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NATIVE PLUGINS for Unity: iOS, Android [Need Prime31 / Easy Mobile / Stans Assets replacement??]

Discussion in 'Assets and Asset Store' started by Voxel-Busters, Apr 4, 2015.

?

Do you want to see Windows Mobile support in CPNP? FYI, current market share is less than 3%.

Poll closed Aug 26, 2022.
  1. Ooh la la, Love to see that!

    12 vote(s)
    52.2%
  2. I don't give a damn!

    6 vote(s)
    26.1%
  3. Are you crazy! Who makes games for Windows Mobile.

    5 vote(s)
    21.7%
  1. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Please contact our discord server support for quick assistance. I would be happy to assist you and looking forward for the feedback :)
    On a short note, its possible to get the details without ui too. We have the required apis.
     
  2. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Would love to know more. Please contact our discord server support for a quick chat :)
     
  3. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    It's not possible to control the lifecycle of the app through our plugin automatically. Unfortunately, its beyond the scope of our plugin. However, its possible to schedule local notifications.
     
  4. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    @Aiviator3 Please click on CommandInvocationFailure entry and to look into.

    Please contact our discord server support for quick assistance.
     
  5. ferdi23

    ferdi23

    Joined:
    May 14, 2020
    Posts:
    1
    Hello, Last week I purchased this package from Unity Assest Store. The reason for my purchase was to print apk for Android 12 and run my game on Android 12. But the apk output I got does not work on Android 12 phones. I couldn't find the reason, can you help me please?

    Have a nice day :)
     
  6. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Can you please share the log or apk to have a check? Also contact our discord support server with logs to help you out.
     
  7. spikyworm5

    spikyworm5

    Joined:
    Jul 13, 2020
    Posts:
    31
    @Voxel-Busters We're trying to debug a serious issue we have in Android devices in which we spam users with lots more local notifications than we intended.

    The method we use for scheduling notifications is to calculate future notifications and then:
    1. Clear all scheduled notifications:
    NotificationServices.CancelAllScheduledNotifications()

    2. Schedule every new notification by calling
    NotificationServices.ScheduleNotification()
    and set trigger as
    notificationBuilder.SetTimeIntervalNotificationTrigger((targetTime - DateTime.Now).TotalSeconds);


    The scheduling seems to be working well on the first call but consequent calls doesn't clear old notifications. So users keep getting more and more notifications than we intended. If we call
    NotificationServices.GetScheduledNotifications()
    we get only the new notifications (as expected). But in practice the old notifications keep being delivered. It's like the scheduler keeps the old notifications active but loses the reference to them.

    iOS works as expected. We didn't observe this issue there.

    Thanks,
    Maor
     
  8. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Are these with same notification id's? Can you please contact our discord forum once you confirm the same behaviour with our NotificationServicesDemo scene?
     
  9. spikyworm5

    spikyworm5

    Joined:
    Jul 13, 2020
    Posts:
    31
    Yes. We use the same notification ids. I'll run another test with the demo scene and update with the results in the Discord forum.
     
  10. spikyworm5

    spikyworm5

    Joined:
    Jul 13, 2020
    Posts:
    31
    I just want to add that I tried adding some random number to the notification ID and it didn't solve the issue.
     
  11. spikyworm5

    spikyworm5

    Joined:
    Jul 13, 2020
    Posts:
    31
    @Voxel-Busters Confirmed with the demo scene.

    Tested with two devices:
    • Redmi Note Pro 10, Android 12, MIUI Global 13.0.4: Works as expected
    • Redmi 9, Andoird 12, MIUI Global 12.5.4.0: CancelAllScheduledNotifications() does nothing. Notification is still delivered. GetScheduledNotifications() returns 0.
    Sorry for the stupid question. How can I join the discord server? I can't find a link anywhere...
     
  12. spikyworm5

    spikyworm5

    Joined:
    Jul 13, 2020
    Posts:
    31
    Found the link. Joined.
     
  13. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,296
    Hi, what's the proper way to combine Unity Purchasing (for newer versions e.g. 4.1.4) and CPNP Billing Services?

    Problem is that CPNP uses billingclient library version 4+, where as Unity Purchasing 4.1.4 uses 3.0.3
     
  14. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    We are on it. Will update you on discord about the progress. Thanks for the details.
     
  15. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Any specific reason for combining both? I assume you need either one of those. Can you please share your use-case?
    Btw, our billing is privacy free - No need of any analytics requirement ;)
     
  16. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,296
    I guess Unity Purchasing was required in previous versions of the plugin.

    Its a project from around 2018, and we're trying to bring it back to life.
    Unity Purchasing was present as a version from Asset Store.

    So nowadays for Billing Services to work only CPNP should be used (without Unity Purchasing, probably).
     
  17. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    If you see any gradle error about duplicate library when both plugins exist, you can just disable one of the aar's (billing client aar file) in inspector for android platform. It should avoid the duplicates that way and lets you keep both the plugins in the project.
     
    xVergilx likes this.
  18. LIES-Chen

    LIES-Chen

    Joined:
    Mar 4, 2020
    Posts:
    1
    Development environment:
    macOS: 12.3.1
    Unity: 2019.4.15f1c1
    iOS: 15.4.1
    EssentialKit-Free: v2.2.1

    @Voxel-Busters Hi there, I have implemented the Twitter share feature in my mobile game app using the SocialShare feature of EssentialKit-Free. I have since built the iOS and Android packages, and everything works fine on Android.

    However, the iOS version displays the Twitter Share screen in full screen, as shown in the first video attached, and the account icon and share text are displayed out of position. So, I checked the source code of the SocialShare function and set the [modalPresentationStyle] to [UIModalPresentationPopover], and the card appears to float on the game screen in Popover format instead of full screen. The account icon and share text also appear correctly.

    Then I ran into another problem. As you can see in the second video attached, swiping up on the Twitter share screen is fine, but swiping down closes the share screen somewhat abruptly. So I did some research and tried setting [modalInPresentation] to [YES], but it was set to YES from the beginning. I tested various other things including [modalInPresentation] and found no effect. I think this may be a problem on my end, but if you could give me some advice I would greatly appreciate it.

    Also, not related to the above problem, but when I test with iPhone and open the Twitter share screen, the following Warning log is output.

    Warning Log:
    2022-04-25 09:35:01.630442+0800 myapp[79010:12196342] [NativePlugins] Showing share composer.
    2022-04-25 09:35:01.631506+0800 myapp[79010:12196342] [NSExtension] Extension request contains input items but the extension point does not specify a set of allowed payload classes. The extension point's NSExtensionContext subclass must implement `+_allowedItemPayloadClasses`. This must return the set of allowed NSExtensionItem payload classes. In future, this request will fail with an error.
     

    Attached Files:

  19. username132323232

    username132323232

    Joined:
    Dec 9, 2014
    Posts:
    477
    Hello. I'm currently using this asset on Android for Notifications only. I can't set stripping level higher than Low because I also have SimpleSQL in the same project and it won't work with Medium or High stripping levels.

    Does that mean that the .apk file will include all your asset code that is not used in the app?

    Thank you.
     
  20. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    No. On Android with low setting we add very few files(should be in couple of kb's). But we recommend other than low as you can get max optimisation. However, its hardly few kb difference which you can ignore.
     
    username132323232 likes this.
  21. LT23Live

    LT23Live

    Joined:
    Jul 8, 2014
    Posts:
    98
    @Voxel-Busters I am Getting an interesting error when trying to build for Android. Unity 2020.3.34. Only using the push notification functionality.

    Code (CSharp):
    1. CommandInvokationFailure: Gradle build failed.
    2. C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleDebug"
    3.  
    4. stderr[
    5. Warning: Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
    6. Warning: Mapping new ns http://schemas.android.com/repository/android/generic/02 to old ns http://schemas.android.com/repository/android/generic/01
    7. Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    8. Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/03 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    9. Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/02 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    10. Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/03 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    11. Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/03 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    12. Warning: Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    13. Warning: unexpected element (uri:"", local:"base-extension"). Expected elements are <{}codename>,<{}layoutlib>,<{}api-level>
    14.  
    15. FAILURE: Build failed with an exception.
    16.  
    17. * What went wrong:
    18. Could not determine the dependencies of task ':unityLibrary:com.voxelbusters.essentialkit.androidlib:compileDebugAidl'.
    19. > Failed to install the following Android SDK packages as some licences have not been accepted.
    20.      build-tools;29.0.2 Android SDK Build-Tools 29.0.2
    21.   To build this project, accept the SDK license agreements and install the missing components using the Android Studio SDK Manager.
    22.   Alternatively, to transfer the license agreements from one workstation to another, see http://d.android.com/r/studio-ui/export-licenses.html
    23.  
    24.   Using Android SDK: C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
    25.  
    26. * Try:
    27. 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.
    28.  
    29. * Get more help at https://help.gradle.org
    30.  
    31. BUILD FAILED in 2s
    32. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
    33. ]
    34. stdout[
    35.  
    36. > Configure project :launcher
    37. WARNING: The option setting 'android.enableR8=false' is deprecated.
    38. It will be removed in version 5.0 of the Android Gradle plugin.
    39. You will no longer be able to disable R8
    40. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\30.0.2\package.xml. Probably the SDK is read-only
    41. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
    42. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-29\package.xml. Probably the SDK is read-only
    43. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-30\package.xml. Probably the SDK is read-only
    44. Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
    45. Mapping new ns http://schemas.android.com/repository/android/generic/02 to old ns http://schemas.android.com/repository/android/generic/01
    46. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    47. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/03 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    48. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/02 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    49. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/03 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    50. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/03 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    51. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    52. unexpected element (uri:"", local:"base-extension"). Expected elements are <{}codename>,<{}layoutlib>,<{}api-level>
    53. Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
    54. Mapping new ns http://schemas.android.com/repository/android/generic/02 to old ns http://schemas.android.com/repository/android/generic/01
    55. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    56. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/03 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    57. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/02 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    58. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/03 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    59. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/03 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    60. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    61. unexpected element (uri:"", local:"base-extension"). Expected elements are <{}codename>,<{}layoutlib>,<{}api-level>
    62. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\package.xml. Probably the SDK is read-only
    63. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\30.0.2\package.xml. Probably the SDK is read-only
    64. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
    65. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-29\package.xml. Probably the SDK is read-only
    66. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-30\package.xml. Probably the SDK is read-only
    67. Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
    68. Mapping new ns http://schemas.android.com/repository/android/generic/02 to old ns http://schemas.android.com/repository/android/generic/01
    69. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    70. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/03 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    71. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/02 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    72. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/03 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    73. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/03 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    74. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    75. unexpected element (uri:"", local:"base-extension"). Expected elements are <{}codename>,<{}layoutlib>,<{}api-level>
    76. Mapping new ns http://schemas.android.com/repository/android/common/02 to old ns http://schemas.android.com/repository/android/common/01
    77. Mapping new ns http://schemas.android.com/repository/android/generic/02 to old ns http://schemas.android.com/repository/android/generic/01
    78. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/02 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    79. Mapping new ns http://schemas.android.com/sdk/android/repo/addon2/03 to old ns http://schemas.android.com/sdk/android/repo/addon2/01
    80. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/02 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    81. Mapping new ns http://schemas.android.com/sdk/android/repo/repository2/03 to old ns http://schemas.android.com/sdk/android/repo/repository2/01
    82. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/03 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    83. Mapping new ns http://schemas.android.com/sdk/android/repo/sys-img2/02 to old ns http://schemas.android.com/sdk/android/repo/sys-img2/01
    84. Errors limit exceeded. To receive all errors set com.sun.xml.bind logger to FINEST level.
    85. unexpected element (uri:"", local:"base-extension"). Expected elements are <{}codename>,<{}layoutlib>,<{}api-level>
    86. Exception while marshalling C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\package.xml. Probably the SDK is read-only
    87. IO exception while downloading manifest:
    88. java.io.FileNotFoundException: https://dl.google.com/android/repository/sys-img/android-desktop/sys-img2-1.xml
    89.     at sun.net.www.protocol.http.HttpURLConnection.getInputStream0(HttpURLConnection.java:1890)
    90.     at sun.net.www.protocol.http.HttpURLConnection.getInputStream(HttpURLConnection.java:1492)
    91.     at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(HttpsURLConnectionImpl.java:263)
    92.     at com.android.sdklib.repository.legacy.remote.internal.DownloadCache.openUrl(DownloadCache.java:248)
    93.     at com.android.sdklib.repository.legacy.remote.internal.DownloadCache.downloadAndCache(DownloadCache.java:624)
    94.     at com.android.sdklib.repository.legacy.remote.internal.DownloadCache.openCachedUrl(DownloadCache.java:547)
    95.     at com.android.sdklib.repository.legacy.LegacyDownloader.downloadAndStream(LegacyDownloader.java:61)
    96.     at com.android.repository.impl.downloader.LocalFileAwareDownloader.downloadAndStream(LocalFileAwareDownloader.java:51)
    97.     at com.android.repository.impl.manager.RemoteRepoLoaderImpl.lambda$fetchPackages$0(RemoteRepoLoaderImpl.java:139)
    98.     at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
    99.     at java.util.concurrent.FutureTask.run(FutureTask.java:266)
    100.     at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
    101.     at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
    102.     at java.lang.Thread.run(Thread.java:748)
    103.  
    104. Still waiting for package manifests to be fetched remotely.
    105. Checking the license for package Android SDK Build-Tools 29.0.2 in C:\Program Files\Unity\Hub\Editor\2020.3.34f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\licenses
    106. Warning: License for package Android SDK Build-Tools 29.0.2 not accepted.
    107. ]
    108. exit code: 1
    109. UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <6a716de7adab400ca518968c37af7005>:0)
    110. UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <6a716de7adab400ca518968c37af7005>:0)
    111. UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <6a716de7adab400ca518968c37af7005>:0)
    112. UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <6a716de7adab400ca518968c37af7005>:0)
    113. UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <6a716de7adab400ca518968c37af7005>:0)
    114. Rethrow as GradleInvokationException: Gradle build failed
    115. UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <6a716de7adab400ca518968c37af7005>:0)
    116. UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <6a716de7adab400ca518968c37af7005>:0)
    117. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <6a716de7adab400ca518968c37af7005>:0)
    118. Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    119. UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <6a716de7adab400ca518968c37af7005>:0)
    120. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <6a716de7adab400ca518968c37af7005>:0)
    121. 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 <6a716de7adab400ca518968c37af7005>:0)
    122. UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <6a716de7adab400ca518968c37af7005>:0)
    123. 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 <a5bc71bb4d98498aba1f868b89d20d47>:0)
    124. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    125.  
     
  22. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Unfortunately, unity is failing to detect the system build tools thats set. To solve this please do the following.
    1. Go to unity android sdk/build-tools and remove if you see any 29.0.2 folder
    2. Now open android studio sdk folder/build-tools and copy 29.0.2 folder to the above folder (or - Download from https://dl.google.com/android/repository/build-tools_r29.0.2-windows.zip and accept licenses)
     
    LT23Live likes this.
  23. LT23Live

    LT23Live

    Joined:
    Jul 8, 2014
    Posts:
    98
    Thank you. This worked 100%
     
    Voxel-Busters likes this.
  24. LT23Live

    LT23Live

    Joined:
    Jul 8, 2014
    Posts:
    98
    Getting a new error suddenly. Can you help again?

    Code (CSharp):
    1.  
    2. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime java.lang.RuntimeException: Unable to get provider com.voxelbusters.android.essentialkit.common.FileProviderExtended: java.lang.ClassNotFoundException: Didn't find class "com.voxelbusters.android.essentialkit.common.FileProviderExtended" on path: DexPathList[[zip file "/data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/base.apk"],nativeLibraryDirectories=[/data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/lib/arm64, /data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/base.apk!/lib/arm64-v8a, /system/lib64, /system/system_ext/lib64]]
    3. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread.installProvider(ActivityThread.java:7477)
    4. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread.installContentProviders(ActivityThread.java:6989)
    5. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread.handleBindApplication(ActivityThread.java:6738)
    6. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread.access$1500(ActivityThread.java:252)
    7. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2058)
    8. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.os.Handler.dispatchMessage(Handler.java:106)
    9. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.os.Looper.loopOnce(Looper.java:346)
    10. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.os.Looper.loop(Looper.java:475)
    11. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread.main(ActivityThread.java:7889)
    12. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at java.lang.reflect.Method.invoke(Native Method)
    13. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:548)
    14. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1009)
    15. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime Caused by: java.lang.ClassNotFoundException: Didn't find class "com.voxelbusters.android.essentialkit.common.FileProviderExtended" on path: DexPathList[[zip file "/data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/base.apk"],nativeLibraryDirectories=[/data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/lib/arm64, /data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/base.apk!/lib/arm64-v8a, /system/lib64, /system/system_ext/lib64]]
    16. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:218)
    17. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at java.lang.ClassLoader.loadClass(ClassLoader.java:379)
    18. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at java.lang.ClassLoader.loadClass(ClassLoader.java:312)
    19. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.AppComponentFactory.instantiateProvider(AppComponentFactory.java:147)
    20. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     at android.app.ActivityThread.installProvider(ActivityThread.java:7461)
    21. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     ... 11 more
    22. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     Suppressed: java.lang.NoClassDefFoundError: Failed resolution of: Landroidx/core/content/FileProvider;
    23. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         at java.lang.VMClassLoader.findLoadedClass(Native Method)
    24. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         at java.lang.ClassLoader.findLoadedClass(ClassLoader.java:738)
    25. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         at java.lang.ClassLoader.loadClass(ClassLoader.java:363)
    26. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         ... 14 more
    27. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime     Caused by: java.lang.ClassNotFoundException: Didn't find class "androidx.core.content.FileProvider" on path: DexPathList[[zip file "/data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/base.apk"],nativeLibraryDirectories=[/data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/lib/arm64, /data/app/~~e9y219tnfnnYSAc63E5LJw==/com.Inhance.NittoAR-iSyct0yHdTbApCDqEat6mQ==/base.apk!/lib/arm64-v8a, /system/lib64, /system/system_ext/lib64]]
    28. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:218)
    29. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         at java.lang.ClassLoader.loadClass(ClassLoader.java:379)
    30. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         at java.lang.ClassLoader.loadClass(ClassLoader.java:312)
    31. 2022/05/10 18:47:01.777 9430 9430 Error AndroidRuntime         ... 17 more
    32.  
     
  25. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    This usually happens if you haven't resolved the libraries. Please do the following
    1. From top menu bar open Assets -> External Dependency Manager-> Android
    2. Click on Force Resolve

    It should resolve without any errors. If so you should be having required libraries.
    I would request you to contact our support team on discord for quick assistance.
     
  26. LT23Live

    LT23Live

    Joined:
    Jul 8, 2014
    Posts:
    98
    What is the link to your Discord server?
     
  27. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Please click on support link in our product description page or in our tutorials website.
     
  28. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Hi, We would like to take this opportunity to update the Cross-Platform Native Plugins community that recently we have released 2 new plugins on Unity Asset Store. We believe it will be super helpful in your projects. So please have a look at them and let us know your thoughts.

    1) Easy MLKit: https://u3d.as/2PMe
    2) Reporting Kit for Unity: https://u3d.as/2Q6p

    We hope you will continue to support our new products.

    Thank you
    VB Team
     
    LT23Live likes this.
  29. Aquablue

    Aquablue

    Joined:
    Dec 15, 2013
    Posts:
    11
    Hello,
    May I suggest a bug fix for a future version of your plugin?

    Issue description
    The AndroidManifestGenerator.AddMetaData method can lead to the generation of an invalid Android APK.

    The actual code looks like this:
    Code (CSharp):
    1. private static void AddMetaData(Application application, EssentialKitSettings settings)
    2. {
    3.     if(settings.GameServicesSettings.IsEnabled || settings.CloudServicesSettings.IsEnabled)
    4.     {
    5.         MetaData metaData = new MetaData();
    6.         metaData.AddAttribute("android:name", "com.google.android.gms.games.APP_ID");
    7.         if(settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId != null)
    8.             metaData.AddAttribute("android:value", string.Format("\\u003{0}", settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId.Trim()));
    9.         application.Add(metaData);
    10.     }
    11. }
    The bug
    If the value of settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId should be null, then we end up having the following lines in the produced AndroidManifest.xml:

    Code (CSharp):
    1. <meta-data
    2.     android:name="com.google.android.gms.games.APP_ID" />
    Now, the problem is that a meta-data entry is only valid when an android:value or android:resource attribute is defined. As such entry is not present, the produced APK will be deemed as corrupted by any Android device trying to install the APK. The end effect is that the end user will not be able to install the APK on her device.

    The proposed fix
    Code (CSharp):
    1. private static void AddMetaData(Application application, EssentialKitSettings settings)
    2. {
    3.     if(settings.GameServicesSettings.IsEnabled || settings.CloudServicesSettings.IsEnabled)
    4.     {
    5.         if (settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId == null)
    6.             return;
    7.      
    8.         MetaData metaData = new MetaData();
    9.         metaData.AddAttribute("android:name", "com.google.android.gms.games.APP_ID");
    10.         metaData.AddAttribute("android:value", string.Format("\\u003{0}", settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId.Trim()));
    11.         application.Add(metaData);
    12.     }
    13. }
    With the above fix, we have the guarantee that no corrupted APK will be produced, i.e. either a valid entry gets produced when the settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId is not equal to null or no entry at all will be produced when settings.GameServicesSettings.AndroidProperties.PlayServicesApplicationId is null.

    This is an example of a valid AndroidManifest.xml entry:
    Code (CSharp):
    1. <meta-data
    2.     android:name="com.google.android.gms.games.APP_ID"
    3.     android:value="example" />
    Kind Regards
    Aquablue
     
  30. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Thanks for the suggestion.
    As app Id is required for using Game Services (and cloud services), we intentionally made it mandatory to enter the app id.
     
  31. Aquablue

    Aquablue

    Joined:
    Dec 15, 2013
    Posts:
    11
    Thank you four your answer, that was really quick :cool:
    In the Game Services FAQ, it's indeed documented that the "Play Services Application Id" is required. Thank you.

    Nonetheless one can forget it (or unintentionally delete it for instance) and still a successful build of its game can be done.
    In my humble opinion, if in the inspector of the EssentialKitSettings you will put some warnings when the value "Play Services Application Id" is missing, it would increase the quality of your product ;)
     
  32. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Currently we have a warning displayed while exporting but we do consider your suggestion to make it more explicit.
    If you like our plugin, please rate us on asset store. It helps us a lot :)
     
  33. Aquablue

    Aquablue

    Joined:
    Dec 15, 2013
    Posts:
    11
    Thank you for the great support.

    Sadly when working for a project having a lot of warnings (we have around 650 in the project using your plugin), one doesn't notice if one additional new warning gets produced.
    It's really not optimal having this amount of warnings and it's clearly not your problem, but adding something that visually makes clear in the inspector that a field is mandatory will help us (and hopefully other teams too) a lot.
    Thank you for considering this feature request :)

    I wish you a great day
     
  34. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Sure! I see it a valid argument. Will update the requirement in our backlog :)
     
  35. D_Cergy

    D_Cergy

    Joined:
    Feb 18, 2015
    Posts:
    35
    Hi, I got a problem I can't solve this entire day. I'm not sure if this related to TextMeshPro asset.


    I imported the package without any errors, I've fill in all the EssentialKit settings.
    I use the latest External Dependency Manager, and managed to import all required libraries.
    There are no errors in the Editor and Play just fine.
    But if I "Build Solution" from Visual Studio, it shows errors as shown in screenshot above.
    You can refer the error logs in the second attached image.
    And the auto complete for VoxelBusters API is not showing the methods and I cannot use them (unrecognized).

    I've imported the TMP assets, restart Unity, re-import Voxelbusters package, but still this error does not disappear.
    Any suggestion?
    Thanks
     

    Attached Files:

  36. Aquablue

    Aquablue

    Joined:
    Dec 15, 2013
    Posts:
    11
    When there are compilation errors in the IDE but not in the Unity Editor, it often means that the projects in the Unity Editor and your IDE are no more in sync. Try the following, I hope it can help you:
    • Go to: Unity Editor > Edit > Preferences... > External Tools
    • click "Regenerate project files"
    • go back to your IDE, it should reload the whole solution and checks that there aren't any errors (if you have none in the Editor)
    upload_2022-6-6_22-42-48.png
     
    D_Cergy and Voxel-Busters like this.
  37. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    As @Aquablue mentioned, if you don't see the error in Unity console, most likely the vsproject files are not in sync with your project. You can do the following
    1. Delete all .csproj and .sln files under your project root
    2. Open Unity
    3. Click on Assets -> Open c# project

    You may need to delete the vs studio cache if the above didn't work.

    @Aquablue Thanks for jumping in! Really appreciate for taking time in helping out :)
     
    D_Cergy likes this.
  38. D_Cergy

    D_Cergy

    Joined:
    Feb 18, 2015
    Posts:
    35
    Thank you for saving my day! Before trying your fix, I backed up my project, and cleanup the project folders except the Assets, Packages, Project Settings and some *.asset files. And it seems Unity Regenerating the project files as the button you mentioned does.

    @Voxel-Busters yes, it was the problem with the project, glad it was easily fixed. Thanks! :)
     
    Voxel-Busters likes this.
  39. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Glad you got it resolved! Thanks for updating :)
     
  40. Aquablue

    Aquablue

    Joined:
    Dec 15, 2013
    Posts:
    11
  41. yohanscritch

    yohanscritch

    Joined:
    Apr 30, 2020
    Posts:
    28
    Hi there,

    I'm looking for a Facebook Leaderboard, so that players can see how much their friends scored on my game.

    Does this plugin cover this use-case ? If not, what kind of social scores do you use in your app? That's my first time, I am discovering the topic.

    Thanks,
     
  42. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Plugin offers Game Center on iOS and Google play services on Android with a unified api. We don't have facebook leaderboard.
    Are you looking for Facebook leaderboard on mobile platforms?
     
  43. rockmanxx

    rockmanxx

    Joined:
    Mar 8, 2015
    Posts:
    5
    Hello,

    I use this code to show a fullscreen webview in ipad, but it is not work in iphone x (safe area show on left, bottom and right side).
    Could you please tell me how to show fullscreen web on notch phone.

    Code (CSharp):
    1. void Start()
    2.     {
    3.         WebView webview = WebView.CreateInstance();
    4.         webview.SetNormalizedFrame(new Rect(0f, 0f, 1f, 1f));
    5.         webview.LoadURL(URLString.URLWithPath("https://www.google.com"));
    6.         webview.Show();
    7.     }
    Thank you.
     
  44. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Please share the plugin version being used.
     
  45. rockmanxx

    rockmanxx

    Joined:
    Mar 8, 2015
    Posts:
    5
    Hi there,

    plugin version: 2.2.1
    unity version: 2021.3.4f1
    iOS version: 15.5
    device: iphone xs max

    Thanks,
     
    Last edited: Jun 16, 2022
  46. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    Can you please try latest 2.3.1* and let me know if you still see an issue?
     
    Last edited: Jun 30, 2022
  47. D_Cergy

    D_Cergy

    Joined:
    Feb 18, 2015
    Posts:
    35
    Hi,

    I found a behavior which might be a bug in the Billing system. I've only tried on Android.

    Step 1 : Initiate a purchase of consumable items, until you see the Pay button.

    Step 2 : Proceed to Pay, while the app sending and process the payment, immediately turn off the internet connection of the device, so it cannot receive the Success confirmation signal from Google's Server.

    Step 3 : There will be a notification that the connection interrupted, and we can only dismiss it. It will received by Transaction Delegate, and it counts as Failed Transaction : USER_CANCELED.

    Step 4 : Try initiating the purchase of the same item. It will return an error as Failed Transaction : ITEM_ALREADY_OWNED. In my case, if the item is unlockable, I will restore the item. But for consumable, it cannot be delivered here, as it will not registered as "Delivered".

    Step 5 : Try initiating the purchase of the same item again, it will return the same error, ITEM_ALREADY_OWNED. If I deliver the previous failed purchase, it will infinitely able to repeat this process to get the item for free. In android there is a function to "consume" the transaction, so it cannot be repeated and finished the transaction as "delivered". And I cannot find the similar function within the Native Plugin.

    The transaction will be finished if I close and re-open the app, when the Plugin and the store is initialized and users will be able to purchase the same item again. It could be resolved in this way, but it might be better to have a mechanism to handle such scenario.

    Thank you
     
    Voxel-Busters likes this.
  48. Voxel-Busters

    Voxel-Busters

    Joined:
    Feb 25, 2015
    Posts:
    1,983
    You are right. We got a similar report last week and have the required solution for it. On relaunch or calling InitialiseStore again (you can call this for now to avoid this error meanwhile), we clear up the pending transactions.

    Current solution what we are implementing is to have a callback for network and clear up any pending transactions. Note that this case only happens if you have "Auto finish transactions" set to true.

    Thanks for reporting,
    VB Team
     
  49. D_Cergy

    D_Cergy

    Joined:
    Feb 18, 2015
    Posts:
    35
    Glad to know there will be a workaround for the issue.
    I will try re-initialising the store for now as long it works fine. Thanks!
     
  50. Sandler

    Sandler

    Joined:
    Nov 6, 2015
    Posts:
    241
    hey im just reading into COPPA/GDPR and data privacy policy. games for kids etc.

    I was wondering, is there any documentation to what your services send/receive? Also are cookies used?
    As far as i understand there needs to be zero personal data collection when having games for kids.
    Basically rendering cloud/game services in the US useless?