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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
    Posts:
    993
    Hello,
    According to Google AdMob Native Ads, the situation is following.
    I think, this type of Advertising banners are not the best choice for Unity projects.

    So, currently, we have no plans to implement this type of banners in Android Native plugin functionality.
    Probably, this features will be added in future. But I have no exact estimation for you.

    According to Firebase features. We added Firebase Analytics support with the last update.
    The documentation is not ready at this time. Will be provided soon.
    If you have any additional questions about Firebase programming guidelines, please, feel free to contact our support team.
     
  2. DalerHakimov

    DalerHakimov

    Joined:
    Mar 14, 2014
    Posts:
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    @AlexRay ,

    I wanted to integrate the native ads within me main menu of the project.. I do aim it for 16:10 ratio, so it shouldn't be any design specific problems for me...

    Ill emaila bout the Firebase features to support.

    Thx
     
  3. Nicolas1212

    Nicolas1212

    Joined:
    Dec 18, 2014
    Posts:
    139
    Hi,

    After updating to the latest version (9.1), I get a massive error while building. It boils down to this:

    AndroidManifest.xml:19:error: Error: No resource found that matches the given name(at 'value' with value'@Integer/google_play_services_version').

    Am I meant to be including something? I don't see anything new in your documentation
     
  4. Nicolas1212

    Nicolas1212

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    Are the jars in Assets/Plugins/Android/google_play meant to be unpacked? Even removing and reselecting the different Google Play settings in doesn't seem to do anything - they're still txt files

    http://imgur.com/a/odaqF
     
  5. ForceVFX

    ForceVFX

    Joined:
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    This is referring to a file in: [ Plugins\Android\AN_Res\res\values\version.xml ] Google Play game services version number.

    Code (CSharp):
    1. <?xml version="1.0" encoding="UTF-8"?>
    2.  
    3. -<resources>
    4.  
    5. <integer name="google_play_services_version">7327000</integer>
    6.  
    7. </resources>
    p-

    and, no do not unpack any java modules.
     
  6. pullig

    pullig

    Joined:
    Feb 9, 2016
    Posts:
    1
    Hello I am using the Android Native Plugin and trying to include some ads to my app.

    I am using the script provided in the plugin and assigning the AdMob Unit Id as it shows on the documentation but the ad doesn't appear on the scene.

    I am using the 9.1 version and unity 5.3.5

    Edit: The problem is with Interstitial ads, the banners are working fine
     
    Last edited: Nov 16, 2016
  7. AlexRay

    AlexRay

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    Jul 9, 2014
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    Hello,
    Firstly, please, bu sure that you installed the plugin correctly.
    If you have updated it in your project, please, make sure that all your native libraries are consistent.
    Press Reinstall button in the Android Native Settings Inspector window.

    Please, check all these aspects, rebuild and retest your project.
     
  8. AlexRay

    AlexRay

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    Hello,
    I think all is ok with your Google AdMob account, cause you have banner Ads working.
    But, please, double-check it to be sure, that everything is ready to go.

    Please, could you provide the LogCat logs from your Android device while requesting AdMob Interstitials and receiving the callback with Ad failed to load status?
    Great guide how to capture the LogCat logs you can find here.
     
  9. Nicolas1212

    Nicolas1212

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    Dec 18, 2014
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    Hi @AlexRay

    Okay, multiple things here, because this is dragging on a bit.

    @ForceVFX mentioned:
    This is referring to a file in: [ Plugins\Android\AN_Res\res\values\version.xml ] Google Play game services version number.

    Inside this file, I have the line

    <integer name="google_play_services_version">6587000</integer>

    And it's commented (I reinstalled the plugin to be sure). Uncommenting the line stops that particular build error.

    Then, there's an error with merging the manifests with the Facebook SDK (7.9.0). You need to modify the line

    <activityandroid:name="com.facebook.FacebookActivity"android:configChanges="keyboard|keyboardHidden|screenLayout|screenSize|orientation"android:theme=" @android:style/Theme.Translucent.NoTitleBar"/>

    to

    <activityandroid:name="com.facebook.FacebookActivity"android:configChanges="keyboard|keyboardHidden|screenLayout|screenSize|orientation"android:theme="@StyLe/com_facebook_activity_theme"/>

    Finally, after doing all of that, I'm able to build, but Google Play is not installed - looking through the APK methods via https://inloop.github.io/apk-method-count/ reveals nothing. I've hit Reinstall, I've even uninstalled the plugin completely and reinstalled it, but nothing. Activating or deactivating the options such as Enable Google Play Lib doesn't seem to trigger anything.

    We also use ImmersiveMode, but it doesn't seem to be working either:

    AN: Using proxy for class: com.androidnative.features.ImmersiveMode method:enableImmersiveMode
    java.lang.ClassNotFoundException: com.androidnative.features.ImmersiveMode


    I went back through the install documentation, but I don't see anything new.

    Your help with this would be appreciated.
     
  10. AlexRay

    AlexRay

    Joined:
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    Looks like you messed up with your project configuration.
    I want to recommend you to contact our Support Team and ask for an assistance.
    So, please, go ahead and you will get great support in a short time.
     
  11. Design3DGame

    Design3DGame

    Joined:
    Nov 24, 2016
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    We've been using your plugins for a while. Everything runs fine.

    We've published our game on iOS and now we are to publish our game on Android.

    It's a pity, but purchase recept validation for Android is not implemented in your Android Native plugin as it is done for iOS in your iOS Native plugin.

    Can you tell me is there any way to make purchase receipt validation on Android platform with Google Play Store using your plugin similar to UnityIAB system (at least local purchase receipt validation)?

    Purchase receipt validation
    https://docs.unity3d.com/Manual/UnityIAPValidatingReceipts.html

    Now we are in a great hurry to publish our game on Android.

    Everything is done, but we are stuck with purchase recept validation implementation on Android because we are using IAB system from your plugin.

    Since your plugin is supplied with source code, can you tell me what code should we use to implement purchase receipt validation for Android platform with Google Play Store?

    Thanks and Regards.
     
    Last edited: Nov 25, 2016
  12. AlexRay

    AlexRay

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    Hello,
    Android Native does not have purchase validation functionality implemented. It's your responsibility as a developer.
    The best approach is to implement your own server validation.
    I mean, you have your own server and send purchase receipt there from a client.
    All the validation process will be done on your server and you will be able to send the result to your client with the status of validation. That's the common approach in such a cases.

    Sure, the source code of our plugin is open. You can contact our support team and request it.
    You will be provided with the latest version of native libraries code and reay to go with implementation any kind of specific feature you need for your project. So, please, feel free to contact our support team via e-mail and you will get great assistance in a short time.
     
  13. Design3DGame

    Design3DGame

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    Nov 24, 2016
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    OK. Let me clarify one moment.

    When we're talking about server-side purchase validation (remote validation in terms of UnityIAB system) than it's our responsibility to implement secure process flow for validation.

    That's you wrote in your message.

    But I'm talking about client-side purchase validation (local validation in terms of UnityIAB system).

    See some description from appropriate chapter of Unity manual.

    -------------------------------------------------------------------------------------

    Local validation: For client-side content, where all content is contained in the application and is enabled once purchased, the validation should take place on the target device, without the need to connect to a remote server. Unity IAP is designed to support local validation within your application.

    If the content that the user is purchasing already exists on the device, the application simply needs to make a decision about whether to unlock it.

    Unity IAP provides tools to help you hide content and to validate and parse receipts through Google Play and Apple stores.

    -------------------------------------------------------------------------------------

    Thus, validating of local purchase requests should be made inside of Android Native Plugin similar to manner implemented in Unity IAP plugin.

    Can you treat my message here as a feature request to implement local purchase validation option in Android Native Plugin?

    As I realise, this thread is intended for such requests concerning your plugin.

    Thanks.
     
  14. AlexRay

    AlexRay

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    If we are talking about client-side implementation for Android platform - it's already done and supported by Android Native plugin. You can check the source code of our plugin and find all the verification queries (like shown below)
    Code (CSharp):
    1. Security.verifyPurchase(mSignatureBase64, purchaseData, dataSignature)
    I this kind of verification will not be passed on the client side, the purchase result will have status fail.
    I want to tell you, that such kind of purchase validation takes place for every purchase made with Android Native.
    Hope, this information is exactly you are looking for.
     
  15. gferrari

    gferrari

    Joined:
    Jan 14, 2015
    Posts:
    135
    Hi! I have this problem on the Cloud Save Show UI, with the new release fo the Stan's Android Native Plugin 9.2, the previous version work perfectly, is just only in the new version, and only this problem is when I click the button to show the Cloud Save UI:

    Code (CSharp):
    1. 12-26 13:41:35.387 30506 30535 I Unity   : AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:ShowSavedGamesUI_Bridge
    2. 12-26 13:41:35.467 30506 30506 I Unity   : AndroidJavaException: java.lang.IllegalStateException: Must include Drive.SCOPE_APPFOLDER to use snapshots!
    3. 12-26 13:41:35.467 30506 30506 I Unity   :     at android.os.Parcel.readException(Parcel.java:1628)
    4. 12-26 13:41:35.467 30506 30506 I Unity   :     at android.os.Parcel.readException(Parcel.java:1573)
    5. 12-26 13:41:35.467 30506 30506 I Unity   :     at com.google.android.gms.games.internal.IGamesService$Stub$Proxy.zza(Unknown Source)
    6. 12-26 13:41:35.467 30506 30506 I Unity   :     at com.google.android.gms.games.internal.GamesClientImpl.zza(Unknown Source)
    7. 12-26 13:41:35.467 30506 30506 I Unity   :     at com.google.android.gms.games.internal.api.SnapshotsImpl.getSelectSnapshotIntent(Unknown Source)
    8. 12-26 13:41:35.467 30506 30506 I Unity   :     at com.androidnative.gms.core.GameClientManager.showSavedGamesUI(GameClientManager.java:259)
    9. 12-26 13:41:35.467 30506 30506 I Unity   :     at com.androidnative.gms.core.GameClientBridge.ShowSavedGamesUI_Bridge(GameClientBridge.java:626)
    I made a test with the sample scene and the problem is the same, don't show the savegame ui, but if I test with the previous version it work.

    Sorry I sent a mail to support too. I will wait an answer here or my inbox, Thank you! support@stansassets.com
     
    Last edited: Dec 26, 2016
  16. AlexRay

    AlexRay

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    993
    Hello,
    It looks like you didn't enable Drive API in the Android Native plugin settings.
    Please, check this documentation. I believe, you will find the answers to your questions there.
     
  17. gferrari

    gferrari

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    Jan 14, 2015
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    Thank you!, I was thinking If I update the plugin keep my old configuration. The problem was exactly the Drive API unchecked in the Android Native plugin settings. Sorry for the inconvenience and I'm very happy with this plugin! (I pay for others with the same features, but it is amazing)

     
  18. BAIZOR

    BAIZOR

    Joined:
    Jul 4, 2013
    Posts:
    112
    Hi Alex!

    I just want to ask, what I need to do for activate Firebase analytics? I added google-service.json to Plugins/Android/Firebase/res/values
    The error in Unity console about keys is gone. On android device it looks good, in logs I can see that my project calls to Firebase analytics trough proxy and no error.

    Unity : AN: Using proxy for class: com.androidnative.firebase.analytics.Bridge method:LogEvent​

    But I have waited 24 hours after that and there is no data in Firebase analytics...
    What did I wrong?

    Thanks in advance!
     
  19. ilmario

    ilmario

    Joined:
    Feb 16, 2015
    Posts:
    70
    I'm in the exact same situation, except that I installed google-service.json under /Plugins/Android/ - as the official Firebase unitypackage instructions say it can be installed "anywhere" under assets. I also mailed SA customer support 4 days ago, but havent seen an answer yet. It's the holiday season so that's understandable.

    But.. what is the correct location and what else should we do to get Firebase analytics working?
     
  20. BAIZOR

    BAIZOR

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    Jul 4, 2013
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    Please, let me know when you will have the answer from support. Thanks in advance!
     
  21. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    With the Firebase Analytics, the situation is following.
    Currently, only Android part of Firebase Analytics is supported. I am not quite sure will the iOS part be implemented and when. This information should be announced additionally.
    You should not import google-service.json file into your Unity project.
    It's not necessary for Android platform at all.

    The very first thing you have to do is enable the Firebase Analytics in the Android Native plugin settings.

    firebase analytics.png

    Second, provide your Firebase App Id into plugin configuration.
    You have to add new tag into Assets/Plugins/Android/AN_Res/res/values/ids.xml file.
    Code (CSharp):
    1. <string name="google_app_id">YOUR FIREBASE APP ID HERE</string>
    If you have any kind of problems with events tracking, please, enable advanced logging in your Android Studio.
    You will be able to check the log records from your device and be sure, that your events have been logged correctly. More detailed information according to this scenario you can find in official Firebase documentation.
     
  22. ilmario

    ilmario

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    Feb 16, 2015
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    BAIZOR, I got the same answer from Support as you saw from AlexRay above :)

    Thanks AlexRay, we will do that next.

    I would really hope to see this and future details in your online documentation, like it's own section under these features: https://unionassets.com/android-native-plugin/manual .

    I'm pretty sure Firebase is becoming such a major feature (especially but not only the analytics part) that most developers will want to activate it in the future, if it's the process is just simple and robust enough.

    Also, I wonder why we need to need to fill values like this in XML-files, when many Android (and iOS) settings can be filled easily in the Android Native settings UI.

    In any case, the amount of features in Android Native (and Ultimate Mobile) is amazing, and I'm very happy always when the related updated docs exists and setup is simple and robust :). Also, thanks to support & @AlexRay.[/QUOTE]
     
    Last edited: Jan 4, 2017
  23. AlexRay

    AlexRay

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    Jul 9, 2014
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    The documentation of Android Native Firebase Analytics is currently under development.
    So, I believe, you will see the docs on our doc hub in the nearest time.

    Thank you for your feedback!
     
  24. domdev

    domdev

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    Feb 2, 2015
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    Sign In...
    I have this error: connection failed with code: 10002


    Also I already setup all in the google dev console

    I attached screenshot from the device log
     

    Attached Files:

  25. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    Error code 10002 is quite generic status code.
    You have to provide the full LogCat log from your Android device.
    The best approach is to provide the full LogCat log to our support engineer.

    Please, capture the moment starts with Google Play Services connection request and ends with connection failed callback.
    Any kind of additional information and screenshots will be useful in this case.
    So, please, go for it. And you will get the assistance in a short time.
     
  26. Design3DGame

    Design3DGame

    Joined:
    Nov 24, 2016
    Posts:
    19
    Hi,

    We are integrating social sharing features into our game.

    It seems that FBPermission.cs and FBPermissionResult.cs are missing in ANP.

    There are also no CallPermissionCheck() and RevokePermission() methods in SPFacebook.cs.

    Can you provide 2 classes and 2 methods?

    Thanks

    UPDATE: It seems to me that I've found the reason of the issues.

    Now FBPermission.cs and FBPermissionResult.cs are called FB_Permission.cs and FB_PermissionResult.cs in the plugin.

    Definitions for methods CallPermissionCheck() and RevokePermission() were commented in code of SPFacebook.cs.

    After uncommenting those methods new error was arisen in 2 arguments of the methods (PermissionCallback and RemovePermissionCallback).

    Please, give advice how to fix the issue.
     
    Last edited: Jan 6, 2017
  27. BenoitFreslon

    BenoitFreslon

    Joined:
    Jan 16, 2013
    Posts:
    163
    Hello,
    I got an issue when I add AndroidNative 9.2 in my project.

    The VirtualKeyboard text input is white (instead black) and the background too. Or the text is totally transparent. My be because the theme in the AndroidManifest is Theme.Translucent.NoTitleBar

    I tried to modify the theme in the AndroidManifest with AndroidManifestManager. I hit the "Save Button".
    But when I build the theme is always changed to

    android:theme="@android:style/Theme.Translucent.NoTitleBar"

    EDIT: I also tried to uncheck "Keep AndroidManifest Clean" to modify directly the .xml file but I go the exact same problem

    Any idea?

    FIXED: I found a workaround. Add the theme property in the application node:

    Code (CSharp):
    1. <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:hardwareAccelerated="true" android:theme="@style/UnityThemeSelector">
     
    Last edited: Jan 6, 2017
    ilmario likes this.
  28. domdev

    domdev

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    Achievment not found with id: CgkI4q62qMkHEAIQAQ
    also for leaderboard its not working.. already login successfully , I'm using the UM_GameServiceBasics scene.. what could be the problem?
     
  29. domdev

    domdev

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    Feb 2, 2015
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    375
    dude I need help , for submitting leaderboard score got this error
     

    Attached Files:

  30. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    This error indicating, that you have an incorrect configuration of the plugin.
    Please, double check the plugin configuration - all the IDs should be correct.

    I would recommend you to start testing the plugin with our sample scene provided with the plugin package.
    Build the project with your own Google Play Services configuration and with our demo scene included.
    Please, go for it and let's see the result. If you will have any kind of issues, please, feel free to contact our support team.
     
  31. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    With the Facebook permissions, the situation is following.
    I have the information, that call permission check and revoke permission functionality has been removed.
    All these features have been replaced with FB.LogInWithReadPermissions and FB.LogInWithPublishPermissions methods. Please, check the official Facebook SDK documentation provided with the links above.

    If you have any additional information according to this case, please, share with me.
    Please, keep me updated on this case. I am looking forward to your reply.
     
  32. domdev

    domdev

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    Feb 2, 2015
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    375
    its working now dude in android setup but now my problem was in IOS, account was already login but "No Data Available" was in the popup when trying to show.. im using GameCenterManager.ShowAchievements (); and GameCenterManager.ShowLeaderboards ();
     
  33. domdev

    domdev

    Joined:
    Feb 2, 2015
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    I'l trying to use this code
    GameCenterManager.OnAuthFinished += OnAuthFinished;
    GameCenterManager.Init();

    void OnAuthFinished (ISN_Result res) {
    if (res.IsSucceeded) {
    IOSNativePopUpManager.showMessage("Player Authored ", "ID: " + GameCenterManager.player.playerId + "\n" + "Alias: " + GameCenterManager.player.alias);
    } else {
    IOSNativePopUpManager.showMessage("Game Center ", "Player auth failed");
    }
    }

    but im having error
    Cannot convert method group `OnAuthFinished' to non-delegate type `System.Action<SA.Common.Models.Result>'. Consider using parentheses to invoke the method
     
  34. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    You have the wrong delegate for callback handler.
    In your code it's following:
    Code (CSharp):
    1. void OnAuthFinished (ISN_Result res)
    but it should be
    Code (CSharp):
    1. void OnAuthFinished (SA.Common.Models.Result res)
    Please, fix it on your own, all the issues should be resolved.
     
  35. domdev

    domdev

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    Feb 2, 2015
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    I tried this method but was giving me error in Cloudbuild , working on unity 5.4.1f1
    Xcode 7.3.1 in ucb

     
  36. AlexRay

    AlexRay

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    Jul 9, 2014
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    This error is not related to the plugin. From the log you provided:
    As you can see, that's the very basic config on the application.
    Most likely you have to set up universal architecture before build (I mean Player Settings).
    And additionally, you use the super old version of XCode, even if it's Unity cloud build.
    Of course, I would recommend you to build the project with the latest version.
     
  37. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    114
    Hello,

    Could I please ask why in the latest update the androidmanifest has changed <activity android:name="com.unity3d.player.UnityPlayerNativeActivity"... to <activity android:name="com.unity3d.player.UnityPlayerActivity"...?

    Is it okay to change it back because it causes errors with Chartboost?

    Thanks, Steven
     
  38. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi @AlexRay ,

    I just migrated to latest ANP and I'm not able to build my apk anymore :( I get this error:
    CommandInvokationFailure: Unable to convert classes into dex format.
    C:/Program Files/Java/jdk1.8.0_102/bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="C:/Users/D0R1N/AppData/Local/Android/android-sdk/tools" -Dfile.encoding=UTF8 -jar "E:\UnityEditor\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -

    stderr[
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLink;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLink$Target;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLinkNavigation;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLinkNavigation$1;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLinkNavigation$NavigationResult;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLinkResolver;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/AppLinks;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/Bolts;
    Uncaught translation error: java.lang.IllegalArgumentException: already added: Lbolts/MeasurementEvent;

    UNEXPECTED TOP-LEVEL EXCEPTION:
    java.lang.RuntimeException: Translation has been interrupted
    at com.android.dx.command.dexer.Main.processAllFiles(Main.java:608)
    at com.android.dx.command.dexer.Main.runMonoDex(Main.java:311)
    at com.android.dx.command.dexer.Main.run(Main.java:277)
    at com.android.dx.command.dexer.Main.main(Main.java:245)
    at com.android.dx.command.Main.main(Main.java:106)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:498)
    at SDKMain.main(SDKMain.java:129)
    Caused by: java.lang.InterruptedException: Too many errors
    at com.android.dx.command.dexer.Main.processAllFiles(Main.java:600)
    ... 9 more
    ]
    stdout[

    Can you help me with this issue? Thanks!
     
  39. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    With the latest Unity versions, you can see the warning messages about launcher activity declared in your AndroidManifest.xml file. The warning indicates, that UnityPlayerNativeActivity is obsolete and the best way is to declare UnityPlayerActivity as the launcher activity. That's the reason why the launcher activity was changed.
    Anyway, you are free to select whatever activity you want to be the launcher in your project.
     
  40. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    The error you provided is not related to our plugin. Most likely you have imported some 3rd party libraries multiple times.
    As I can see from your message, you have duplicates of bolts library in your project.
    So, please, search for it and remove the duplicated jars. Hope it will help you to fix these build errors.
     
  41. stevenatunity

    stevenatunity

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    Apr 17, 2015
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    Thank you, Alex, that's exactly what I needed to know.
     
  42. renanfranca

    renanfranca

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    Aug 13, 2014
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  43. AlexRay

    AlexRay

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    Hello,
    Please, could you clarify what the exact API do you need?
    Provide the link to official Google documentation. I'll check it out and reply to you.
     
  44. renanfranca

    renanfranca

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    Aug 13, 2014
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    Thank you for the fast response!

    Today I can get the AccessToken by this method: GooglePlayManager.Instance.LoadToken();

    But I need the idToken to authenticate with my backend server. Unfortunately, I couldn't find a way to get the idToken using the android native plugin.

    Thanks in advanced!
     
  45. Design3DGame

    Design3DGame

    Joined:
    Nov 24, 2016
    Posts:
    19
    Hi,

    We are continuing integrating social functions of Android Native Plugin into our game.

    Now we are using Android Native Plugin version 9.3.

    When Instagram share opion is called via

    AndroidInstagramManager.Instance.Share(gameScreenshotTexture, SHARE_TITLE);

    or

    AndroidSocialGate.StartShareIntent(SHARE_TITLE, SHARE_MESSAGE, gameScreenshotTexture, "insta");

    we can post texture, but share message is not outputted.

    Can you find out what is the reason of the issue?

    How can we fix that?


    Thanks,
     
  46. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Ok, got it. Please, contact our support engineer and send the new feature request.
    This feature will be implemented in a short time.
    I can not speak about actual terms, but most likely, it will be ready for the following official update.
     
    renanfranca likes this.
  47. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The Instagram removed the pre-filled captions from mobile sharing a year ago. Just the same as the Facebook.
    There is the official Instagram developer post about it.
     
  48. sandeepsmartest

    sandeepsmartest

    Joined:
    Nov 7, 2012
    Posts:
    138
    Hi Everyone,
    Did anyone encountered below given build error??
    "trouble writing output: Too many field references: 66848; max is 65536.
    You may try using --multi-dex option."
    I am using Unity 5.5.0p1(64Bit) With Android Native Plugin 9.2. and Facebook unity Sdk version 7.9.0.
    Encountered this issue after installing Facebook unity Sdk version 7.9.0.
    Thanks in advance
     
  49. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    There is the mechanism to avoid such a cases. Please, open the Android Native plugin settings window.
    To clean up a little bit your final build, you can enable/disable included libs.
    If you don't use In-App Billing or Social Sharing, for example, feel free to disable this APIs in the plugin settings.
    When you disable some of API, the native jar libraries will not be included in the final build.

    Please, keep in mind these instructions. In most cases, it will help you to reduce field references amount.
    I want to say, that Facebook SDK is very big and contains a lot of references, but hope you will handle it.
     
  50. Design3DGame

    Design3DGame

    Joined:
    Nov 24, 2016
    Posts:
    19
    Hi,

    During testing of image posting to Instagram we found that there is an issue with handling of "void OnPostingCompleteAction (InstagramPostResult result)" method.

    We need to check if user has been posted picture in Instagram or cancelled the posting to Instagram.

    The execution of OnPostingCompleteAction handler method during debugging routine shows that InstagramPostResult.RESULT_OK is always returned inspite of the fact that Instagram posting has been cancelled.

    It's strange artifact, but OnPostingCompleteAction handler method is raised just after OPENING of Instagram app.

    Can you find out the solution to handle success and cancelled actions AFTER CLOSING Instagram app?

    Thanks,