users/amora/Desktop/Unstable_BUILD/Unstable/Libraries -L/Users/amora/Desktop/Unstable_BUILD/Unstable/Libraries/EasyMobile/Plugins/iOS -F/Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Products/ReleaseForRunning-iphoneos -F/Users/amora/Desktop/Unstable_BUILD/Unstable/Frameworks/com.unity.ads/Runtime/Plugins/iOS -filelist /Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/unstable.LinkFileList -Xlinker -map -Xlinker /Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/unstable-LinkMap-normal-arm64.txt -dead_strip -Xlinker -object_path_lto -Xlinker /Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/unstable_lto.o -fembed-bitcode-marker -stdlib=libc++ -fobjc-arc -fobjc-link-runtime -weak_framework CoreMotion -weak-lSystem -ObjC -framework Security -framework MediaToolbox -liPhone-lib -framework CoreText -framework AudioToolbox -weak_framework AVFoundation -framework AVKit -framework CFNetwork -framework CoreGraphics -framework CoreMedia -weak_framework CoreMotion -framework CoreVideo -framework Foundation -framework OpenAL -framework OpenGLES -framework QuartzCore -framework SystemConfiguration -framework UIKit -liconv.2 -lil2cpp -lEasyMobile -framework UnityAds -framework AdSupport -framework CoreTelephony -framework StoreKit -framework GameKit -framework CoreLocation -weak_framework Metal -Xlinker -dependency_info -Xlinker /Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/Unity-iPhone.build/Objects-normal/arm64/unstable_dependency_info.dat -o /Users/amora/Library/Developer/Xcode/DerivedData/Unity-iPhone-gudyeyjyclrrgldzwcubohshjvwa/Build/Products/ReleaseForRunning-iphoneos/unstable.app/unstable
    ld: warning: arm64 function not 4-byte aligned: _unwind_tester from /Users/amora/Desktop/Unstable_BUILD/Unstable/Libraries/libiPhone-lib.a(unwind_test_arm64.o)
    Undefined symbols for architecture arm64:
    "__GetCFBundleVersion", referenced from:
    _BundleVersionBindings__GetCFBundleVersion_m317E1273EBE10D0F0604C2AF15810D1BA2D2EF77 in Bulk_Assembly-CSharp_0.o
    _BundleVersionBindings_GetVersionInfo_m619E6727AE153421AB11B80D545F9B1CA130783C in Bulk_Assembly-CSharp_0.o
    (maybe you meant: _BundleVersionBindings__GetCFBundleVersion_m317E1273EBE10D0F0604C2AF15810D1BA2D2EF77)
    "_OpenSettings", referenced from:
    _BnRPluginBinding_OpenSettings_m118D4BFBBBD2DC909E8DA5653A266C8A9C9D787A in Bulk_Assembly-CSharp_0.o
    _BnRPluginBinding_OpenSettingsApp_m444FEFD0B3ED4D73C9A9ABD6EC5B85FED7EE12AA in Bulk_Assembly-CSharp_0.o
    (maybe you meant: _BnRPluginBinding_OpenSettingsApp_m444FEFD0B3ED4D73C9A9ABD6EC5B85FED7EE12AA, _BnRPluginBinding_OpenSettings_m118D4BFBBBD2DC909E8DA5653A266C8A9C9D787A )
    "_HasCameraPermissions", referenced from:
    _BnRPluginBinding_HasCameraPermissions_mC7BA6979F8961A57FE2773DFFE29513CB1F6AC09 in Bulk_Assembly-CSharp_0.o
    _BnRPluginBinding_GetCameraPermission_m4181337E1F96DE14184B04F007A97D22C2DDE865 in Bulk_Assembly-CSharp_0.o
    (maybe you meant: _BnRPluginBinding_HasCameraPermissions_mC7BA6979F8961A57FE2773DFFE29513CB1F6AC09)
    "__openPage", referenced from:
    _BnRPluginBinding__openPage_mF07F68F41466EB5FC8726E52E33C9FF88348E79E in Bulk_Assembly-CSharp_0.o
    _BnRPluginBinding_openPage_mD96BFC9750D4A22361536748093CD352A3ECBC17 in Bulk_Assembly-CSharp_0.o
    (maybe you meant: _BnRPluginBinding__openPage_mF07F68F41466EB5FC8726E52E33C9FF88348E79E)
    ld: symbol(s) not found for architecture arm64
    clang: error: linker command failed with exit code 1 (use -v to see invocation)




    Thanks!
     
    LavaSoftware likes this.
  48. amoraleite

    amoraleite

    Joined:
    Oct 16, 2014
    Posts:
    41
    Hi Guys!

    I solved my issue.

    In my case was a plugin that cause the problem.
    I deleted and the issue is gone.


    :)


    About the above problem, try to delete all the folders
    EM, GPS, and PSR...
    install all the things again.
     
    LavaSoftware likes this.
  49. Carrmichaelll

    Carrmichaelll

    Joined:
    Nov 30, 2016
    Posts:
    68
    Hi, have you finally been able to get it done?
     
  50. LavaSoftware

    LavaSoftware

    Joined:
    Apr 4, 2016
    Posts:
    4
    The error persists no matter what I try.

    Unity 2019.2.8f1 or 2019.2.9f1 on Windows 10.

    Steps to replicate...

    Create new 3D project.
    Asset Store > Import "Shooty Clocks".
    Switch Platform to Android and build APK. Build succeeds.
    Asset Store > Import "Easy Mobile Pro".
    Wait for "Resolving Android Dependencies" dialog to complete.
    Build APK. Build succeeds but reports the following exception...

    Code (CSharp):
    1. "...
    2. Win32Exception: ApplicationName='C:\Program Files (x86)\Java\jdk1.8.0_172\bin\java', CommandLine=' -cp .\ManifMerger\* com.android.manifmerger.Merger --main "D:\Projects\Apps\Temp\ShootyClocks\Assets\EasyMobile\Editor\Templates\Manifests\Manifest_Main.xml" --out "D:\Projects\Apps\Temp\ShootyClocks\Assets\Plugins\Android\EasyMobile\AndroidManifest.xml"', CurrentDirectory='D:\Projects\Apps\Temp\ShootyClocks\Assets\EasyMobile\Editor', Native error= The system cannot find the file specified.
    3. ...
    4. EasyMobile.Editor.EM_AndroidManifestBuilder+<>c__DisplayClass11_0.<GenerateManifest>b__0 (System.String manifestPath) (at Assets/EasyMobile/Editor/EM_AndroidManifestBuilder.cs:204)
    5. EasyMobile.Editor.EM_AndroidLibBuilder.DoBuildAndroidLibFromFolder (System.Object data) (at Assets/EasyMobile/Editor/EM_AndroidLibBuilder.cs:127)
    6. EasyMobile.Editor.EM_AndroidLibBuilder.BuildAndroidLibFromFolder (System.String folderPath, EasyMobile.Editor.EM_AndroidLibBuilder+AndroidLibConfig config, System.Action`1[T] progressCallback, System.Action`1[T] newStepCallback, System.Action completeCallback, System.Action`1[T] customManifestMergeProcess) (at Assets/EasyMobile/Editor/EM_AndroidLibBuilder.cs:68)
    7. EasyMobile.Editor.EM_AndroidManifestBuilder.GenerateManifest (System.String jdkPath, System.Boolean forceGenerate, System.Boolean verbose) (at Assets/EasyMobile/Editor/EM_AndroidManifestBuilder.cs:121)
    8. EasyMobile.Editor.EM_BuildProcessorUtil.PreBuildProcessing (UnityEditor.BuildTarget target, System.String path) (at Assets/EasyMobile/Editor/EM_BuildManager.cs:89)
    9. EasyMobile.Editor.EM_PreBuildProcessor.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at Assets/EasyMobile/Editor/EM_BuildManager.cs:24)
    10. UnityEditor.Build.BuildPipelineInterfaces+<OnBuildPreProcess>c__AnonStorey0.<>m__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:376)
    11. UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List`1[T] oneInterfaces, System.Action`1[T] invocationOne, System.Collections.Generic.List`1[T] twoInterfaces, System.Action`1[T] invocationTwo, System.Boolean exitOnFailure) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:356)
    12. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    13. ..."
    Window > Easy Mobile. Toggle "Advertising" to on.
    (Do or do not add App Id and Ad Unit Ids of your choice. It's the same result.)
    Build APK. Build fails with previous exception plus attached dialog.
    Window > Easy Mobile. Toggle "Advertising" to off.
    Build APK. Build fails with previous exception plus same dialog.

    Manually changing the value of
    __AndroidManifest_MinSdkVersion__
    has no effect.
     

    Attached Files: