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[Released] Ultimate Mobile

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Aug 14, 2014.

  1. ByMikhail

    ByMikhail

    Joined:
    Oct 6, 2015
    Posts:
    6
  2. Rodlaiz

    Rodlaiz

    Joined:
    Jul 30, 2013
    Posts:
    38
    Hello, I'm having a problem when trying to make a post on Twitter (on Android) the Share function works fine but I can't make the image (Texture2D) to show. Here's my code:

    Code (CSharp):
    1. public class SocialManager : MonoBehaviour {
    2.  
    3.     public Texture2D twitterImg;
    4.  
    5.     public void TwitterMessage()
    6.     {
    7.         Texture2D twitterImage = new Texture2D(250, 250);
    8.         twitterImage = twitterImg;
    9.         UM_ShareUtility.TwitterShare("Ha! I've made ", twitterImage);
    10.     }
    11. }
    I've also tried the simplified version:
    Code (CSharp):
    1. public class SocialManager : MonoBehaviour {
    2.  
    3.     public Texture2D twitterImg;
    4.  
    5.     public void TwitterMessage()
    6.     {
    7.         UM_ShareUtility.TwitterShare("Ha! I've made", twitterImg);
    8.     }
    9. }
    and still no results (and with this last version the Twitter App doesn't even launch)
     
  3. Kellyrayj

    Kellyrayj

    Joined:
    Aug 29, 2011
    Posts:
    936
    Hi there!

    I was wondering if there as a way to get the device file path for an image or bytes that are saved with the local storage module!

    I'd like to try and open data I save with the UM_Storage stuff in another application like iBooks.

    Big thanks! Happy Friday.
     
  4. fraise25

    fraise25

    Joined:
    Jan 7, 2015
    Posts:
    6
    the package is not working. the error is

    Assets/Plugins/StansAssets/Modules/IOSNative/Editor/IOSNativeSettingsEditor.cs(10,40): error CS0246: The type or namespace name `Editor' could not be found. Are you missing a using directive or an assembly reference?

    upload_2018-1-14_14-42-53.png
     
  5. rastleks

    rastleks

    Joined:
    Jul 17, 2014
    Posts:
    49
    more than one library with package name 'com.stansassets.androidnative'

    How to fix it? Using Gradle and Unity 2017.2.f03
    Last version of Ultimate Mobile.
     
  6. NKidd

    NKidd

    Joined:
    Sep 16, 2015
    Posts:
    22
    Hi
    I used the plugin and it worked well. But now when I try to use Firebase for a new version, it's a nightmare to build on Android
    1. If I just build it, there are conflict between play services .aar
    2. If I delete your Plugin/Android/libs folder --> all features by yours like ads, game services... can not run
    3. If I turn off auto Play services resolver, keep your libs, delete all other lay services .aar --> build fail

    Could you guide me how to make it please. Thansk
     
  7. tbll

    tbll

    Joined:
    Jan 19, 2013
    Posts:
    31
    Same problem as @Hitjones after updated the plugin to the very last version.

    => When building: "Multiple dex files define Lcom/stansassets/androidnative/BuildConfig;"

    Using Gradle and Unity 2017.2.f03
    Last version of Ultimate Mobile.

    Some help would be awesome.
     
  8. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    I don't know how stan's assets didn't put out official statement regarding manifest merging error, but here is how i was able to build apk.
    by adding to <manifest> tag: xmlns:tools="http://schemas.android.com/tools"
    by adding to <Application> tag: tools:replace="android:icon"
     
    Dazzington-Sharp likes this.
  9. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    well looks like my fix broke the plugin, getting following error in adp, have no idea wtf to do. support has not responded in 2 days.
    02-03 23:07:06.198 18580 18580 E Unity : (Filename: Line: -1)
    02-03 23:07:06.198 18580 18580 E Unity :
    02-03 23:07:06.463 18580 18604 I Unity : AN: Using proxy for class: com.androidnative.features.social.common.SocialGate method:StartShareIntent
    02-03 23:07:06.466 18580 18580 E Unity : Exception: No such proxy method: UnityEngine.AndroidJavaRunnableProxy.run()
    02-03 23:07:06.466 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0
    02-03 23:07:06.466 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, UnityEngine.AndroidJavaObject[] javaArgs) [0x00000] in <filename unknown>:0
    02-03 23:07:06.466 18580 18580 E Unity : at UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod (UnityEngine.AndroidJavaProxy proxy, IntPtr jmethodName, IntPtr jargs) [0x00000] in <filename unknown>:0
    02-03 23:07:06.466 18580 18580 E Unity :
    02-03 23:07:06.466 18580 18580 E Unity : (Filename: Line: -1)
    02-03 23:07:06.466 18580 18580 E Unity :
    02-03 23:07:19.792 18580 18604 I Unity : AN: Using proxy for class: com.androidnative.gms.ad.ANMobileAd method:Bridge_CreateBannerAd
    02-03 23:07:19.800 18580 18580 E Unity : Exception: No such proxy method: UnityEngine.AndroidJavaRunnableProxy.run()
    02-03 23:07:19.800 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0
    02-03 23:07:19.800 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, UnityEngine.AndroidJavaObject[] javaArgs) [0x00000] in <filename unknown>:0
    02-03 23:07:19.800 18580 18580 E Unity : at UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod (UnityEngine.AndroidJavaProxy proxy, IntPtr jmethodName, IntPtr jargs) [0x00000] in <filename unknown>:0
    02-03 23:07:19.800 18580 18580 E Unity :
    02-03 23:07:19.800 18580 18580 E Unity : (Filename: Line: -1)
    02-03 23:07:19.800 18580 18580 E Unity :
    02-03 23:07:25.860 18580 18604 I Unity : AN: Using proxy for class: com.androidnative.features.social.common.SocialGate method:StartShareIntent
    02-03 23:07:25.865 18580 18580 E Unity : Exception: No such proxy method: UnityEngine.AndroidJavaRunnableProxy.run()
    02-03 23:07:25.865 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0
    02-03 23:07:25.865 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, UnityEngine.AndroidJavaObject[] javaArgs) [0x00000] in <filename unknown>:0
    02-03 23:07:25.865 18580 18580 E Unity : at UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod (UnityEngine.AndroidJavaProxy proxy, IntPtr jmethodName, IntPtr jargs) [0x00000] in <filename unknown>:0
    02-03 23:07:25.865 18580 18580 E Unity :
    02-03 23:07:25.865 18580 18580 E Unity : (Filename: Line: -1)
    02-03 23:07:25.865 18580 18580 E Unity :
    02-03 23:07:27.011 18580 18604 I Unity : AN: Using proxy for class: com.androidnative.features.social.common.SocialGate method:StartShareIntent
    02-03 23:07:27.016 18580 18580 E Unity : Exception: No such proxy method: UnityEngine.AndroidJavaRunnableProxy.run()
    02-03 23:07:27.016 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0
    02-03 23:07:27.016 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, UnityEngine.AndroidJavaObject[] javaArgs) [0x00000] in <filename unknown>:0
    02-03 23:07:27.016 18580 18580 E Unity : at UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod (UnityEngine.AndroidJavaProxy proxy, IntPtr jmethodName, IntPtr jargs) [0x00000] in <filename unknown>:0
    02-03 23:07:27.016 18580 18580 E Unity :
    02-03 23:07:27.016 18580 18580 E Unity : (Filename: Line: -1)
    02-03 23:07:27.016 18580 18580 E Unity :
    02-03 23:07:40.794 18580 18604 I Unity : AN: Using proxy for class: com.androidnative.gms.ad.ANMobileAd method:Bridge_CreateBannerAd
    02-03 23:07:40.801 18580 18580 E Unity : Exception: No such proxy method: UnityEngine.AndroidJavaRunnableProxy.run()
    02-03 23:07:40.801 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0
    02-03 23:07:40.801 18580 18580 E Unity : at UnityEngine.AndroidJavaProxy.Invoke (System.String methodName, UnityEngine.AndroidJavaObject[] javaArgs) [0x00000] in <filename unknown>:0
    02-03 23:07:40.801 18580 18580 E Unity : at UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod (UnityEngine.AndroidJavaProxy proxy, IntPtr jmethodName, IntPtr jargs) [0x00000] in <filename unknown>:0
    02-03 23:07:40.801 18580 18580 E Unity :
    02-03 23:07:40.801 18580 18580 E Unity : (Filename: Line: -1)
    02-03 23:07:40.801 18580 18580 E Unity :
     
  10. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    ahhhh this is because of unity stripping...
     
  11. domdev

    domdev

    Joined:
    Feb 2, 2015
    Posts:
    375
    is the latest version support with firebase? or can be with the firebase?
     
  12. Lostlogic

    Lostlogic

    Joined:
    Sep 6, 2009
    Posts:
    693
    This asset now says Deprecated on the asset store? I assume that means it is no longer supported? Big waste of $$ if so.
     
  13. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    WHOA THIS IS HUGE.... wtf!?!?
    gotta be some mistake, its their top product
     
  14. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    OK I GOT EMAIL REPLY, THEY SAID ITS A MISTAKE BY UNITY, THEY CONTACTED UNITY TO RESOLVE SITUATION.
     
    Richardbmth likes this.
  15. fafase

    fafase

    Joined:
    Jul 3, 2012
    Posts:
    163
    Hi,

    Using the plugin on Samsung A3, running the UM_CameraAndGalleryExample.

    It crashes on first picture. I set the settings to jpg and max to 256 but it won't change anything.
    Is there any way that the picture is stored on the device but wiped out from the RAM?`
    I would think it runs out of memory...

    If I use thumbnails, then it runs but the quality is so low it is not usable.

    I have seen this behaviour on many plugins and on different devices.
    Since others (Whatsapp, Skype) are doing it fine, i would think something can be done.

    Thanks
     
  16. tonycoculuzzi

    tonycoculuzzi

    Joined:
    Jun 2, 2011
    Posts:
    301
    posted this in the Mobile Social Plugin but received no reply, so I'm trying again here.

    I'm receiving errors when building. I'm only using the Social part of Ultimate Mobile. Here's some info:

    Platform: Android 5.0 (API 21)
    Unity Version: 2017.3.1f1
    JDK: 1.8.0_161





    GRADLE ERROR : resource-not-found
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)



    CommandInvokationFailure: Gradle build failed.
    C:/Program Files/Java/jdk1.8.0_161\bin\java.exe -classpath "C:\Program Files\Unity\2017.3.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"

    stderr[
    \\?\D:\Games\Noa Noa\Projects\noanoa_socialTest_001\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:22:23-41: AAPT: No resource found that matches the given name (at 'icon' with value '@drawable/app_icon').

    \\?\D:\Games\Noa Noa\Projects\noanoa_socialTest_001\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:23:24-40: AAPT: No resource found that matches the given name (at 'label' with value '[USER=7078]@String[/USER]/app_name').

    \\?\D:\Games\Noa Noa\Projects\noanoa_socialTest_001\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:20: error: Error: No resource found that matches the given name (at 'icon' with value '@drawable/app_icon').

    \\?\D:\Games\Noa Noa\Projects\noanoa_socialTest_001\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:20: error: Error: No resource found that matches the given name (at 'label' with value '[USER=7078]@String[/USER]/app_name').



    FAILURE: Build failed with an exception.

    * What went wrong:
    Execution failed for task ':AN_Res:processReleaseResources'.
    > com.android.ide.common.process.ProcessException: Failed to execute aapt

    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

    BUILD FAILED in 1s
    ]
    stdout[
    The setTestClassesDir(File) method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the setTestClassesDirs(FileCollection) method instead.
    The getTestClassesDir() method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the getTestClassesDirs() method instead.
    The ConfigurableReport.setDestination(Object) method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the method ConfigurableReport.setDestination(File) instead.
    :preBuild UP-TO-DATE
    :preReleaseBuild UP-TO-DATE
    :checkReleaseManifest
    :preDebugBuild UP-TO-DATE
    :prepareAn_billingLibrary
    :prepareAn_googleplayLibrary
    :prepareAn_socialLibrary
    :prepareAndroidnativeLibrary
    :prepareMobileNativePopupsLibrary
    :preparePlayServicesAdsLibrary
    :preparePlayServicesAdsLiteLibrary
    :preparePlayServicesAnalyticsImplLibrary
    :preparePlayServicesAnalyticsLibrary
    :preparePlayServicesAppinviteLibrary
    :preparePlayServicesAuthBaseLibrary
    :preparePlayServicesAuthLibrary
    :preparePlayServicesBaseLibrary
    :preparePlayServicesBasementLibrary
    :preparePlayServicesDriveLibrary
    :preparePlayServicesGamesLibrary
    :preparePlayServicesGcmLibrary
    :preparePlayServicesIidLibrary
    :preparePlayServicesPlusLibrary
    :prepareSupportV42411Library
    :AN_Res:preBuild UP-TO-DATE
    :AN_Res:preReleaseBuild UP-TO-DATE
    :AN_Res:checkReleaseManifest
    :AN_Res:prepareReleaseDependencies
    :AN_Res:compileReleaseAidl
    :AN_Res:compileReleaseNdk NO-SOURCE
    :AN_Res:compileLint
    :AN_Res:copyReleaseLint NO-SOURCE
    :AN_Res:mergeReleaseShaders
    :AN_Res:compileReleaseShaders
    :AN_Res:generateReleaseAssets
    :AN_Res:mergeReleaseAssets
    :AN_Res:mergeReleaseProguardFiles UP-TO-DATE
    :AN_Res:packageReleaseRenderscript NO-SOURCE
    :AN_Res:compileReleaseRenderscript
    :AN_Res:generateReleaseResValues
    :AN_Res:generateReleaseResources
    :AN_Res:packageReleaseResources
    :AN_Res:processReleaseManifest
    :AN_Res:generateReleaseBuildConfig
    :AN_Res:processReleaseResources FAILED
    35 actionable tasks: 34 executed, 1 up-to-date
    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error)
    UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress)
    Rethrow as GradleInvokationException: Gradle build failed
    UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress)
    UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


    Error building Player: 2 errors


    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


    UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


    I've tracked this down to being a Stan's Ultimate Mobile (and Stans Mobile Social) plugin problem. My project builds fine without your plugin installed. As I said in this post, I asked for support in the Mobile Social thread, but received none. Are you still supporting your plugins?
     
    stevenatunity likes this.
  17. rossadamsm

    rossadamsm

    Joined:
    Feb 7, 2016
    Posts:
    7
    I am getting the same error as above with the "app_name" when trying to build the example scene from ultimate mobile. I also get an error involving the AndroidManifest when building using Internal too.

    I also sent a support request but no response :(

    Anyone figured this out yet?
     
    Last edited: Mar 7, 2018
    tonycoculuzzi likes this.
  18. soufiane159753

    soufiane159753

    Joined:
    Jul 28, 2017
    Posts:
    3
    Hi guys, can anyone help me , why is rewarded video does not display on iOs when i use playmaker actions but on android it work prerfectly ??
     
  19. tonycoculuzzi

    tonycoculuzzi

    Joined:
    Jun 2, 2011
    Posts:
    301
    I'm getting pretty annoyed at the lack of support here. I think I'm just going to get a refund and use another solution.
     
    henriqueranj likes this.
  20. rossadamsm

    rossadamsm

    Joined:
    Feb 7, 2016
    Posts:
    7
    Unfortunately I am going to have to agree. Still no response. Time to start looking for something else.
     
  21. henriqueranj

    henriqueranj

    Joined:
    Feb 18, 2016
    Posts:
    177
    I am facing the same issue using Unity 2017.3.9f3.

    Any updates on this?
     
  22. KrcKung

    KrcKung

    Joined:
    Jul 18, 2017
    Posts:
    56
    Recently getting this email from Google Playstore Dev and they require us to reducing usage of non-SDK Interfaces. Is it anything to do with the Stans plugin? We do use Stans plugin for Achievements, Leaderboards, Native Dialogs and Clouyd Sync. Thanks in advance.
     
  23. GargGarima

    GargGarima

    Joined:
    Apr 9, 2018
    Posts:
    11
    hi..
    have imported the current version (10.2/24) of ultimate mobile in new project. I have made the required changes in ids.xml file and also added strings.xml file in android/AN_Res/res/values folder.

    Set the bundle id and made a cradle build in unity 5.5.5.

    But I am getting this error:

    CommandInvokationFailure: Gradle build failed.

    /Library/Java/JavaVirtualMachines/jdk1.8.0_102.jdk/Contents/Home/bin/java -classpath "/Applications/Unity5.5.5/PlaybackEngines/AndroidPlayer/Tools/gradle/lib/gradle-launcher-2.14.jar" org.gradle.launcher.GradleMain "assembleRelease"

    stderr[


    FAILURE: Build failed with an exception.

    * What went wrong:

    Execution failed for task ': processReleaseResources'.

    > Error: more than one library with package name 'com.stansassets.androidnative'


    * Try:

    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
     
  24. RazaTech

    RazaTech

    Joined:
    Feb 27, 2015
    Posts:
    178
    Hello!!
    I m deactivating modules from following window, for each uncheck , I have to wait for its completion.

    please add an "Apply" button to apply all changings at once.

    Thanx

    upload_2018-4-11_2-2-30.png
     
  25. RazaTech

    RazaTech

    Joined:
    Feb 27, 2015
    Posts:
    178
    Hi!!

    Having error while building.
    Resource '@String/app_name' not found in AndroidManifest.xml 23

    upload_2018-4-11_3-11-24.png


    CommandInvokationFailure: Gradle build failed.
    C:\Program Files\Java\jdk1.8.0_152\bin\java.exe -classpath "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"

    stderr[
    \\?\E:\Unity Work Space\Custom Map\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:22:23-41: AAPT: No resource found that matches the given name (at 'icon' with value '@drawable/app_icon').

    \\?\E:\Unity Work Space\Custom Map\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:23:24-40: AAPT: No resource found that matches the given name (at 'label' with value '@String/app_name').

    \\?\E:\Unity Work Space\Custom Map\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:20: error: Error: No resource found that matches the given name (at 'icon' with value '@drawable/app_icon').

    \\?\E:\Unity Work Space\Custom Map\Temp\gradleOut\AN_Res\build\intermediates\manifests\aapt\release\AndroidManifest.xml:20: error: Error: No resource found that matches the given name (at 'label' with value '@String/app_name').



    FAILURE: Build failed with an exception.

    * What went wrong:
    Execution failed for task ':AN_Res:processReleaseResources'.
    > com.android.ide.common.process.ProcessException: Failed to execute aapt

    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

    BUILD FAILED in 3s
    ]
    stdout[
    NDK is missing a "platforms" directory.
    If you are using NDK, verify the ndk.dir is set to a valid NDK directory. It is currently set to C:\Android\ndk-bundle.
    If you are not using NDK, unset the NDK variable from ANDROID_NDK_HOME or local.properties to remove this warning.

    NDK is missing a "platforms" directory.
    If you are using NDK, verify the ndk.dir is set to a valid NDK directory. It is currently set to C:\Android\ndk-bundle.
    If you are not using NDK, unset the NDK variable from ANDROID_NDK_HOME or local.properties to remove this warning.

    The setTestClassesDir(File) method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the setTestClassesDirs(FileCollection) method instead.
    The getTestClassesDir() method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the getTestClassesDirs() method instead.
    The ConfigurableReport.setDestination(Object) method has been deprecated and is scheduled to be removed in Gradle 5.0. Please use the method ConfigurableReport.setDestination(File) instead.
    :preBuild UP-TO-DATE
    :preReleaseBuild UP-TO-DATE
    :checkReleaseManifest
    :preDebugBuild UP-TO-DATE
    :prepareAn_billingLibrary
    :prepareAn_googleplayLibrary
    :prepareAn_socialLibrary
    :prepareAndroidnativeLibrary
    :prepareMobileNativePopupsLibrary
    :preparePlayServicesAdsLibrary
    :preparePlayServicesAdsLiteLibrary
    :preparePlayServicesAnalyticsImplLibrary
    :preparePlayServicesAnalyticsLibrary
    :preparePlayServicesAppinviteLibrary
    :preparePlayServicesAuthBaseLibrary
    :preparePlayServicesAuthLibrary
    :preparePlayServicesBaseLibrary
    :preparePlayServicesBasementLibrary
    :preparePlayServicesDriveLibrary
    :preparePlayServicesGamesLibrary
    :preparePlayServicesGcmLibrary
    :preparePlayServicesIidLibrary
    :preparePlayServicesPlusLibrary
    :prepareSupportV42411Library
    :AN_Res:preBuild UP-TO-DATE
    :AN_Res:preReleaseBuild UP-TO-DATE
    :AN_Res:checkReleaseManifest
    :AN_Res:prepareReleaseDependencies
    :AN_Res:compileReleaseAidl
    :AN_Res:compileReleaseNdk NO-SOURCE
    :AN_Res:compileLint
    :AN_Res:copyReleaseLint NO-SOURCE
    :AN_Res:mergeReleaseShaders
    :AN_Res:compileReleaseShaders
    :AN_Res:generateReleaseAssets
    :AN_Res:mergeReleaseAssets
    :AN_Res:mergeReleaseProguardFiles UP-TO-DATE
    :AN_Res:packageReleaseRenderscript NO-SOURCE
    :AN_Res:compileReleaseRenderscript
    :AN_Res:generateReleaseResValues
    :AN_Res:generateReleaseResources
    :AN_Res:packageReleaseResources
    :AN_Res:processReleaseManifest
    :AN_Res:generateReleaseBuildConfig
    :AN_Res:processReleaseResources FAILED
    35 actionable tasks: 34 executed, 1 up-to-date
    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error)
    UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress)
    Rethrow as GradleInvokationException: Gradle build failed
    UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, System.Action`1 progress)
    UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)










    UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0020e] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:181
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:88
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  26. GargGarima

    GargGarima

    Joined:
    Apr 9, 2018
    Posts:
    11
    Hi…

    I am using the example scene of your package for getting info about the player's Google Play friends.But I am getting 0 friends though the player has 3 friends as his Google+ friends.I am using latest version of ultimate mobile plugin.

    Those friends are displaying when I am sending gift to friend by clicking on Gift request button.


    Please suggest me the appropriate function to load friend.
     
  27. GargGarima

    GargGarima

    Joined:
    Apr 9, 2018
    Posts:
    11

    thank u...your suggestion really worked for me
     
  28. GargGarima

    GargGarima

    Joined:
    Apr 9, 2018
    Posts:
    11
    What you should to do:

    1) Open AndroidManifest.xml by path: Plugins -> Android -> AN_Res

    2) Remove android:icon="@drawable/app_icon" android:label="@String/app_name" from tag <application
     
  29. moncastro

    moncastro

    Joined:
    Aug 13, 2015
    Posts:
    7
    Have the same issue.
    After deleting tags appears another error "Gradle Error: Colliding attributes"
    Снимок экрана 2018-05-01 в 9.29.19.png
    Code (CSharp):
    1.  
    2. CommandInvokationFailure: Gradle build failed.
    3. /Library/Java/JavaVirtualMachines/jdk1.8.0_162.jdk/Contents/Home/bin/java -classpath "/Applications/Unity5/PlaybackEngines/AndroidPlayer/Tools/gradle/lib/gradle-launcher-2.14.jar" org.gradle.launcher.GradleMain "assembleRelease"
    4.  
    5. stderr[
    6. /Users/TestGradleBuild/Temp/gradleOut/src/main/AndroidManifest.xml:6:16-49 Error:
    7.     Attribute application@icon value=(@drawable/app_icon) from AndroidManifest.xml:6:16-49
    8.     is also present at [:an_billing:] AndroidManifest.xml:13:9-45 value=(@drawable/ic_launcher).
    9.     Suggestion: add 'tools:replace="android:icon"' to <application> element at AndroidManifest.xml:6:3-48:17 to override.
    10.  
    11. FAILURE: Build failed with an exception.
    12.  
    13. * What went wrong:
    14. Execution failed for task ':processReleaseManifest'.
    15. > Manifest merger failed : Attribute application@icon value=(@drawable/app_icon) from AndroidManifest.xml:6:16-49
    16.       is also present at [:an_billing:] AndroidManifest.xml:13:9-45 value=(@drawable/ic_launcher).
    17.       Suggestion: add 'tools:replace="android:icon"' to <application> element at AndroidManifest.xml:6:3-48:17 to override.
    18.  
    19. * Try:
    20. Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
    21. ]
    22. stdout[
    23. Incremental java compilation is an incubating feature.
    24. :preBuild UP-TO-DATE
    25. :preReleaseBuild UP-TO-DATE
    26. :checkReleaseManifest
    27. :preDebugBuild UP-TO-DATE
    28. :AN_Res:preBuild UP-TO-DATE
    29. :AN_Res:preReleaseBuild UP-TO-DATE
    30. :AN_Res:compileReleaseNdk UP-TO-DATE
    31. :AN_Res:compileLint
    32. :AN_Res:copyReleaseLint UP-TO-DATE
    33. :AN_Res:mergeReleaseProguardFiles UP-TO-DATE
    34. :AN_Res:packageReleaseRenderscript UP-TO-DATE
    35. :AN_Res:checkReleaseManifest
    36. :AN_Res:prepareReleaseDependencies
    37. :AN_Res:compileReleaseRenderscript
    38. :AN_Res:generateReleaseResValues UP-TO-DATE
    39. :AN_Res:generateReleaseResources
    40. :AN_Res:packageReleaseResources
    41. :AN_Res:compileReleaseAidl
    42. :AN_Res:generateReleaseBuildConfig
    43. :AN_Res:mergeReleaseShaders
    44. :AN_Res:compileReleaseShaders
    45. :AN_Res:generateReleaseAssets
    46. :AN_Res:mergeReleaseAssets
    47. :AN_Res:processReleaseManifest
    48. :AN_Res:processReleaseResources
    49. :AN_Res:generateReleaseSources
    50. :AN_Res:incrementalReleaseJavaCompilationSafeguard
    51. :AN_Res:compileReleaseJavaWithJavac
    52. :AN_Res:processReleaseJavaRes UP-TO-DATE
    53. :AN_Res:transformResourcesWithMergeJavaResForRelease
    54. :AN_Res:transformClassesAndResourcesWithSyncLibJarsForRelease
    55. :AN_Res:mergeReleaseJniLibFolders
    56. :AN_Res:transformNative_libsWithMergeJniLibsForRelease
    57. :AN_Res:transformNative_libsWithSyncJniLibsForRelease
    58. :AN_Res:bundleRelease
    59. :prepareAn_billingLibrary UP-TO-DATE
    60. :prepareAn_googleplayLibrary UP-TO-DATE
    61. :prepareAn_socialLibrary UP-TO-DATE
    62. :prepareAndroidnativeLibrary UP-TO-DATE
    63. :prepareGradleOutAN_ResUnspecifiedLibrary
    64. :prepareMobileNativePopupsLibrary UP-TO-DATE
    65. :preparePlayServicesAdsLibrary UP-TO-DATE
    66. :preparePlayServicesAdsLiteLibrary UP-TO-DATE
    67. :preparePlayServicesAnalyticsImplLibrary UP-TO-DATE
    68. :preparePlayServicesAnalyticsLibrary UP-TO-DATE
    69. :preparePlayServicesAppinviteLibrary UP-TO-DATE
    70. :preparePlayServicesAuthBaseLibrary UP-TO-DATE
    71. :preparePlayServicesAuthLibrary UP-TO-DATE
    72. :preparePlayServicesBaseLibrary UP-TO-DATE
    73. :preparePlayServicesBasementLibrary UP-TO-DATE
    74. :preparePlayServicesDriveLibrary UP-TO-DATE
    75. :preparePlayServicesGamesLibrary UP-TO-DATE
    76. :preparePlayServicesGcmLibrary UP-TO-DATE
    77. :preparePlayServicesIidLibrary UP-TO-DATE
    78. :preparePlayServicesPlusLibrary UP-TO-DATE
    79. :prepareSupportV42411Library UP-TO-DATE
    80. :prepareReleaseDependencies
    81. :compileReleaseAidl UP-TO-DATE
    82. :compileReleaseRenderscript UP-TO-DATE
    83. :generateReleaseBuildConfig UP-TO-DATE
    84. :mergeReleaseShaders UP-TO-DATE
    85. :compileReleaseShaders UP-TO-DATE
    86. :generateReleaseAssets UP-TO-DATE
    87. :mergeReleaseAssets
    88. :generateReleaseResValues UP-TO-DATE
    89. :generateReleaseResources UP-TO-DATE
    90. :mergeReleaseResources UP-TO-DATE
    91. :processReleaseManifest
    92.  
    93. See http://g.co/androidstudio/manifest-merger for more information about the manifest merger.
    94.  
    95. :processReleaseManifest FAILED
    96.  
    97. BUILD FAILED
    98.  
    99. Total time: 4.23 secs
    100. ]
    101. exit code: 1
    102. UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    103. UnityEditor.Android.GradleWrapper.RunJava (System.String args, System.String workingdir, UnityEditor.Android.Progress progress)
    104. Rethrow as GradleInvokationException: Gradle build failed
    105. UnityEditor.Android.GradleWrapper.RunJava (System.String args, System.String workingdir, UnityEditor.Android.Progress progress)
    106. UnityEditor.Android.GradleWrapper.Run (System.String workingdir, System.String task, UnityEditor.Android.Progress progress)
    107. UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    108. UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    109. UnityEditor.HostView:OnGUI()
    110.  
     
  30. Jedik

    Jedik

    Joined:
    Feb 9, 2015
    Posts:
    1
    Hi,
    this answer I received from support with a similar problem:
    1) Open main AndroidManifest.xml by path: Plugins -> Android:

    2) Add this field xmlns:tools="http://schemas.android.com/tools" to tag <Manifest

    3) Then add this param tools:replace="android:icon" to tag <Application

    4) Finally open AndroidManifest.xml by path: Plugins -> Android -> AN_Res

    5) Remove android:icon="@drawable/app_icon" android:label="@String/app_name" from tag <application

    6) Change package="com.stansassets.androidnative" to package="com.stansassets.androidnative.res"
     
    Arkade likes this.
  31. Tony_GD

    Tony_GD

    Joined:
    Apr 24, 2018
    Posts:
    1
    Hi,
    after doing all the steps i get a new error that tells me debuggable collides with another value,any solutions?




    ----------------------------------------------------------------------------------------------------------
    Update:
    I replace the debbuable and then get a new error that says merge fail, almost try everything I can....., any solutions?
     
    Last edited: May 30, 2018
  32. TalhaDX

    TalhaDX

    Joined:
    Feb 2, 2013
    Posts:
    94
    There are about 10 permissions added in my Manifest Manager. When i remove few of them, they keep on adding. Is this an automatic behavior or where to limit them?

    Screenshot: http://prntscr.com/joibo4
     
  33. NakOh

    NakOh

    Joined:
    Nov 26, 2015
    Posts:
    2
    How I can control Ads for GPGR;
     
  34. kaplica

    kaplica

    Joined:
    Feb 20, 2014
    Posts:
    87
    Hi, Getting o-mach link errors on IOS in ISN_SocialGate, Twitter etc... Social framework is added though, I'm confused?
     
  35. hakan7373

    hakan7373

    Joined:
    Nov 19, 2015
    Posts:
    13
    Hi guys, I updated my unity 2018.1.3f1 and start experiencing problems with ultimate mobile version 10.3/24 as below. Does anyone know how to tackle this? Thanks many.

    ../Ultimate Mobile TEst/Assets/Plugins/StansAssets/NativePlugins/IOSDeploy/Editor/Scripts/ISD_PBXCapabilityTypeUtility.cs(23,23): Error CS0234: The type or namespace name 'Xcode' does not exist in the namespace 'UnityEditor.iOS' (are you missing an assembly reference?) (CS0234) (Assembly-CSharp-Editor-firstpass)

    ../Ultimate Mobile TEst/Assets/Plugins/StansAssets/NativePlugins/IOSDeploy/Editor/Scripts/ISD_PostProcess.cs(23,23): Error CS0234: The type or namespace name 'Xcode' does not exist in the namespace 'UnityEditor.iOS' (are you missing an assembly reference?) (CS0234) (Assembly-CSharp-Editor-firstpass)

    and several of the same missing assembly references comes after..
     
  36. xcube

    xcube

    Joined:
    Nov 27, 2011
    Posts:
    45
    Hi,
    I use this asset in Android. When you start the application on your device, a window POPs up with a proposal to provide access to the gallery.
    How to make this window pop up not at the start of the application and later, when the user will really need access to the gallery?
     
  37. diegoadrada

    diegoadrada

    Joined:
    Nov 27, 2014
    Posts:
    59
    Now that the guys from Stan's Assets are working in new plugins like IOS Native Pro, anyone knows if they are going to discontinue this asset? I'm not seeing a good support here in the forum.
     
    yongmin-park likes this.
  38. RoyalCoder

    RoyalCoder

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

    If I need in my project features from Android Native (e.g Social Login, etc.) can I use in the same project Android Native and UM? Thanks!
     
  39. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi I get a strange error now on new version of Unity 2018.2.02f, error:

    Assets/Plugins/StansAssets/Bundles/UltimateMobile/Scripts/Networking/Templates/MNT_PlayerTemplate.cs(55,42): error CS0619: `UnityEngine.NetworkPlayer' is obsolete: `The legacy networking system has been removed in Unity 2018.2. Use Unity Multiplayer and NetworkIdentity instead.'

    How can I fix this? Thx
     
  40. gamezuv

    gamezuv

    Joined:
    Nov 6, 2013
    Posts:
    82
    I just commented out #if !UNITY_WP8 && !UNITY_WSA && !UNITY_WEBGL section because I am making it for IOS and android. That stopped the error.
     
  41. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    Latest unity, latest stans assets ultimate mobile. Cannot fix this issue.
    Please provide support for your product!
    i emailed support as well, awaiting reply anxiously.

    Capture.PNG
     
  42. luniac

    luniac

    Joined:
    Jan 12, 2011
    Posts:
    614
    this worked, i built an APK. i reinstalled stans assets and updated unity to 2018.2.4f1

    im starting to hate google as much as apple due to this idiotic android manifest design...
     
  43. RazaTech

    RazaTech

    Joined:
    Feb 27, 2015
    Posts:
    178
    Why there are so many warnings in new ultimate mobile ?
     

    Attached Files:

  44. RazaTech

    RazaTech

    Joined:
    Feb 27, 2015
    Posts:
    178
    Hello!!

    could not build android after updating to new Ultimate mobile version.

    Please help.

    upload_2018-9-1_1-5-40.png
     
  45. GenOli

    GenOli

    Joined:
    Apr 21, 2013
    Posts:
    139
    I tried the fixes above and got it to build but when trying the UM_GameServiceBasics example, when I tap connect the button disappears but nothing happens.

    It sounds like support are working on a fix though which is some good news I guess :D

    Logcat:

    Code (CSharp):
    1. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    2. 09-03 01:50:01.596 10047-10071/com.company.game I/Unity: AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:setConnectionParams
    3.  
    4.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    5. 09-03 01:50:01.646 10047-10071/com.company.game W/Unity: java.lang.ClassNotFoundException: com.androidnative.gms.core.GameClientBridge
    6.  
    7.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    8. 09-03 01:50:01.647 10047-10071/com.company.game I/Unity: AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:playServiceInit
    9.  
    10.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    11. 09-03 01:50:01.659 10047-10071/com.company.game W/Unity: java.lang.ClassNotFoundException: com.androidnative.gms.core.GameClientBridge
    12.  
    13.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    14. 09-03 01:50:01.673 10047-10071/com.company.game I/Unity: Play Serice Connection State -> STATE_CONNECTING
    15.  
    16.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    17.     AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:playServiceConnect
    18.  
    19.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    20. 09-03 01:50:01.685 10047-10071/com.company.game W/Unity: java.lang.ClassNotFoundException: com.androidnative.gms.core.GameClientBridge
    21.  
    22.     (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
    23. 09-03 01:50:03.500 10047-10077/com.company.game E/mono: Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
    24.       at UnityEngine.AndroidJavaObject.Dispose (Boolean disposing) [0x00000] in <filename unknown>:0
    25.       at UnityEngine.AndroidJavaObject.Finalize () [0x00000] in <filename unknown>:0
    26. 09-03 01:50:03.501 10047-10077/com.company.game I/chatty: uid=10509(u0_a509) __MONO__ identical 1 line
    27. 09-03 01:50:03.501 10047-10077/com.company.game E/mono: Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
    28.       at UnityEngine.AndroidJavaObject.Dispose (Boolean disposing) [0x00000] in <filename unknown>:0
    29.       at UnityEngine.AndroidJavaObject.Finalize () [0x00000] in <filename unknown>:0
    I tried adding the com.androidnative.gms.core.GameClientBridge line to the AndroidManifest manually (copied an existing property to use as template) but now I get the error:

    Didn't find class "android.support.v4.util.ArrayMap"

    According to stackoverflow and some other sites this means the play support aar file is missing, not sure there is much more that can be done other than by the devs.
     
    Last edited: Sep 3, 2018
  46. RazaTech

    RazaTech

    Joined:
    Feb 27, 2015
    Posts:
    178
    Updated to UM 10.3/24

    but still could not build on Android.

    Please help.


    GRADLE ERROR : resource-not-found
    0x00000001414F00A9 (Unity) StackWalker::GetCurrentCallstack
    0x00000001414F66B6 (Unity) StackWalker::ShowCallstack
    0x000000014138F54B (Unity) GetStacktrace
    0x0000000140888ADC (Unity) DebugStringToFile
    0x0000000141F886A8 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    0x000000004241E91B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,string,UnityEngine.Object)
    0x000000004241E804 (Mono JIT Code) [DebugLogHandler.cs:9] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    0x000000004241E105 (Mono JIT Code) [Logger.cs:47] UnityEngine.Logger:Log (UnityEngine.LogType,object)
    0x000000005DE909D6 (Mono JIT Code) [Debug.bindings.cs:98] UnityEngine.Debug:Log (object)
    0x000000005DE90202 (Mono JIT Code) UnityEditor.Android.GradleInvokationException:parseAndShowException ()
    0x000000004D414F1B (Mono JIT Code) UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext)
    0x000000005DE41AF4 (Mono JIT Code) UnityEditor.Android.PostProcessAndroidPlayer:postProcess (UnityEditor.BuildTarget,string,string,string,string,string,string,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
    0x000000005DE405CA (Mono JIT Code) UnityEditor.Android.AndroidBuildPostprocessor:postProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
    0x000000005DE3FCAA (Mono JIT Code) [PostprocessBuildPlayer.cs:285] UnityEditor.PostprocessBuildPlayer:postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
    0x000000005DE400FE (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_int_object_object_object_int_int_int_object_object (object,intptr,intptr,intptr)
    0x00007FF90BDC668F (mono) [mini.c:4937] mono_jit_runtime_invoke
    0x00007FF90BD18A95 (mono) [object.c:2623] mono_runtime_invoke
    0x0000000140BDDC2A (Unity) scripting_method_invoke
    0x0000000140BD67F0 (Unity) ScriptingInvocation::Invoke
    0x0000000140D5A82F (Unity) CallMono
    0x0000000140D653E0 (Unity) PostprocessPlayer
    0x0000000140D5DC29 (Unity) DoBuildPlayer_PostBuild
    0x0000000140D5D3CC (Unity) DoBuildPlayer
    0x0000000140D50787 (Unity) BuildPlayer
    0x00000001415164A0 (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck
    0x0000000049F0ED37 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool)
    0x0000000049F0E380 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:165] UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
    0x0000000049F0808B (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:89] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
    0x0000000049F00C5B (Mono JIT Code) [BuildPlayerWindow.cs:885] UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
    0x0000000049EEC535 (Mono JIT Code) [BuildPlayerWindow.cs:810] UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
    0x0000000049ECE021 (Mono JIT Code) [BuildPlayerWindow.cs:415] UnityEditor.BuildPlayerWindow:OnGUI ()
    0x000000000C7A7672 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    0x00007FF90BDC668F (mono) [mini.c:4937] mono_jit_runtime_invoke
    0x00007FF90BD18A95 (mono) [object.c:2623] mono_runtime_invoke
    0x00007FF90BD1EFA3 (mono) [object.c:3838] mono_runtime_invoke_array
    0x00007FF90BCDD392 (mono) [icall.c:2763] ves_icall_InternalInvoke
    0x000000000C770AB7 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
    0x000000000C76EC12 (Mono JIT Code) [MonoMethod.cs:222] System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    0x000000003D909F6F (Mono JIT Code) [MethodBase.cs:115] System.Reflection.MethodBase:Invoke (object,object[])
    0x000000003D9912A5 (Mono JIT Code) [HostView.cs:291] UnityEditor.HostView:Invoke (string,object)
    0x000000003D99114A (Mono JIT Code) [HostView.cs:284] UnityEditor.HostView:Invoke (string)
    0x0000000049ECD071 (Mono JIT Code) [HostView.cs:103] UnityEditor.HostView:OldOnGUI ()
    0x000000004246B945 (Mono JIT Code) [IMGUIContainer.cs:206] UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event)
    0x000000004246A3D0 (Mono JIT Code) [IMGUIContainer.cs:366] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event)
    0x000000003D98EE58 (Mono JIT Code) [IMGUIContainer.cs:350] UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent (UnityEngine.Experimental.UIElements.EventBase)
    0x000000003D935033 (Mono JIT Code) [EventDispatcher.cs:215] UnityEngine.Experimental.UIElements.EventDispatcher:DispatchEvent (UnityEngine.Experimental.UIElements.EventBase,UnityEngine.Experimental.UIElements.IPanel)
    0x000000004244A038 (Mono JIT Code) [UIElementsUtility.cs:224] UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel)
    0x0000000042449A6B (Mono JIT Code) [UIElementsUtility.cs:77] UnityEngine.Experimental.UIElements.UIElementsUtility:processEvent (int,intptr)
    0x000000004244958D (Mono JIT Code) [GUIUtility.cs:184] UnityEngine.GUIUtility:processEvent (int,intptr)
    0x000000004244974E (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    0x00007FF90BDC668F (mono) [mini.c:4937] mono_jit_runtime_invoke
    0x00007FF90BD18A95 (mono) [object.c:2623] mono_runtime_invoke
    0x0000000140BDDC2A (Unity) scripting_method_invoke
    0x0000000140BD67F0 (Unity) ScriptingInvocation::Invoke
    0x0000000140BD20AA (Unity) ScriptingInvocation::Invoke<bool>
    0x00000001403FB28E (Unity) IMGUIScriptingClasses::processEvent
    0x000000014132C804 (Unity) GUIView::processRetainedMode
    0x00000001415AAF92 (Unity) GUIView::OnInputEvent
    0x000000014132C74C (Unity) GUIView::processInputEvent
    0x00000001415AC486 (Unity) GUIView::processEventMessages
    0x00000001415A5AC2 (Unity) GUIView::GUIViewWndProc
    0x00007FF960FE6CC1 (USER32) CallWindowProcW
    0x00007FF960FE6693 (USER32) DispatchMessageW
    0x00000001415C4261 (Unity) MainMessageLoop
    0x00000001415C65DC (Unity) WinMain
    0x000000014271FDA7 (Unity) __scrt_common_main_seh
    0x00007FF961683034 (KERNEL32) BaseThreadInitThunk
    0x00007FF9620B1431 (ntdll) RtlUserThreadStart
     
  47. GenOli

    GenOli

    Joined:
    Apr 21, 2013
    Posts:
    139
    One of the crashes ingame seemed to be caused by the appID being interpreted as a string rather than numerical, so edit the "AndroidNativeSettingsEditor.cs" script and replace any (space between slash and quote symbol seems to break it):

    Code (CSharp):
    1. "// "
    with

    Code (CSharp):
    1. "//"
    Then open the AndroidNativeSettings and it should update the AndroidManifest and remove the space.

    Another crash was solved by putting "support-v4-24.1.1.aar" (search your android/sdk folder) in the "Assets/Plugins/Android/libs/" folder, any higher version of support-v4 seems to not work.

    Now my issue is error 10002 (Play Services sign in error).

    Code (CSharp):
    1. 09-06 16:51:47.195 29397-29397/com.Company.Game D/AndroidNative: *************************************************************
    2.     *************************************************************
    3.     *************** GOOGLE PLAY CONNECTION FAILED ***************
    4. 09-06 16:51:47.196 29397-29397/com.Company.Game D/AndroidNative: ERROR CODE: 4 ***************
    5.     HAS RESOLUTION: true ***************
    6.     DESCRIBTION: SIGN_IN_REQUIRED - The client attempted to connect to the service but the user is not signed in. The client may choose to continue without using the API or it may call startResolutionForResult(Activity, int) to prompt the user to sign in. After the sign in activity returns with RESULT_OK further attempts to connect should succeed.
    7.     READ MORE: http://developer.android.com/reference/com/google/android/gms/common/ConnectionResult.html
    8.     *************************************************************
    I think the issues are being caused by the AndroidManifest not being properly updated in Unity2018.

    Edit: Must be use release APK's for billing, this made sign in error go away.
     
    Last edited: Sep 10, 2018
  48. RazaTech

    RazaTech

    Joined:
    Feb 27, 2015
    Posts:
    178
    Please Help



    1- Created project.
    2- Import Ultimate mobile and install it.
    3- apply these settings

    upload_2018-9-8_12-10-58.png
    upload_2018-9-8_12-11-35.png


    3- Build on android. and getting this issue.



    CommandInvokationFailure: Failed to re-package resources.
    C:\Android\build-tools\28.0.2\aapt.exe package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "C:\Android\platforms\android-28\android.jar" -F bin/resources.ap_ --extra-packages com.stansassets.androidnative:com.stansassets.androidnative:com.stansassets.social:com.stansassets.mnp:com.google.android.gms.auth.api:com.google.android.gms.auth:android.support.v4 -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res" -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\AN_Res\res" -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\an_social\res" -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\mobile-native-popups\res" -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res" -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth-base\res" -S "E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\support-v4-24.1.1\res"

    stderr[
    E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res\drawable-watch-v20\common_google_signin_btn_text_dark_normal.xml:9: error: Error: No resource found that matches the given name (at 'src' with value '@drawable/googleg_standard_color_18').

    E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res\drawable-watch-v20\common_google_signin_btn_text_disabled.xml:16: error: Error: No resource found that matches the given name (at 'src' with value '@drawable/googleg_disabled_color_18').

    E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res\drawable-watch-v20\common_google_signin_btn_text_light_normal.xml:9: error: Error: No resource found that matches the given name (at 'src' with value '@drawable/googleg_standard_color_18').

    ]
    stdout[
    Configurations:
    (default)

    Files:
    AndroidManifest.xml
    Src: () AndroidManifest.xml

    Resource Dirs:
    Including resources from package: C:\Android\platforms\android-28\android.jar
    applyFileOverlay for drawable
    trying overlaySet Key=common_google_signin_btn_text_dark_normal.xml
    trying overlaySet Key=common_google_signin_btn_text_disabled.xml
    trying overlaySet Key=common_google_signin_btn_text_light_normal.xml
    trying overlaySet Key=ic_launcher.png
    trying overlaySet Key=ic_launcher.png
    baseFile 0 has flavor mdpi-v4
    baseFile 1 has flavor hdpi-v4
    baseFile 2 has flavor xhdpi-v4
    overlayFile 0 has flavor mdpi-v4
    overlayFile 1 has flavor hdpi-v4
    overlayFile 2 has flavor xhdpi-v4
    overlayFile 3 has flavor xxhdpi-v4
    found a match (0) for overlay file ic_launcher.png, for flavor mdpi-v4
    found a match (1) for overlay file ic_launcher.png, for flavor hdpi-v4
    found a match (2) for overlay file ic_launcher.png, for flavor xhdpi-v4
    nothing matches overlay file ic_launcher.png, for flavor xxhdpi-v4
    trying overlaySet Key=app_banner.png
    trying overlaySet Key=app_icon.png
    applyFileOverlay for layout
    trying overlaySet Key=activity_main.xml
    applyFileOverlay for anim
    applyFileOverlay for animator
    applyFileOverlay for interpolator
    applyFileOverlay for transition
    applyFileOverlay for xml
    trying overlaySet Key=file_paths.xml
    applyFileOverlay for raw
    applyFileOverlay for color
    applyFileOverlay for menu
    trying overlaySet Key=main.xml
    applyFileOverlay for font
    applyFileOverlay for mipmap
    Processing image: res\drawable-xhdpi\app_banner.png
    Processing image: res\drawable-mdpi\app_icon.png
    Processing image: E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-mdpi-v4\ic_launcher.png
    Processing image: E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-hdpi-v4\ic_launcher.png
    (processed image E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-mdpi-v4\ic_launcher.png: 82% size of source)
    Processing image: E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-xhdpi-v4\ic_launcher.png
    (processed image res\drawable-mdpi\app_icon.png: 90% size of source)
    Processing image: E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-xxhdpi-v4\ic_launcher.png
    (processed image E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-hdpi-v4\ic_launcher.png: 77% size of source)
    (processed image E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-xhdpi-v4\ic_launcher.png: 74% size of source)
    (processed image res\drawable-xhdpi\app_banner.png: 90% size of source)
    (processed image E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\drawable-xxhdpi-v4\ic_launcher.png: 72% size of source)
    (new resource id app_banner from xhdpi-v4\drawable\app_banner.png #generated)
    (new resource id app_icon from mdpi-v4\drawable\app_icon.png #generated)
    (new resource id common_google_signin_btn_text_dark_normal from E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res\drawable-watch-v20\common_google_signin_btn_text_dark_normal.xml)
    (new resource id common_google_signin_btn_text_disabled from E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res\drawable-watch-v20\common_google_signin_btn_text_disabled.xml)
    (new resource id common_google_signin_btn_text_light_normal from E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\play-services-auth\res\drawable-watch-v20\common_google_signin_btn_text_light_normal.xml)
    (new resource id ic_launcher from mdpi-v4\drawable\ic_launcher.png #generated)
    (new resource id ic_launcher from hdpi-v4\drawable\ic_launcher.png #generated)
    (new resource id ic_launcher from xhdpi-v4\drawable\ic_launcher.png #generated)
    (new resource id ic_launcher from xxhdpi-v4\drawable\ic_launcher.png #generated)
    (new resource id activity_main from E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\layout\activity_main.xml)
    (new resource id file_paths from E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\AN_Res\res\xml\file_paths.xml)
    (new resource id main from E:\Unity Work Space\Engine Assembly\Temp\StagingArea\android-libraries\androidnative\res\menu-v11\main.xml)
    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.PostProcessor.Tasks.TasksCommon.Exec (System.String command, System.String args, System.String workingdir, System.String errorMsg)
    UnityEditor.Android.PostProcessor.Tasks.BuildResources.CompileResources (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.Tasks.BuildResources.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)




    I m using unity 2018.1 and Ultimate mobile 10.3/24.
     

    Attached Files:

    Last edited: Sep 8, 2018
  49. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    @RazaTech please contact our support team at support@stansassets.com I will make sure you will get your issue solved.

    Also guys, first of all, I appreciate that you've chosen Ultimate Mobile as the product to relay on with your mobile native development. And I will do my best to keep you as existing loyal customers.

    As developers, you may understand that if you'll make architectural/structural mistakes at the beginning of the project when it starts growing, eventually, you'll come to the point when you will not be able to support the product. That's exactly what we face at the moment. So I have to admit that I can't keep developing this Product.

    So here is the plan.
    I will make all native plugins from scratch taking into account all the experience for the past 3 years of working with Asset Store, Unity and providing support service.
    New solutions will be clean, stable and easy for me and my team to support. If you are interested I described principles we follow while developing newly updated products here:
    https://unionassets.com/blog/introducing-ios-native-pro-466

    We will keep the support of existing products as long as they are in the store. Once all "native family" plugins are ready, the old plugins will be deprecated.


    Development plan:

    IOS Native >> iOS Native Pro. Released. Jun 6. Fully stable.
    All existing users can request a free voucher or purchase for $1 (can't set lower price)

    Android Native >> Android Native Pro. Released Sep 4. Currently at active support stage, trying to react if customers have issues hours/days.
    All existing users can request a free voucher or purchase for $1

    Ultimate Mobile >> Suggest The Name??). Alpha Stage. Release date October 1st. If anyone is interested, you can get super early cross-platform Alpha and provide feedback. I will be ready to start sending the alpha version after this weekends.
    All existing users will be able to request a free voucher or purchase for $1

    I am building a new platform for new products. Other products will also migrate to this platform. Few editor extension is also planned to be released under that platform. You might also like Free Utility product that was already released using our new platform:
    https://assetstore.unity.com/packages/tools/utilities/ultimate-console-125706
     
  50. GenOli

    GenOli

    Joined:
    Apr 21, 2013
    Posts:
    139
    Ultimate Mobile Pro ?