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[Released] Android Native Plugin

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Sep 20, 2013.

  1. jylee656

    jylee656

    Joined:
    Nov 5, 2012
    Posts:
    3
    Hi.
    I have the same problem with Kozz.
    I had no problem connecting Googleplay and exchanging data (RTM game) with the ver. 4.7.
    However after upgrade to 4.8.1 I can't even login.
    I upgraded to 4.8.1 by clicking windw-> Android Native -> Edit Setting -> upgrade button.
    When I called GooglePlayConnection.instance.connect()
    the GooglePlayConnection.CONNECTION_RESULT_RECEIVED event handler function does not act at all.

    What should I do?
     
  2. jylee656

    jylee656

    Joined:
    Nov 5, 2012
    Posts:
    3
    Hi again.
    I solved the problem.
    My AndroidManifest.xml was corrupted when I import the admob plugin.
    I corrected it and works fine. thanks.
     
  3. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Well this is know issue:
    https://unionassets.com/manual/android-native-plugin/i-am-getting-build-error-1b95e1b2


    Well it mean then when you tried to install Android Native in the Assets/Android you already had some manifest. It can be if you had another Android plugins already installed before android native. But if you do not use another or your own plugin, simply choose Replace option and you good :)

    Cheers!
     
  4. destapp

    destapp

    Joined:
    Oct 22, 2012
    Posts:
    18
    i've already remove facebook plugin and update java(mac) and its still show message popup error "Resource Compilation Failed". i have googleAds and googleAnaliticsv3 plugin in my project, i tried to delete those plugin but still its getting error and i tried to make new project and i instal anp 4.8 and i have same error (im using unity 4.6 beta 21 and android sdk 5.0)
    thanks.
     
    Last edited: Oct 31, 2014
  5. Kozz

    Kozz

    Joined:
    Sep 18, 2014
    Posts:
    8
    About my problem with the login, I got it fixed after I update some features of SDK and install some that were not installed. I think the problem was the "Android SDK build-tools". Just the one with API version 18 was installed. So I installed the others. Another possible explanation is in the "Android 4.4.2(API 19)". The only Google APIs installed was the ARM System image, now I installed also the Google APIs (x86 System image). I just did this and updated some other features and when I build the apk again the login worked. Today I tried to show the leaderboards and worked perfectly also.
    I'm not sure of what really solved the problem but the important thing is that is solved. Thank you for the attention trying to help me.
     
  6. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi uniters,
    I'm stuck with some features that I want to implement in my game, so I'm writing with hope that someone cand guide me with this issue ;)
    1.How can we to change the UISprite (NGUI) with profile image from facebook ?
    *Like in ANP FacebookAndroidUseExample from SA_Texture to profile image:
    Code (CSharp):
    1. if(SPFacebook.instance.userInfo.GetProfileImage(FacebookProfileImageSize.square) != null) {
    2.                 avatar.texture = SPFacebook.instance.userInfo.GetProfileImage(FacebookProfileImageSize.square);
    2.How can we to change the UILabel(NGUI) text with info from facebook ? I tried :
    Code (CSharp):
    1. public UILabel playerName;
    2. public UILabel playerLocation;
    3.  
    4. void Awake(){
    5. playerName.text = SPFacebook.instance.userInfo.name.ToString(); //Line 46
    6. playerLocation.text = SPFacebook.instance.userInfo.location.ToString(); //Line 47
    7. }
    GETTING:
    NullReferenceException: Object reference not set to an instance of an object
    Player.Awake () (at Assets/Social/Resources/Scripts/Player.cs:46)


    3. Submitting a float score to GooglePlay (Time Leaderboard) ex:
    GooglePlayManager.instance.submitScore("leaderboard_time_spent_in_game", score); //score is a float number

    This are my
    perplexities, hope someone will guide me to a right direction, thanks in advance !

    Cheers
     
  7. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello.

    desta, can you please send you project to stans.assets@gmail.com so we can take a look?

    It should always be int, but you can set tu leaderboard type in google play console and score 1023 can be showed as 10,23 in leaderboard.

    About another your questions:
    UISprite (NGUI) - Should also have texture property so you can simply assign texture2D to it.

    Show us what you have on line 46 in your player script :)
     
  8. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi Stanislav,

    1. I need to use a Ngui Texture & SA_Texture attached on it ?
    2. On my line 46 :
    playerName.text = SPFacebook.instance.userInfo.name.ToString(); *FIXED (working)
    playerLocation.text = SPFacebook.instance.userInfo.location.ToString();
    *FIXED (working)
    I'm trying to get profile image from FB and update the NGUISprite or NGUITexture ! (not working)
    Can you help me with this ? :(
     
    Last edited: Nov 2, 2014
  9. Kozz

    Kozz

    Joined:
    Sep 18, 2014
    Posts:
    8
    Hello again,

    I am trying to read the ids.xml so I don't need to keep writing the ids of the leaderboeards and achievements on my code, but I dont know how to do it. Can someone help me with it?

    Thank you!
     
  10. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Just look at the example scene realisation, and instead GUI.DrawTexture assign texture to your NGUI sprite.

    Can you explain what you want to acheve, then I will try to help you, but any was ids.xml is at the same location all time so you can simply parse it as any other xml doc.?

    Cheers!
     
  11. sandeepsmartest

    sandeepsmartest

    Joined:
    Nov 7, 2012
    Posts:
    138
    Hi Lacost,
    I Just now downloaded your plugin version 4.9,i updated my old android native plugin with the latest ,when try clicking on the connect button of the playservice example scene i could see the error "Internal Error".I don't know what i have missed please help me Lacost.
     
  12. arvzg

    arvzg

    Joined:
    Jun 28, 2009
    Posts:
    619
    Hi guys,

    I am trying to listen to the event after establishing connection, like so:

    Code (CSharp):
    1.     void Start()
    2.     {
    3.         GooglePlayManager.instance.addEventListener(GooglePlayManager.AVALIABLE_DEVICE_ACCOUNTS_LOADED, OnAccsLoaded);
    4.         GooglePlayConnection.instance.connect();
    5.     }
    6.  
    7.     private void OnAccsLoaded(CEvent e)
    8.     {
    9.         AndroidDialog dialog = AndroidDialog.Create("Account Loaded", "Account Loaded");
    10.     }
    But the OnAccsLoaded function is never executed and the dialog box never appears. Any advice?

    edit: So I just tested this with the event instead:
    Code (CSharp):
    1. GooglePlayConnection.PLAYER_CONNECTED
    And it does execute!. So this event:
    Code (CSharp):
    1. GooglePlayManager.AVALIABLE_DEVICE_ACCOUNTS_LOADED
    seems like it is not working?
     
    Last edited: Nov 4, 2014
  13. njwm

    njwm

    Joined:
    Apr 30, 2013
    Posts:
    26
    Hi,
    I just updated your plugin to the version 4.9, when I click on the connect button of the playservice example scene I get the error "Internal Error".
     
  14. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi Uniters,
    I figured out how to use ANP with NGUI for changing or adding profile picture in your game:
    Code (CSharp):
    1. public UITexture playerAvatar;
    and adding from ANP example (FacebookAndroidUseExample ) this code :
    Code (CSharp):
    1. void FixedUpdate() {
    2.         if (IsUserInfoLoaded){
    3.             if (SPFacebook.instance.userInfo.GetProfileImage(FacebookProfileImageSize.normal) != null)
    4.                 playerAvatar.mainTexture =SPFacebook.instance.userInfo.GetProfileImage(FacebookProfileImageSize.normal);
    5.         }
    6.     }
    ...lacost is there a possibillty to store player's profile image for default texture, when the player connect's first time ?
     
  15. PeterShoferistov

    PeterShoferistov

    Joined:
    Sep 22, 2013
    Posts:
    59
  16. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    I am pretty sure that this is due to Drive API is enabled by default in the new android version. I already fixed this in update now Drive API is disabled by default, so here is what you need to do:
    1) You can disable Drive API in plugin settings:

    Window -> Android Native -> Edit Settings

    upload_2014-11-5_12-50-50.png

    Or
    2) Enable Drive feature for your app as described in this guide:
    https://unionassets.com/manual/android-native-plugin/saved-games-d98ff34c



    It's working but you not calling retrive devices request, here is how it should look lieke:
    Code (CSharp):
    1. GooglePlayManager.ActionAvaliableDeviceAccountsLoaded += ActionAvaliableDeviceAccountsLoaded;
    2. GooglePlayManager.instance.RetriveDeviceGoogleAccounts();
    3.  
    4.  
    5. private void ActionAvaliableDeviceAccountsLoaded() {
    6.     string msg = "Device contains following google accounts:" + "\n";
    7.     foreach(string acc in GooglePlayManager.instance.deviceGoogleAccountList) {
    8.         msg += acc + "\n";
    9.     }
    10.  
    11.     AndroidNative.showMessage("Accounts Loaded", msg);
    12. }
    You can found more information with this guide:
    https://unionassets.com/manual/android-native-plugin/sign-in-91e832aa
    under the Advanced Sign In. section.


    Sorry I am not sure what you mean, can you please explain more? Thanks.


    Hey, this is because Android Native also has billing API inside, all you need to do in to disable billing API in the Android Native editor setting. Here is more explanations:
    https://unionassets.com/manual/android-native-plugin/i-prefer-to-use-another-billing-plugin-f3085c2a


    P.S. I am also finished migration from google docs to new web documentation. There is steel lot's of work to do but it's already useable. I hope you going to like it:
    https://unionassets.com/manual/android-native-plugin


    Cheers!
     
  17. PeterShoferistov

    PeterShoferistov

    Joined:
    Sep 22, 2013
    Posts:
    59
  18. srenshaw

    srenshaw

    Joined:
    Feb 12, 2014
    Posts:
    14
    I'm having trouble updating the plugin to the latest version. I have v4.7 installed in my project and when I download v4.9.1 from the Asset Store I just have the option to import the files - there's no 'Update' button in the settings window. What am I missing?

    Thanks.
     
  19. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    Okay nothing is giving, I tried to delete facebook plugin, I installed Java32 bit, I installed almost the entire Android SDK, installed Java Development 64 and 32 bit Kit, just to make sure and nothing is working.

    I keep getting that Player when trying to compile error thing, I've been trying to do this for like 2 days now and nothing works whatsoever.
     
  20. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    I'm getting a bit different error than the Facebook one, mines like WAY longer.

    I DON'T NO HOW TO DO A CODE THING ON FORUMS SO I'M PLACING IT AS TEXT.

    Error building Player: CommandInvokationFailure: Failed to re-package resources. See the Console for details.
    C:\Users\easy2own\Desktop\Android\sdk\build-tools\21.1.0\aapt.exe package --auto-add-overlay -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "C:/Users/easy2own/Desktop/Android/sdk/platforms/android-21\android.jar" -F bin/resources.ap_

    stderr[
    AndroidManifest.xml:51: Tag <category> attribute name has invalid character '%'.
    AndroidManifest.xml:57: Tag <provider> attribute authorities has invalid character '%'.
    ]
    stdout[
    Configurations:
    (default)

    Files:
    drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    values\analytics.xml
    Src: () res\values\analytics.xml
    values\ids.xml
    Src: () res\values\ids.xml
    values\strings.xml
    Src: () res\values\strings.xml
    values\version.xml
    Src: () res\values\version.xml
    xml\file_paths.xml
    Src: () res\xml\file_paths.xml
    AndroidManifest.xml
    Src: () AndroidManifest.xml

    Resource Dirs:
    Type drawable
    drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    Type values
    values\analytics.xml
    Src: () res\values\analytics.xml
    values\ids.xml
    Src: () res\values\ids.xml
    values\strings.xml
    Src: () res\values\strings.xml
    values\version.xml
    Src: () res\values\version.xml
    Type xml
    xml\file_paths.xml
    Src: () res\xml\file_paths.xml
    Including resources from package: C:\Users\easy2own\Desktop\Android\sdk\platforms\android-21\android.jar
    applyFileOverlay for drawable
    applyFileOverlay for layout
    applyFileOverlay for anim
    applyFileOverlay for animator
    applyFileOverlay for interpolator
    applyFileOverlay for transition
    applyFileOverlay for xml
    applyFileOverlay for raw
    applyFileOverlay for color
    applyFileOverlay for menu
    applyFileOverlay for mipmap
    Processing image: res\drawable\app_icon.png
    (processed image res\drawable\app_icon.png: 94% size of source)
    (new resource id app_icon from drawable\app_icon.png #generated)
    (new resource id file_paths from res\xml\file_paths.xml)
    ]





    ---- EDIT -----

    I GOT IT WORKING.......
    Turns out I had too much SDK Installed.....
    So if anyone gets this problem make sure you have only what you need installed in the SDK!
     
    Last edited: Nov 6, 2014
  21. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    I guess this is my bad, The version folder was submitted my mistake (I will fix this in few hours). So far please just remove folder:
    Assets/Plugins/StansAssets/Versions

    Hey N1warhead, let me know if you will have any other issue or just contact technical support at stans.assets@gmail.com

    Cheers!
     
  22. Stans-Assets

    Stans-Assets

    Joined:
    Jun 20, 2014
    Posts:
    57
    AndroidNative v 4.9.1 just released.



    New Features:
    • Google Play Saved Games API. Read more: http://goo.gl/k0v8zT
    • Google Analytics API migrated to v4.
    • Ability to enable / disable separate APIs.
    • Editor Setting improvements.
    • Google Play API.
    • Native Popups API.
    • Google Drive API disabled by default.
    In-App Purchasing API:
    • C# Actions added, now you can choose between using C# Actions or FL event system.
    Updates:
    • Google Play SDK updated to v 6111000.
    • Android native jar spliced, now you can choose API to include in your project.
    Refactor
    • Flash Like event system now use own namespace: UnionAssets.FLE
    Fixes:
    • Twitter profile background loaded bug fixed.
    • Max photo size limit fixed.
    • In apps Fail event fixed.
    • Playmaker Action compilation fix.
    • Notifications Manager minor fix.
    • Editor setting version parsing fixed.
     
  23. MrGky93

    MrGky93

    Joined:
    Feb 27, 2014
    Posts:
    281
    Hi
    How can i make Android Rate Pop Up ??
    When i play a android game 5min or more the Android Rate Pop Up how i make this???
    With a timer??
    Sorry bad english :/
     
  24. nw-admin

    nw-admin

    Joined:
    Jun 17, 2010
    Posts:
    53
    Hi Stan,
    Is it possible to measure Facebook App installs using this plugin?
     
  25. srikanth_vallepu

    srikanth_vallepu

    Joined:
    Mar 19, 2014
    Posts:
    4
    Hi
    Previously, i have used Android native plugin 4.7v for google analytics and its works fine.Now, i updated my version to 4.9v but its not working for google analytics.I have tried all the methods which i used in 3.8v, eventhough it is not tracking. please help me.
     
    Last edited: Nov 7, 2014
  26. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Well usage example is described here:
    https://unionassets.com/manual/android-native-plugin/poups-and-pre-loaders-3bf5dda4
    It's up to you when you want to open rate popup, you can do this by timer or as result of some your game event.


    Sure full FB analytics API is implemented, you can read more here:
    https://unionassets.com/manual/mobile-social-plugin/analytics-46b8c336


    The analytics API was update I will check it once again, thanks for the report.
    P.S. Please contact me via PM (I can not send you the message by my self because you disabled this feature.)

    Cheers!
     
  27. srenshaw

    srenshaw

    Joined:
    Feb 12, 2014
    Posts:
    14
    I deleted the folder 'Assets/Plugins/StansAssets/Versions' and the AndroidNativeSettings window is now completely blank. When I then close and re-launch Unity I get the following error in the console:

    FormatException: Unknown char: U
    System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Double.cs:209)


    I then tried to import v4.9.1, but the AndroidNativeSettings window is still completely blank. Now when I re-open the project it fails to load the window layout and I get the following error repeated for various scripts:

    Assets/Extensions/AndroidNative/Addons/AndroidNativeActions/AndroidNativeActions/Billing/AN_Consume.cs(47,44): error CS0246: The type or namespace name `CEvent' could not be found. Are you missing a using directive or an assembly reference?

     
  28. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    You need update player maker actions (just remove old and unpack new ones)

    Sorry to hear that, please replace this file in the project it should fix the issue:
    https://www.dropbox.com/s/9zw8d858cx0bkae/AndroidNativeSettingsEditor.cs?dl=0
     
  29. srenshaw

    srenshaw

    Joined:
    Feb 12, 2014
    Posts:
    14
  30. CoredumpLab

    CoredumpLab

    Joined:
    Mar 11, 2014
    Posts:
    14
    Hi,

    Is there possible to customize the savegame (load) UI ?
    Or is there possible to use like GooglePlayManager.instance.deviceGoogleAccountList in the advanced Sign In ?
    Or is there possible to load savegame automatically ?
    (too many or , sorry :) )

    I would like to remove create new savegame button,
    (create it automatically if N/A) because I need only one savegame.
    (I know that window is google built-in)

    I don't like to use cloud state API for this, because it isn't support the offline mode.

    Thank you !
    (and Thank you the savegame implementation)

    Coredump
     
  31. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Well yea currently it supported only with google UI but I will add more deep support, so you can load saved games list, remove / create new without help of goole UI, those feature will definably come with 5.0 or 5.1 version (Just already have a lot's stuff to implement for 5.0 not sure I will able extend saved games API in 5.0)

    Cheers!
     
  32. Bumblebee77

    Bumblebee77

    Joined:
    Sep 18, 2014
    Posts:
    7
    hi,
    I want to load ads and using the code below .But it shows ad after loading.
    (Load and Start is same)
    AndroidAdMobController.instance.LoadInterstitialAd ()

    version 4.9.1
     
  33. asdas

    asdas

    Joined:
    Aug 30, 2012
    Posts:
    2
    When I import your plugin and update, I get same exact Android folder that is duplicated in: Plugin and StansAssets.
    This causes me not to be able to build in Unity5 and also gives me errors about AndroidManifest merge.

    What should I do? Should I remove one of them?
     
  34. cipu

    cipu

    Joined:
    Mar 27, 2013
    Posts:
    10
    Hi Stan. Im stuck right now. I was set up my In App Product is unmanaged. but when i call AndroidInAppPurchaseManager.instance.consume(Config.KEY_ITEM_GEM_100). Im just call only one time. Did im wrong
     
  35. srikanth_vallepu

    srikanth_vallepu

    Joined:
    Mar 19, 2014
    Posts:
    4
    The analytics API was update I will check it once again, thanks for the report.
    P.S. Please contact me via PM (I can not send you the message by my self because you disabled this feature.)

    Cheers![/QUOTE]
    hi
    we are calling these functions with our track id.
    AndroidGoogleAnalytics.instance.StartTracking();
    AndroidGoogleAnalytics.instance.SendView("Screen_Name");

    but still the problem remains same.

    is there any changes required in settings like enabling or disabling api methods(drive api,plus api etc..) ?
    or is it linking with developer console? if so,do we need to change any settings in developer console?
     
  36. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Hello, this is know issue, please contac support to get updated build before official release


    There is number of issue building with Unity 5, I am working on fixing this, but unfortunately haven't got any info from unity not from e-mail and no from forum post, will continue to buggin them with questions :)


    There is no unmanaged products for billing v3 anymore, all product now treated as managed so you should manage them by your self.

    Sorry not sure what you mean by this, but I was trying to example whole process in this article:
    https://unionassets.com/manual/android-native-plugin/in-app-purchases-an/coding-guidelines
     
  37. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    No settings changes required.
    I will test analytics once again, so you can expect it to work on 100% in next update

    Cheers!
     
  38. Alex_mar

    Alex_mar

    Joined:
    Feb 7, 2014
    Posts:
    1
    I have the same issue, but this steps not helped me :(
     
  39. TungNguyenLe

    TungNguyenLe

    Joined:
    Jan 14, 2013
    Posts:
    7
    Hi!
    How to get own partisipants ID in GooglePlayRTM.
    Thank all!
     
  40. srikanth_vallepu

    srikanth_vallepu

    Joined:
    Mar 19, 2014
    Posts:
    4
    ok thanks..
    if you update the plugin about analytics please inform .we will try with that updated version.
     
  41. cipu

    cipu

    Joined:
    Mar 27, 2013
    Posts:
    10
    You mean i can't buy item more than one time ? Have any way to solve it ?
     
  42. oguzhan-uglu

    oguzhan-uglu

    Joined:
    May 4, 2014
    Posts:
    11
    Is there any bug off version of this plugin ? i cant build this plugin.

    Error building Player: CommandInvokationFailure: Failed to re-package resources. See the Console for details.
    C:\Users\Monster Notebook\AppData\Local\Android\android-sdk\build-tools\21.1.1\aapt.exe package --auto-add-overlay -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "C:/Users/Monster Notebook/AppData/Local/Android/android-sdk/platforms/android-21\android.jar" -F bin/resources.ap_

    stderr[
    AndroidManifest.xml:4: error: Error: No resource found that matches the given name (at 'icon' with value '@drawable/ic_launcher').

    AndroidManifest.xml:4: error: Error: No resource found that matches the given name (at 'theme' with value '@style/AppTheme').

    ]
    stdout[
    Configurations:
    (default)

    Files:
    drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    values\analytics.xml
    Src: () res\values\analytics.xml
    values\ids.xml
    Src: () res\values\ids.xml
    values\strings.xml
    Src: () res\values\strings.xml
    values\version.xml
    Src: () res\values\version.xml
    xml\file_paths.xml
    Src: () res\xml\file_paths.xml
    AndroidManifest.xml
    Src: () AndroidManifest.xml

    Resource Dirs:
    Type drawable
    drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    Type values
    values\analytics.xml
    Src: () res\values\analytics.xml
    values\ids.xml
    Src: () res\values\ids.xml
    values\strings.xml
    Src: () res\values\strings.xml
    values\version.xml
    Src: () res\values\version.xml
    Type xml
    xml\file_paths.xml
    Src: () res\xml\file_paths.xml
    Including resources from package: C:\Users\Monster Notebook\AppData\Local\Android\android-sdk\platforms\android-21\android.jar
    applyFileOverlay for drawable
    applyFileOverlay for layout
    applyFileOverlay for anim
    applyFileOverlay for animator
    applyFileOverlay for interpolator
    applyFileOverlay for transition
    applyFileOverlay for xml
    applyFileOverlay for raw
    applyFileOverlay for color
    applyFileOverlay for menu
    applyFileOverlay for mipmap
    Processing image: res\drawable\app_icon.png
    (processed image res\drawable\app_icon.png: 94% size of source)
    (new resource id app_icon from drawable\app_icon.png #generated)
    (new resource id file_paths from res\xml\file_paths.xml)
    ]
     
  43. oguzhan-uglu

    oguzhan-uglu

    Joined:
    May 4, 2014
    Posts:
    11
    ,
    i dont understand
    Can you explain a little more ?
     
  44. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    Uninstall you're entire Android SDK and install only the very needed things... Like what version of Android is your phone? Install only your version of your phone and the other only needed things that YOUR phone requires.
     
  45. SoftwareGeezers

    SoftwareGeezers

    Joined:
    Jun 22, 2013
    Posts:
    900
    Can someone explain the Twitter access workflow? What is Init? What is Authorisation? eg. I have this code:

    Code (csharp):
    1.  
    2.       if(!AndroidTwitterManager.instance.IsInited){
    3.          AndroidNative.ShowToastNotification ("Init", 1);
    4.  
    5.          AndroidTwitterManager.instance.addEventListener(TwitterEvents.TWITTER_INITED,  OnInit);
    6.          AndroidTwitterManager.instance.addEventListener(TwitterEvents.AUTHENTICATION_SUCCEEDED,  OnAuth);
    7.          AndroidTwitterManager.instance.addEventListener(TwitterEvents.AUTHENTICATION_FAILED,  OnFail);
    8.          AndroidTwitterManager.instance.Init(TWITTER_KEY, TWITTER_SECRET);
    9.       }
    10.  
    11.   private void OnInit() {
    12.      if(!AndroidTwitterManager.instance.IsAuthed) {
    13.        AndroidNative.ShowToastNotification ("Inited UnAuth "+AndroidTwitterManager.instance.IsAuthed,1);
    14.      }else{
    15.        AndroidNative.ShowToastNotification ("Inited Auth "+AndroidTwitterManager.instance.IsAuthed,1);    
    16.      }
    17.    }
    18.  
    19.   private void OnAuth() {
    20.      AndroidNative.ShowToastNotification ("OnAuth",1);
    21.      TPostthis();
    22.    }
    23.  
    The output is "Init" then "Inited Auth True" but "OnAuth" isn't called. Is that because the game was authorised on a different run?
     
  46. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    Sure you can, means after purchase if you want to be able to buy item again you should consume it.


    Android Native does not have this in manifest, mean this is your custom constants or another plugin in your project added this to your AndroidManifest.
    When you add something like
    @drawable/ic_launche
    or
    @style/AppTheme
    you need to define this variables in the app resources. Assets/Plugins/Android/res folder


    Well Init -it initialise Twitter SDK, Authorisation - will try to auth user. If user was authored with your app before it will be authored after Init is finished.
    Here is full guide about how to use Twitter SDK:
    https://unionassets.com/manual/mobile-social-plugin/twitter/coding-guidelines
    https://unionassets.com/manual/mobile-social-plugin/twitter/general-features

    Cheers!
     
  47. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
  48. 1HpLeft

    1HpLeft

    Joined:
    Dec 13, 2012
    Posts:
    81
    Hello

    I have a small problem with your plugin using ad mob , when I launch scene with the ads example, everything work fine except one thing, when I click "load Interstitial Ads" , the ads Load and show instead of just showing. In my game I loaded the ads so I can show it when I want (when the player was not playing for example)
     
  49. njwm

    njwm

    Joined:
    Apr 30, 2013
    Posts:
    26
    same thing for me. Lacost said it was a known bug and it will be corrected in the next release. When will be the next release?
     
  50. 1HpLeft

    1HpLeft

    Joined:
    Dec 13, 2012
    Posts:
    81
    ok, nice to know it's not my fault ^^ .
    I also have a problem with " GooglePlayManager.instance.showAchievementsUI();" the window start to appear and close immediatly and when I loadAchievements() I have an error showing "RESULT_RECONNECT_REQUIRED"