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[Released] Android Native Plugin

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Sep 20, 2013.

  1. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like some install issue took place.
    To fix it, please, add play-services-iid.aar library into your project.
    Just change the extension of the file from attachment to .aar and copy the library into Assets/Plugins/Android/libs

    If any issues will take place even with the new native library, please, contact Support Team via support@stansassets.com
    You will get great assistance in a short time with any issues you facing in your project.

    Best regards,
    Alex
     

    Attached Files:

  2. Batzer4042

    Batzer4042

    Joined:
    Apr 30, 2014
    Posts:
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    Thanks, i'll try and let you know if it worked
     
  3. Sempe4

    Sempe4

    Joined:
    Feb 16, 2016
    Posts:
    2
    Hello.

    I use newest version of this plugin. Can't do with play service. My app is not published yet, it's on alpha testing, i turned on play services on play console, installed plugin, set my game id but whet i call GooglePlayConnection.Instance.Connect (); nothing happens on my device as well as in editor. In log i see :
    - GooglePlayManager was created
    - Play Serice Connection State -> STATE_CONNECTING

    And nothing more. What's wrong? Test scene does the same, not working
     
    Last edited: Jun 26, 2016
  4. ExcaliburGames

    ExcaliburGames

    Joined:
    Oct 29, 2013
    Posts:
    50
    Hello

    Yesterday I spend all day trying to understand why after game instalation i see two icons.
    Solution was replace an_billing.aar file from this post

    Unity 5.3.5 Android Native Plugin 7.7

    Best
     
  5. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    For Google Play Services require at least beta-version of your application.
    So, please, submit beta-version and retest your application.

    If any issues will take place, please, feel free to contact Support Team via support@stansassets.com

    Cheers!
     
  6. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    You made a right decision!
    This issue has been fixed for now. The fix will be provided with following update.

    Thank you for your patience and understanding!
    Cheers!
     
  7. boolean01

    boolean01

    Joined:
    Nov 16, 2013
    Posts:
    92
    Hi

    I upgraded to Android Native from 7.6 to 7.7 and now when I build my APK I get two extra permissions when uploading to Google play. They are "android.permission.GET_ACCOUNTS" and "android.permission.MANAGE_ACCOUNTS".

    When I look in the Manifest.xml file before building the APK these permissions do not exist and I'm not using any parts of the Google SDK's that require them. If I roll back to 7.6 using the same settings I don't get these permissions.

    Is there a reason this is being added in?
     
  8. AlexRay

    AlexRay

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    These permissions are included in Assets/Plugins/Android/libs/an_googleplay library.
    I want to say, that these permissions will be removed with the following update.
    Of course, you will be able to add it if they are required by your application features.
    But they will not be included automatically.

    Best regards,
    Alex
     
  9. boolean01

    boolean01

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    Posts:
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    Perfect, thanks Alex.
     
  10. aditya123-rajput

    aditya123-rajput

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    Jun 30, 2016
    Posts:
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    Hello,
    I am receiving push notifications,but in a pop up ..not on top .And also i am only receiving it if i call OnLastMessageLoad from a button...so how i will receive it automatically without button...or even if app is not open. and why the notification is showing in a pop up inside app.
     
  11. aditya123-rajput

    aditya123-rajput

    Joined:
    Jun 30, 2016
    Posts:
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    i am using unity 5.3.0 and 7.7 android native version....also black screen is appearing if i open it in android 6.0..but its opening fine in android 5.0
     
  12. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    You have the following options for push notifications.
    Take a look at Show in foreground option. This option is disabled in your Android Native Settings.

    With popup for notification received event, the situation is following.
    Take a look at our example code for HandleActionGCMPushReceived event.

    Code (CSharp):
    1. void HandleActionGCMPushReceived (string message, Dictionary<string, object> data)
    2.     {
    3.         Debug.Log("[HandleActionGCMPushReceived]");
    4.         Debug.Log("Message: " + message);
    5.         foreach (KeyValuePair<string, object> pair in data) {
    6.             Debug.Log("Data Entity: " + pair.Key + " " + pair.Value.ToString());
    7.         }
    8.  
    9.         AN_PoupsProxy.showMessage (message, ANMiniJSON.Json.Serialize(data));
    10.     }
    You get the popup window because of AN_PoupsProxy.showMessage method call.
    You may implement for this handler any other game logic you need specifically for your project.

    This is quite strange behavior. My advice for you is following.
    Please, capture the LogCat log from your Android device while you click the notification in system notification bar.
    Great guide how to capture LogCat logs you can find here.
    Capture all needed logs and contact Stan's Assets Support Team via support@stansassets.com
    You will get great assistance in a short time.

    Cheers!
     
  13. aditya123-rajput

    aditya123-rajput

    Joined:
    Jun 30, 2016
    Posts:
    6
    hi
    Thanks for the quick reply..yes i am using HandleActionGCMPushReceived event. for showing notification ...but my problem is its not showing in the status bar...its showing inside app in a popup...i have also checked Show in foreground option......it is set to true also...i will share my logs for my second problem soon.

    Thanks again
     

    Attached Files:

  14. aditya123-rajput

    aditya123-rajput

    Joined:
    Jun 30, 2016
    Posts:
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    also its only showing if i am calling GoogleCloudMessageService.instance.LoadLastMessage(); it should be able to receive automaticaly even if the app is not open....how to do this
     
  15. aditya123-rajput

    aditya123-rajput

    Joined:
    Jun 30, 2016
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    there is one more issue.....it is creating 4 manifest files in project(2 xml and 2 .text file) although i have no other plugins inside my project..and i think because of this, its creating two icons in device(Android 5.0.2) of same app which crashes occasionally while getting registraion id
     

    Attached Files:

  16. aditya123-rajput

    aditya123-rajput

    Joined:
    Jun 30, 2016
    Posts:
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    I just noticed something ...when i drag drop ur plugin(v7.7) in an empty project..its already showing 3 android manifest files ..and when i install plugin one more manifest file is created ..is this a bug.?
     
  17. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The solution you can find here.
    That's normal behavior of the plugin.
    In general, you will get two manifest .xml files in your project.
    I wrote to you before - if you don't want to show popup dialog, please, remove AN_PoupsProxy.showMessage method call in HandleActionGCMPushReceived event handler.
    One more thing, I want to make sure, that you use correct PHP-script for notification testing.
    Just rename the testgcm.txt file from attachment to testgcm.php file and test your push notification implementation.

    Cheers!
     

    Attached Files:

  18. Viper5502

    Viper5502

    Joined:
    Mar 20, 2014
    Posts:
    3
    Hi, I'm getting an error "Rate limit exceeded","STATUS_NETWORK_ERROR_NO_DATA" when submitting a score to leaderboard. It can't exceed the limit coz it's only one call. Plz help

    Here's the code -

    Code (CSharp):
    1. public void ShowLeaderboard ()
    2.     {
    3.         if (Application.internetReachability != NetworkReachability.NotReachable) {
    4.             if (GameManager.best_Time == 0) {
    5.                 MainMenuManager.instance.leaderboardMsgPanel.SetActive (true);
    6.             }
    7.             else {
    8.                 if (GooglePlayConnection.state != GPConnectionState.STATE_CONNECTED) {
    9.                     TrySilentSignIn ();
    10.                 }
    11.                 else {
    12.                     GooglePlayManager.ActionScoreSubmited += OnScoreSubmitted;
    13.                     GooglePlayManager.Instance.SubmitScoreById ("CgkI68un-9MXEAIQDA", (long)(GameManager.best_Time * 1000));
    14.                 }
    15.             }
    16.         }
    17.         else {
    18.             AndroidToast.ShowToastNotification ("Internet not available!", AndroidToast.LENGTH_SHORT);
    19.         }
    20.     }
    21.  
    22. public void OnScoreSubmitted (GooglePlayResult result)
    23.     {
    24.         if (result.isSuccess) {
    25.             GooglePlayManager.ActionScoreSubmited -= OnScoreSubmitted;
    26.             GooglePlayManager.ActionLeaderboardsLoaded += OnLeaderBoardsLoaded;
    27.             GooglePlayManager.instance.LoadLeaderBoards ();
    28.         }
    29.         else {
    30.             Debug.Log ("Leaderboard Score submit failed" + result.Message + " " + result.Response);
    31.         }
    32.     }
    33.  
    34.     private void OnLeaderBoardsLoaded (GooglePlayResult result)
    35.     {
    36.         GooglePlayManager.ActionLeaderboardsLoaded -= OnLeaderBoardsLoaded;
    37.         if (result.isSuccess) {
    38.             GooglePlayManager.instance.ShowLeaderBoardsUI ();
    39.         }
    40.         else {
    41.             AndroidMessage.Create ("Leader-Boards Loaded error: ", result.message);
    42.         }
    43.     }
     
  19. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like some kind of issue exists with score submitting to leaderboards.
    I think, this issue took place with the previous Google Play Services version and was fixed.
    I'll perform additional tests on my side and if any issue will take place the fix will be provided.

    I want to say, that this issue will not harm your score submission functionality.
    The score you are submitting will be submitted into the leaderboard.
    You can check it if you open leaderboard native UI some time later after score submission.

    If you will have any questions or you will need any kind of assistance, please, feel free to contact Support Team directly via support@stansassets.com

    Best regards,
    Alex
     
  20. BAIZOR

    BAIZOR

    Joined:
    Jul 4, 2013
    Posts:
    112
    Hi there! Thanks for a great plugin!
    But I have a problem, hope it's easy to fix.

    I receive all local android notifications which I registered through ScheduleLocalNotification. But I have registered them with different times (delays), it is in different days! But all of them (28) I receive when first notification come.
    What can I do for creating a plan with many different local notifications in different time? For example I send the notifications 4 times per day on 7 next days after launching the game.

    Thanks!
     
  21. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, could you provide the code snippet where you schedule your local notifications?
    I'll be able to check it and give you some advice with this case.

    Best regards,
    Alex
     
  22. BAIZOR

    BAIZOR

    Joined:
    Jul 4, 2013
    Posts:
    112
    Of course!
    GenerateNotificationTimeline works fine
     
  23. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Are you sure your GenerateNotificationTimeline method works as you expect?
    Please, could you provide me the code snippet of this method?
     
  24. BAIZOR

    BAIZOR

    Joined:
    Jul 4, 2013
    Posts:
    112
    Here we go:
    Code (CSharp):
    1.  
    2.  
    3.     private const int COUNT_OF_DAYS = 7;
    4.     private List<int> showNotificationTime = new List<int> { 9, 13, 18, 21 };
    5.    
    6.     List<int> GenerateNotificationTimeline()
    7.     {
    8.         List<int> timeline = new List<int>();
    9.         System.DateTime now = System.DateTime.Now;
    10.  
    11.         timeline.Add(30 * 60); // after 1.5 hours
    12.  
    13.         for (int day = 0; day < COUNT_OF_DAYS; day++)
    14.         {
    15.             foreach (int time in showNotificationTime)
    16.             {
    17.                 System.DateTime date = new System.DateTime(now.Year, now.Month, now.Day);
    18.                 date.AddDays(day);
    19.                 date.AddHours(time);
    20.                 timeline.Add((int)((now.Ticks - date.Ticks) / 10000000));
    21.             }
    22.         }
    23.  
    24.         return timeline;
    25.     }
     
  25. BAIZOR

    BAIZOR

    Joined:
    Jul 4, 2013
    Posts:
    112
    Yeah, I have checked this again, it's my bad. So sorry about the report
     
  26. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Glad to know that all the issues have been fixed and you are going ahead with your project!
     
  27. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
    241
    I've seen another in this thread reporting the same message and that they probably missed the documentation part on how to set it up, however:



    The things that should be enabled for Drive to work (I'm assuming thats Google Cloud Save), are enabled.

    Also the documentation here: https://unionassets.com/android-native-plugin/google-cloud-save-150 seems out of date as as far as I can tell, there is no GoogleCloudManager class (at least within Ultimate Mobile).
     
  28. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Please, enable Google Drive API in your Android Native plugin settings Inspector window (shown on the screenshot below).

    screen1.png

    The issues with Google Cloud Saves settings should be fixed for now.

    Cheers!
     
  29. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
    241
    Sadly this just lead to the next error message:

    Code (CSharp):
    1. 07-26 21:05:22.827 12093 12108 I Unity   : AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:CreateNewSpanshot_Bridge
    2. 07-26 21:05:23.208 12093 12093 I Unity   : AndroidJavaException: java.lang.IllegalStateException: GoogleApiClient is not connected yet.
    3. 07-26 21:05:23.208 12093 12093 I Unity   : java.lang.IllegalStateException: GoogleApiClient is not connected yet.
    4. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.google.android.gms.internal.zzqc.zzd(Unknown Source)
    5. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.google.android.gms.internal.zzqf.zzd(Unknown Source)
    6. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.google.android.gms.internal.zzqd.zzd(Unknown Source)
    7. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.google.android.gms.games.internal.api.SnapshotsImpl.open(Unknown Source)
    8. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.google.android.gms.games.internal.api.SnapshotsImpl.open(Unknown Source)
    9. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.androidnative.gms.core.GameClientManager.createNewSpanshot(GameClientManager.java:265)
    10. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.androidnative.gms.core.GameClientBridge.CreateNewSpanshot_Bridge(GameClientBridge.java:622)
    11. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.unity3d.player.ReflectionHelper.nativeProxyInvoke(Native Method)
    12. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.unity3d.player.ReflectionHelper.a(Unknown Source)
    13. 07-26 21:05:23.208 12093 12093 I Unity   :      at com.unity3d.player.ReflectionHelper$1.invoke(Unknown Source)
    14. 07-26 21:05:23.208 12093 12093 I Unity   :      at java.lang.reflect.Proxy.invoke(Proxy.java:393)
    15. 07-26 21:05:23.208 12093 12093 I Unity   :      at $Proxy3.run(Unknown Source)
    16. 07-26 21:05:23.208 12093 12093 I Unity   :      at android.os.Handler.handleCallback(Ha
    17. 07-26 21:05:23.643 12093 12144 E Unity   : java.io.EOFException
    I saw another user on this thread report the same thing but was referred to support e-mails?


    Edit: Seems this error occurs when the app enters the background and tries to save the game and then doesn't work / crashes the app on occasion too.

    More worryingly on a brand new expensive device I bought for testing (OnePlus 3), it's failing to connect at all:

    Code (CSharp):
    1. 07-27 04:12:57.016 23491 23505 I Unity   : Attempting to initialize
    2. 07-27 04:12:57.433 23491 23505 I Unity   : We initialized!
    3. 07-27 04:13:00.235 23491 23505 I Unity   : GooglePlayManager was created
    4. 07-27 04:13:00.270 23491 23505 I Unity   : AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:setConnectionParams
    5. 07-27 04:13:00.293 23491 23505 I Unity   : AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:playServiceInit
    6. 07-27 04:13:00.295 23491 23505 I Unity   : Play Serice Connection State -> STATE_CONNECTING
    7. 07-27 04:13:00.295 23491 23505 I Unity   : AN: Using proxy for class: com.androidnative.gms.core.GameClientBridge method:playServiceConnect
    8. 07-27 04:13:01.042 23491 23505 I Unity   : [OnConnectionResult] resultCode 13
    9. 07-27 04:13:01.043 23491 23505 I Unity   : Play Serice Connection State -> STATE_DISCONNECTED
    Which if going by this: https://developers.google.com/andro...oid/gms/common/ConnectionResult.html#CANCELED

    Seems like the connection is getting canceled.


    Edit: After updating the device to the latest version of Android, it seems like it works now.
     
    Last edited: Jul 27, 2016
  30. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Glad to know, that all the issues were fixed and you are ready to go with your project!
     
    andrew210 likes this.
  31. RoyalCoder

    RoyalCoder

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

    I updated today to the latest ANP 7.8, and right now I'm not able to run apk, I get unfortunately app has stopped:
    08-01 23:43:21.741 3550-5669/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in null rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:24.201 21422-21422/? D/AASAservice-RuleManager﹕ IsSharedUID() : pkgname - com.DevappSolutions.FrostyAdventure2222, mSharedUserId - null
    08-01 23:43:26.101 21636-21636/? D/AcmsPackageEventListener﹕ pkgName:com.DevappSolutions.FrostyAdventure2222 ,10319
    08-01 23:43:26.961 21728-21728/? I/Finsky﹕ [1] com.google.android.finsky.utils.PermissionPolicies$PermissionPolicyService.onStartCommand(117): post-install permissions check for com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:26.981 21728-21728/? I/Finsky﹕ [1] com.google.android.finsky.utils.bn.run(1302): Package state data is missing for com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.311 10398-21806/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.google.android.googlequicksearchbox rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.351 10398-21806/? I/UpdateIcingCorporaServi﹕ Updating corpora: APPS=com.DevappSolutions.FrostyAdventure2222, CONTACTS=MAYBE
    08-01 23:43:27.391 10398-21806/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.google.android.googlequicksearchbox rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.761 21807-21807/? D/PackageUtils﹕ Package com.DevappSolutions.FrostyAdventure2222 is signed with cd:7b:26:05:55:2e:d3:4e:cf:56:8f:49:37:d1:22:cc:0d:68:23:35:8d:8e:d3:82:31:fd:a8:6f:99:d8:85:ef
    08-01 23:43:27.881 17032-21852/? D/PkgBroadcastIntentOp﹕ Received broadcast action=android.intent.action.PACKAGE_ADDED and uri=com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.901 17032-21852/? D/AuthPkgBcIntentOp﹕ Received broadcast action=android.intent.action.PACKAGE_ADDED and uri=com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.901 17032-21967/? D/nzm﹕ Processing package: com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.921 17032-21967/? D/nzb﹕ Look up (com.DevappSolutions.FrostyAdventure2222:1) returned no result
    08-01 23:43:27.921 17032-21967/? D/nzm﹕ Starting Hash for package com.DevappSolutions.FrostyAdventure2222:1.1
    08-01 23:43:27.931 17032-21852/? D/MS_IntentHandler﹕ Package broadcast action=android.intent.action.PACKAGE_ADDED and uri=com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:27.931 17032-21852/? D/WearableController﹕ Received broadcast action=android.intent.action.PACKAGE_ADDED and uri=com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:28.131 17032-21967/? D/nzm﹕ Package com.DevappSolutions.FrostyAdventure2222's hash: 5a9951d818db202ebf4af7883ca7d337e0e7455d2f253ece963215e2d6e58c94
    08-01 23:43:28.131 17032-21967/? D/nzb﹕ Look up (com.DevappSolutions.FrostyAdventure2222:1) returned no result
    08-01 23:43:28.141 17032-21967/? D/nzm﹕ Saved the app info in cache for package:com.DevappSolutions.FrostyAdventure2222.
    08-01 23:43:28.741 21966-21966/? I/System.out﹕ PackageInstallerListener Data :: package:com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:28.801 6836-21963/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.eyugame.ow.globalard rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:29.041 17032-21967/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.google.android.gms rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:29.041 17032-21967/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.google.android.gms rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:30.971 7132-7132/? I/Timeline﹕ Timeline: Activity_launch_request id:com.DevappSolutions.FrostyAdventure2222 time:139606549
    08-01 23:43:30.981 3550-6038/? D/GameManagerService﹕ identifyGamePackage. com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:30.981 3550-6038/? D/MultiWindowPolicy﹕ Gamemode - return 0, when calling identifyForegroundApp(com.DevappSolutions.FrostyAdventure2222)
    08-01 23:43:31.001 3550-3626/? D/ISSUE_DEBUG﹕ InputChannelName : d4fcbd8 Starting com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.011 22250-22250/? W/SELinux﹕ SELinux: seapp_context_lookup: seinfo=default, level=s0:c512,c768, pkgname=com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.011 3550-6455/? I/ActivityManager﹕ Start proc 22250:com.DevappSolutions.FrostyAdventure2222/u0a319 for activity com.DevappSolutions.FrostyAdventure2222/com.unity3d.player.UnityPlayerNativeActivity
    08-01 23:43:31.371 3550-6474/? D/ActivityManager﹕ Launching com.DevappSolutions.FrostyAdventure2222, updated priority
    08-01 23:43:31.381 3550-3550/? D/GameManagerService﹕ NotifyRunnable. pkg: com.DevappSolutions.FrostyAdventure2222, type: 4, isMinimized: false, isTunableApp: false
    08-01 23:43:31.401 22250-22250/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.DevappSolutions.FrostyAdventure2222 rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.431 3550-9792/? D/GameManagerService﹕ identifyGamePackage. com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.431 3550-9792/? D/GameManagerService﹕ identifyGamePackage. com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.441 22250-22250/? E/AndroidRuntime﹕ FATAL EXCEPTION: main
    Process: com.DevappSolutions.FrostyAdventure2222, PID: 22250
    java.lang.RuntimeException: Unable to get provider com.facebook.FacebookContentProvider: java.lang.ClassNotFoundException: Didn't find class "com.facebook.FacebookContentProvider" on path: DexPathList[[zip file "/data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk"],nativeLibraryDirectories=[/data/app/com.DevappSolutions.FrostyAdventure2222-1/lib/arm, /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]
    at android.app.ActivityThread.installProvider(ActivityThread.java:6770)
    at android.app.ActivityThread.installContentProviders(ActivityThread.java:6362)
    at android.app.ActivityThread.handleBindApplication(ActivityThread.java:6302)
    at android.app.ActivityThread.access$1800(ActivityThread.java:222)
    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1861)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:158)
    at android.app.ActivityThread.main(ActivityThread.java:7229)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1230)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1120)
    Caused by: java.lang.ClassNotFoundException: Didn't find class "com.facebook.FacebookContentProvider" on path: DexPathList[[zip file "/data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk"],nativeLibraryDirectories=[/data/app/com.DevappSolutions.FrostyAdventure2222-1/lib/arm, /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]
    at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:469)
    at android.app.ActivityThread.installProvider(ActivityThread.java:6755)
    at android.app.ActivityThread.installContentProviders(ActivityThread.java:6362)
    at android.app.ActivityThread.handleBindApplication(ActivityThread.java:6302)
    at android.app.ActivityThread.access$1800(ActivityThread.java:222)
    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1861)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:158)
    at android.app.ActivityThread.main(ActivityThread.java:7229)
    at java.lang.reflect.Method.invoke(Native Method)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1230)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1120)
    Suppressed: java.lang.ClassNotFoundException: com.facebook.FacebookContentProvider
    at java.lang.Class.classForName(Native Method)
    at java.lang.BootClassLoader.findClass(ClassLoader.java:781)
    at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:504)
    ... 12 more
    Caused by: java.lang.NoClassDefFoundError: Class not found using the boot class loader; no stack trace available
    08-01 23:43:31.451 3550-6474/? W/ActivityManager﹕ Force finishing activity com.DevappSolutions.FrostyAdventure2222/com.unity3d.player.UnityPlayerNativeActivity
    08-01 23:43:31.781 3550-6474/? I/WindowManager﹕ Screenshot max retries 4 of Token{e22bcbc ActivityRecord{f48b0af u0 com.DevappSolutions.FrostyAdventure2222/com.unity3d.player.UnityPlayerNativeActivity t2593 f}} appWin=Window{d4fcbd8 u0 d0 Starting com.DevappSolutions.FrostyAdventure2222} drawState=1
    08-01 23:43:31.791 3550-3607/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in null rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.801 3550-3607/? D/ISSUE_DEBUG﹕ InputChannelName : 4e4b611 Application Error: com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:31.881 3550-3607/? D/StatusBarManagerService﹕ manageDisableList userId=0 what=0x0 pkg=Window{4e4b611 u0 d0 Application Error: com.DevappSolutions.FrostyAdventure2222}
    08-01 23:43:31.931 3550-9792/? D/GameManagerService﹕ identifyGamePackage. com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:32.091 6151-6151/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.android.systemui rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:32.171 6151-6151/? W/ResourcesManager﹕ getTopLevelResources: /data/app/com.DevappSolutions.FrostyAdventure2222-1/base.apk / 1.0 running in com.android.systemui rsrc of package com.DevappSolutions.FrostyAdventure2222
    08-01 23:43:32.211 6151-6151/? I/ApplicationPackageManager﹕ load=com.DevappSolutions.FrostyAdventure2222, bg=192-192, dr=192-192
    08-01 23:43:32.321 3550-3606/? W/ActivityManager﹕ Activity pause timeout for ActivityRecord{f48b0af u0 com.DevappSolutions.FrostyAdventure2222/com.unity3d.player.UnityPlayerNativeActivity t2593 f}
    08-01 23:43:33.941 3550-6790/? I/ActivityManager﹕ Process com.DevappSolutions.FrostyAdventure2222 (pid 22250)(adj 11) has died(52,770)
    08-01 23:43:33.941 3550-6790/? D/ActivityManager﹕ isAutoRunBlockedApp:: com.DevappSolutions.FrostyAdventure2222, Auto Run ON

    What can cause this? :(Thanks!
     
  32. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I can see following exception in the log you provided
    I think, you have some issues with the Facebook Unity SDK native resources (especially for Android platform).
    Please, check all the resources related to Facebook SDK.
    Reimport the Facebook SDK into your project.
    Maybe try to reinstall the Android Native plugin.

    If such an issues will take place after Facebook SDK reimport, please, contact Stan's Assets Support Team directly.
    You will get the great assistance in a short time.
     
  33. RoyalCoder

    RoyalCoder

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

    Thanks, I sent an email with details to your support team!
     
  34. fornetjob

    fornetjob

    Joined:
    Sep 11, 2014
    Posts:
    27
    Hi.

    I try load rewarded video with admob mediation for vungle and chartboost.
    Where i see that video is loaded?
    You support admob mediation?

    I bought ad mediation by stans assets, but its only roulett video and interstetial show :(

    How you recommed use admob mediation for rewarded video?
     
  35. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Yes, Android Native plugin supports AdMob mediation.
    To be ready to go with AdMob mediation you have to do following actions.

    At first, install the Android Native plugin and provide the valid configuration from your Google AdMob account.
    Second - integrate compatible Unity SDK of the certain Ads network you are going to use.
    Third - integrate AdMob compatible adapter for the certain Ads network.

    All the required parts for AdMob Mediation implementation you can find here.
    The Android Native part is ready to go with Google AdMob mediation.

    Best regards,
    Alex
     
  36. RakshithAnand

    RakshithAnand

    Joined:
    Jun 30, 2013
    Posts:
    56
    Hi, I have already used this plugin for one of my games which is published on the market. Its all good! Thanks

    But I want to know why in Android, during sign in, the "Welcome Back" banner does not appear from the top?
    I Want it to be displayed.
    Is everyone experiencing this?
     
  37. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Welcome Popup display depends on the Google Play Services implementation itself.
    So, there is no dedicated API for this purpose. All the logic of displaying or not displaying is related to Play Services itself.
    You may search official Google documentation for any additional information according to this case.

    Best regards.
     
  38. RakshithAnand

    RakshithAnand

    Joined:
    Jun 30, 2013
    Posts:
    56
    This is supposed to be displayed automatically when you sign in. It seems to be not appearing in this plugin. Where as other plugins do connect and show the welcome back banner. This is the case from many older versions as well.
    So I'm wondering why.
     
  39. vallar_ultra

    vallar_ultra

    Joined:
    Jan 11, 2015
    Posts:
    3
    Hello! We had a problem with using your plugin version 7.8 on devices running OS Android 4.4 and lower.
    The problem is this: when you try to restore a saved game when "my saved games" comes empty data stream (No errors or warnings, only empty stream) for the saves that have been made on the devices under OS Android 4.4 and below, at the same time when saving done on newer devices, the loading from It goes well on old phones. Please help us to understand what was going on!

    Phones where problem was founded:
    1) Samsung Galaxy Star 2 (GT-7262) - Android 4.1.2
    2) Sony Xperia C2305 - Android 4.2.2
    3) ZTE V975 Geek - Android 4.4
     
  40. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I am 100% sure, that this feature works well in Android Native plugin.
    Maybe the behavior you have is related to your application settings.
    Try to clear data cache of your application and retest Google Play Services login.
     
  41. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks pretty strange that you have Google Play Services Saved Games different behavior on different Android platform versions.
    It's quite hard to help you in the forum circumstances.
    Please, you better contact Stan's Assets Support Team directly via support@stansassets.com
    You will get great assistance in a short time.

    Best regards,
    Alex
     
  42. Ramsdal

    Ramsdal

    Joined:
    Oct 18, 2013
    Posts:
    251
    Hi Alex

    Any news on this one? I submit score one time and get 6 ReportScoreUpdateFail log messages. It is correct that the score does indeed go to the leaderboard. It is not optimal, since when i check the "result.IsFailed" in my OnScoreSubmitted callback, it returns true (that is, it returns that IsFailed == true).

    FYI it is this error it reports: (https://goo.gl/o0vm7y)
    public static final int STATUS_NETWORK_ERROR_NO_DATA
    A network error occurred while attempting to retrieve fresh data, and no data was available locally.

    Best regards
    Peter
     
  43. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    This case with score submission and following score acquiring requests will be optimized with future plugin updates.
    In general, you will have one request for score submission and one request for score loading.

    So, please, keep in touch and look forward to following updates.
    Thank you for your patience and understanding!

    Best regards,
    Alex
     
    Ramsdal likes this.
  44. Ramsdal

    Ramsdal

    Joined:
    Oct 18, 2013
    Posts:
    251
    Hi Alex

    Nice to hear that it is beeing looked into, just for info - is there any way to know if a score submission was sucessfull in that case? (since the return calls claims that it has failed with mentioned error (even though all went well)).

    Best regards,
    Peter
     
  45. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    You have the only one event Action<GP_LeaderboardResult> ActionScoreSubmited callback.
    Get GP_LeaderboardResult.Response code and check it. Is this response code equal STATUS_NETWORK_ERROR_NO_DATA or STATUS_OK.

    I think, it will be enough for you in this case.
     
  46. Goodev

    Goodev

    Joined:
    Feb 19, 2013
    Posts:
    25
    UM_InAppProduct.IsConsumable in v4.8
    is always return false.
    even set Consumable.

    Your code have a BIG PROBLEM.
    You are used IsConsumable bool type, but it never assigned.

    You must fixed ASAP this bug.
    many people loss in IAP.
    Because user can't purchase twice.
     
  47. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, take a look at IsConsumable getter property code
    Code (CSharp):
    1. public bool IsConsumable {
    2.         get {
    3.             if(Type == UM_InAppType.Consumable) {
    4.                 return true;
    5.             }
    6.  
    7.             return false;
    8.         }
    9.     }
    There is a public Type field in UM_InAppProduct class.
    So, by changing Type the is IsConsumable property will be changed as well.
    There are NO issues in this place.

    Cheers!
     
  48. LAZAROMANUEL

    LAZAROMANUEL

    Joined:
    Apr 23, 2013
    Posts:
    4
    Hello,

    I'm using Android Native to do a native share (AndroidSocialGate.StartShareIntent) but when the sharing screen is shown, everything is crammed and shown in portrait mode even though my app is in landscape mode exclusively. You can see the effects on the attached image:

    Screenshot_2016-08-15-13-23-44.png

    I've tested it in multiple devices and I always get the same result.

    Also, after I've made a successful posting, the share screen stays active. I need to press the back button on the phone to get back to the game. As a consequence (AFAIK), the callback result is always false, even though I've successfully posted to whatsapp, facebook, slack or whatever.

    Any help resolving these issues is well appreciated (I'm using the latest 7.8 version).
     
    Feezen likes this.
  49. Erikir

    Erikir

    Joined:
    Jul 23, 2013
    Posts:
    7
    I'm having the same issue devjoe has with the native share.

     
  50. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    This issue has been already fixed.
    The official update with this fix included will be available later today.
    Please, keep looking forward to following updates.

    Best regards,
    Alex
     
    RoyalCoder likes this.