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[Released] Ultimate Mobile Pro

Discussion in 'Assets and Asset Store' started by lacost, Oct 19, 2018.

  1. luniac

    luniac

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    Jan 12, 2011
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    501
    I built out with admob banner id's filled and typical code that worked in the past, but not ads are not showing up.
    No crashes, but no ads showing up.
    I checked android settings and i see Unity Jar Resolver is DISABLED.
    I enabled it, and clicked the button in Debug menu "Start API Resolvers"
    But its stuck on resolving again, no progress and error pops up in console.
    Capture.PNG
     
    Last edited: Jun 10, 2019
  2. luniac

    luniac

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    Posts:
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    Ok i restart unity again, i went to unity JDK settings and set to "built in" JDK, and tried to build, it crash on launch.
    I got ADB log

    Code (CSharp):
    1. 06-10 11:04:22.275  5255  5255 D AndroidRuntime: Shutting down VM
    2. 06-10 11:04:22.284  5255  5255 E AndroidRuntime: FATAL EXCEPTION: main
    3. 06-10 11:04:22.284  5255  5255 E AndroidRuntime: Process: com.iagg.ds, PID: 5255
    4. 06-10 11:04:22.284  5255  5255 E AndroidRuntime: java.lang.RuntimeException: Unable to get provider android.support.v4.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "android.support.v4.content.FileProvider" on path: DexPathList[[zip file "/data/app/com.iagg.ds-2/base.apk"],nativeLibraryDirectories=[/data/app/com.iagg.ds-2/lib/arm, /data/app/com.iagg.ds-2/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]
    5. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread.installProvider(ActivityThread.java:5177)
    6. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread.installContentProviders(ActivityThread.java:4769)
    7. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread.handleBindApplication(ActivityThread.java:4709)
    8. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread.-wrap1(ActivityThread.java)
    9. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1415)
    10. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.os.Handler.dispatchMessage(Handler.java:102)
    11. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.os.Looper.loop(Looper.java:148)
    12. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread.main(ActivityThread.java:5443)
    13. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at java.lang.reflect.Method.invoke(Native Method)
    14. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:728)
    15. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618)
    16. 06-10 11:04:22.284  5255  5255 E AndroidRuntime: Caused by: java.lang.ClassNotFoundException: Didn't find class "android.support.v4.content.FileProvider" on path: DexPathList[[zip file "/data/app/com.iagg.ds-2/base.apk"],nativeLibraryDirectories=[/data/app/com.iagg.ds-2/lib/arm, /data/app/com.iagg.ds-2/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]
    17. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)
    18. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    19. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at java.lang.ClassLoader.loadClass(ClassLoader.java:469)
    20. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        at android.app.ActivityThread.installProvider(ActivityThread.java:5162)
    21. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        ... 10 more
    22. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        Suppressed: java.lang.ClassNotFoundException: android.support.v4.content.FileProvider
    23. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:                at java.lang.Class.classForName(Native Method)
    24. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:                at java.lang.BootClassLoader.findClass(ClassLoader.java:781)
    25. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:                at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)
    26. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:                at java.lang.ClassLoader.loadClass(ClassLoader.java:504)
    27. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:                ... 12 more
    28. 06-10 11:04:22.284  5255  5255 E AndroidRuntime:        Caused by: java.lang.NoClassDefFoundError: Class not found using the boot class loader; no stack trace available
    29. 06-10 11:04:22.291 16240 16240 I KeyboardViewUtil: systemKeyboardHeightRatio:1.000000; userKeyboardHeightRatio:1.000000.
    30. 06-10 11:04:22.322  2293  4239 W ActivityManager:   Force finishing activity com.iagg.ds/com.unity3d.player.UnityPlayerActivity
    31. 06-10 11:04:22.376 16240 16240 I DeviceStatusMonitor: onReceive() : Action = android.intent.action.CONFIGURATION_CHANGED
    32. 06-10 11:04:22.377 16240 16240 I ConfigNotification: Get device mode by ui mode:1 and smallestScreenWidthDp:360
    33. 06-10 11:04:22.377 16240 16240 I ConfigNotification: Get device mode by ui mode:1 and smallestScreenWidthDp:360
    34. 06-10 11:04:22.377 16240 16240 I ConfigNotification: Get device mode by ui mode:1 and smallestScreenWidthDp:360
    35. 06-10 11:04:22.377 16240 16240 I ConfigNotification: Get device mode by ui mode:1 and smallestScreenWidthDp:360
    36. 06-10 11:04:22.379  5269  5269 W ResourceType: ResTable_typeSpec entry count inconsistent: given 1304, previously 1348
    37. 06-10 11:04:22.460  3522  3522 V QSTileView: setDual true
    38. 06-10 11:04:22.461  3522  3522 V QSTileView: setDual true
    39. 06-10 11:04:22.461  3522  3522 V QSTileView: setDual false
    40. 06-10 11:04:22.461  3522  3522 V QSTileView: setDual false


    im gonna try to install newest unity version 2019.1.6f1,
    i will select for unity to install "BuildIn" Android SDK,NDK, java JDK.
    Ill try to completely remove Ultimate Mobile and reinstall it again, and do the Admob addon steps.

    Ill report back with results.
     
    Last edited: Jun 10, 2019
  3. luniac

    luniac

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    Posts:
    501
    new issue.
    i installed newest unity, deleted Ultimate Mobile fully, reimported ultimate mobile.
    The admob section says SDK is already installed but its not.
    How do i reset it?

    if i click the Addon button it imports the files, but i get all compiler errors related to Admob API, so i know 100% i dont have the SDK installed
    Capture.PNG

    I deleted the settings folder but when opening Stan's Assets settings, it regenerated and it STILL shows SDK as installed.

    I'm really stuck here, i dont know what else to do.
    ill try to delete Library folder in the unity project.

    EDIT:
    That still didn't work.

    I made a new project and imported Ultimate Mobile, this time it didn't detect any SDK.
    Is there a hidden file or something?
     
    Last edited: Jun 10, 2019
  4. luniac

    luniac

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    ok there's definitely something wrong with 3rd party admob installation.
    try this repro steps,
    1)new project in 2019.1.6f1
    2)import ultimate mobile 2019.5.12
    3)click install admob SDK,
    4) click admob addon
    error appears, addon is in project folder but inspector UI isn't updated that its there.

    I can't implement admob at all right now cause these issues.



    I can send you my main project to see bug yourself if you want, its very small project.
    EDIT: I emailed your support with dropbox link to my project, i hope you can figure out the issue with integrating admob.
     
    Last edited: Jun 10, 2019
  5. luniac

    luniac

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    So testing in a completely empty project.

    this is the error that pops up after importing admob SDK.
    i did notice that if you click away from inspector, it seems to compile something and the inspector updates to show that it detects the SDK, so no need to restart.

    Capture.PNG



    Now here is after i click Addon button, as you can see the addon is added to project view, but the inspector didn't update. But closing the inspector and opening it again i think worked to refresh it.
    Capture.PNG
     
    Last edited: Jun 10, 2019
  6. luniac

    luniac

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    Posts:
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    ok so despite all that stuff, on a new project i got admob to work in a build.

    So now my issue is only the false SDK detection in my main project since I am unable to import the SDK cause the button won't show up.

    If you guys can help me with this issue that'd be great.
    thats the project i emailed you.

    EDIT:
    is it safe to just copy these files into my project?
    Capture.PNG

    EDIT2:
    ok so that doesn't work, i copied the files over, and was able to Addon the admob stuff, and i built the APK successfully but i crash on launch.

    Here's the log:
    Code (CSharp):
    1. 06-10 18:51:13.629 26866 26866 D AndroidRuntime: Shutting down VM
    2. 06-10 18:51:13.676 26866 26866 E AndroidRuntime: FATAL EXCEPTION: main
    3. 06-10 18:51:13.676 26866 26866 E AndroidRuntime: Process: com.iagg.ds, PID: 26866
    4. 06-10 18:51:13.676 26866 26866 E AndroidRuntime: java.lang.RuntimeException: Unable to get provider android.support.v4.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "android.support.v4.content.FileProvider" on path: DexPathList[[zip file "/data/app/com.iagg.ds-1/base.apk"],nativeLibraryDirectories=[/data/app/com.iagg.ds-1/lib/arm, /data/app/com.iagg.ds-1/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]
    5. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread.installProvider(ActivityThread.java:5177)
    6. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread.installContentProviders(ActivityThread.java:4769)
    7. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread.handleBindApplication(ActivityThread.java:4709)
    8. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread.-wrap1(ActivityThread.java)
    9. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1415)
    10. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.os.Handler.dispatchMessage(Handler.java:102)
    11. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.os.Looper.loop(Looper.java:148)
    12. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread.main(ActivityThread.java:5443)
    13. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at java.lang.reflect.Method.invoke(Native Method)
    14. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:728)
    15. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618)
    16. 06-10 18:51:13.676 26866 26866 E AndroidRuntime: Caused by: java.lang.ClassNotFoundException: Didn't find class "android.support.v4.content.FileProvider" on path: DexPathList[[zip file "/data/app/com.iagg.ds-1/base.apk"],nativeLibraryDirectories=[/data/app/com.iagg.ds-1/lib/arm, /data/app/com.iagg.ds-1/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]
    17. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)
    18. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    19. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at java.lang.ClassLoader.loadClass(ClassLoader.java:469)
    20. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        at android.app.ActivityThread.installProvider(ActivityThread.java:5162)
    21. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        ... 10 more
    22. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        Suppressed: java.lang.ClassNotFoundException: android.support.v4.content.FileProvider
    23. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:                at java.lang.Class.classForName(Native Method)
    24. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:                at java.lang.BootClassLoader.findClass(ClassLoader.java:781)
    25. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:                at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)
    26. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:                at java.lang.ClassLoader.loadClass(ClassLoader.java:504)
    27. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:                ... 12 more
    28. 06-10 18:51:13.676 26866 26866 E AndroidRuntime:        Caused by: java.lang.NoClassDefFoundError: Class not found using the boot class loader; no stack trace available
    29. 06-10 18:51:13.681  2293  3521 W ActivityManager:   Force finishing activity com.iagg.ds/com.unity3d.player.UnityPlayerActivity
    30. 06-10 18:51:13.682  2293  3521 I ActivityManager: moveHomeStack, setupComplete:true
    31. 06-10 18:51:13.675  4700  4700 W Binder_9: type=1400 audit(0.0:1805): avc: denied { ioctl } for uid=1000 path="socket:[994196]" dev="sockfs" ino=994196 ioctlcmd=7704 scontext=u:r:system_server:s0 tcontext=u:r:system_server:s0 tclass=unix_stream_socket permissive=0
    32. 06-10 18:51:13.675  4700  4700 W Binder_9: type=1400 audit(0.0:1806): avc: denied { ioctl } for uid=1000 path="socket:[994196]" dev="sockfs" ino=994196 ioctlcmd=7704 scontext=u:r:system_server:s0 tcontext=u:r:system_server:s0 tclass=unix_stream_socket permissive=0
    so does this mean my whole project is corrupted because of some Ultimate Mobile bug?
    anyway i spent all day trying to fix this and now im really tired, u guys please fix this...
     
    Last edited: Jun 10, 2019
  7. luniac

    luniac

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    OOH maybe i figured it out, i cleared the GI Cache in preferenecs and reimported Ultimate Mobile again and this time it didn't detect SDK.

    EDIT:
    nope it still crashes on start...

    i feel like the Resolver is not working in my main project, but WHY!?
     
    Last edited: Jun 11, 2019
  8. luniac

    luniac

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    ok i think i fixed the issue,
    I deleted Library folder, cleared GI cache, and removed AndroidResolverDependencies.xml from ProjectSettings folder.
    I deleted all csproj files and sln file from root project folder.
    I removed Ultimate mobile compeltely and reimported.

    this time the Android resolver didn't freeze, it successfully resolved and build success.

    BUT, i have new problem im not sure if its a bug or not.

    If in admob setting i select SmartBanner "top", but if my build is Landscape orientation,
    the banner fails to load.

    But if it's Portrait mode, the banner loads successfully.

    I can confirm this 100%, i have the code retry to load banner after a few seconds if it failed.
    So if i start app in landscape mode, the ad load fails, then if i tilt phone to make it portrait, the next load try it succeeds.
    And changing back to landscape successfully moves the banner to top of landscape.

    Is there a bug with loading banner in landscape mode initially?
    Or is there different banner on admob server, one for portrait, one for landscape.
    in which case landscape is very rare so the banner won't load for awhile?

    EDIT:
    so the error i get in landscape is 1::No fill.
    so i presume ad inventory for landscape smart banner is non existent basically.

    If i use "Banner" instead of "SmartBanner", the app freezes after initialization of Advertisement.
     
    Last edited: Jun 11, 2019
  9. luniac

    luniac

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    I finally got it to work,
    in player settings, for resolution is selected LandscapeLeft, instead of AutoRotate(with LandscapeLeft checked)
    In admob setting i selected "Banner" instead of "Smart Banner"

    So i think there's potential bugs when AutoRotation is enabled.
    Thankfully in my app i can just use one orientation.
     
  10. lacost

    lacost

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    Huge thx for sharing your experience. That is incredibly valuable. I already see some steps where plugin could've done better, and make sure we will improve it in the next version.
    Thank you!
     
    luniac likes this.
  11. luniac

    luniac

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    no problem.
     
  12. Haykys

    Haykys

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    I'm having problem with signing playe rin Google Play. I get the pop up saying "signing in" then I get loader and then it disappears. There is no dialog which I can click to sign user in, as seen with other aplications using google play. Also when I click leaderboard nothing happens - i presume this is becose I'm not sign in ?

    Logs in both cases shown the result.IsSucceeded case

    Any ideas ?
     
  13. gamezuv

    gamezuv

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    Hi guys! using Ultimate pro here. Wanted to know what is the optimum method of implementing IAP. I am using stans IAP example project as a guide and calling UM_TransactionObserverExample at the start of each level to connect and fetch info if( UM_InAppService.Client.IsConnected == false){ UM_InAppService.Client.Connect...} . Should I make the UM_TransactionObserverExample non destructive and keep it in dont destroy on load or is it fine to call connect and fetch ids if not connected every time a new level starts? Thank you.
     
  14. luniac

    luniac

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    are you considering adding a native app review prompt?
     
  15. luniac

    luniac

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    there's still an issue that i mentioned a few page back that hasn't been fixed.

    get error when building in xcode:
    ld: library not found for -lPods-Unity-iPhone
    clang:
    error: linker command failed with exit code 1 (use -v to see invocation)

    i deleted libpods-unity-iphone.a from framework folder inside XCode, and everything works.

    but this isn't documented anywhere in the plugin.
    i think we need to install cocoapods?
     
  16. luniac

    luniac

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    for the unity ads sdk, is it imported via the newest asset store version?
     
  17. sharjahtourism

    sharjahtourism

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    Hi lacost I've imported firebase and google mobile ads from your plugin. I've got the error:

    D8: Program type already present: android.support.v4.os.ResultReceiver$MyResultReceiver

    How can resolve it? Cheers
     
  18. lacost

    lacost

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    Hey, it looks like both plugins have the same library inside, you need to jar resolver. Please check out this guide and let me know if you will have any troubles.
    https://unionassets.com/android-native-pro/unity-jar-resolver-669
     
  19. lacost

    lacost

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    Are you using the Jar Resolver? Can you make sure that you are opening workspace and not the project?
     
  20. luniac

    luniac

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    not sure what Jar Resolver you're talking about in the context of XCode, i thought resolvers involve android stuff only.

    I always double click the Xcode project built out by unity, didn't know you can open some kind of workspace honestly.
     
  21. sharjahtourism

    sharjahtourism

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    Thanks for your response. I've checked the article. When unchecked androidx.core.core-1.0.0.aar, I could build apk, but apk didn't work (crashed). What is your direction?

    There is conflict in androidx.core.core-1.0.0.aar and com.android.support.support-v4-27.1.1.aar. How can resolve it?
     
    Last edited: Jun 26, 2019
  22. lacost

    lacost

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    I am not sure what the `androidx.core.core-1.0.0.` it is defiantly not the library required by an ultimate mobile plugin. What else 3rd party plugin do you use in your projtect?
    Also if you will send me a project I could take a look and try to resolve the conflict.
    Thanks.
     
  23. sharjahtourism

    sharjahtourism

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    I didn't import any 3rd party plugin. Simply turned on Firebase in your plugin. androidx. libraries are generated by jar resolver. Please check firebase feature in your plugin.
     
  24. lacost

    lacost

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    Might be a firebase requirements then. I will check and let you know.
     
  25. lacost

    lacost

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    BTW looks like androidx is s brand new version of the support lib, can you try to remove `android.support.support-v4-27.1.1.aar` instead?
     
  26. lacost

    lacost

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    @luniac well the Jar resolver also has an iOS part that works with cocoapods libraries. It does pretty much the same for ios as for an android.

    It is' generated PODs project that will contain all the requests dependencies. and workspace that will combine your and pods project.
    So if you have a *.workspace file geneerated please use this instead of a project. And according to your looks actually mentions `-lPods-Unity-iPhone` looks like Pods project and workplace was generated for you.

    Please also note that the ultimate mobile does not require any cocoapods libraries, but they could be requested by another plugin you have in your project.
     
  27. sharjahtourism

    sharjahtourism

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    Google play service uses android.support.support-v4-27.1.1.aar. It's problem.
     
  28. luniac

    luniac

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    i think the google ads sdk requires cocoapods cause that's the only thing inside the cocoapods folder.
     
  29. lacost

    lacost

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    I will try to resolve it tomorrow and let you know.

    Were you able to run the project using a workspace file?
     
  30. luniac

    luniac

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    will have to try in future.
     
    lacost likes this.
  31. Warwicky

    Warwicky

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    I have a senario how to reproduce Didn't find class "android.support.v4.content.FileProvider" on path: DexPathList
    exception.

    1-Create a new project with Unity 2019
    2-Import Ultimate Mobile
    3-Enable GooglePlay Services(fill the values)
    4-Enable Admob (fill the values)
    5-Import Firebase 6.2 SDK (.Net 4 Firebase Analytics to be more specific)
    6-Resolve Dependencies
    7-Build
    8-App will crash on startup and throw the exception above.


    I used to have build error on firebase 6.11 but now get runtime exception with firebase 6.2
     
  32. lacost

    lacost

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    We will take a look into that, thanks a lot @Warwicky
     
  33. karmik

    karmik

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    Hi. I own Ultimate mobile. Does stans assets provide any easy way of integrating cryptocurrency (ERC20 token) as in game currency in unity games

    There is lot of interest there
     
    Last edited: Jul 6, 2019
  34. lacost

    lacost

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    Posts:
    1,493
    Hey, that's a quite interesting topic, and I was thinking about it, to be honest, but I am not sure how many people would actually want to implement something like this in their games/projects.
     
  35. Haykys

    Haykys

    Joined:
    Mar 12, 2019
    Posts:
    13
    Hey,

    My game is almost ready and I'm testing it on iPhone and I'm having problem with aunthentication. User sign in ok but my in game ui button `Sign Out` doesn't seem to work. On android it works just fine. I will sent my app on review soon but I doubt they will approve it with this bug.

    Any idea @lacost ?
     
  36. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    @Haykys can you share app logs with me?
     
  37. Haykys

    Haykys

    Joined:
    Mar 12, 2019
    Posts:
    13
    This is the log when I click the button. Hope it helps. It seems to me like the button isn't reacting but when i click it's sibling (Sign In) which i toggle between. it works I can sign in, only can't sign out

    Code (CSharp):
    1. default    21:08:31.831579 +0200    atc    <ATLegacyMessageLink: 0x108de81c0, wifi=0> ---> [Ping Request. id=240, Session=1, params=(null)]
    2. default    21:08:32.754265 +0200    parsecd    "The connection to ACDAccountStore was invalidated."
    3. default    21:08:32.780706 +0200    parsecd    Entering -[VSSubscriptionRegistrationCenter dealloc]
    4. default    21:08:33.351519 +0200    nsurlsessiond    Triggering periodic update to powerlog for client <private>
    5. default    21:08:33.352447 +0200    dasd    Attempting to suspend based on triggers: (     "com.apple.duetactivityscheduler.cpuusagepolicy.cpuusagelevelchange" )
    6. default    21:08:33.353540 +0200    dasd    Evaluating 43 activities based on triggers
    7. default    21:08:33.496486 +0200    backboardd    [HID] [MT] dispatchEvent Dispatching event with 1 children, _eventMask=0x23 _childEventMask=0x3 Cancel=0 Touching=1 inRange=1
    8. default    21:08:33.523184 +0200    assertiond    [SpringBoard:52] Attempting to acquire assertion for headbouncer:793: <BKProcessAssertion: 0x104229900; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…D2E4157873EA>
    9. default    21:08:33.524237 +0200    assertiond    [headbouncer:793] Add assertion: <BKProcessAssertion: 0x104229900; id: 52-56D79AF8-7961-44BE-87A7-D2E4157873EA; name: com.apple.UIKit.KeyboardManagement.message; state: active; reason: finishTask; duration: 180.0s> {
    10.     owner = <BSProcessHandle: 0x104515140; SpringBoard:52; valid: YES>;
    11.     flags = preventSuspend, preventThrottleDownUI, preventThrottleDownCPU, preventSuspendOnSleep;
    12. }
    13. default    21:08:33.524529 +0200    assertiond    [headbouncer:793] Activate assertion: <BKProcessAssertion: 0x104229900; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…D2E4157873EA>
    14. default    21:08:33.525004 +0200    assertiond    [headbouncer:793] Setting jetsam priority to 10 [0x10109]
    15. default    21:08:33.526415 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    16. default    21:08:33.531788 +0200    assertiond    Client relinquished <BKProcessAssertion: 0x104229900; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…D2E4157873EA>
    17. default    21:08:33.532068 +0200    assertiond    [headbouncer:793] Deactivate assertion: <BKProcessAssertion: 0x104229900; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…D2E4157873EA>
    18. default    21:08:33.534336 +0200    assertiond    [headbouncer:793] Setting jetsam priority to 10 [0x10101]
    19. default    21:08:33.548430 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    20. default    21:08:33.550234 +0200    assertiond    [headbouncer:793] Remove assertion: <BKProcessAssertion: 0x104229900; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…D2E4157873EA>
    21. default    21:08:33.552508 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    22. default    21:08:33.702138 +0200    assertiond    -[BKAssertion dealloc] - <0x104229900>
    23. default    21:08:33.711756 +0200    backboardd    [HID] [MT] dispatchEvent Dispatching event with 1 children, _eventMask=0x23 _childEventMask=0x3 Cancel=0 Touching=0 inRange=0
    24. default    21:08:34.057417 +0200    backboardd    [HID] [MT] dispatchEvent Dispatching event with 1 children, _eventMask=0x23 _childEventMask=0x3 Cancel=0 Touching=1 inRange=1
    25. default    21:08:34.095784 +0200    assertiond    [SpringBoard:52] Attempting to acquire assertion for headbouncer:793: <BKProcessAssertion: 0x104527d40; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…0B9DBA9D6A28>
    26. default    21:08:34.096970 +0200    assertiond    [headbouncer:793] Add assertion: <BKProcessAssertion: 0x104527d40; id: 52-6D19A599-F074-45FA-A50E-0B9DBA9D6A28; name: com.apple.UIKit.KeyboardManagement.message; state: active; reason: finishTask; duration: 180.0s> {
    27.     owner = <BSProcessHandle: 0x104515140; SpringBoard:52; valid: YES>;
    28.     flags = preventSuspend, preventThrottleDownUI, preventThrottleDownCPU, preventSuspendOnSleep;
    29. }
    30. default    21:08:34.097564 +0200    assertiond    [headbouncer:793] Activate assertion: <BKProcessAssertion: 0x104527d40; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…0B9DBA9D6A28>
    31. default    21:08:34.098145 +0200    assertiond    [headbouncer:793] Setting jetsam priority to 10 [0x10109]
    32. default    21:08:34.100266 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    33. default    21:08:34.112566 +0200    assertiond    Client relinquished <BKProcessAssertion: 0x104527d40; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…0B9DBA9D6A28>
    34. default    21:08:34.114248 +0200    assertiond    [headbouncer:793] Deactivate assertion: <BKProcessAssertion: 0x104527d40; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…0B9DBA9D6A28>
    35. default    21:08:34.115992 +0200    assertiond    [headbouncer:793] Setting jetsam priority to 10 [0x10101]
    36. default    21:08:34.116894 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    37. default    21:08:34.118363 +0200    assertiond    [headbouncer:793] Remove assertion: <BKProcessAssertion: 0x104527d40; "com.apple.UIKit.KeyboardManagement.message" (finishTask:180s); id:…0B9DBA9D6A28>
    38. default    21:08:34.124868 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    39. default    21:08:34.321900 +0200    assertiond    -[BKAssertion dealloc] - <0x104527d40>
    40. default    21:08:34.327222 +0200    backboardd    [HID] [MT] dispatchEvent Dispatching event with 1 children, _eventMask=0x23 _childEventMask=0x3 Cancel=0 Touching=0 inRange=0
    41. default    21:08:36.113095 +0200    symptomsd    L2 Metrics on ifname en0: rssi: -49 (txFrames/txReTx/txFail) 3/0/0 -> (was/is) 0/0
    42. default    21:08:36.884293 +0200    locationd    Current state of Workout Predictor: 0
    43. default    21:08:37.396991 +0200    SpringBoard    Notify from, Portrait -> FaceUp
    44. default    21:08:38.031725 +0200    backboardd    Notify from, Portrait -> FaceUp
    45. default    21:08:38.032470 +0200    backboardd    Received orientation. (Portrait to FaceUp) Timestamp 68124.827230
    46. default    21:08:38.032904 +0200    backboardd    Updating client handler: Orientation FaceUp, Callback mode: -1
    47. default    21:08:38.033192 +0200    backboardd    Updating device orientation from CoreMotion to: faceUp (5)
    48. default    21:08:38.034088 +0200    backboardd    Effective device orientation changed to: faceUp (5)
    49. default    21:08:38.036398 +0200    SpringBoard    Got a device orientation change, forwarding faceUp (5) to apps
    50. default    21:08:38.080749 +0200    SpringBoard    [com.saiked.headbouncer] Sending scene action [SceneLifecycleEventOnly] through WorkspaceServer: 0x283cd0a50
    51. default    21:08:38.093183 +0200    assertiond    [SpringBoard:52] Attempting to acquire assertion for headbouncer:793: <BKProcessAssertion: 0x104527d40; "Deliver Message" (suspend:10s); id:…762C858DA94F>
    52. default    21:08:38.094059 +0200    assertiond    [headbouncer:793] Add assertion: <BKProcessAssertion: 0x104527d40; id: 52-FE791085-F075-4F4A-ADD5-762C858DA94F; name: "Deliver Message"; state: active; reason: suspend; duration: 10.0s> {
    53.     owner = <BSProcessHandle: 0x104515140; SpringBoard:52; valid: YES>;
    54.     flags = preventSuspend, preventThrottleDownUI, preventThrottleDownCPU, preventSuspendOnSleep;
    55. }
    56. default    21:08:38.095084 +0200    assertiond    [headbouncer:793] Activate assertion: <BKProcessAssertion: 0x104527d40; "Deliver Message" (suspend:10s); id:…762C858DA94F>
    57. default    21:08:38.095449 +0200    assertiond    [headbouncer:793] Setting jetsam priority to 10 [0x10301]
    58. default    21:08:38.096628 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    59. default    21:08:38.099515 +0200    assertiond    Client relinquished <BKProcessAssertion: 0x104527d40; "Deliver Message" (suspend:10s); id:…762C858DA94F>
    60. default    21:08:38.100324 +0200    assertiond    [headbouncer:793] Deactivate assertion: <BKProcessAssertion: 0x104527d40; "Deliver Message" (suspend:10s); id:…762C858DA94F>
    61. default    21:08:38.101707 +0200    assertiond    [headbouncer:793] Setting jetsam priority to 10 [0x10101]
    62. default    21:08:38.111445 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    63. default    21:08:38.113739 +0200    assertiond    [headbouncer:793] Remove assertion: <BKProcessAssertion: 0x104527d40; "Deliver Message" (suspend:10s); id:…762C858DA94F>
    64. default    21:08:38.115085 +0200    assertiond    Updating PowerAssertion on headbouncer:793
    65. default    21:08:38.265532 +0200    assertiond    -[BKAssertion dealloc] - <0x104527d40>
    66.  
     
  38. kaimelis

    kaimelis

    Joined:
    Apr 28, 2016
    Posts:
    18
    Hi. I am having a problem with localNotifications for Android. This feature works for iOS but does not work for Android. I am using crossplatform so I am little bit lost at what is the problem. Adding a log from Android Studio that in here it kind of breaks the command and does not even finish the line. To me this is just weird. I also tried putting Sample scene for LocalNotification but I also never received the notification. I am thinking if this is the plugin problem or something in settings i setup.
     

    Attached Files:

  39. Mr-Wolf975

    Mr-Wolf975

    Joined:
    Jun 7, 2013
    Posts:
    5
    Hi,

    We have problems after updating to the latest version for Ultimate Mobile PRO 2019.6.13.
    1. In Editor we have 3 errors:

    Assets/Plugins/StansAssets/Foundation/APIModules/Public/Tests/Runtime/UI/SA_TestResultUI.cs(12,29): error CS0117: `SA.Foundation.Tests.SA_TestsManager' does not contain a definition for `OnGroupTestStarted'
    ...same for `OnTestStarted'
    ...same for `OnTestResult'

    2. Building in Visual doesn't work either. See below the screenshot with the errors thrown.

    Any idea what's going on and how we can fix it?

    Thanks.
     

    Attached Files:

  40. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    Oh Actually I misunderstood that you are trying to Sing Out on iOS. There is ni such thing as Sing out on iOS :)
     
  41. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    Hey @kaimelis can you please share a code sample you are using for the local notifications and full log file? That will help me to identify a problem.
    Thanks!
     
  42. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    I believe we already talked via e-mail, but I will duplicate my replay here, in case anybody else will have the same issue:

    The SA_TestResultUI.cs script is not a part of a plugin anymore.
    But when you update from the asset store if a new plugin version does not contain certain files anymore those files will not be removed from your project :(
    As well as if I will change file location in a new plugin version, the file location in your project will not be updated.

    This is actually generated S***-ton of problems, but that is something I can't do anything about.
    That's why fresh install instead of an update is always a good idea.
    https://unionassets.com/ultimate-mobile-pro/introduction-725#plugin-update

    For now, you can just remove those scripts manually from your project.

    If you want to build with visual studion you need to include all the dependencies in your visual studio project.
    I mean I see a number of issues. Like C# version + Missing dependencies. I am using asmdef in the plugin so unity compiles plugin parts as separate dlls. I think you might need to include it manually.

    I mean problem, you have is not specific to our plugin but just general issues that you might have when trying to build unity project using Visual Studio. You at least need to make sure you are using the same Net version as your unity project and make sure all the *.dll dependencies are referenced.
     
  43. KrcKung

    KrcKung

    Joined:
    Jul 18, 2017
    Posts:
    17
    There are errors when attempt to build tvOS version in 2019.6.13 version, I think author forget to exclude the code, it is happened in ISN_UIWheelPickerController.mm. I've fixed it by using !TARGET_OS_TV define over the code that causing error. Hope it would help somebody when they trying to build tvOS version.
     
  44. kaimelis

    kaimelis

    Joined:
    Apr 28, 2016
    Posts:
    18
    I sent an email with this problem I have. But here is a little description on how I make this in my project. But doesn't work.
    The notification manager is where we addlisteners for notification events and the main method that we use to schedule a notification from a NotificationSender.cs is public void SendNotificationRequest() method. The notification gets schedules what is shown in log file. But notification is never received visually on android.

    I hope you guys can help me. As this code works with iOS I do not understand why it would not work with android.
     

    Attached Files:

  45. ow3n

    ow3n

    Joined:
    May 8, 2016
    Posts:
    9
    Hello, I'm upgrading my code from the old UltimateMobile. I have the gallery service

    UM_Application.GalleryService
    working just fine but am having trouble with the sharing documentation.

    The "native" sharing fails silently, while the iOS sharing does not mention what namespace to use in the documentation. What using directive would I use to use this code?
    ISN_Instagram.Post(tex);
     
  46. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    I will make sure I will add this in the updated version. The tvOS isn't very popular platfrom so that my fault I am forgetting to test it before release (I really need to set up automatic testing :) )

    @kaimelis looks like some sort of permissions issue. Sorry for a slow replay here, please PM me if support team hasn't resolved your issue yet. Thanks.

    @ow3n I am looking into it, will send you an update shortly.
     
  47. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    @ow3n I sent you a replay via e-mail.
    The iOS Native documentation is updated thanks a lot for the report.
     
  48. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
    Posts:
    377
    Hello, I have bought this asset long time ago, but did not use it until now for Android

    I have loaded the Ultimate Mobile Pro in a copy of my game project, and have used all the default values that are already configured when you install this asset and have not done nothing else

    The problem is that when I make a build to make an APK using the Ultimate Mobile Pro, when I install the game on the android tablet, it is installed correctly, but when I use the icon to start the game I get the following message

    Unfortunately App has Stopped Error


    So please, I want to ask what I may be doing wrong? or if there is something else to be done, or if I am missing something that I do not know after installing this asset?

    When I installed the Ultimate Mobile Pro I do not get anymore the Black screen that is told below, but I get the above error message

    WHY I DECIDED TO USE ULTIMATE MOBILE PRO

    Well, I have decided to install this asset because when I build the APK of my game all I get is a Black Screen after I click on the icon, the Unity splash screen is not showing

    So I thought that as this asset manages and takes control of the Android files that are needed for making an APK it could help to solve the black screen problem.

    WHAT I HAVE DONE

    I have already published and is already available our game Dino Car Battle on the Apple iOS store, and now we want to be able to publish the same game for Android.

    We have made a copy of the projecrt for the iOS version and switch platform to Android with Unity 2018.1 and Unity 2018.2.20 and have removed the incompatible scripts with Android, and now the game works very well on Unity when you hit Play, so then you need to make a build to make an APK file to be able to test it on an android device.

    We have installed Android Studio 3.2.4 and updated it to latest version

    /Library/Java/JavaVirtualMachines/jdk1.8.0_221.jdk/Contents/Home

    Android SDK Platform tools 28.0.1

    Android SDK Tools 26.1.1

    android—NDKr13b

    I can build an APK correctly and without any errors

    I have tested many different build settings and player settings, also have tested 3 different JDK versions, and all of them give a black screen when installing the game on a Samsung Galaxy tab S with Android 5.0 , also have tested on two Huawei mobiles with Android 4.4.0

    When I installed the Ultimate Mobile Pro I do not get anymore the Black screen error but I get the Unfortunately App has Stopped Error

    So please, can you be so kind to be able to help me in some possible way?

    THanks very much for any possible help
     
  49. lacost

    lacost

    Joined:
    May 30, 2012
    Posts:
    1,493
    Hello, thanks a lot for the details description. That looks like some manifest issue. In most cases, errors in AndroidManifest are resulting in a described behavior.

    I will PM you since I need a crash log from the log cat or access to your project. I also post what was an issue here once it solved.
    Thanks.
     
    SpaceRay likes this.
  50. HYPERSONICs

    HYPERSONICs

    Joined:
    Dec 10, 2014
    Posts:
    5
    The LockScreen() in Native Preloader has some unexpected behavior in Android.

    After UM_Preloader.LockScreen() is called, the screen is pop up with loading animation, buy user can click on screen to unlock immediately.

    It seems to work on iOS bu not Android.
    tested on Android 9, Unity2019.1