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  1. Posts
    164
    @floky, any hope to get this package for beginners soon?


  2. Location
    San Antonio, TX
    Posts
    25
    OK, floky, I got it all set up, everything's compiling like the readme's say it should, the files end up in my unity project plugin folders like the readme says it should... no warning signs at all up until it tells you to make the normal unity android build. When I make the normal Android build, nothing happens. No build tool window opens up or anything else happens.

    Here is a snapshot of the project after all of the setup and build steps are followed from the readme's.


    Can you see anything wrong with this, or possibly have an idea as to why the builder window isn't launching? What kicks it off and causes the plugin to run to begin with?

    Thanks in advance.
    "Something dwells within the night,
    that is not good and is not right..."


    The Book of Counted Sorrows


  3. Location
    Romania, Iasi
    Posts
    217
    Ah! Yes. GREAT feedback Syllus! I see the problem.

    The file "PostprocessBuildPlayer_AndroidBuilder" is a perl script that must be executed by Unity. As the Unity documentation specifies
    (http://unity3d.com/support/documenta...0Pipeline.html) the script must be named "PostprocessBuildPlayer". )
    I named it "PostprocessBuildPlayer_AndroidBuilder" to avoid situations where someone might overwrite his own postprocess script.
    But there are situations where one might need multiple postprocess build scripts to be executed. There is a solution thanks to a man called Rob Terrell. He made a simple post process script that will auto-execute all other postprocess build scripts in the current folder as long as they are named like this: PostprocessBuildPlayer_XXX". His little script will be the main "PostprocessBuildPlayer" that Unity will execute.

    So, just copy this script in the same folder with the "PostprocessBuildPlayer_AndroidBuilder" script.
    Attachment: PostprocessBuildPlayer.zip

    Thanks again for this great observation. I will add this script in the next package update.


  4. Location
    Romania, Iasi
    Posts
    217
    Syllus, by the way. I just noticed in your above screen shot that you have a JAR file in "Plugins/Android/AndroidBuilder.jar" and that it has the same name as the AndroidBuilder.jar tool setup in "Editor/AndroidBuilder/" folder. I hope that isn't the same file you've copied there.

    "Plugins/Android/AndroidBuilder.jar" should be name to something different to avoid confusion because this jar should be the installer activity plugin for your android project. This jar file should be obtained from exporting the "src" folder of the EclipseInstallerTemplateProject as specified in the readme.txt.

    But in case you've already done this and it's just a naming similarity, it's ok. Just wanted to mention this for other users out there.
    Last edited by floky; 01-06-2012 at 12:29 AM.


  5. Posts
    12

    wait for the final update

    i am a new Androider , our game 70M,now need you tool help us ,wait day by day!!
    hope the final update
    now i use the tool error here:

    step 7 : signApkWithDebugKey()

    jarsigner error keystore was tampered with ,or password was incorrect.
    i create a new keystore in unity called debug.keystore( witch you code in ) , and copy this to .android folder , and run the PostprocessBuildPlayer_AndroidBuilder manually , i still get the error here , so hope you help.
    thanks
    Last edited by wwwgy1982; 01-06-2012 at 01:43 AM.


  6. Posts
    12
    I fix this , i copy the windows :C:\Documents and Settings\Administrator\.android to Mac .android folder.( i don't kown why Mac don't have this file).
    and now pack ok , i will try this installer is work ok , later reply.


  7. Location
    Romania, Iasi
    Posts
    217
    wwwgy1982, you must NOT setup a new keystore inside Unity and overwrite the debug.keystore file from ".android". That's what's causing your problem. The default debug.keystore from ".android" is the debug keystore with which the Android Builder tool will sign the new generated APK files. If you overwritten the "debug.keystore" provided by the Android SDK please re-build it with this info:
    Keystore name: "debug.keystore"
    Keystore password: "android"
    Key alias: "androiddebugkey"
    Key password: "android"
    CN: "CN=Android Debug,O=Android,C=US"

    So the tool will be able to sign the APKs with this development keystore.
    See "http://developer.android.com/guide/publishing/app-signing.html#setup" for details about generating a keystore from the command line.

    Edit:
    Quote Originally Posted by wwwgy1982 View Post
    I fix this , i copy the windows :C:\Documents and Settings\Administrator\.android to Mac .android folder.( i don't kown why Mac don't have this file).
    and now pack ok , i will try this installer is work ok , later reply.
    The Mac Android SDK has this file but because you've setup different keystore in Unity project settings it was modified.


  8. Posts
    12
    Thank you i will study this later , now i installer is work download from my gameServer do download gameData.
    buy when finished download , the app will crash , and start Again still crash.
    can you help ?


  9. Location
    Romania, Iasi
    Posts
    217
    Quote Originally Posted by wwwgy1982 View Post
    Thank you i will study this later , now i installer is work download from my gameServer do download gameData.
    buy when finished download , the app will crash , and start Again still crash.
    can you help ?
    Please provide the crash log from the point where the app crashes.
    The crash can be caused by various reasons. I can't help without some detailed feedback.


  10. Posts
    12
    how can i find the crash log in device , sorry for ask this , i am new.


  11. Location
    Romania, Iasi
    Posts
    217
    Quote Originally Posted by wwwgy1982 View Post
    how can i find the crash log in device , sorry for ask this , i am new.
    Look here:
    http://developer.android.com/guide/d...tools/adb.html

    Read about: Enabling logcat Logging.


  12. Posts
    12

    Error log

    java.lang.RuntimeException: Unable to start activity ComponentInfo{com.walnut.strive/com.userCustom.installer.InstallerActivity}: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.walnut.strive/com.mobilitygames.unityLauncher.UnityLauncherActiv ity}; have you declared this activity in your AndroidManifest.xml?

    com.walnut.strive is our game name ,and androidManifest.xml is the same name for Package name.

    I find this error log! can you tell me what's error?


  13. Location
    Romania, Iasi
    Posts
    217
    Quote Originally Posted by wwwgy1982 View Post
    java.lang.RuntimeException: Unable to start activity ComponentInfo{com.walnut.strive/com.userCustom.installer.InstallerActivity}: android.content.ActivityNotFoundException: Unable to find explicit activity class {com.walnut.strive/com.mobilitygames.unityLauncher.UnityLauncherActiv ity}; have you declared this activity in your AndroidManifest.xml?

    com.walnut.strive is our game name ,and androidManifest.xml is the same name for Package name.

    I find this error log! can you tell me what's error?
    I think I know why you're getting this error. But just to be sure, please upload here or send me a PM with the AndroidManifest.xml from your Unity project to investigate it.


  14. Posts
    12
    <?xml version="1.0" encoding="utf-8"?>
    <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="preferExternal" package="com.walnut.strive" android:versionName="1.0.0" android:versionCode="1">
    <uses-sdk android:minSdkVersion="7" android:targetSdkVersion="10" />
    <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:anyDensity="true" />
    <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false">
    <activity android:label="@string/app_name" android:name="com.userCustom.installer.InstallerAc tivity" android:configChanges="keyboard|keyboardHidden|ori entation" android:screenOrientation="landscape">
    <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
    </intent-filter>
    </activity>
    <activity android:label="@string/app_name" android:name="com.floky.unityLauncher.UnityLaunche rActivity" android:configChanges="keyboard|keyboardHidden|ori entation" android:screenOrientation="landscape">
    </activity>
    <activity android:name="com.unity3d.player.VideoPlayer" android:label="@string/app_name" android:configChanges="keyboardHidden|orientation" android:screenOrientation="landscape">
    </activity>
    <!-- ACTIVITIES -->
    <!-- META-DATA -->
    </application>
    <!-- PERMISSIONS -->
    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.WRITE_EXTERNAL_ST ORAGE" />
    <uses-permission android:name="android.permission.WAKE_LOCK" />
    <uses-feature android:glEsVersion="0x00020000" />
    <uses-feature android:name="android.hardware.touchscreen.multito uch" android:required="true" />
    </manifest>

    this xml is in the /Temp/StagingArea folder , this is you want?


  15. Location
    Romania, Iasi
    Posts
    217
    Yes, that's the xml. After taking a quick look over it i noticed a mistake here:
    "com.userCustom.installer.InstallerAc tivity" . You have a space char in the "InstallerActivity" part of the name and the log you sent me tells you that it can't find these activities.
    Also check the name:"com.floky.unityLauncher.UnityLaunche rActivity" cause it also has a space char in the name.
    Last edited by floky; 01-06-2012 at 03:13 PM.


  16. Posts
    12
    I am sorry, I made a mistake :
    com.floky.unityLauncher.UnityLauncherActivity (there is no space char)
    The fact is :com.mobilitygames.unityLauncher.UnityLauncherActi vity(in my project)
    and all are worked , installer download from the game server and the game runs well.
    Thanks for you help "floky"!!!!!! Love You Tool.
    there is another question :
    The game will show Black Screen when it plays the movie by Iphone.iPhoneUtils.PlayMovie.
    Do you have any idear to solve the problem?
    Needing your help! Thank you very much!

    Error Log:


    01-07 17:59:18.409: E/MediaPlayer(12161): Attempt to perform seekTo in wrong state: mPlayer=0x0, mCurrentState=1
    01-07 17:59:18.409: E/MediaPlayer(12161): error (-38, 0)
    01-07 17:59:18.409: I/ActivityManager(1380): Displayed com.walnut.strive/com.unity3d.player.VideoPlayer: +67ms
    01-07 17:59:18.429: E/MediaPlayer(12161): Error (-38,0)
    Last edited by wwwgy1982; 01-07-2012 at 02:02 AM.


  17. Location
    Romania, Iasi
    Posts
    217
    Quote Originally Posted by wwwgy1982 View Post
    The game will show Black Screen when it plays the movie by Iphone.iPhoneUtils.PlayMovie.
    Do you have any idear to solve the problem?
    Needing your help! Thank you very much!

    Error Log:


    01-07 17:59:18.409: E/MediaPlayer(12161): Attempt to perform seekTo in wrong state: mPlayer=0x0, mCurrentState=1
    01-07 17:59:18.409: E/MediaPlayer(12161): error (-38, 0)
    01-07 17:59:18.409: I/ActivityManager(1380): Displayed com.walnut.strive/com.unity3d.player.VideoPlayer: +67ms
    01-07 17:59:18.429: E/MediaPlayer(12161): Error (-38,0)
    It seems to be an error from the Unity Video player activity. I don't think it's caused by the Android Builder tool.
    It may be because the video you are trying to play is not a suitable format and it can't play it correctly.

    Have you tried playing the video in a separate small test project without using the Android Builder tool?
    Last edited by floky; 01-07-2012 at 06:42 AM.


  18. Posts
    164
    @floky when do you expect to release the unity package of your tool or something to get it working easily?


  19. Location
    Romania, Iasi
    Posts
    217
    Since I am working in my spare time on this project, I can't promise anything. Hopefully this weekend...give or take a few days.


  20. Posts
    42
    Thanks again for working on this Floky! We're looking forward to using this as well. I sure hope the Unity guys see this thread and think about the usability of your system vs theirs and possibly integrate some changes in the future! This project will be a must have for any Android project > 30MB.

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