Search Unity

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

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

  1. BryanO

    BryanO

    Joined:
    Jan 8, 2014
    Posts:
    186
    Bump
     
  2. vishgangani6001

    vishgangani6001

    Joined:
    Apr 8, 2019
    Posts:
    4
    In-App Purchasing is not initialized And Not Working
    In-App Purchasing is not initialized After Adding FirebaseMessaging.unitypackage

    --> But Before Import FirebaseMessaging.unitypackage It's Work Completely.
    --> I was Use EM Pro For IAP,
     
  3. formatc2013

    formatc2013

    Joined:
    Jul 4, 2016
    Posts:
    30
    Hi!
    I am getting this error when I try to build the project:
    A
    Assets\EasyMobile\Scripts\Modules\NativeAPIs\NativeUI\NativeUI_AlertPopup.cs(68,17): error CS0103: The name 'AndroidNativeAlert' does not exist in the current context


    I tried adding this to my NativeUI_AlertPopup.cs:
    Code (CSharp):
    1.  
    2. #if UNITY_ANDROID
    3.     using EasyMobile.Internal.StoreReview.Android;
    4. #endif
    Hint says unnecessary using.
    Googling, searching this forum and thread did not bring any results.
    Unity version 2019.2 .net 4.x EMP 2.5
    If I try adding a breakpoint it says:
    The breakpoint will not currently be hit. Unable to find a corresponding location.
     
  4. zachholt

    zachholt

    Joined:
    Aug 31, 2014
    Posts:
    10
    What would be the easiest way to get a userName from a userID for a custom leaderboard? I am trying to replace score.userID with a username instead

    Code (CSharp):
    1. Debug.Log("Score: " + score.value + "; userID: " score.userID + "; rank: " + score.rank);
    Would I have to load all profiles and match names with IDs?
     
  5. SkermunkelStudios

    SkermunkelStudios

    Joined:
    Dec 29, 2012
    Posts:
    156
    Ive started everything from scratch and followed all of the instructions and I can get the gradle build to sign in now but the Save Game functionality still wont work.

    Then when I try to build out a development build on gradle trying to check the log on what is going wrong, the build wont even build out and I get the following huge build error in the editor:

    CommandInvokationFailure: Gradle build failed.
    D:\Program Files\Android\Android Studio\jre\bin\java.exe -classpath "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.6.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleDebug"

    stderr[

    FAILURE: Build failed with an exception.

    * What went wrong:
    Could not determine the dependencies of task ':compileDebugJavaWithJavac'.
    > Could not resolve all task dependencies for configuration ':debugCompileClasspath'.
    > Could not find com.google.games:gpgs-plugin-support:0.10.06.
    Searched in the following locations:
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.pom
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.jar
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/google/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.pom
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/google/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.jar
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/android/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.pom
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/android/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.jar
    https://dl.google.com/dl/android/ma...pport/0.10.06/gpgs-plugin-support-0.10.06.pom
    https://dl.google.com/dl/android/ma...pport/0.10.06/gpgs-plugin-support-0.10.06.jar
    https://jcenter.bintray.com/com/goo...pport/0.10.06/gpgs-plugin-support-0.10.06.pom
    https://jcenter.bintray.com/com/goo...pport/0.10.06/gpgs-plugin-support-0.10.06.jar
    file:/G:/Verlore_Android/Mind/Temp/gradleOut/libs/gpgs-plugin-support-0.10.06.jar
    file:/G:/Verlore_Android/Mind/Temp/gradleOut/libs/gpgs-plugin-support.jar
    https://maven.google.com/com/google...pport/0.10.06/gpgs-plugin-support-0.10.06.pom
    https://maven.google.com/com/google...pport/0.10.06/gpgs-plugin-support-0.10.06.jar
    https://maven.google.com/com/google...pport/0.10.06/gpgs-plugin-support-0.10.06.pom
    https://maven.google.com/com/google...pport/0.10.06/gpgs-plugin-support-0.10.06.jar
    file:////Assets/EasyMobile/Plugins/Android/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.pom
    file:////Assets/EasyMobile/Plugins/Android/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.jar
    file:////Assets/GooglePlayGames/Editor/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.pom
    file:////Assets/GooglePlayGames/Editor/m2repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.jar
    file:/C:/Users/tiaan/.m2/repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.pom
    file:/C:/Users/tiaan/.m2/repository/com/google/games/gpgs-plugin-support/0.10.06/gpgs-plugin-support-0.10.06.jar
    https://jcenter.bintray.com/com/goo...pport/0.10.06/gpgs-plugin-support-0.10.06.pom
    https://jcenter.bintray.com/com/goo...pport/0.10.06/gpgs-plugin-support-0.10.06.jar
    https://repo.maven.apache.org/maven...pport/0.10.06/gpgs-plugin-support-0.10.06.pom
    https://repo.maven.apache.org/maven...pport/0.10.06/gpgs-plugin-support-0.10.06.jar
    Required by:
    project :
    > Could not find any matches for com.sglib.easymobile:easy-mobile:1.+ as no versions of com.sglib.easymobile:easy-mobile are available.
    Searched in the following locations:
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/m2repository/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/m2repository/com/sglib/easymobile/easy-mobile/
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/google/m2repository/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/google/m2repository/com/sglib/easymobile/easy-mobile/
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/android/m2repository/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    file:/C:/Users/tiaan/AppData/Local/Android/Sdk/extras/android/m2repository/com/sglib/easymobile/easy-mobile/
    https://dl.google.com/dl/android/maven2/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    https://dl.google.com/dl/android/maven2/com/sglib/easymobile/easy-mobile/
    https://jcenter.bintray.com/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    https://jcenter.bintray.com/com/sglib/easymobile/easy-mobile/
    file:/G:/Verlore_Android/Mind/Temp/gradleOut/libs/
    https://maven.google.com/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    https://maven.google.com/com/sglib/easymobile/easy-mobile/
    https://maven.google.com/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    https://maven.google.com/com/sglib/easymobile/easy-mobile/
    file:////Assets/EasyMobile/Plugins/Android/m2repository/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    file:////Assets/EasyMobile/Plugins/Android/m2repository/com/sglib/easymobile/easy-mobile/
    file:////Assets/GooglePlayGames/Editor/m2repository/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    file:////Assets/GooglePlayGames/Editor/m2repository/com/sglib/easymobile/easy-mobile/
    file:/C:/Users/tiaan/.m2/repository/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    file:/C:/Users/tiaan/.m2/repository/com/sglib/easymobile/easy-mobile/
    https://jcenter.bintray.com/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    https://jcenter.bintray.com/com/sglib/easymobile/easy-mobile/
    https://repo.maven.apache.org/maven2/com/sglib/easymobile/easy-mobile/maven-metadata.xml
    https://repo.maven.apache.org/maven2/com/sglib/easymobile/easy-mobile/
    Required by:
    project :

    * Try:
    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.

    * Get more help at https://help.gradle.org

    BUILD FAILED in 18s
    ]
    stdout[

    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error)
    UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress)
    Rethrow as GradleInvokationException: Gradle build failed
    UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress)
    UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)


    I've tried searching for solutions online but nothing touches on the specific variation found above.

    Please any help on the matter would be greatly appreciated.
     
    nemanson likes this.
  6. c0ffeeartc

    c0ffeeartc

    Joined:
    Jul 23, 2015
    Posts:
    42
    Update: this issue was fixed in EasyMobile 2.5.2.

    Hey guys.
    Wanted to note that most "duplicate symbols for architecture" errors can be fixed by going to Xcode -> Unity-iPhone(Target) -> BuildSettings -> OtherLinkerFlags -> remove "-all_load" flag. It fixes not only for easy mobile but for some other plugins as well.

    The problem - now I've added MobileNotifications(v1.0.3) package to Unity(2018.4.12f1), EasyMobile(2.5.1) and get duplicate symbols error again and this fix doesn't help.

    EasyMobile(2.5.1) mentions fix (- [Scripting] Added a prefix to the names of our iOS native classes to avoid possible collision with other libraries.). But error is still present


    duplicate symbol '__RemoveAllDeliveredNotifications' in:

    /*/Xcode/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/UnityNotificationWrapper.o

    /*/Libraries/EasyMobile/Plugins/iOS/libEasyMobile.a(Notifications.o)

    duplicate symbol '__ScheduleLocalNotification' in:

    /*/Xcode/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/UnityNotificationWrapper.o

    /*/Libraries/EasyMobile/Plugins/iOS/libEasyMobile.a(Notifications.o)

    ld: 3 duplicate symbols for architecture armv7

    clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
    Last edited: Feb 18, 2020
    azporispo likes this.
  7. mster50-2

    mster50-2

    Joined:
    May 28, 2013
    Posts:
    20
    I am having exactly the same issue.
     
  8. rafaelloopix

    rafaelloopix

    Joined:
    Oct 5, 2018
    Posts:
    3
    2019.3 here.

    project.TargetGuidByName(targetName) in EM_PreBuildProcessor lane 103 is deprecated. Can't build for iOS.

    I changed

    string targetName = PBXProject.GetUnityTargetName();
    string targetGUID = project.TargetGuidByName(targetName);

    To

    //string targetName = PBXProject.GetUnityTargetName();
    string targetGUID = project.GetUnityMainTargetGuid();

    No errors, but not tested yet.
     
  9. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
  10. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
  11. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    @Shackless Please double check and make sure the JDK path in Unity Preferences > External Tools is correct.
     
  12. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    EASY MOBILE BASIC DEPRECATION

    We would like to announce that Easy Mobile Basic (http://u3d.as/18pa) will be deprecated by the end of February 2020. Package owners can upgrade to Easy Mobile Pro (http://u3d.as/Dd2) and continue receiving support as well as new features and bug fixes. Thank you!
     
  13. francoiscoiscois

    francoiscoiscois

    Joined:
    Oct 23, 2019
    Posts:
    38
    Hi everyone,

    Using Easy Mobile Pro, I am trying to set up in app purchase and a rating popup for my first app.

    My question is, about the rating popup. Is there a way to launch the rating after the user open my apps a few times ? This is common practice I guess, and some apps ask again a few time if you didn't rated already.

    I am not a programmer and use playmaker actions btw. How could I implement such fonctionalities?

    Thank you !
     
  14. Momia

    Momia

    Joined:
    May 2, 2017
    Posts:
    2
    Hi, mates. First of all, thank you for your hard and nice work.

    I bought easymobile pro and I was using it for the first time when I realized that LoadScores from a leaderboard went wrong. After a little research, I found you were using UnityEngine.Social to load leaderboards so I checked what would happen using LoadScores from GooglePlayGames.PlayGamesPlatform and it works propertly.

    It would be great if you check it and tell us know if I am right or if you change it to keep using your awesome (almost)everything-in-one plugin.

    Thank you and have a nice day.

    Issue: I was trying to load the first 10 scores from a leaderboard and it was always returning only the first one and outdated values.
     
    wagnerps likes this.
  15. dFlynnSo

    dFlynnSo

    Joined:
    Aug 20, 2014
    Posts:
    17
    Imported latest Update Easy Mobile Pro package from Today: (I deleted everything before)
    Using Unity 2019.3.0f6
    These error messages are shown:
    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\AdMobClientImpl.cs(795,21): error CS0103: The name 'mDefaultInterstitialAd' does not exist in the current context

    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\AdMobClientImpl.cs(797,21): error CS0103: The name 'mDefaultRewardedAd' does not exist in the current context

    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\AdMobClientImpl.cs(802,21): error CS0103: The name 'mCustomRewardedAd' does not exist in the current context

    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\AdMobClientImpl.cs(802,50): error CS0103: The name 'mCustomRewardedAd' does not exist in the current context

    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\AdMobClientImpl.cs(802,94): error CS0103: The name 'mCustomRewardedAd' does not exist in the current context

    Assets\EasyMobile\Scripts\Modules\Advertising\NetworkClients\AdMobClientImpl.cs(804,21): error CS0103: The name 'mCustomRewardedAd' does not exist in the current context
    How can i fix this? The Version before worked without Problems
     
    Last edited: Feb 6, 2020
    madmoredie and timdevil like this.
  16. roboroo

    roboroo

    Joined:
    Mar 27, 2017
    Posts:
    15
    Also getting the same CS0103 errors as the post above, even on blank project. Stuck and cannot move forward. A fix please chaps, thank you.
     
    dFlynnSo likes this.
  17. DKJ400

    DKJ400

    Joined:
    May 4, 2017
    Posts:
    1
    Unity 2017.4.22
    Easy Mobile 2.5.1

    Xcode build error:

    Code (CSharp):
    1. ld: warning: arm64 function not 4-byte aligned: _unwind_tester from /Users/Shared/Unity 2017.4.22/GAMEPROJECT/Builds/IOSBuild/Libraries/libiPhone-lib.a(unwind_test_arm64.o)
    2. Undefined symbols for architecture arm64:
    3.   "___isPlatformVersionAtLeast", referenced from:
    4.       -[SSEDeviceStatus safeAreaInsets] in IronSource(SSEDeviceStatus.o)
    5.       -[ISBannerManager calculateContainerSize:viewController:] in IronSource(ISBannerManager.o)
    6.       -[ConsentDialogToggleController viewWillLayoutSubviews] in libEasyMobile.a(ConsentDialogToggleController.o)
    7.       -[ConsentDialogToggleController updateDescription] in libEasyMobile.a(ConsentDialogToggleController.o)
    8.       -[ConsentDialogViewController createViewWithTitle:contentElements:isDismissible:] in libEasyMobile.a(ConsentDialogViewController.o)
    9.       -[ConsentDialogViewController viewWillLayoutSubviews] in libEasyMobile.a(ConsentDialogViewController.o)
    10.       -[ConsentDialogViewController insertTextViewWithHtml:intoView:underView:withDefaultTopSpacing:] in libEasyMobile.a(ConsentDialogViewController.o)
    11.       ...
    12. ld: symbol(s) not found for architecture arm64
    13. clang: error: linker command failed with exit code 1 (use -v to see invocation)
     
    dFlynnSo likes this.
  18. bog-imp

    bog-imp

    Joined:
    Jul 25, 2012
    Posts:
    43
    Did you resolve this problem?
    Because I have the same:

    "IAP purchasing failed: In-App Purchasing is not initialized."

    But Unity IAP Button Work Fine.
     
    wagnerps and dFlynnSo like this.
  19. madmoredie

    madmoredie

    Joined:
    Jan 18, 2013
    Posts:
    7
    I have same issue with fresh new project
     
    dFlynnSo likes this.
  20. founder_unity130

    founder_unity130

    Joined:
    Oct 31, 2019
    Posts:
    3
    Same issue, no solution.
    I dont know what am I doing wrong.
    The problem with my file is, I have tried importing million times, it still imports partial files from asset store. 50% of the folders are unchecked when importing the asset and cannot be checked for download.

    I get all those same errors as well.
    A fix would be much appreciated.
     
  21. founder_unity130

    founder_unity130

    Joined:
    Oct 31, 2019
    Posts:
    3


    Try commenting the error in visual studios.
    I commented the lines, error gone, no new errors, the easy mobile pro seems to be showing back in my windows tab.
     
    dFlynnSo likes this.
  22. alienheretic

    alienheretic

    Joined:
    Oct 15, 2008
    Posts:
    60
    I have same issues
     
  23. GKiernozek

    GKiernozek

    Joined:
    Nov 16, 2013
    Posts:
    39
    Same, I've deleted AdMobClientImpl.cs but then I get an error:
    "Assets/_Project/Scripts/EasyMobile/CheckPriceTag.cs(51,52): error CS0117: 'InAppPurchasing' does not contain a definition for 'GetProductLocalizedData'"
     
    dFlynnSo likes this.
  24. campervan

    campervan

    Joined:
    Oct 6, 2018
    Posts:
    2
    The developer has broken the Pro version of this asset with release 2.5.2 (current as of writing).

    It no longer is configurable as they have removed the Resources folder from the asset. This means you cannot load the settings tab for Easy Mobile Pro either through Resources/EM_Settings or Window > Easy Mobile Pro > Settings.

    If you purchase this app you're just throwing away $79.
     
  25. founder_unity130

    founder_unity130

    Joined:
    Oct 31, 2019
    Posts:
    3

    Hopefully a new patch will be uploaded soooon. Dev said in email so fingers crossed.
     
    dFlynnSo likes this.
  26. GKiernozek

    GKiernozek

    Joined:
    Nov 16, 2013
    Posts:
    39
    please tag me when it's fixed :)
     
  27. MartyGP

    MartyGP

    Joined:
    Dec 29, 2019
    Posts:
    4
    Ahh... I was just going to ask about this. Hopefully, they can fix it as soon as possible. I read elsewhere that they're already on it, and that it occurred because of the deprecation of the basic version.
     
  28. campervan

    campervan

    Joined:
    Oct 6, 2018
    Posts:
    2
    I read this too. It is a shame they are so shady about communicating their error. Practically had to force it out of them. All so their sales wouldn't be impacted. But imagine just buying the product now like many have only to be told "everything is working fine, you're the idiot."
     
    dFlynnSo and founder_unity130 like this.
  29. roboroo

    roboroo

    Joined:
    Mar 27, 2017
    Posts:
    15
    Had a reply from the dev, I already fixed my version by using the advice of one of the previous posters and commenting out offending lines.
    quote
    "Thank you for choosing Easy Mobile apologies for the issue! We’ll fix it and release an update soon.
    In the mean time, please:
    - If you want to use the latest version, add two following lines to wrap the declaration of the troubled variables in AdMobClientImpl.cs:
    #if EM_ADMOB
    // troubled variables
    #endif
    - Roll back to the previous version of EM if possible.
    Thanks,

    SgLib Games"

    Go easy on the guy, he/she probably has 3 other jobs and this is his/her beer money..... or is that just me?
     
    Last edited: Feb 11, 2020
    dFlynnSo likes this.
  30. dFlynnSo

    dFlynnSo

    Joined:
    Aug 20, 2014
    Posts:
    17
    Dear Dev, thanks for fixing it, it works now :)
     
    pt5011 and roboroo like this.
  31. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    Unfortunately we don't have ready playmaker actions for this, but our (free) game templates normally have a Rating script that does exactly this, of course by utilizing EM's rating popup.
     
  32. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    @Momia Would you please write us at support@sglibgames.com so we can gather more info on this? Thank you!
     
  33. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    Hi guys,

    Happy to announce that the errors related to AdMobClientImpl.cs has been fixed. If you got the errors simply open Asset Store, update EM Pro and reimport it to your project. It's caused by a small mistake but yeah, a mistake is a mistake so sorry for the inconvenience!

    Thanks to the folks that took it easy on me :)

    And apologies once again to the frustrated ones. Bugs do happen but no, we never try to take your money for a broken product. Thank you for your patience and understanding.
     
  34. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,316
    Hello,

    after adding Easy Mobile Pro to my exisitng Project by importing for the store I got the following error:

    Code (CSharp):
    1. Job failed with exception: GooglePlayServices.JavaUtilities+ToolNotFoundException: jar not found.
    2.   at GooglePlayServices.PlayServicesResolver.ExtractZip (System.String zipFile, System.Collections.Generic.IEnumerable`1[T] extractFilenames, System.String outputDirectory, System.Boolean update) [0x00130] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:2437
    3.   at Google.GradleWrapper.Extract (Google.Logger logger) [0x00000] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleWrapper.cs:100
    4.   at GooglePlayServices.GradleResolver.GradleResolution (System.String destinationDirectory, System.String androidSdkPath, System.Boolean logErrorOnMissingArtifacts, System.Boolean closeWindowOnCompletion, System.Action`1[T] resolutionComplete) [0x0009f] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:267
    5.   at GooglePlayServices.GradleResolver.DoResolutionUnsafe (System.String destinationDirectory, System.Boolean closeWindowOnCompletion, System.Action resolutionComplete) [0x000bc] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:820
    6.   at GooglePlayServices.GradleResolver+<DoResolution>c__AnonStorey13.<>m__1D () [0x00000] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:710
    7.   at Google.RunOnMainThread.ExecuteNext () [0x0003d] in /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:377
    8. UnityEngine.Debug:LogError(Object)
    9. Google.RunOnMainThread:ExecuteNext() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:379)
    10. Google.RunOnMainThread:<ExecuteAll>m__A() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:408)
    11. Google.RunOnMainThread:RunAction(Action) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:234)
    12. Google.RunOnMainThread:ExecuteAll() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:406)
    13. Google.RunOnMainThread:Run(Action, Boolean) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:363)
    14. GooglePlayServices.GradleResolver:DoResolution(String, Boolean, Action) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:709)
    15. GooglePlayServices.PlayServicesResolver:ResolveUnsafe(Action`1, Boolean, Boolean, Boolean) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1786)
    16. GooglePlayServices.<ScheduleResolve>c__AnonStorey1E:<>m__3F() (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1604)
    17. GooglePlayServices.PlayServicesResolver:ExecuteNextResolveJob() (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1461)
    18. GooglePlayServices.PlayServicesResolver:ScheduleResolve(Boolean, Boolean, Action`1, Boolean) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1617)
    19. GooglePlayServices.PlayServicesResolver:AutoResolve(Action) (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1134)
    20. GooglePlayServices.PlayServicesResolver:<ScheduleAutoResolve>m__47() (at /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:1113)
    21. Google.RunOnMainThread:ExecutePollingJobs() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:300)
    22. Google.RunOnMainThread:<ExecuteAll>m__A() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:414)
    23. Google.RunOnMainThread:RunAction(Action) (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:234)
    24. Google.RunOnMainThread:ExecuteAll() (at /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:406)
    25. UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
    26.  
    The path Looks strange under users/smiles?

    I do not have that user...

    My Project is an existing Project already working and beta state for PC Standalone and Android. I already made successful Android builds before installing easy mobile pro. Unity is 2019.3.1f1.

    I wanted to add some instore purchasing and Maybe leaderboards and trophies...

    Thanks!
     
    Last edited: Feb 15, 2020
  35. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    @Firlefanz73 Your resolver seems broken. Try removing Assets/PlayServicesResolver folder. Then open Easy Mobile settings panel > Tools > Reimport Play Services Resolver.
     
  36. phraxjams

    phraxjams

    Joined:
    Apr 19, 2017
    Posts:
    13
    I am having the same issue, any help?
     
  37. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,316
    Thanks!

    I did exactly that,. Before I had two error logs in console, now it is one remaining still:

    Code (CSharp):
    1. Job failed with exception: GooglePlayServices.JavaUtilities+ToolNotFoundException: jar not found.
    2.   at GooglePlayServices.PlayServicesResolver.ExtractZip (System.String zipFile, System.Collections.Generic.IEnumerable`1[T] extractFilenames, System.String outputDirectory, System.Boolean update) [0x00130] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:2437
    3.   at Google.GradleWrapper.Extract (Google.Logger logger) [0x00000] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleWrapper.cs:100
    4.   at GooglePlayServices.GradleResolver.GradleResolution (System.String destinationDirectory, System.String androidSdkPath, System.Boolean logErrorOnMissingArtifacts, System.Boolean closeWindowOnCompletion, System.Action`1[T] resolutionComplete) [0x0009f] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:267
    5.   at GooglePlayServices.GradleResolver.DoResolutionUnsafe (System.String destinationDirectory, System.Boolean closeWindowOnCompletion, System.Action resolutionComplete) [0x000bc] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:820
    6.   at GooglePlayServices.GradleResolver+<DoResolution>c__AnonStorey13.<>m__1D () [0x00000] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/GradleResolver.cs:710
    7.   at Google.RunOnMainThread.ExecuteNext () [0x0003d] in /Users/smiles/dev/src/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:377
    8. UnityEngine.Debug:LogError(Object)
    The paths in Preferences / External Tools look okay. And I could build Android before. I am not having iOS stuff, since I only want Android and PC Standalone.
     
  38. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,316
    PS: I searched for all files under assets and string included "smiles". I have no user with that Name.
    Found this:

    upload_2020-2-17_18-20-43.png
     
  39. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,316
  40. c0ffeeartc

    c0ffeeartc

    Joined:
    Jul 23, 2015
    Posts:
    42
    Hello.
    Duplicate symbols with Unity MobileNotifications plugin in Xcode issue was fixed in EasyMobile 2.5.2.
    Thanks a lot dev!
     
    pt5011 likes this.
  41. AaronKB

    AaronKB

    Joined:
    Aug 16, 2019
    Posts:
    27
    Hi there.

    Is there a way to get a callback when the user has Allowed or Disallowed to receive local notifications? After calling Notifications.Init() I go and call some notification functions but of course the user hasn't actually Allowed (or not) notifications so my functions just silently fail. I need to wait until I have an answer.

    I am on iOS.

    Cheers
     
  42. marcusice109

    marcusice109

    Joined:
    Jul 23, 2019
    Posts:
    11
    I am using Unity 2020.10a22.2822. Maybe it is too fast but please check this problem about admob.

    My app using 2019.11f1 was working fine with the easy mobile ad.
    However, when I use Unity 2020.10a22.2822 and Google Mobile Ads Unity Plugin v4.2.1.
    The app crashes and shows the error below:

    java.lang.RuntimeException: Unable to get provider com.google.android.gms.ads.MobileAdsInitProvider: java.lang.IllegalStateException:

    ******************************************************************************
    * The Google Mobile Ads SDK was initialized incorrectly. AdMob publishers *
    * should follow the instructions here: *
    * https://googlemobileadssdk.page.link/admob-android-update-manifest *
    * to add a valid App ID inside the AndroidManifest. *
    * Google Ad Manager publishers should follow instructions here: *
    * https://googlemobileadssdk.page.link/ad-manager-android-update-manifest. *
    ******************************************************************************


    at android.app.ActivityThread.installProvider(ActivityThread.java:5954)
    at android.app.ActivityThread.installContentProviders(ActivityThread.java:5533)
    at android.app.ActivityThread.handleBindApplication(ActivityThread.java:5472)
    at android.app.ActivityThread.-wrap2(ActivityThread.java)
    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1583)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:241)
    at android.app.ActivityThread.main(ActivityThread.java:6217)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:865)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:755)
    Caused by: java.lang.IllegalStateException:

    ******************************************************************************
    * The Google Mobile Ads SDK was initialized incorrectly. AdMob publishers *
    * should follow the instructions here: *
    * https://googlemobileadssdk.page.link/admob-android-update-manifest *
    * to add a valid App ID inside the AndroidManifest. *
    * Google Ad Manager publishers should follow instructions here: *
    * https://googlemobileadssdk.page.link/ad-manager-android-update-manifest. *
    ******************************************************************************


    at com.google.android.gms.internal.ads.zzxw.attachInfo(com.google.android.gms:play-services-ads-lite@@18.3.0:27)
    at com.google.android.gms.ads.MobileAdsInitProvider.attachInfo(com.google.android.gms:play-services-ads-lite@@18.3.0:3)
    at android.app.ActivityThread.installProvider(ActivityThread.java:5951)



    Then I use WinRAR to check the AndroidManifest.xml file inside the apk and found that there is no APP ID included.
    You may find my easy mobile setup from the attachment.
    By the way, iOS version is working fine with this setting.


    I also try to downgrade Google Mobile Ads Unity Plugin from v4.2.1 to v3.18.3, but that not work.
     

    Attached Files:

    Last edited: Feb 21, 2020
  43. GS796

    GS796

    Joined:
    Dec 16, 2016
    Posts:
    24
    Hi,
    I am using EMPro via playmaker, and scheduling and clearing local notifs is working as intended on iOS. But the notif badge on IOS seems to be directly set when you schedule a local notif- and it has no bearing on the actual notif being delivered and it will not clear. The desired behavior is that I schedule a local notif, and the app icon badge on iOS would not show UNTIL the notif schedule time is up. The way it works is that setting any local notif to be scheduled in the future just sets the badge to that number immediately. The user believes there is a reason to return to the game because the badge is showing- but the notif and in game implementation scheduled time is not met yet. This is not useful- am I missing something or not understanding how it should work?
    Thanks!
     
  44. vishgangani6001

    vishgangani6001

    Joined:
    Apr 8, 2019
    Posts:
    4
    Picked up _JAVA_OPTIONS: -Xmx2048m -Xms256m -Xss8m
    UnityEngine.Debug:LogError(Object)
    EasyMobile.Editor.EM_AndroidManifestBuilder:OnConsoleErrorReceived(Object, DataReceivedEventArgs) (at Assets/EasyMobile/Editor/EM_AndroidManifestBuilder.cs:217)
    System.Threading._ThreadPoolWaitCallback:performWaitCallback()

     

    Attached Files:

    ufieklz likes this.
  45. tigerss

    tigerss

    Joined:
    Oct 11, 2015
    Posts:
    20
    Hi,

    Is there any way to listen to events for Banner ads?

    In Admob docs there are events like
    1. OnAdLoaded

    2. OnAdFailedToLoad
    Thanks!
     
  46. francoiscoiscois

    francoiscoiscois

    Joined:
    Oct 23, 2019
    Posts:
    38
    Hello,

    I am a bit lost whith easy mobile pro, I am not a programmer, and the whole process is quite difficult for me to understand and and also to test...

    So I want for my app, to have a rating popup and in app purchase.

    - to be able to display a rating popup, once I have configurated it in the utilities, the only thing I need is to have a game object on my first scene with this script attached to it?
    (I copied it from your documentation but changed DateTime To System.DateTime As I got an error message...)

    using EasyMobile;
    public class RatingRequest : MonoBehaviour
    {
    // Start is called before the first frame update
    void Start()
    {
    // Show the rating dialog with default behavior
    StoreReview.RequestRating();
    // Check if the rating dialog has been disabled
    bool isDisabled = StoreReview.IsRatingRequestDisabled();
    // Get the number of requests used this year
    int usedRequests = StoreReview.GetThisYearUsedRequests();

    // Get the number of unused requests this year
    int unusedRequests = StoreReview.GetThisYearRemainingRequests();

    // Get the time when the last rating popup is shown
    System.DateTime lastTime = StoreReview.GetLastRequestTimestamp();
    // Check if it's eligible to show the rating dialog and then show it
    if (StoreReview.CanRequestRating())
    {
    StoreReview.RequestRating();
    }
    }

    - for the in app purchase, it seem to work on my build device (exept I cannot buy the Product when the app is not released yet)
    How do I connect the purchase with my actual content? I want to have a few scenes locked before purchase, is there a variable I should track in easy mobile. Can I access it via playmaker ?


    I am using playmaker, and have very little technical knowledge,
    Sorry again for the noob question,

    Regards,
     
  47. PawelFJ

    PawelFJ

    Joined:
    Oct 15, 2013
    Posts:
    4
    Could not show banner ad: ads were removed.
    UnityEngine.Debug:Log(Object)
    EasyMobile.Advertising:ShowBannerAd(IAdClient, AdPlacement, BannerAdPosition, BannerAdSize) (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:1006)
    EasyMobile.Advertising:ShowBannerAd(BannerAdPosition) (at Assets/EasyMobile/Scripts/Modules/Advertising/Advertising.cs:447)
    <BannerAdShowRoutine>d__9:MoveNext() (at Assets/Scripts/AdManager.cs:70)

    No idea why it's saying "ads were removed'... tried everything.

    And the IAP module keeps saying Unity Services IAP needs to be enabled...which it is.
     
  48. STRek

    STRek

    Joined:
    Aug 25, 2013
    Posts:
    1
    Hi, I've been trying to get back to unity after a couple of years break (last time on unity 4.x! and betas of 5) and I'm running into a very strange issue in literally 1st seconds. Clean project, package manager/unity store - adding basic assets like EasyMobile and build breaks ! That's ok - I take a look at what's caused the build fail and the case of EasyMobile is the most amazing one. I get a handful of errors like :

    Assets/EasyMobile/Demo/Scripts/NativeAPIsDemo/MediaDemo/MediaResultView.cs(30,16): error CS0246: The type or namespace name 'FullScreenMovieControlMode' could not be found (are you missing a using directive or an assembly reference?)

    now - mind that missing type is from UnityEngine namespace ! and i nly get it on like 2 files across entire package. I tried close-reopen, re-import, start fresh and even 2019.3.3f and 2019.2.21f. Same stuff.
    but hey - I did nothing. Fresh install on osx that never had unity on it, empty new project - no chances for any "leftover".

    anyone getting strange behaviour on build dependencies with 2019.x ?
     
  49. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
  50. pt5011

    pt5011

    Joined:
    Aug 7, 2015
    Posts:
    405
    Hi @Trabahoo The log means the Advertising.RemoveAds() method was called before. You can uninstall and reinstall the app to reset this.

    Note that after enabling Unity IAP service you must also import its package.