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[Released] Android Native Plugin

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

  1. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
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    993
    Hello,
    Did you press Save Manifest button after you adding the new permission?
    Please, double check it in your project. It should work.
     
    BenoitFreslon likes this.
  2. mimminito

    mimminito

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    Feb 10, 2010
    Posts:
    780
    @AlexRay Hi. I am trying to use the GCM push notifications system but your plugin is throwing a NullPointerException inside the GcmIntentService.class. The issue is that you are expecting to receive a payload which contains a property called "json". However the push server we are using sends a payload which does not contain that property. Would it be possible for you to update the plugin so that if that "json" tag is missing, it skips over and just passes in the data to Unity instead?
     
  3. AlexRay

    AlexRay

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    Jul 9, 2014
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    Hello,
    At first, I want to make sure, that you use valid PHP-script for push notification testing.
    Please, check gcmtest.txt script from the attachment and make sure your push notification data bundle is correct.
    You may even rename this file to gcmtest.php and test the push notifications for your project.
    That's the exactly PHP script I use for push notifications testing.
     

    Attached Files:

  4. mimminito

    mimminito

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    We use a service called BAASBox and they do not adhere to that format. Mostly its the same, but instead of the "json" tag we have a "custom" tag which houses the data. On iOS this is fine and you pass the information into Unity without issue, but on Android it crashes because its assuming "json" exists instead of checking to see if its a valid property first.
     
  5. AlexRay

    AlexRay

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    You can provide any JSON data you need for your particular case.
    One important thing: big_picture_url field is reserved and required for Big-Picture Notification Style.
    If you don't use Big-Picture Notification Style, just leave this field string.Empty, but DON'T remove from JSON data.
    All other fields added as an example.
    What data fields and fields amounts are up to you as a developer.

    Your final data will look like following:
    Code (CSharp):
    1. 'json'  => '{"big_picture_url": "http://www.hd-tecnologia.com/imagenes/articulos/2015/03/Unity-5.jpg",
    2.             "string_extra": "100000583627394",
    3.             "string_value": "value",
    4.             "string_key": "key",
    5.             "is_public": true,
    6.             "item_type_id": 4,
    7.             "numeric_extra": 0}'
     
  6. mimminito

    mimminito

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    BAASBox does not provide the 'json' property, instead its inside a property called 'custom'. So it would look like the following, which is where our issue is coming in.

    If not, could you provide the source for the plugin? It states on the store that you provide the source project but its not included?

    Code (CSharp):
    1. 'custom'  => '{"big_picture_url": "http://www.hd-tecnologia.com/imagenes/articulos/2015/03/Unity-5.jpg",
    2.            "string_extra": "100000583627394",
    3.            "string_value": "value",
    4.            "string_key": "key",
    5.            "is_public": true,
    6.            "item_type_id": 4,
    7.            "numeric_extra": 0}'
     
  7. AlexRay

    AlexRay

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    The source code of our plugins is open. Please, contact support team and request the Android Studio project of Android Native plugin. In such a way you will be able to build all the native libraries on your own with your changes.
     
    mimminito likes this.
  8. mimminito

    mimminito

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    I have contacted you through the form on the website. If there is another email address I should use instead please let me know.
     
  9. AlexRay

    AlexRay

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    The Stan's Assets Support Team e-mail: support@stansassets.com
     
  10. Anton-Argunov

    Anton-Argunov

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  11. AlexRay

    AlexRay

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    Hello,
    We have some technical problems with our server. It's currently under the maintenance.

    Any kind of issues will be fixed as soon as possible.
    Sorry for this problems and thank you for your patience and understanding!
     
  12. Chintao

    Chintao

    Joined:
    Jun 26, 2014
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    Hi, i tried to make a new version today (i don't know if the old one was with an older version of the plugin, sorry!) and i have a problem with the manifest.
    i always have 2 permission that i don't use and that aren't shown in the manifest manager nor in the overview of the plugin, i tried deleting everything and imported it new, but still the same problem!
    the permissions are:

    android.permission.GET_ACCOUNTS
    android.permission.MANAGE_ACCOUNT

    and when i start my app, it asks for permission to use my contacts, but i don't use any of that.
    1.JPG 2.JPG 3.JPG
     
  13. redccoma

    redccoma

    Joined:
    Feb 15, 2015
    Posts:
    13
    Hello.
    I have a question about login to the game service with a Google account.
    We're curently using the plugin Ultimate Mobile v4.8

    Until a few days back it was possible to login to Google game service without problems, but now in the class GooglePlayManager, when the _player receives the player ID, the IDs start with g123... and so on. Looking now the IDs didn't use to include the g and the server is recognizing those as completly different ID.

    Now when a person logs in to the game with the same google account it gives out a different ID than it used to. I ask that you check this and reply to us with a solution if possible.

    Thank you.
     
  14. AlexRay

    AlexRay

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    Hello,
    With the last update, these permissions have been included in an_googleplay.aar library by default.
    I want to say, that this issue will be fixed with the following update.
    If you need the instructions how to fix it on your own, please, contact support team and you will be guided in a sort time.
     
  15. AlexRay

    AlexRay

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    Hello,
    I'll assign this report to our developer.
    We will perform all needed test cases on our own.
    Currently, our developers are working on updating the plugin to the latest Google Play Services version.
    I can say exactly , but maybe it will fix the issue. Anyway, you may contact our support team and ask for a status of this case anytime you want.

    Thank you for this report!
    Have a nice day!
     
  16. redccoma

    redccoma

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    Feb 15, 2015
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    Hi,
    I have previously asked a similar question but I was wondering if some of you can help me out.

    1. When you check the value for “GooglePlayManager.Instance.player.playerId,” some of the values start with g along with numbers (ex. g12345678) and some have just the numbers (ex. 987654321). If there is reason for this difference? I tried searching the Google reference document to find out but it was nowhere to be found. (Maybe it has something to do with the version of the Google play service the user has installed on their device?)

    2. I can’t seem to find out email information for GooglePlayManager for Andorid Native Plugin. From the looks of it on, https://github.com/playgameservices/play-games-plugin-for-unity, they are able to find out the user’s email. Can anyone elaborate on this matter?
     
  17. AlexRay

    AlexRay

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    Hello,
    The case 1 is under investigation right now.
    Our developer will work on this case and the fix will be provided if needed.
    So, please, keep looking forward to future updates and announces.

    According to case 2. Do you mean you need to get player e-mail, right?
    I think, that there are some difficulties with player e-mail.
    And I'm not 100% sure, that such a functionality is available.
    Please, could you provide me the detailed information according to it?
    Maybe some code snippets or links to documentation. I'll appreciate it.
     
  18. Chintao

    Chintao

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    Thank you!
    Contacted the support team yesterday and got the instruction, was really easy!
     
  19. redccoma

    redccoma

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  20. sandeepsmartest

    sandeepsmartest

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    Nov 7, 2012
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    Hello Everyone, I just updated android native plugin version 9.0 in fresh new unity project and imported facebook sdk Version 7.8.0 when i deployed it in android device (With FacebookExample.unity scene) and tried submitting score it is showing "Submitted Successfully Player score:0" and when i click on load player scores button ,Key not found exception is coming from the script SPFacebook.cs in line 967.
    Did any one tried fixing this issue??
    FYI: I assume that Facebook setup is done properly as i am getting my name and profile picture in "FacebookExample.unity" scene

    Below is the logcat which was displayed when i click on load player scores button.

    10-18 17:12:59.079: I/Unity(3127): KeyNotFoundException: The given key was not present in the dictionary.
    10-18 17:12:59.079: I/Unity(3127): at System.Collections.Generic.Dictionary`2[System.String,System.Object].get_Item (System.String key) [0x00000] in <filename unknown>:0
    10-18 17:12:59.079: I/Unity(3127): at SPFacebook.OnLoaPlayrScoresComplete (.FB_Result result) [0x00000] in <filename unknown>:0
    10-18 17:12:59.079: I/Unity(3127): at FB_GrapRequest_V7.GraphCallback (IGraphResult result) [0x00000] in <filename unknown>:0
    10-18 17:12:59.079: I/Unity(3127): at Facebook.Unity.AsyncRequestString+<Start>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
    10-18 17:12:59.079: I/Unity(3127): at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
    10-18 17:12:59.079: I/Unity(3127):
    10-18 17:12:59.079: I/Unity(3127): (Filename: Line: -1)


    Thank you.
     
  21. AlexRay

    AlexRay

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  22. AlexRay

    AlexRay

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    Hello,
    I added your report to our bug tracker. Our developer will work on it and the fix will be provided if any kind of issue will take place. The fix will be provided with the following update I think.
    Thank you for this report!
     
  23. Ziwam

    Ziwam

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    Oct 18, 2016
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    Hello, I was wondering if there was any way I could separate the social activities onto their own independent apps instead of combined with my app. I think this takes up ram whenever I launch messenger or other social applications. Also if there is a command to close share options on applicationpause() that would be great.
     
  24. AlexRay

    AlexRay

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    Hello,
    Please, could you clarify what social activities do you mean?
    Provide me additional information and I'll be able to answer your questions more precisely.
     
  25. firkosa

    firkosa

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    Nov 10, 2013
    Posts:
    7
    Hi , i am using latest version of Android Native Plugin 9.0 , Unity 5.4.1p4 and Google Play SDK -9.2.1 . I am having very strange problem, my game is in production and i cant login with google play services , i am getting error code 10004 on connect . The google UI popup is showing, but then doesn't show that i am connected and achievements and leaderboards are not working. Nothing happens on calling them, but AdMob ads are working fine. In app purchasing and google saved games are not working too.
     
    Last edited: Oct 24, 2016
  26. sandeepsmartest

    sandeepsmartest

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    Have a look on this
    https://developers.google.com/andro...le/android/gms/games/GamesActivityResultCodes
    Hope this may help you.
    -Nsks
     
    firkosa likes this.
  27. AlexRay

    AlexRay

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    Hello,
    Error 10004 is RESULT_APP_MISCONFIGURED result code.
    So, most likely, your application is not configured correctly.
    Any additional detailed information you can find in LogCat logs from your device.
    I think, the same situation is with your In-App billing configuration as well.

    You can contact our support team and ask for an assistance with this case.
    So, please, go ahead. Provide the logs from your Android device and you will get great assistance in a short time.
     
    firkosa likes this.
  28. firkosa

    firkosa

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    Nov 10, 2013
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    Thank you , i didnt updated my game for long time , and forgot about SHA1 auth in the google APIs
     
  29. mypolat

    mypolat

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    Dec 10, 2014
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    Hi,
    I'm using latest Unity (5.4.2) and Ultimate Mobile (9.0.2).
    I published the game in AppStore, it is working clear. There are In-App, Leaderboards, Achievements in this game. No problem.

    But Android version has problems about some features :
    * In-App isn't working, it is connecting but if user clicks button, no response.


    * Leaderboards, submitting score, achievements are working but same code isn't working in Android version.

    LogCat says :



    Code (CSharp):
    1. 10-26 14:35:41.391: I/Unity(5129): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
    2. 10-26 14:35:41.401: I/Unity(5129): NullReferenceException: Object reference not set to an instance of an object
    3. 10-26 14:35:41.401: I/Unity(5129):   at UM_GameServiceManager.SubmitScore (.UM_Leaderboard leaderboard, Int64 score) [0x00000] in <filename unknown>:0
    4. 10-26 14:35:41.401: I/Unity(5129):   at UM_GameServiceManager.SubmitScore (System.String LeaderboardId, Int64 score) [0x00000] in <filename unknown>:0
    5.  
     
  30. AlexRay

    AlexRay

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    Hello,
    Please, could you provide more additional detailed information according to this case?
    Did you test the sample scene for In-App Billing/Google Play Services? Please, test it if not.
    Is your configuration for Android platform is correct both in your Google Play Developer Dashboard and plugin Settings as well? Please, double check all these settings.

    By the way, you can contact Stan's Assets Support Team via e-mail and get great assistance with this case in a short time.
     
  31. mypolat

    mypolat

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    Dec 10, 2014
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    Thanks for your response.

    * I solved first problem about in-app. It is working clear.
    * I checked ids in Game Service. They are already written in "ids.xml". Achievements are working. But "UM_GameServiceManager.SubmitScore" is problem. What can i do for this problem ?
     
  32. AlexRay

    AlexRay

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    What problem do you have with SubmitScore functionality?
    I need more detailed information to be able to help you.
    Please, provide me as much detailed information as you can.
     
  33. Levent-B

    Levent-B

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    Jan 10, 2015
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    6
    Hi,
    When I enable admob (just admob) in the editor, the permission get accounts automatically appears in the build.
    I searched every manifest file in the project, but couldnt find the related line.
    I dont want my app to require permission get accounts. But also I want to use admob banners. What should I do.
    Thanks
     
  34. AlexRay

    AlexRay

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    Hello,
    This issue is related to the latest update of the plugin.
    For now, this issue is fixed and the fix will be available with the following update.
    So, there are no reasons to be worried, you will get this issue fixed with next update.
     
  35. RoyalCoder

    RoyalCoder

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    Hi @AlexRay ,

    I bought recently the iOS Native I wonder if I can use it in the same project where I'm using Android Native?
    Thanks!
     
  36. Chintao

    Chintao

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    Jun 26, 2014
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    if you don't wanna wait, do this:
    unzip an_googleplay.aar. Open AndroidManifest.xml and remove both permissions manually.
     
  37. AlexRay

    AlexRay

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    Hello,
    Yes, Android Native and iOS Native are compatible.
    In general, you will not get any problems when you import both plugins in the same process.
    If you will have some issues, probably some kind of update/import issue took place.
     
    RoyalCoder likes this.
  38. RoyalCoder

    RoyalCoder

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    Hi @AlexRay ,

    I updated ANP from 7.9 to version 9.0 and now I get this errors:


    How can fix this issue? Thanks!
     
  39. AlexRay

    AlexRay

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    Hello,
    It looks like you have Facebook SDK imported into your project, right?
    From the screenshot, you provided, I can see, that in your case Facebook v.6.2.2 was imported.
    So, please, reimport the Facebook SDK again and this issue should be fixed.
     
  40. mypolat

    mypolat

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    Hi Alex,
    I solved all problems with your helping. Thanks.
    Did you fix bug about "Get Accounts - Permissions" with last update ?
     
  41. AlexRay

    AlexRay

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    Hello,
    I think, yes this issue have been resolved.
    If not, please, contact our support team and you will get a fix.
     
  42. Emptiness

    Emptiness

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    Jul 14, 2012
    Posts:
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    Hi,

    I updated ANP to 9.1 from 7.2 and I've found some changes compered to the User Guide.
    I use the Camera and Gallery feature and the the 'AndroidCamera' class has no 'instance' anymore. It has it with capital 'I' => 'Instance'. It's not a big deal I just let you know the difference.

    The real problem appears when I try to use the OneSignal feature.
    What version of OneSignal have you tested the ANP?

    The guide is not up to date here as well because the file system of the OneSignal SDK is not the same as the guide says.The OneSignal folder in the SDK unity package is no longer resides in the plugin folder so probably this causing the following errors when I switch on OneSignal in ANP:

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/GCM/GoogleCloudMessageService.cs(28,29): error CS0246: The type or namespace name `OSNotification' could not be found. Are you missing a using directive or an assembly reference?

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/GCM/GoogleCloudMessageService.cs(32,29): error CS0246: The type or namespace name `OSNotificationOpenedResult' could not be found. Are you missing a using directive or an assembly reference?

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/GCM/GoogleCloudMessageService.cs(77,49): error CS0246: The type or namespace name `OSNotification' could not be found. Are you missing a using directive or an assembly reference?

    Assets/Plugins/StansAssets/Modules/AndroidNative/Scripts/GCM/GoogleCloudMessageService.cs(84,46): error CS0246: The type or namespace name `OSNotificationOpenedResult' could not be found. Are you missing a using directive or an assembly reference?


    These errors disappear if I copy the OneSignal folder in the Plugins folder.

    Unfortunately there are more problems:
    Since 1.16 veresion OnSignal implemented a unity-jar-resolver which also changes the file system compared to the ANP guide. This causing other errors...(duplicated play-services files). I tried to delet the duplicated files but obviously didn't worked.

    At this point I thought I install an older version of the OneSignal SDK in order to work with ANP but I got other errors as well.
    OneSignal changed it's initial function from 'Init' to 'StartInit'. I've found that the new errors are raised because you already updated this initial function name to the new one but the older OneSignal SDK has the old one.

    So I stuck at this point. I would really appreciate any help.
    Thanks.
     
    Last edited: Nov 5, 2016
  43. AlexRay

    AlexRay

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    Hello,
    Let's try to clarify this case.
    According to instance references, the situation is following.
    We made a refactor changes with the last update.
    As a result, all the instance references should be renamed to Instance.
    It's just a refactor changes, so, please, go ahead and fix it on your own. It's super easy.

    I have following information according to OnaSignal and Android Native compatibility.
    Currently, Android Native and OneSignal are located in different assemblies in Unity.
    OIne Signal is located inside Assets/OneSignal, but the Android Native is inside the Plugins folder.
    So, to make OneSignal APIs visible for Android Native, please, relocate the OneSignal folder into Assets/Plugins folder.
    All the could not be found errors should be fixed.

    I understand your complaints according to unity-jar-resolver provided with OneSignal.
    It hardly changes the project structure. So, some difficulties may take place.
    I want to tell you following information. unity-jar-resolver will tend to import the latest versions of Google Play Services into your project. But you are free to change - import the libs via jar-resolver or leave the libs provided with Android Native plugin.
    Just be sure, that you removed the duplicates of Google Play Services libs used by OneSignal and Android Native.
     
  44. Emptiness

    Emptiness

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    Jul 14, 2012
    Posts:
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    Thank you for your answer.

    This unity-jar-resolver causing problems for me.
    The ANP puts the play services libs in the Plugins/Android/libs folder the OneSignal puts these files in Plugins/Android folder.
    I tried to delete the duplicates in both folder in many variations but still getting error somewhere.

    If I delete the duplicated files from the libs folder or from the Android/ folders unity builds the app successfully on android but when it's finish I get these errors:

    FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()


    FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    Google.IOSResolver..cctor ()
    Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Google.IOSResolver
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    Google.IOSResolver..cctor ()
    Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Google.IOSResolver
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()


    I use windows but these errors don't come up if I just use OneSignal only or ANP without OneSignal.
     
  45. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    It's quite hard to help you in a forum circumstances. You better contact our support team with this report.
    Provide all the information that might be helpful for this case.
    Try to be as much detailed as you can. You will get great assistance in a short time!
     
  46. vTrotta

    vTrotta

    Joined:
    Dec 3, 2014
    Posts:
    11
    Love the plugin so far!

    I'm successfully sending/receiving push notifications but I'd like to know how can I deactivate the sound or the vibration manually. Can it be done on the client? On the server?

    Also, what are the individual JSON fields doing exactly?

    Code (JavaScript):
    1. $msg = array
    2. (
    3.     'title'         => 'This is a title. title',
    4.     'subtitle'   => 'This is a subtitle. subtitle',
    5.     'alert'        => 'here is a message. message',
    6.     'json'        => '{"big_picture_url": "http://www.hd-tecnologia.com/imagenes/articulos/2015/03/Unity-5.jpg",
    7.                        "string_extra": "100000583627394",
    8.                        "string_value": "value",
    9.                        "string_key": "key",
    10.                        "is_public": true,
    11.                        "item_type_id": 4,
    12.                        "numeric_extra": 0}'
    13. );
     
  47. AlexRay

    AlexRay

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    Jul 9, 2014
    Posts:
    993
    Hello,
    We have different options for push notifications configuration.The documentation you can find here.
    I want to say, that if you will not provide any kind of data for push notification sound, the default sound will be used instead. Currently, there is no possibility to disable push notification sound at all.
    You can contact our support team and request for this feature. Most likely it will be implemented in the future updates.
    So, please, go ahead with this.

    Push notification data format changed with one of the latest updates. Documentation will be updated soon as well.

    You can provide any JSON data you need for your particular case.
    One important thing:big_picture_url field is reserved and required for Big-Picture Notification Style.
    If you don't use Big-Picture Notification Style, just leave this field string.Empty, but DON'T remove from JSON data.
    All other fields added as an example.
    What data fields and fields amounts are up to you as a developer.
    Code (JavaScript):
    1. 'json'  => '{"big_picture_url": "http://www.hd-tecnologia.com/imagenes/articulos/2015/03/Unity-5.jpg",
    2. "string_extra": "100000583627394",
    3. "string_value": "value",
    4. "string_key": "key",
    5. "is_public": true,
    6. "item_type_id": 4,
    7. "numeric_extra": 0}'
     
  48. DalerHakimov

    DalerHakimov

    Joined:
    Mar 14, 2014
    Posts:
    302
    Hello,

    i use the latest Android Native Plugin version 9.1 atm. I want to implement Google Native Ads (https://firebase.google.com/docs/admob/android/native) . how to do it with this plugin?

    Also, I noticed it does import the Firebase libraries in to the plugin folder.. How can I Use the firebase analytics functionality within my project?

    thx
     
  49. thomas_triplefun

    thomas_triplefun

    Joined:
    Sep 24, 2014
    Posts:
    25
    Hi, I just updated your plugin to the latest version, and I would like to know why do you need to target android sdk version 24 ?
    Thank's
     
  50. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The targetSdkVersion is an integer designating the API Level that the application targets. If not set, the default value equals that given to minSdkVersion.

    This attribute informs the system that you have tested against the target version and the system should not enable any compatibility behaviors to maintain your app's forward-compatibility with the target version. The application is still able to run on older versions (down to minSdkVersion).

    For the moment of the last update, Android v24 was the latest SDK version.
    So, to make sure that all is working correctly and ready to go with the latest SDK version, targetSdkVersion was set to 24.