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Prime31 Android Plugins Officially Live!

Discussion in 'Android' started by prime31, Jun 6, 2011.

  1. bug5532

    bug5532

    Joined:
    Aug 16, 2011
    Posts:
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    Hi Prime31, a few questions,
    With the mobclix plugin, does it do everything the admobs plugin does and more? If I use admob ads through mobclix do I still get payed by admobs (or do mobclix handle the payment)? And do both plugins play nicely with the OpenFeint plugin in the stickys?
    Thanks,
    Bug
     
    Last edited: Oct 7, 2011
  2. prime31

    prime31

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    Oct 9, 2008
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    @Bug55, the Mobclix Plugin gives you access to all of Mobclix features and you can also pipe AdMob ads through as well. You cannot access AdMobs interstitial though. That required the standard AdMob plugin all of our plugins are designed to work with each other and play nice. You will always need to manually edit the manifest when using OF so it should work fine.
     
  3. bigdaddy

    bigdaddy

    Joined:
    May 24, 2011
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    Will the Flurry plugin have support added for the isTimed parameter on the logEvents like there is for the iOS plugin?
     
  4. prime31

    prime31

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    @bigdaddy, those methods don't exist in the Flurry Android SDK
     
  5. bug5532

    bug5532

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    Cheers Prime31, Just one last question. If I use Admob ads via your mobclix plugin, do I get paid for the admob ads by admob or mobclix? Its just I've read it takes a lot longer to get your money off of mobclix. Sorry if this isn't the right place to ask this.
    Thanks again :)
     
  6. prime31

    prime31

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    @Bug, you will still get paid by AdMob for any ads they serve. Mobclix is much, much better about payouts these days. They send checks every month now.
     
  7. bug5532

    bug5532

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    Sweet, thanks again, I will be purchasing your mobclix plugin very soon then :)
     
  8. RefinedGames

    RefinedGames

    Joined:
    Jul 14, 2011
    Posts:
    28
    Hi Prime,
    Any chance for a media player plugin to launch Android music player from in app? Just like iOS.
     
  9. prime31

    prime31

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    @Refined, its on the list but requests for it have been low so it has a few things ahead of it.
     
  10. shiva-js

    shiva-js

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    Oct 5, 2011
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    31
    Hey Prime,

    I'm trying to get video playback working on android devices, and I've tried EtceteraAndroid.playMovie to play a video given a URL. Sometimes it works, sometimes it fails with an error code from MediaPlayer of -1004 which I believe is ERROR_IO within MEDIA_ERROR_BASE (found within the stagefright MediaErrors.h). If the file is local, the video plays fine.

    I've tested this on a motorola xoom a nexus one, with the same results.

    Any ideas for a solution for this issue?
     
  11. prime31

    prime31

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    @shiva, is it the same file that sometimes works sometimes doesn't? Each Android device has different video formats that they support so you need to make sure you are encoding in a supported format.
     
  12. shiva-js

    shiva-js

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    It is the same file, yes.
     
  13. prime31

    prime31

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    @shiva, can you share the link (or just email it to me through the contact form on the website)?
     
  14. shiva-js

    shiva-js

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  15. bpritchard

    bpritchard

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    Jan 29, 2009
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    @Prime31

    having some issues still w/the IAP Plugin. I just upgraded to the latest/greatest this morning and it all seems to work save the fact I'm not getting any return response (or at least not addressing it properly)... i haven't changed anything from when it was working but now its just not receiving anything. I've tried both Full purchases and Test purchases.. neither hit my purchaseSucceededEvent. I sent a log to your email.

    Additionally i see these 2 errors
    E/Prime31-SEC(15181): Signature verification failed.
    W/Prime31-SEC(15181): signature does not match data.
    and i have noted them before but i'm still not 100% sure what causes them? Our process for delivery was this.

    Build an APK using keystone A with the proper public key. Upload that to the google site, make it available (apparently thats the only way its working right now).
    From there i build another app that is using the same exact keystone and public key. build it. I can connect to the store and the full purchase happens (I even get the cc receipt) but i get that above error and no response on my end.

    Where does the disconnect happen at that level?
     
    Last edited: Oct 13, 2011
  16. prime31

    prime31

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    @bpritchard, from the logs it appears the purchase was successfully sent to the Market ("purchase was successfully sent to server" log) but there was no response back from the Market to indicate success/failure which is quite odd. The successful send indicates you have internet access. Did you check all the usual suspects: signing your app with a non-debug keystore, using a test user setup on the Google Checkout page, entering your public ID properly.
     
  17. bpritchard

    bpritchard

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    @prime31,

    yeah we're running through some more steps to make sure we're apples to apples across the board. I did think it was odd the whole thing worked up to the response code. We're going to try building an app and uploading that to the site making sure its 1 to 1.
     
  18. bpritchard

    bpritchard

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    @prime31

    No dice. I think we got a little closer... but still no dice. I sent u a new log... we're getting the full purchase, see the receipt and everything.

    Basically what we did this time was we did the build and uploaded that very same build to the phone and the marketplace. We were able to test it w/o publishing which is good.. but i still don't get a return message. It keeps saying that failed bit... i guess i'm at a loss as to what could be failing.

    I have my public key in the player prefs as well as in the actual key variable in the IAB call. So those 2 are the same. and the app is using the same keystone since its the same exact app in both places.

    Any other insight maybe? I'm really at a loss...
     
  19. prime31

    prime31

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    @bpritchard, check your email. I already responded to you.
     
  20. bpritchard

    bpritchard

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    @prime31,

    is there anyway to disable the viewport rotation when the webpage is showing when using showWebView? I tried just turning off the auto rotates prior to showing the page but it doesn't seem to activate in time (or the webpage doesn't respect the unity autorotation rules).
     
  21. prime31

    prime31

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    @bpritchard, there is currently no way to force an orientation on the web view.
     
  22. Bedbug

    Bedbug

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    Feb 5, 2011
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    26
    Our Balliland XL port from iOS to Android will be heavily dependent on prime[31]'s work.

    Excellent plugins that work great together. Excellent customer support. Two thumbs up for anyone who is interested in buying them!
     
  23. LeshaVH

    LeshaVH

    Joined:
    Mar 22, 2010
    Posts:
    84
    Prime, does in app billing plugin works together with open feint?

    I got crash after I add your in-app billing plugin to project where I am using open feint plugin. OpenFeint stops work and just crash...

    May be some steps required to merge something?

    Thanks!
     
    Last edited: Oct 31, 2011
  24. prime31

    prime31

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    @Lesha, it works fine. Check your PM's as I already responded to you there. You have to setup your Manifest properly.
     
  25. prime31

    prime31

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    Update: The Etcetera Android Plugin just got Text to Speech functionality in an update today. Get it while it's hot!
     
  26. Bigshoes

    Bigshoes

    Joined:
    Aug 3, 2010
    Posts:
    69
    Hey, I just integrated the TapJoy plugin and it works great! However, now the app will crash whenever InAppBilling init is called. Logcat isn't telling me anything useful, and i'm not 100% sure what is causing this. =(
     
  27. prime31

    prime31

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    @CLeyden, can you post the logcat logs around the crash time? Did you remember to generate a new manifest once both plugins were imported?
     
  28. Bigshoes

    Bigshoes

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    Aug 3, 2010
    Posts:
    69
    Thanks for the speedy reply!

    I have generated a new manifest once both plugins were imported, and the logcat info looks like this at time of crash:

    Code (csharp):
    1.  
    2. W/ActivityManager( 7173): Permission Denial: Accessing service ComponentInfo{com.android.vending/com.google.android.finsky.services.LicensingService} from pid=23381, uid=10055 requires com.android.vending.CHECK_LICENSE
    3. I/DEBUG   (15983): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    4. I/DEBUG   (15983): Build fingerprint: 'google/soju/crespo:2.3.6/GRK39F/189904:user/release-keys'
    5. I/DEBUG   (15983): pid: 23341, tid: 23349  >>> com.nextgenreality.gunclub <<<
    6. I/DEBUG   (15983): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr fffffffc
    7. I/DEBUG   (15983):  r0 45398da4  r1 00000000  r2 00000000  r3 00000000
    8. I/DEBUG   (15983):  r4 406354f8  r5 002e0031  r6 00000034  r7 00000000
    9. I/DEBUG   (15983):  r8 406354f8  r9 40635780  10 4052ad98  fp 00000001
    10. I/DEBUG   (15983):  ip 99999999  sp 45398da0  lr 8005ce4d  pc 8005ce5c  cpsr 80001830
    11. I/DEBUG   (15983):  d0  006100760061006a  d1  006e0061006c002f
    12. I/DEBUG   (15983):  d2  0062004f002f0067  d3  007400630065006a
    13. I/DEBUG   (15983):  d4  e3500000e1a0a001  d5  e1a0000a1a000000
    14. I/DEBUG   (15983):  d6  e592c000e28b2010  d7  e58ec000e592e004
    15. I/DEBUG   (15983):  d8  0000000000000000  d9  0000000000000000
    16. I/DEBUG   (15983):  d10 0000000000000000  d11 0000000000000000
    17. I/DEBUG   (15983):  d12 0000000000000000  d13 0000000000000000
    18. I/DEBUG   (15983):  d14 0000000000000000  d15 0000000000000000
    19. I/DEBUG   (15983):  d16 0000000040635810  d17 3ec3748ba514d559
    20. I/DEBUG   (15983):  d18 bf29febc93ddba90  d19 3ec6cd878c3b46a7
    21. I/DEBUG   (15983):  d20 3f6f843ca6deeb4a  d21 3f43c0f1dd873f98
    22. I/DEBUG   (15983):  d22 3fd24998d6307188  d23 3ef99342e0ee5069
    23. I/DEBUG   (15983):  d24 3ef99342e0ee5069  d25 3fc39a09d078c69f
    24. I/DEBUG   (15983):  d26 0000000000000000  d27 3ef99342e0ee5069
    25. I/DEBUG   (15983):  d28 0000000000000000  d29 0000000000000000
    26. I/DEBUG   (15983):  d30 0000000000000000  d31 0000000000000000
    27. I/DEBUG   (15983):  scr 80000012
    28. I/DEBUG   (15983):
    29. I/DEBUG   (15983):          #00  pc 0005ce5c  /system/lib/libdvm.so
    30. I/DEBUG   (15983):          #01  pc 0005cf36  /system/lib/libdvm.so
    31. I/DEBUG   (15983):          #02  pc 0006b2d2  /system/lib/libdvm.so
    32. I/DEBUG   (15983):          #03  pc 0004d3bc  /system/lib/libdvm.so
    33. I/DEBUG   (15983):
    34. I/DEBUG   (15983): code around pc:
    35. I/DEBUG   (15983): 8005ce3c 4605b570 2218b088 a8012199 ec08f7ba
    36. I/DEBUG   (15983): 8005ce4c 9501686a 61a0f412 6a2bd105 bf182b10
    37. I/DEBUG   (15983): 8005ce5c 6c04f853 2600d100 2400896b 94049602
    38. I/DEBUG   (15983): 8005ce6c 94059303 05d1b956 0553d43b 4922d439
    39. I/DEBUG   (15983): 8005ce7c 46344628 f0014479 e033fe09 429a89ea
    40. I/DEBUG   (15983):
    41. I/DEBUG   (15983): code around lr:
    42. I/DEBUG   (15983): 8005ce2c 0003568d 00035626 0003563f 00035642
    43. I/DEBUG   (15983): 8005ce3c 4605b570 2218b088 a8012199 ec08f7ba
    44. I/DEBUG   (15983): 8005ce4c 9501686a 61a0f412 6a2bd105 bf182b10
    45. I/DEBUG   (15983): 8005ce5c 6c04f853 2600d100 2400896b 94049602
    46. I/DEBUG   (15983): 8005ce6c 94059303 05d1b956 0553d43b 4922d439
    47. I/DEBUG   (15983):
    48. I/DEBUG   (15983): stack:
    49. I/DEBUG   (15983):     45398d60  800ab1a0  
    50. I/DEBUG   (15983):     45398d64  800a5600  
    51. I/DEBUG   (15983):     45398d68  800aad38  
    52. I/DEBUG   (15983):     45398d6c  80070953  /system/lib/libdvm.so
    53. I/DEBUG   (15983):     45398d70  00000000  
    54. I/DEBUG   (15983):     45398d74  00000000  
    55. I/DEBUG   (15983):     45398d78  00000000  
    56. I/DEBUG   (15983):     45398d7c  00000000  
    57. I/DEBUG   (15983):     45398d80  00000000  
    58. I/DEBUG   (15983):     45398d84  00000000  
    59. I/DEBUG   (15983):     45398d88  45398da4  
    60. I/DEBUG   (15983):     45398d8c  406354f8  
    61. I/DEBUG   (15983):     45398d90  002e0031  
    62. I/DEBUG   (15983):     45398d94  00000034  
    63. I/DEBUG   (15983):     45398d98  e3a070ad  
    64. I/DEBUG   (15983):     45398d9c  ef9000ad  
    65. I/DEBUG   (15983): #00 45398da0  00000000  
    66. I/DEBUG   (15983):     45398da4  002e0031  
    67. I/DEBUG   (15983):     45398da8  99999999  
    68. I/DEBUG   (15983):     45398dac  99999999  
    69. I/DEBUG   (15983):     45398db0  99999999  
    70. I/DEBUG   (15983):     45398db4  99999999  
    71. I/DEBUG   (15983):     45398db8  99999999  
    72. I/DEBUG   (15983):     45398dbc  800a5600  
    73. I/DEBUG   (15983):     45398dc0  406354f8  
    74. I/DEBUG   (15983):     45398dc4  002a0928  
    75. I/DEBUG   (15983):     45398dc8  00000034  
    76. I/DEBUG   (15983):     45398dcc  8005cf3b  /system/lib/libdvm.so
    77. I/DEBUG   (15983): #01 45398dd0  406354f8  
    78. I/DEBUG   (15983):     45398dd4  002a0928  
    79. I/DEBUG   (15983):     45398dd8  800a5600  
    80. I/DEBUG   (15983):     45398ddc  005374a8  
    81. I/DEBUG   (15983):     45398de0  406354f8  
    82. I/DEBUG   (15983):     45398de4  8006b2d7  /system/lib/libdvm.so
    83. I/BootReceiver( 7173): Copying /data/tombstones/tombstone_09 to DropBox (SYSTEM_TOMBSTONE)
    84. E/InputDispatcher( 7173): channel '407eab28 com.nextgenreality.gunclub/com.unity3d.player.UnityPlayerActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x8
    85. E/InputDispatcher( 7173): channel '407eab28 com.nextgenreality.gunclub/com.unity3d.player.UnityPlayerActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
    86. E/SensorService( 7173): dropping 1 events on the floor (Broken pipe)
    87. E/SensorService( 7173): dropping 1 events on the floor (Broken pipe)
    88. D/Zygote  ( 7166): Process 23341 terminated by signal (11)
    89. E/SensorService( 7173): dropping 1 events on the floor (Broken pipe)
    90. E/SensorService( 7173): dropping 1 events on the floor (Broken pipe)
    91. D/dalvikvm( 7173): GC_FOR_MALLOC freed 874K, 47% free 6417K/11975K, external 4454K/5562K, paused 68ms
    92. I/ActivityManager( 7173): Process com.nextgenreality.gunclub (pid 23341) has died.
    93. I/WindowManager( 7173): WIN DEATH: Window{407eab28 com.nextgenreality.gunclub/com.unity3d.player.UnityPlayerActivity paused=false}
    94. I/WindowManager( 7173): WIN DEATH: Window{4089d1d0 SurfaceView paused=false}
    95. I/WindowManager( 7173): Setting rotation to 0, animFlags=1
    96. D/dalvikvm( 7257): GC_EXPLICIT freed 121K, 57% free 3579K/8135K, external 17975K/20023K, paused 393ms
    97. I/ActivityManager( 7173): Config changed: { scale=1.0 imsi=262/0 loc=en_US touch=3 keys=1/1/2 nav=1/1 orien=1 layout=34 uiMode=17 seq=196}
    98. V/RenderScript_jni( 7257): surfaceCreated
    99. V/RenderScript_jni( 7257): surfaceChanged
    100. W/InputManagerService( 7173): Got RemoteException sending setActive(false) notification to pid 23341 uid 10055
    101. V/RenderScript_jni( 7257): surfaceChanged
     
  29. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @CLeyden, that looks like a licensing exception. Are you signing the apk with a non-debug keystore?
     
  30. Bigshoes

    Bigshoes

    Joined:
    Aug 3, 2010
    Posts:
    69
    Yeah, the APK is signed with non-debug.

    Edit: Issue resolved! I rolled back to a previous build and reimported the tapjoy plugin and everything is working fine now. Not sure exactly what caused the original issue however, possibly a corrupted import.
     
    Last edited: Nov 3, 2011
  31. prime31

    prime31

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    Oct 9, 2008
    Posts:
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    @CLeyden, glad to hear its resolved! My best guess would have been an AndroidManifest issue but since you are up and running we may never know.
     
  32. Bigshoes

    Bigshoes

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    Aug 3, 2010
    Posts:
    69
    Edit: Sorted out, turns out my plugin just needed updating! >.<
     
    Last edited: Nov 4, 2011
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  34. prime31

    prime31

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    @technicat, that was quick!
     
  35. El_Chupos

    El_Chupos

    Joined:
    Nov 2, 2011
    Posts:
    8
    I bought the AdMob plugin this morning and I'm having a few issues setting it up. When I first imported the package, I added the basic prefabs and it worked fine, but I need a bit more control over the ad placement so I'm now trying to get it working with my scripts.

    Code (csharp):
    1. AdMobAndroid.init( "xxxx" );
    2.  
    3. var density = AdMobAndroid.getScreenDensity();
    4.  
    5. // center the banner.  this is a basic setup with centered banners
    6.  
    7. AdMobAndroid.createBanner( AdMobAndroidAd.phone320x50, ( Screen.width / 2 ) - 160 * density, 0 );
    This is the code I'm calling from OnGUI(), which is copy+pasted from your example scripts. Now every time I start the app it force closes with an exception. Here are the Logcat logs:

    Code (csharp):
    1. 11-05 10:44:56.522: E/AndroidRuntime(13436): FATAL EXCEPTION: Thread-16
    2. 11-05 10:44:56.522: E/AndroidRuntime(13436): java.lang.ClassNotFoundException: com.prime31.AdMobPlugin
    3. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at java.lang.Class.classForName(Native Method)
    4. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at java.lang.Class.forName(Class.java:234)
    5. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at java.lang.Class.forName(Class.java:181)
    6. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at dalvik.system.NativeStart.run(Native Method)
    7. 11-05 10:44:56.522: E/AndroidRuntime(13436): Caused by: java.lang.NoClassDefFoundError: com.prime31.AdMobPlugin
    8. 11-05 10:44:56.522: E/AndroidRuntime(13436):    ... 4 more
    9. 11-05 10:44:56.522: E/AndroidRuntime(13436): Caused by: java.lang.ClassNotFoundException: com.prime31.AdMobPlugin in loader dalvik.system.PathClassLoader[.]
    10. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at dalvik.system.PathClassLoader.findClass(PathClassLoader.java:240)
    11. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at java.lang.ClassLoader.loadClass(ClassLoader.java:551)
    12. 11-05 10:44:56.522: E/AndroidRuntime(13436):    at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    13. 11-05 10:44:56.522: E/AndroidRuntime(13436):    ... 4 more
    14. 11-05 10:44:56.526: W/ActivityManager(128):   Force finishing activity com.node2games.tetherfree/com.unity3d.player.UnityPlayerActivity
    15. 11-05 10:44:56.530: E/(128): Dumpstate > /data/log/dumpstate_app_error
    16.  
    I'm not a great programmer, so any suggestions as to where I'm going wrong?
     
  36. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @el_chupos, it looks like you may have inadvertently deleted the plugins jar file. If you reimport the plugin it will add it to your project again.
     
  37. El_Chupos

    El_Chupos

    Joined:
    Nov 2, 2011
    Posts:
    8
    Re-imported, still having the same problem.

    Code (csharp):
    1. 11-05 11:32:49.146: E/AndroidRuntime(14147): FATAL EXCEPTION: Thread-16
    2. 11-05 11:32:49.146: E/AndroidRuntime(14147): java.lang.ClassNotFoundException: com.prime31.AdMobPlugin
    3. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at java.lang.Class.classForName(Native Method)
    4. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at java.lang.Class.forName(Class.java:234)
    5. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at java.lang.Class.forName(Class.java:181)
    6. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at dalvik.system.NativeStart.run(Native Method)
    7. 11-05 11:32:49.146: E/AndroidRuntime(14147): Caused by: java.lang.NoClassDefFoundError: com.prime31.AdMobPlugin
    8. 11-05 11:32:49.146: E/AndroidRuntime(14147):    ... 4 more
    9. 11-05 11:32:49.146: E/AndroidRuntime(14147): Caused by: java.lang.ClassNotFoundException: com.prime31.AdMobPlugin in loader dalvik.system.PathClassLoader[.]
    10. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at dalvik.system.PathClassLoader.findClass(PathClassLoader.java:240)
    11. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at java.lang.ClassLoader.loadClass(ClassLoader.java:551)
    12. 11-05 11:32:49.146: E/AndroidRuntime(14147):    at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    13. 11-05 11:32:49.146: E/AndroidRuntime(14147):    ... 4 more
    14. 11-05 11:32:49.150: W/ActivityManager(128):   Force finishing activity com.node2games.tetherfree/com.unity3d.player.UnityPlayerActivity
    15. 11-05 11:32:49.154: E/(128): Dumpstate > /data/log/dumpstate_app_error
    16. 11-05 11:32:49.154: I/GLThread(14147): onPause tid=9
    17. 11-05 11:32:49.154: I/Main thread(14147): onPause waiting for mPaused.
    I'm calling the ad from a Javascript document, is this what could be causing the problems? This is the only C# in my whole project so I'm not entirely sure how to go about implementing it.

    I'm also getting this error in Unity:
    Code (csharp):
    1. ArgumentException: get_platform  can only be called from the main thread.
    2. Constructors and field initializers will be executed from the loading thread when loading a scene.
    3. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
    4. AdMobAndroid.getScreenDensity () (at Assets/Plugins/AdMobAndroid/AdMobAndroid.cs:56)
    5. guimenu..ctor () (at Assets/scripts/guimenu.js:17)
     
  38. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @El_Chupos, are you certain that you have the AdMobPlugin.jar file in the Assets/Plugin/Android folder? The error indicates that it was not compiled into your project. You may want to try removing the built APK file and rebuilding just to be certain.
     
  39. El_Chupos

    El_Chupos

    Joined:
    Nov 2, 2011
    Posts:
    8
    Well I started from scratch implementing it in my project and I seem to be having more luck this time around. I can get the prefab ad to work, but when I run this code in my GUI function:

    Code (csharp):
    1. var density = AdMobAndroid.getScreenDensity();
    2.  
    3. AdMobAndroid.init( "xxxxx" );
    4.  
    5. AdMobAndroid.createBanner( AdMobAndroidAd.phone320x50, ( Screen.width / 2 ) - 160 * density, Screen.height - 50 * density );
    6.    
    The game's performance drops substantially and it won't detect any input from the phone. When I looked in the logs the following section was repeating endlessly:

    Code (csharp):
    1. 11-05 13:31:13.149: I/Prime31(17378): requested adSize enum value: 0
    2. 11-05 13:31:13.169: I/Prime31(17378): requested adSize enum value: 0
    3. 11-05 13:31:13.251: I/Prime31(17378): requested adSize enum value: 0
    4. 11-05 13:31:13.262: I/Prime31(17378): requested adSize enum value: 0
    5. 11-05 13:31:13.294: D/Prime31(17378): creating ad banner with leftMargin:topMargin: 160:405
     
  40. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @El_Chupos, you only need to call that code one time. It looks like you are calling it multiple times per second. If you put it in Start that is all you need then you can even destroy the GameObject if you want to.
     
  41. El_Chupos

    El_Chupos

    Joined:
    Nov 2, 2011
    Posts:
    8
    Yep, working now. Thanks for all the help, it's a really great plugin.
     
  42. FiveFingers

    FiveFingers

    Joined:
    Oct 15, 2009
    Posts:
    541
    Technicat, I tried your cool WordEye app, but the english text was spoken on my language(which is Italian) so was funny enough ! :D

    Forgot to mention, that I do have english TTS voice installed.

    Cool app !
     
    Last edited: Nov 7, 2011
  43. bpritchard

    bpritchard

    Joined:
    Jan 29, 2009
    Posts:
    444
    @prime31

    Hey prime.. we're seeing (well our customer is) some strangeness with the IAP process on Honeycomb devices. I don't have one to test but I was curious if you've seen any problems w/Honeycomb and google marketplace (IAP)? Basically if the user goes to the pay wall to purchase our product, then to the google store page (via the app) and uses the back button to go bad to the game its automatically unlocked. This appears to only be on devices running honeycomb and when the users are using the on screen back button (the android bar on the screen). have you ever seen anything like this? I'm trying to get a log currently.
     
  44. prime31

    prime31

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    Oct 9, 2008
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    6,426
    @bpritchard, I only have one Honeycomb device right now for testing and I have never seen anything like that. A log would be a big help.
     
  45. bpritchard

    bpritchard

    Joined:
    Jan 29, 2009
    Posts:
    444
    @prime31

    ended up being an unrelated issue. False alarm. :)
     
  46. lbalasubbaiahapps

    lbalasubbaiahapps

    Joined:
    Oct 6, 2011
    Posts:
    23
    hi prime31.i want to buy exctera plugin on android for text to speech(TTS).If i buy have many languages speak.Please send me list of languages
     
  47. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @Subbu, you will have to check the Android OS docs for supported languages. It varies by version.
     
  48. bpritchard

    bpritchard

    Joined:
    Jan 29, 2009
    Posts:
    444
    @Prime31

    Quick question on restore functions when the user has already bought the IAP... currently if the user selects our iap button (which is using the standard purchase process) it takes them to the store where it gives this error...

    "Error: Your order is processing, your item will be available in a few minutes"

    and then never unlocks. I have a onRestoreSuccessful event but does the standard purchase event not have a handle case for an already purchased item? Do we have to implicitly use the Restore functions to unlock the content on an existing purchase?
     
  49. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @bpritchard, I usually recommend always calling restore on the first launch. That will make sure previous purchases are properly credited. Unlike iOS you can call restore without the user needing to enter their info so it is transparent to the user.
     
  50. bpritchard

    bpritchard

    Joined:
    Jan 29, 2009
    Posts:
    444
    @Prime31 so the purchase function never properly signals a restore once they've gone to the market? the processes are pretty black and white?
     
    Last edited: Nov 10, 2011