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

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

  1. vengefullfoot

    vengefullfoot

    Joined:
    Sep 24, 2018
    Posts:
    9
    Any update on this ?
     
  2. phraxjams

    phraxjams

    Joined:
    Apr 19, 2017
    Posts:
    10
    Hi,

    There is an issue on android side with Updated EasyMobilePro
    The apk builds and run fine on android device for the first time
    If i uninstall apk and reinstall 2nd version, it crashes. It keep crashes at start unless i go to settings and clear data/cache of this app/apk and it runs fine again
    You can also reproduce this steps mentioned above
    Any hint why this is happening and how to avoid it? or if you would be fixing it in next update?

    Kind Regards
     
  3. Sologamer

    Sologamer

    Joined:
    Feb 15, 2013
    Posts:
    2
    (EASY MOBILE Pro 2.5.0) With iOS build on 10.15.0 (XCode 11.3), I'm also getting the linker error

    Unity version: 2019.3.0f3

    duplicate symbol _VERBOSE_DEBUG in:
    Libraries\EasyMobile\Plugins\iOS\libEasyMobile.a (NotificationsListenerSwizzler.o)
    Libraries\EasyMobile\Plugins\iOS\libEasyMobile.a (UIApplication+EasyMobile.o)
    ld: 1 duplicate symbol for architecture armv7

    Any idea how to fix these?
     
    Last edited: Dec 21, 2019
  4. zachholt

    zachholt

    Joined:
    Aug 31, 2014
    Posts:
    8
    I am also getting this error, it must be a problem on their end. I am currently debugging and will hopefully find a quick workaround in the meantime.
     
  5. Johannski

    Johannski

    Joined:
    Jan 25, 2014
    Posts:
    675
    Same problem here, my setup is:
    Mac OS 10.14.6, XCode 11.1, Unity 2019.3.0f3, EasyMobilePro 2.50

    I know, that 2019.3 is still in beta, but is there an ETA for a fix of this? Seems like quite a few people have this problem. BTW, on android everything works great :)
     
    Last edited: Dec 21, 2019
  6. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    Hi @Archieonic so we somehow missed your email thread because it was unexpectedly marked as "read", apologize for the inconvenience. We did respond now, hopefully it helped but do let us know if you still need some help.
     
  7. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    Hi @stormspirit2018 What I mean is the positions listed in the link I shared are the only ones supported. In most cases "Top" or "Bottom" should suffice :)
     
  8. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    What events?
     
  9. Kiragan

    Kiragan

    Joined:
    Jan 8, 2016
    Posts:
    18
    Hi, after importing admob plugin, i have App ID seciton inactive

    Снимок экрана 2019-12-22 в 0.22.13.png
     
  10. Sergio26Diaz

    Sergio26Diaz

    Joined:
    Apr 25, 2019
    Posts:
    8
    Why is the unity banner ad appearing at the top of if have BannerAdPosition.Bottom
     
  11. Sergio26Diaz

    Sergio26Diaz

    Joined:
    Apr 25, 2019
    Posts:
    8
    Any idea how to fix these?



    have you found a fix?
     
  12. pt5011

    pt5011

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    Aug 7, 2015
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    401
  13. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
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    Hi @Sergio26Diaz Could you please contact our support so we can gather more info? Thanks!
     
  14. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    I would suggest using an official Unity version now.
     
  15. WhiteWomanInTrouble

    WhiteWomanInTrouble

    Joined:
    May 13, 2019
    Posts:
    6
    @pt5011
    Hi.. how i can check on "share completed"?
    and please do not give me link of the documentation, because is not there..
    and if there is no way .. can you please add a function like "Sharing.Success"
    it only needs to check if the user selected an app icon and he was having internet connection, and he touch on send. Even if he did not really share but performed thos 3 actions.
     
    Last edited: Dec 26, 2019
  16. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    @WhiteWomanInTrouble there's no such API unfortunately. And that's because the native sharing APIs simply don't provide such callback/event.
     
  17. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    Hi everyone, thank you for your support throughout the year and we wish you a great holiday season and a super successful 2020 :)

    Happy New Year!
     
  18. phraxjams

    phraxjams

    Joined:
    Apr 19, 2017
    Posts:
    10
    T
    Still seeking answer for this
     
  19. RangeAge

    RangeAge

    Joined:
    Nov 18, 2016
    Posts:
    4
    Is the plugin using Legacy API for Rewarded Ads in Admob?
    It seems that LoadAllDefinedPlacements in Auto Ad Loading options is not working when using Admob because it only allows a single ad to be loaded in the same time.
    Or is there any workaround to load multiple rewarded ads?
     
    umiringo73 likes this.
  20. Fmedeiros

    Fmedeiros

    Joined:
    Feb 17, 2013
    Posts:
    7
    This asset supports LWRP 2019 version?
     
  21. GrassWhooper

    GrassWhooper

    Joined:
    Mar 25, 2016
    Posts:
    56
    hello, so i have a small problem, basically, when i import the admob sdk, the resolver starts running, then after a moment
    it basically gives me the choice between "yes,no,disable jetifier" saying there is an issue with the selected api or whatever
    honestly, this is my first project with this type of services, and i honestly do not know, what this thing is, or how the api affects my device, i just would like it if i get ads, and my game runs on the highest amount of devices possible.
    any ideas on what should i do?
    if i click on disable, it starts resolving, then the resolver, sticks on the screen and never leaves.
    if i click no, then i get a warning message about conflicting dependencies.
    upload_2020-1-3_18-14-4.png
    by clicking yes, i am worried, my game won't run on older devices. please help.
     
  22. shareSkisoft

    shareSkisoft

    Joined:
    Oct 9, 2019
    Posts:
    6
    Hi guys. I am using Admob 4.2.0 and chartboost 7.3.0. when I add chartboost and build the project and run on device it crashes with an exception of android.support.v4.content.contextcompat not found. While its is in the plugin/android folder with a different name. androidx.legacy.legacy-support-v4-1.0.0. Okay. I tried older version of admob which doesn't contain androidx library, but androidx still extracted which means easy mobile uses them and got error of admob editor. Okay I switch back to new version and here I am where I started. I try to find older version of chartboost but in vain. So guys any idea?

    EDITED :
    I just noticed a thing. When I clear storage of app and start works fine. Then I run again crashes and gave me the error of supportv4 error. Strange scenario.:(
    Btw it works great only with Admob and Unity.

    EDITED :
    To solve this issue I tried Chartboost 7.2.0. But using that easy mobile gave error of consent because 7.3.0 updated API. So, this is a dead end.

    I am using 2.5.1 version of easy mobile incase if you need to know.

    Full Log Incase Needed :
    01-05 04:42:08.286: E/AndroidRuntime(29863): java.lang.NoClassDefFoundError: Failed resolution of: Landroid/support/v4/content/ContextCompat;
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.n.?(SourceFile:5303)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.n.?(SourceFile:178)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.n.?(SourceFile:144)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.n.<init>(SourceFile:81)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.n.?(SourceFile:63)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.f.?(SourceFile:108)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.t$2$2.?(SourceFile:135)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.moat.analytics.mobile.cha.t$d$5.run(SourceFile:245)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at android.os.Handler.handleCallback(Handler.java:873)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at android.os.Handler.dispatchMessage(Handler.java:99)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at android.os.Looper.loop(Looper.java:193)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at android.app.ActivityThread.main(ActivityThread.java:6715)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at java.lang.reflect.Method.invoke(Native Method)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:493)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:911)
    01-05 04:42:08.286: E/AndroidRuntime(29863): Caused by: java.lang.ClassNotFoundException: Didn't find class "android.support.v4.content.ContextCompat" on path: DexPathList[[zip file "/system/framework/org.apache.http.legacy.boot.jar", zip file "/data/app/"<PACKAGE NAME>"-2EknEPcMcXqV3RbC9izslw==/base.apk"],nativeLibraryDirectories=[/data/app/"<PACKAGE NAME>"-2EknEPcMcXqV3RbC9izslw==/lib/arm64, /data/app/"<PACKAGE NAME>"-2EknEPcMcXqV3RbC9izslw==/base.apk!/lib/arm64-v8a, /system/lib64]]
    01-05 04:42:08.286: E/AndroidRuntime(29863): at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:134)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at java.lang.ClassLoader.loadClass(ClassLoader.java:379)
    01-05 04:42:08.286: E/AndroidRuntime(29863): at java.lang.ClassLoader.loadClass(ClassLoader.java:312)
     
    Last edited: Jan 4, 2020
  23. voody2506

    voody2506

    Joined:
    Jun 21, 2018
    Posts:
    14
    Hello! Apple added 2 new values to detect current GameCenter player:
    gamePlayerID
    teamPlayerID
    Can you please add this functionality to Easy Mobile PRO

    I know that native unity implementation has some plans to add this feature in 2020.1.
    Do you wait unity implementation?
     
  24. WhiteWomanInTrouble

    WhiteWomanInTrouble

    Joined:
    May 13, 2019
    Posts:
    6
    Please can you add a Premium Features for easymobile pro users? I have em pro, and 2 of your game templates, and it´s very hard and slow to implement each script of premium features for my game...
     
  25. gidroskolbasovich

    gidroskolbasovich

    Joined:
    Dec 3, 2018
    Posts:
    5
    Hello.
    Is it a known issue with game services authentication? When I follow your guide on how to setup game services, it works. But when you build a game using app bundle and publish it, let's say, to closed alpha and download the game from the play store, authentication doesn't work. The pop-up appears and then nothing...
    Maybe I'm doing something wrong?
     
  26. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    I would suggest clicking Yes, as that will just set your target API level to 28 (this is a Unity Player setting for Android platform), which is actually recommended for most projects. In fact we normally see this set to Automatic (Highest Installed).
     
  27. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    Chartboost hasn't updated their SDK since Oct 2018 https://answers.chartboost.com/en-us/child_article/unity-2

    It may be worth considering another ad network then, EM Pro supports lots of them :)
     
  28. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
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    Yes :)
     
  29. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    If you mean the PremiumFeatures scripts that exist in our game templates, you can just export them from one our templates then import into your own game :)
     
  30. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    @gidroskolbasovich Probably some App Signing issue. When you submit your app bundle, Google will resign it using their own keystore (or whatever), which may have a different SHA1 than the one in your "Linked Apps". All you need to do is link one more app with the SHA1 found in your AppSigning section.
     
  31. voody2506

    voody2506

    Joined:
    Jun 21, 2018
    Posts:
    14
    1) Do you have plans to support OS X and TV OS ( it is requirements to Apple Arcade )
    2) I want to save virtual coins to Icloud/ Google drive, can player modify this data? Or it is hidden from user?

    Edited:
    3) Can i take user avatar from game services?
    4) If i save game data to Game center Icloud game save, can i get this data in Mac OS game center?
     
    Last edited: Jan 8, 2020
  32. AnanyaIG

    AnanyaIG

    Joined:
    Sep 12, 2018
    Posts:
    4
    Hello,

    I'm having an issue with the Camera API thing. My code is pretty simple and straight forward. Could you please point me out as to why it isn't working? I'll be sending the same via email so whichever is faster could be answered.

    The app starts, and the NaviteCam() function starts on a button press. It doesn't show any errors, it simply shows nothing. My UI.SetActive(false); runs cuz the UI is turned off. I've tried to debug it, but I'm not sure what to try anymore.

    Also, the strange thing is, I was hoping for a permission popup when I started it app to ask for camera and storage permissions, but it didn't. I even tried to manually enable those permissions.

    Code (CSharp):
    1. using UnityEngine.UI;
    2. using UnityEngine;
    3. using EasyMobile;
    4.  
    5. public class CameraController : MonoBehaviour
    6. {
    7.  
    8.     public RawImage backGround;
    9.     public GameObject UI, ErrorCanvas, Error;
    10.  
    11.     private void Awake()
    12.     {
    13.         if (!RuntimeManager.IsInitialized())
    14.             RuntimeManager.Init();
    15.     }
    16.  
    17.     public void ShowError(string err)
    18.     {
    19.         ErrorCanvas.SetActive(true);
    20.         Error.GetComponent<TMPro.TextMeshProUGUI>().text = "Error: " + err + ".";
    21.     }
    22.     public void NativeCam()
    23.     {
    24.         if (!Media.Camera.IsCameraAvailable(EasyMobile.CameraType.Rear))
    25.         {
    26.             ShowError("Camera isn't Accessible");
    27.             return;
    28.         }
    29.         UI.SetActive(false);
    30.      
    31.         Media.Camera.TakePicture(EasyMobile.CameraType.Rear, TPCallback);
    32.     }
    33.     private void TPCallback(string error, MediaResult mediaResult)
    34.     {
    35.         if (!string.IsNullOrEmpty(error))
    36.         {
    37.             ShowError(error);
    38.         }
    39.         else
    40.         {
    41.             Media.Gallery.LoadImage(mediaResult, LoadImageCB);
    42.         }
    43.     }
    44.     private void LoadImageCB(string error, Texture2D image)
    45.     {
    46.         if (!string.IsNullOrEmpty(error))
    47.         {
    48.             ShowError("Image wasn't Loaded! " + error);
    49.         }
    50.         else
    51.         {
    52.             backGround.gameObject.SetActive(true);
    53.             backGround.texture = image;
    54.             ShareImage(image);
    55.         }
    56.     }
    57.     private void ShareImage(Texture2D image)
    58.     {
    59.         Sharing.ShareTexture2D(image, "ss", "Name: " + DataCollector.NameTxt + "\nAge: " + DataCollector.AgeTxt + "\nPhone: " + DataCollector.PhoneTxt);
    60.         UI.SetActive(true);
    61.         backGround.gameObject.SetActive(false);
    62.         FindObjectOfType<SceneController>().ChangeScene(1);      
    63.     }
    64.  
     
  33. shareSkisoft

    shareSkisoft

    Joined:
    Oct 9, 2019
    Posts:
    6
    Thanks for your help. I already skipped chartboost before your team replied. Actually my intention was to use chartboost is for cross promotion. So I made my custom cross promotion based on SQL server.;)
    Anyways Thanks for your reply.
     
    pt5011 likes this.
  34. Foxsocks79

    Foxsocks79

    Joined:
    Nov 11, 2013
    Posts:
    2
    When I import easy mobile pro from asset store I get the following errors in my console:

    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\UnityAdsClientImpl.cs(558,17): error CS0246: The type or namespace name 'BannerPosition' could not be found (are you missing a using directive or an assembly reference?)

    I'm working with Unity version 2019.2.17f1.
    The unity IAP purchasing(v2.06) and unity ads(v 2.08) packages are in my project.
    What's more, I am missing "Easy Mobile Pro" as an option under the "Window" menu.

    If I start a new project in version 2019.2.17f1 and import Easy Mobile Pro it doesn't error and I have the menu as usual so I think my library references got messed up somehow.
    I have tried disconnecting project from unity services, deleting easy mobile pro, closing unity, deleting library folder, restarting project and re-importing easy mobile pro but this doe not help.

    Any suggestions would be appreciated
     
  35. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    @voody2506 Thanks for choosing Easy Mobile.

    1) I can't give you a concrete answer now, but we do have a keen eye on this.
    2) Unfortunately the GameKit documentation is not very specific about this. But it should a file in the user's iCloud Drive containing a bunch of data in binary form, and I wouldn't worry about the user trying to decode and modify things there. Remember the saved games system is for saving general data (think playerprefs with cloud sync), if you have sensitive/important data consider hosting it on your own server with encryption, validation, etc. which is another topic.
    3) Yes https://docs.unity3d.com/ScriptReference/SocialPlatforms.IUserProfile-image.html
    4) I would think it's possible, but obviously our saved games api isn't avail for macOS now.
     
  36. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    401
    @Foxsocks79 Try upgrading the Unity Ads package to version 3.x.x.
     
  37. voody2506

    voody2506

    Joined:
    Jun 21, 2018
    Posts:
    14
    Thank you very much!
    I know that Google play games multiplayer is deprecated, will it be removed from asset in the future?
    And it seems like Google drive Api deprecated too https://developers.google.com/drive/android/deprecation
     
  38. opesli

    opesli

    Joined:
    Jan 23, 2015
    Posts:
    1
    Hello,

    When I click the PlayServicesResolver > Android Resolver > Force Resolve and I get the following errors:

    Running Gradle...

    /Users/opesli/Desktop/Test/Temp/PlayServicesResolverGradle/gradlew --no-daemon -b "/Users/opesli/Desktop/Test/Temp/PlayServicesResolverGradle/PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=/Users/opesli/Library/Android/sdk" "-PTARGET_DIR=/Users/opesli/Desktop/Test/Assets/Plugins/Android" "-PMAVEN_REPOS=https://maven.google.com;file:////Users/opesli/Desktop/Test/Assets/EasyMobile/Plugins/Android/m2repository" "-PPACKAGES_TO_COPY=com.android.support:support-v4:26.1.+;com.android.support:appcompat-v7:24.0.+;com.sglib.easymobile:easy-mobile:1.+" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=3.2.0"
    Executing command: /Users/opesli/Desktop/Test/Temp/PlayServicesResolverGradle/gradlew --no-daemon -b "/Users/opesli/Desktop/Test/Temp/PlayServicesResolverGradle/PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=/Users/opesli/Library/Android/sdk" "-PTARGET_DIR=/Users/opesli/Desktop/Test/Assets/Plugins/Android" "-PMAVEN_REPOS=https://maven.google.com;file:////Users/opesli/Desktop/Test/Assets/EasyMobile/Plugins/Android/m2repository" "-PPACKAGES_TO_COPY=com.android.support:support-v4:26.1.+;com.android.support:appcompat-v7:24.0.+;com.sglib.easymobile:easy-mobile:1.+" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=3.2.0"

    FAILURE: Build failed with an exception.

    * What went wrong:
    A problem occurred configuring root project 'PlayServicesResolverGradle'.
    > Could not resolve all artifacts for configuration ':classpath'.
    > Could not resolve com.android.tools.build.jetifier:jetifier-processor:1.0.+.
    Required by:
    project :
    > Failed to list versions for com.android.tools.build.jetifier:jetifier-processor.
    > Unable to load Maven meta-data from https://repo.maven.apache.org/maven2/com/android/tools/build/jetifier/jetifier-processor/maven-metadata.xml.
    > Could not get resource 'https://repo.maven.apache.org/maven2/com/android/tools/build/jetifier/jetifier-processor/maven-metadata.xml'.
    > Could not GET 'https://repo.maven.apache.org/maven2/com/android/tools/build/jetifier/jetifier-processor/maven-metadata.xml'.
    > Remote host closed connection during handshake
    > Failed to list versions for com.android.tools.build.jetifier:jetifier-processor.
    > Unable to load Maven meta-data from https://jcenter.bintray.com/com/android/tools/build/jetifier/jetifier-processor/maven-metadata.xml.
    > Could not get resource 'https://jcenter.bintray.com/com/android/tools/build/jetifier/jetifier-processor/maven-metadata.xml'.
    > Could not GET 'https://jcenter.bintray.com/com/android/tools/build/jetifier/jetifier-processor/maven-metadata.xml'.
    > Remote host closed connection during handshake


    I import the Easymobile Pro in new Project,it working with Unity version 2018.4.3f1 and Gradle version 6.0.1,but this doe not help.


    Any suggestions would be appreciated.
     
  39. Nirconus

    Nirconus

    Joined:
    Jul 4, 2015
    Posts:
    2
    In the event that an in app purchase fails, Unity IAP allows you to view the PurchaseFailureReason. I need this so I can display this to the user. Does Easy Mobile expose anything like this?
     
  40. rcaettano

    rcaettano

    Joined:
    Dec 11, 2012
    Posts:
    5
    Greetings ! I am developping a android app to connect to a physical service, and we need to get the phone number. Is this possible with easy mobile ?
     
  41. voody2506

    voody2506

    Joined:
    Jun 21, 2018
    Posts:
    14
    There is no official methods to get phone number from IOS/Android from security reasons. But you can show text field and ask user to fill phone number.
     
  42. XMachinaX

    XMachinaX

    Joined:
    Dec 29, 2012
    Posts:
    152
    Hi,

    I'm trying to implement the basics to get Login, SavedGames and Achievements to work.

    Ive gotten the Initialization and Log In to work but I seem to be getting an error message when trying to Open a Saved Game whether I use Automatic or Manual Conflict Resolution both seeming to be related to a NullReferenceException of some kind. I am attaching two images to this email to help illustrate the error message one for Automatic and the other for Manual Conflict Handling.

    Here is the coding that I use for Automatic Conflict Resolution:

    public void SlotExists()
    {
    GameServices.SavedGames.OpenWithAutomaticConflictResolution("My_Saved_Game", OpenSavedGameCallback);
    }
    void OpenSavedGameCallback(SavedGame savedGame, string error)
    {
    if (string.IsNullOrEmpty(error))
    {
    Debug.Log("Saved game opened successfully!");
    mySavedGame = savedGame; // keep a reference for later operations
    }
    else
    {
    Debug.Log("Open saved game failed with error: " + error);
    }

    ReadSavedGame(mySavedGame);
    }


    And here is the coding that I use for Manual Conflict Resolution:
    public void SlotExists()
    {

    GameServices.SavedGames.OpenWithManualConflictResolution(
    "My_Saved_Game",
    true, // prefetchDataOnConflict
    MyConflictResolutionFunction,
    OpenSavedGameCallback
    );

    }
    SavedGameConflictResolutionStrategy MyConflictResolutionFunction(SavedGame baseGame, byte[] baseData,
    SavedGame remoteGame, byte[] remoteData)
    {
    {
    // Perform whatever required calculation, comparison, etc. on the two versions
    // and their associated data to help you decide which version should be chosen.


    // After determining the canonical version, use the return value to indicate your choice
    return SavedGameConflictResolutionStrategy.UseBase; // use the base version

    // If you want to select the remote version instead, just change it to
    // return SavedGameConflictResolutionStrategy.UseRemote;

    }
    }
    void OpenSavedGameCallback(SavedGame savedGame, string error)
    {
    if (string.IsNullOrEmpty(error))
    {
    Debug.Log("Saved game opened successfully!");
    mySavedGame = savedGame; // keep a reference for later operations
    //LoadGame();
    }
    else
    {
    Debug.Log("Open saved game failed with error: " + error);
    }

    ReadSavedGame(mySavedGame);
    }


    Please any help on the matter would be greatly appreciated. Please let me know if you need any other information from me?
     

    Attached Files:

  43. XMachinaX

    XMachinaX

    Joined:
    Dec 29, 2012
    Posts:
    152
    I also tried to setup the SavedGame function according to the scripting used in the provided demo scene
    however, I still seem to get an error message, albeit a bit of a different one.

    Here is how my coding looks after implementing the code found in the demo scene:

    public void SlotExists()
    {
    string name = "nvv_SavedGame";

    DoOpenSavedGame(name,
    (SavedGame game, string error) =>
    {
    mySavedGame = game;
    if (string.IsNullOrEmpty(error))
    NativeUI.Alert("Alert", "Saved game: " + game.Name + " is opened.");
    else
    NativeUI.Alert("Alert", "Saved game opening failed with error: " + error);
    });
    }
    void DoOpenSavedGame(string name, Action<SavedGame, string> callback)
    {
    GameServices.SavedGames.OpenWithAutomaticConflictResolution(name, callback);
    }


    I am attaching an image of the error message that I am receiving.

    Please, any help on the matter would be greatly appreciated.
     

    Attached Files:

    Last edited: Jan 14, 2020
  44. MONSTA_Games

    MONSTA_Games

    Joined:
    Apr 14, 2016
    Posts:
    8
    Hello, I have bought this asset through Humble Bundle some time ago and now I would like to use it to create local notifications, I cannot get them to work. The notifications created always remain in pending.
    I could use some help to get it working.
     
  45. XMachinaX

    XMachinaX

    Joined:
    Dec 29, 2012
    Posts:
    152
    Ok, Ive literally deleted my app and game services setup for the Google Play console and recreated everything from
    scratch so that I'm not Opted-In for automatic service management and so that I could set up everything exactly
    like the tutorial video displays step-by-step, including creating the SHA1 key and signing the app using that.

    However, I still get the same error when I try to create a Saved Game. I also noticed that I still can't successfully sign in
    with any of the tester accounts that Ive added (however I only get asked to sign in once now and not twice anymore).

    Is there something that I'm missing? I feel like the tutorial isnt covering everything that needs to be setup to get this working.

    Does the application need to be set up as well (not just game services)? Do I need to upload an APK? Do I need to have the game services or an internal test track published for it to work? Ive opted out of the Automatic Google App Signing but it seems to reset and ask me again if I want to Opt-In whenever I go back to the App Signing page, do I need to set up something different there and upload the App signing key and Certificate zip or anything else?

    Apologies for the hassle, but I could really use some help and advice on what could possibly still be going wrong?

    Please, any help on the matter would be immensely appreciated
     
  46. esteban16108

    esteban16108

    Joined:
    Jan 23, 2014
    Posts:
    123
    @pt5011 Hi, Do you plan to Support UDP IAP? I see that Unity IAP supports it thru their IAP Catalog, but I never found how to link EMP with the Unity IAP Catalog.

    Would be a nice to have feature.
     
  47. gidroskolbasovich

    gidroskolbasovich

    Joined:
    Dec 3, 2018
    Posts:
    5
    Hello. I've faced the similar problem. The resolution is to change the SHA1 key in the API console to the one you have in the google play console.
    Change this:
    1.png


    To this:
    2.png


    And you will be fine :)
     
    Last edited: Jan 18, 2020
  48. gidroskolbasovich

    gidroskolbasovich

    Joined:
    Dec 3, 2018
    Posts:
    5
    @pt5011, hello. Is it possible to push repeatable local notifications once module in initialized? I've made this working in the Start() function. Something like: if(module.isInitialized()) { PushLocalNotification(); }. But after a specified delay my phone recieves about 5-6 notifications at once instead of one...
     
  49. Shackless

    Shackless

    Joined:
    Sep 7, 2016
    Posts:
    2
    Im trying to build my Android game for the first time and I get this error:



    I set the target Android Version to 28 in my Build / Player Settings manually. Seems like EasyMobile is requiring Target Version 16 but 19 is the lowest I can set in my Player Settings. So what to do now?


    Code (CSharp):
    1. CommandInvokationFailure: Gradle build failed.
    2. D:/Unity/Editor/2019.3.0f3/Editor/Data/PlaybackEngines/AndroidPlayer\OpenJDK\bin\java.exe -classpath "D:\Unity\Editor\2019.3.0f3\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-5.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"
    3.  
    4. stderr[
    5. C:\Source\icarus\Temp\gradleOut\launcher\src\main\AndroidManifest.xml Error:
    6.     uses-sdk:minSdkVersion 28 cannot be different than version __AndroidManifest_MinSdkVersion__ declared in library [:unityLibrary:EasyMobile] C:\Source\icarus\Temp\gradleOut\unityLibrary\EasyMobile\build\intermediates\library_manifest\release\AndroidManifest.xml
    7.  
    8. FAILURE: Build failed with an exception.
    9.  
    10. * What went wrong:
    11. Execution failed for task ':launcher:processReleaseManifest'.
    12. > Manifest merger failed : uses-sdk:minSdkVersion 28 cannot be different than version __AndroidManifest_MinSdkVersion__ declared in library [:unityLibrary:EasyMobile] C:\Source\icarus\Temp\gradleOut\unityLibrary\EasyMobile\build\intermediates\library_manifest\release\AndroidManifest.xml
    13.  
    14. * Try:
    15. Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
    16.  
    17. * Get more help at https://help.gradle.org
    18.  
    19. BUILD FAILED in 6s
    20. ]
    21. stdout[
    22. > Task :unityLibrary:EasyMobile:preBuild UP-TO-DATE
    23. > Task :launcher:preBuild UP-TO-DATE
    24. > Task :unityLibrary:EasyMobile:preReleaseBuild UP-TO-DATE
    25. > Task :unityLibrary:preBuild UP-TO-DATE
    26. > Task :unityLibrary:preReleaseBuild UP-TO-DATE
    27. > Task :launcher:prepareLintJar UP-TO-DATE
    28. > Task :unityLibrary:checkReleaseManifest UP-TO-DATE
    29. > Task :unityLibrary:EasyMobile:checkReleaseManifest
    30. > Task :unityLibrary:processReleaseManifest
    31. > Task :unityLibrary:packageReleaseRenderscript NO-SOURCE
    32. > Task :unityLibrary:EasyMobile:processReleaseManifest
    33. > Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE
    34. > Task :unityLibrary:EasyMobile:compileReleaseAidl NO-SOURCE
    35. > Task :unityLibrary:generateReleaseResValues UP-TO-DATE
    36. > Task :unityLibrary:EasyMobile:packageReleaseRenderscript NO-SOURCE
    37. > Task :unityLibrary:compileReleaseAidl NO-SOURCE
    38. > Task :unityLibrary:EasyMobile:compileReleaseRenderscript NO-SOURCE
    39. > Task :unityLibrary:compileReleaseRenderscript NO-SOURCE
    40. > Task :unityLibrary:generateReleaseResources UP-TO-DATE
    41. > Task :unityLibrary:EasyMobile:generateReleaseResValues
    42. > Task :unityLibrary:EasyMobile:generateReleaseResources
    43. > Task :launcher:preReleaseBuild
    44. > Task :launcher:compileReleaseAidl NO-SOURCE
    45. > Task :launcher:compileReleaseRenderscript NO-SOURCE
    46. > Task :launcher:checkReleaseManifest UP-TO-DATE
    47. > Task :unityLibrary:packageReleaseResources UP-TO-DATE
    48. > Task :launcher:generateReleaseBuildConfig UP-TO-DATE
    49. > Task :unityLibrary:prepareLintJar UP-TO-DATE
    50. > Task :launcher:generateReleaseSources UP-TO-DATE
    51. > Task :unityLibrary:generateReleaseSources UP-TO-DATE
    52. > Task :launcher:mainApkListPersistenceRelease UP-TO-DATE
    53. > Task :unityLibrary:prepareLintJarForPublish UP-TO-DATE
    54. > Task :launcher:generateReleaseResValues UP-TO-DATE
    55. > Task :launcher:generateReleaseResources UP-TO-DATE
    56. > Task :unityLibrary:mergeReleaseShaders UP-TO-DATE
    57. > Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE
    58. > Task :unityLibrary:compileReleaseShaders UP-TO-DATE
    59. > Task :unityLibrary:generateReleaseAssets UP-TO-DATE
    60. > Task :unityLibrary:EasyMobile:packageReleaseResources
    61.  
    62. > Task :launcher:processReleaseManifest FAILED
    63.  
    64. See http://g.co/androidstudio/manifest-merger for more information about the manifest merger.
    65.  
    66.  
    67. > Task :unityLibrary:EasyMobile:generateReleaseRFile
    68. > Task :unityLibrary:packageReleaseAssets
    69.  
    70. Deprecated Gradle features were used in this build, making it incompatible with Gradle 6.0.
    71. Use '--warning-mode all' to show the individual deprecation warnings.
    72. See https://docs.gradle.org/5.1.1/userguide/command_line_interface.html#sec:command_line_warnings
    73. 23 actionable tasks: 9 executed, 14 up-to-date
    74. ]
    75. exit code: 1
    76. UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    77. UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    78. UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    79. UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    80. UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    81. Rethrow as GradleInvokationException: Gradle build failed
    82. UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    83. UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    84. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    85. Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    86. UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    87. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    88. UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    89. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <ed786f82c80341708b3d5080bce64d0a>:0)
    90. UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <83a73882c51c4602b3d34743827d03e7>:0)
    91. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    92.  
     
  50. BryanO

    BryanO

    Joined:
    Jan 8, 2014
    Posts:
    173
    HI Im having some trouble with the integration of your twisty path with easy mobile. Can you outline the steps required to correctly set up unity ads. When I enable Unity ads for Twisty path with Easy Mobile pro Im getting several errors. I get other errors from my modded version (and I sent an email about this) but this is for a clean install do I thought other people could benefit from the answers.

    Assets/EasyMobile/Scripts/Modules/Advertising/NetworkClients/UnityAdsClientImpl.cs(37,29): error CS0246: The type or namespace name `ShowResult' could not be found. Are you missing an assembly reference?
     
    Last edited: Jan 22, 2020
unityunity