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[Released] Ultimate Mobile

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

  1. AlexRay

    AlexRay

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    Real-Time Unified API will be implemented in one or two weeks, I think.
    So, please, keep looking forward to future updates.
     
  2. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
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    Thanks Alex! It works pretty nicely for us so far, just troubles with the invites system and I'm not confident with my hack for that
     
  3. ernbot

    ernbot

    Joined:
    Nov 2, 2009
    Posts:
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    Hi I am wanting to implement IAB with a consumable product in Ultimate Mobile and using playmaker.

    In the documentation the example given uses the AN plugin for consumable purchases.

    There does not seem to be a consumable option in the PM actions for Ultimate Mobile, is this possible? Or would I have to use AN to accomplish this?

    Thanks in advance
     
  4. AlexRay

    AlexRay

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    Hello,
    There is UM_PurchaseAction Playmaker action for purchase consumable and non-consumable products as well.
    The documentation about Billing Playmaker actions with Ultimate Mobile you can find here.
    I think, this information will be useful for you.

    Best regards,
    Alex
     
  5. ernbot

    ernbot

    Joined:
    Nov 2, 2009
    Posts:
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    Thanks for the quick response Alex. However, correct me if i'm wrong but it seems consumables have changed logic in Play Store recently?

    In the documentation given it shows AN has a specific action for dealing with consumables...



    Where as the UM_PurchaseAction does not have a consumable option?

     
  6. AlexRay

    AlexRay

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    In the case of Ultimate Mobile, the consumable item will be consumed automatically after successful purchase.
    So, UM_Purchase action will be enough for you. Purchased event will be fired after successful product purchase and consume.

    Cheers!
     
  7. ernbot

    ernbot

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    Posts:
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    Thanks but how do I define what is and what is not a consumable item? Consumable an Non Consubale items are both classed as "Managed" in-app products in the play store now. I was under the impression it was the way in which the plugin worked would differentiate between them?

    Thanks
     
  8. Bipinnegi

    Bipinnegi

    Joined:
    Jul 6, 2015
    Posts:
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    Thanks Alex but I am still getting exception. i am sending
    Code (csharp):
    1.  
    2. 'json'  => '{"big_picture_url": "",
    3.              "key1": "value1",
    4.              "key2": "value2"
    5. }'
    6.  
     
  9. AlexRay

    AlexRay

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    Please, take a look at our documentation about Ultimate Mobile In-App Billing integration setup guide.
    Especially the first screenshot of this doc. That will be the answer for your question.
     
  10. AlexRay

    AlexRay

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    Hello,
    Please, you better contact The Stan's Assets Support Team via support@stansassets.com
    You will get great assisyance with any case you have in a short time.
     
  11. andrew210

    andrew210

    Joined:
    Apr 23, 2014
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    Some more feedback on the RTM that is in the Ultimate Mobile so far, with a little bit of hacking of a couple of classes it works really nicely already, I implemented SetPlayerGroup and now works with more intelligent matchmaking too :)

    The only thing I haven't coded but need is the Invitation stuff, looking forward to seeing what you guys can come up with :)
     
  12. Bipinnegi

    Bipinnegi

    Joined:
    Jul 6, 2015
    Posts:
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    HI Alex,

    I didn't get Launch event on push notification while push received is working properly . I don't know where i am wrong
    i have write below code
    Code (csharp):
    1.  
    2. #if UNITY_ANDROID
    3.         GoogleCloudMessageService.ActionGCMPushLaunched += HandleActionGCMPushLaunched;
    4.         GoogleCloudMessageService.ActionGCMPushReceived += HandleActionGCMPushReceived;
    5.         #endif
    6.  
    When i debugging on android studio i didn't get any log for Launched.
     
  13. AlexRay

    AlexRay

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    Hello,
    To properly dispatch Launched event callback you have to subscribe to this event in the very first scene of your application and then call the Init method of GoogleCloudMessageService.
    That's the working scenario of Push Launched event callback.
    Just be sure, that you subscribe to HandleActionGCMPushLaunched before Init method call.

    Cheers!
     
  14. Caffeinebomb

    Caffeinebomb

    Joined:
    Aug 22, 2013
    Posts:
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    Hi Alex, we've recently updated to Ultimate Mobile for our IAB on both iOS and Android and everything seemed to be fine and all our testing had zero issues but we've since had a couple of issues reported with Google Play purchases on Android where purchases successfully charging the player but the in-game callbacks not triggering to perform the action and in one case an ad-removal purchase not being re-applied on returning to the game (so I'm assuming it's not being found when checking the player's purchases).

    As far as I know we're 1 version behind the latest update on June 12th, are there any known issues that were fixed in that build?
     
  15. AlexRay

    AlexRay

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    Hello,
    To be honest, there were no billing changes in a couple of the latest updates.
    So, it's a quite strange issue takes place here. This case requires additional investigation.

    My recommendation for you is to contact Stan's Assets Support Team directly to get an assistance with your case.
    Cheers!
     
  16. Caffeinebomb

    Caffeinebomb

    Joined:
    Aug 22, 2013
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    Thanks for the info, we're currently trying to gather more info from the users in question and will probably get in touch once we know more (as it's something that we've not seen on our own test devices).

    Thanks again!
     
  17. yelekin

    yelekin

    Joined:
    Mar 9, 2015
    Posts:
    3
    android.permission.INTERNET
    android.permission.GET_ACCOUNTS
    android.permission.MANAGE_ACCOUNTS
    android.permission.ACCESS_NETWORK_STATE

    i keep ending with below permissions and i want to get rid of ACCOUNTS permissions from my game but it keeps adding it even my settings are like below. I think there is a bug on this and asking for this kind of permissions are not good for players.

    Also there is another bug in the google ads. My test devices are not seem to work for banners they are showing real ads on my test devices however insterstatial ads are showing test ads and seems they are working. This ads are not big deal and can be fixed in the future releases however i have to get rid of this account permission issue as soon as possible
     

    Attached Files:

  18. AlexRay

    AlexRay

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    Hello,
    It's quite hard to solve such kind of problems via the forum.
    So, you better contact Stan's Assets Support Team directly via support@stansassets.com
    You will get great assistance with all the issues (Permissions, AdMob banners etc.) in a short time.

    Cheers!
     
  19. Narendraom

    Narendraom

    Joined:
    Jul 8, 2015
    Posts:
    35
    Hi Alex,

    I recently updated plugin to V4.7 but got below exception
    Code (csharp):
    1.  
    2. 06-23 16:51:47.521: E/AndroidRuntime(22895): FATAL EXCEPTION: AsyncTask #1
    3. 06-23 16:51:47.521: E/AndroidRuntime(22895): Process: com.shakeup.shakepro, PID: 22895
    4. 06-23 16:51:47.521: E/AndroidRuntime(22895): java.lang.Error: FATAL EXCEPTION [AsyncTask #1]
    5. 06-23 16:51:47.521: E/AndroidRuntime(22895): Unity version     : 5.1.2f1
    6. 06-23 16:51:47.521: E/AndroidRuntime(22895): Device model      : motorola XT1033
    7. 06-23 16:51:47.521: E/AndroidRuntime(22895): Device fingerprint: motorola/falcon_asia_ds/falcon_umtsds:5.1/LPB23.13-56/55:user/release-keys
    8. 06-23 16:51:47.521: E/AndroidRuntime(22895): Caused by: java.lang.RuntimeException: An error occured while executing doInBackground()
    9. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at android.os.AsyncTask$3.done(AsyncTask.java:304)
    10. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.util.concurrent.FutureTask.finishCompletion(FutureTask.java:355)
    11. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.util.concurrent.FutureTask.setException(FutureTask.java:222)
    12. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.util.concurrent.FutureTask.run(FutureTask.java:242)
    13. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at android.os.AsyncTask$SerialExecutor$1.run(AsyncTask.java:231)
    14. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1112)
    15. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:587)
    16. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.lang.Thread.run(Thread.java:818)
    17. 06-23 16:51:47.521: E/AndroidRuntime(22895): Caused by: java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/iid/zzc;
    18. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at com.google.android.gms.gcm.GoogleCloudMessaging.zzaS(Unknown Source)
    19. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at com.google.android.gms.gcm.GoogleCloudMessaging.register(Unknown Source)
    20. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at com.androidnative.gcm.ANCloudMessageService$1.doInBackground(ANCloudMessageService.java:125)
    21. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at com.androidnative.gcm.ANCloudMessageService$1.doInBackground(ANCloudMessageService.java:120)
    22. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at android.os.AsyncTask$2.call(AsyncTask.java:292)
    23. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.util.concurrent.FutureTask.run(FutureTask.java:237)
    24. 06-23 16:51:47.521: E/AndroidRuntime(22895):     ... 4 more
    25. 06-23 16:51:47.521: E/AndroidRuntime(22895): Caused by: java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.iid.zzc" on path: DexPathList[[zip file "/data/app/com.shakeup.shakepro-1/base.apk"],nativeLibraryDirectories=[/data/app/com.shakeup.shakepro-1/lib/arm, /vendor/lib, /system/lib]]
    26. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)
    27. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
    28. 06-23 16:51:47.521: E/AndroidRuntime(22895):     at java.lang.ClassLoader.loadClass(ClassLoader.java:469)
    29. 06-23 16:51:47.521: E/AndroidRuntime(22895):     ... 10 more
    30. 06-23 16:51:47.521: E/AndroidRuntime(22895):     Suppressed: java.lang.ClassNotFoundException: com.google.android.gms.iid.zzc
    31. 06-23 16:51:47.521: E/AndroidRuntime(22895):         at java.lang.Class.classForName(Native Method)
    32. 06-23 16:51:47.521: E/AndroidRuntime(22895):         at java.lang.BootClassLoader.findClass(ClassLoader.java:781)
    33. 06-23 16:51:47.521: E/AndroidRuntime(22895):         at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)
    34. 06-23 16:51:47.521: E/AndroidRuntime(22895):         at java.lang.ClassLoader.loadClass(ClassLoader.java:504)
    35. 06-23 16:51:47.521: E/AndroidRuntime(22895):         ... 11 more
    36. 06-23 16:51:47.521: E/AndroidRuntime(22895):     Caused by: java.lang.NoClassDefFoundError: Class not found using the boot class loader; no stack available
    37.  
    Can you please tell me what i am missing.
     
  20. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you have some issues with native libraries.
    Probably, some dependencies were broken after update process.
    Please, firstly, try to reinstall the plugin (Reinstall button in Ultimate Mobile Settings).

    If the issue will not be resolved after reinstalling, please, contact Support Team via support@stansassets.com
    You will get great assistance with any issue you have in a short time.

    Cheers!
     
  21. yelekin

    yelekin

    Joined:
    Mar 9, 2015
    Posts:
    3
    Doesnt seems to make any difference, still not got any answers neither from here or from email.
     
  22. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
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    993
    Please, provide me your e-mail in private, I'll check the message you sent to our Support Team.
     
  23. Brathnann

    Brathnann

    Joined:
    Aug 12, 2014
    Posts:
    7,187
    Hello,
    We've started using the Ultimate Mobile package and everything seemed to work just fine. I built out to the android device and did test purchases. However, once I closed the app and then tried to open it again it gives the error that the app has stopped responding without opening the app.

    The logcat reports
    E/AndroidRuntime( 1494): java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{myapp/com.example.an_billing.MainActivity}: java.lang.ClassNotFoundException:

    I just sent in my logcat to the support email, but I was seeing if anybody had a solution that worked to fix this for them. We're trying to use the IAP feature of the asset.

    I think I saw a post that it has something to do with Android Native plugin and google play, but not sure what we can do about that part.

    Thank you for any help provided.
     
  24. AlexRay

    AlexRay

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    Jul 9, 2014
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    Hello,
    The solution you can find here.

    Cheers!
     
  25. Brathnann

    Brathnann

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    Thanks! That appeared to fix it.
     
  26. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
    241
    Is anyone else having this issue with leaderboards in Game Center?



    Leaderboards are opened via:

    UM_GameServiceManager.Instance.ShowLeaderBoardsUI ();

    No amount of tapping "Done" will close it. And sometimes when navigating through different leaderboards it will just crash the app. I've got a feeling that the issue is Game Centers as my overall impression of Game Center is that it's pretty poorly put together. No such issues on Android, but is there anything we can do?
     
  27. pikychu

    pikychu

    Joined:
    Sep 18, 2014
    Posts:
    4
    Google Cloud Saved Game is Strange.
    Unity 5.3.4 f
    UltimateMobile 4.7 (Android native 7.7, google play lib 9.0.2 )

    1. CreateNewSnapshot and upload is Succuss.
    (https://lh3.googleusercontent.com/N...xrizNk9NMU1WJZkrzO-x6aRy8qNzqzPb4P2D3tw=s2560)

    2. but Can't Load Data
    OnSavedGamePicked() Function
    Title is ok.
    LastModifiedTimestamp is ok.
    Description is ok
    CoverImageUrl ok
    decodedFromBase64 is null (length is 0)
    GetString(decodedFromBase64) is ""


    Help me.
     
  28. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    What iOS version do you have on your device?
     
  29. AlexRay

    AlexRay

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    Jul 9, 2014
    Posts:
    993
    Hello,
    Did you test our example scene for Cloud Saves?
    Please, check the behaviour in our example scene.

    Best regards,
    Alex
     
  30. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
    241
    9.3.2 (13F69), it's the same behaviour on iPad Air 2, iPhone 6+, iPhone 6s and iPhone 6. Interestingly, when a score is submitted to the leaderboard and the leaderboard screen shows after that, it's normally closeable
     
  31. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    Hello I am having some issues with the analytics campaign tracking in Android.

    I have follow all the steps in the documentation and although I have the last version of your plugin It doesn't seem to work. I can see people in the real time events (screen events) but I cannot see the campaign tracking.

    I get this error in logcat when I use the command to test the campaign:

    java.lang.RuntimeException: Unable to instantiate receiver com.androidnative.analytics.ReferalIntentReciever: java.lang.ClassNotFoundException: Didn't find class "com.androidnative.analytics.ReferalIntentReciever"

    And then I get this other error in logcat when I start the app:

    I/Unity: AN: Using proxy for class: com.androidnative.analytics.ReferalIntentReciever method:RequestReferrer
    W/Unity: java.lang.ClassNotFoundException: com.androidnative.analytics.ReferalIntentReciever

    Help, please!
     
  32. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    It's some kind of strange behavior you have in your game.
    I'll test the same functionality on iOS 9.3.2 iPhone6/iPhone 6+ devices.
    You will get my feedback as soon as possible.

    Cheers!
     
  33. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, take a look at this document.

    Enable Campaign Tracking option in Google Analytics Settings Inspector window.
    Assets/Plugins/Android/libs/sa_analytics.jar library will be added to your project.
    Also, please, make sure you have all the manifest requirements in the main AndroidManifest.xml file.

    Best regards,
    Alex
     
  34. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    The file you mentioned doesn't exist, I rechecked if the sa_analytics.txt existed in plugins/StanAssets/libs (because when I tick that it should copy it from there) and doesn't exist, I reimported all the plugin and the file isn't there... If you go to the asset store page you can see that the file is missing in ultimate mobile 4.7


    I sent you an email yesterday, can you please send me the file by email, I would love to solve this before the weekend. Thank you
     
    Last edited: Jul 1, 2016
  35. bakira

    bakira

    Joined:
    Jul 1, 2016
    Posts:
    19
    There are some issues.
    I installed an apk (example scene in Ultimate Mobile). There are two app icons on my android phone.
    So, I removed one apk. Then two icons were removed.
    After that, I tried to install the same apk. But, I can't install the apk because of following issues.
    Please resolve this issue asap :(

    UnityException: Unable to install APK!
    Installation failed. See the Console for details.
    UnityEditor.Android.PostProcessAndroidPlayer.ShowErrDlgAndThrow (System.String title, System.String message, System.Exception ex)
    UnityEditor.Android.PostProcessAndroidPlayer.ShowErrDlgAndThrow (System.String title, System.String message)
    UnityEditor.Android.PostProcessAndroidPlayer.UploadAndStartPlayer (System.String manifestName, System.String stagingArea, UnityEditor.Android.AndroidDevice device, System.String packageName, Boolean developmentPlayer, Boolean retryUpload)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcessInternal (System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
    UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
     
  36. bakira

    bakira

    Joined:
    Jul 1, 2016
    Posts:
    19
    I write following code and test on my android phone (MOS).

    UM_ShareUtility.ShareMedia("Title", "Sometexttoshare");
    AndroidSocialGate.StartShareIntent("HelloShareIntent", "Thisismytexttoshare");

    It works correctly. But the theme of share window have old UI..
    Can I modify this? (In AndroidNativePreview app on Google Play have the latest UI)
    I attach a image file. I want this theme.
     

    Attached Files:

  37. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The solution you can find here.

    Cheers!
     
  38. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    You will get reply via e-mail from our support engineer.
    Cheers!
     
  39. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    This theme is declared in an_social.aar native library.
    Our plugin is open source. So, you may open native libraries project, implement exactly the UI theme you want and build custom aar library for your project.
    If you need the latest version of Android Studio project of Ultimate Mobile, you may contact our Support Team.

    Cheers!
     
  40. bakira

    bakira

    Joined:
    Jul 1, 2016
    Posts:
    19
    Hello.
    I tried to show admob banner ad on iOS device.
    So, I downloaded GoogleMobileAdsSdkiOS-7.8.1.
    But I didn't know how can i install this sdk.
    Please give me guide regarding this.

    Also, how can I get device id of iphone for test ads.
     
  41. bakira

    bakira

    Joined:
    Jul 1, 2016
    Posts:
    19
    I have some questions about local notification.

    1. what is 'wake lock timeout'? I can't understand this..
    2. In UM_NotificationController.instance.ScheduleLocalNotification method,
    there is no parameter regarding ticker message. I think that ticker is important factor.
    Please add this parameter to API on next release. :)
    3. It seems that there is no OnNotificationIdLoaded method in Ultimate mobile's unified api.
    Then should I use android native method and iOS native method respectively?
     
    Last edited: Jul 3, 2016
  42. bakira

    bakira

    Joined:
    Jul 1, 2016
    Posts:
    19
    Hi.
    I'm testing leaderboard on android.
    I tried to write leaderboard id. But I can't fill into 'android leaderboard id' field..
    Refer to the attached screenshot..
     

    Attached Files:

  43. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    Hello, I have seen you have updated your plugin.

    I'm seeing that sa_analytics.txt is not included in the new version under Plugins/StanAssets/Android/libs, so I won't update the plugin unless you confirm the file isn't needed anymore and everything works fine.

    I would like to know if the analytics problems is already fixed and tested in the new version so I can update safely. Thank you.
     
    Last edited: Jul 11, 2016
  44. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, feel free to update the plugin in your project.
    Copy this library from the attachment from this post into your project.
    Just rename it to sa_analytics.jar file and paste into Assets/Plugins/Android/libs.

    The issue with sa_analytics native library will be fixed in next plugin update.

    Thank you for your patience and understanding!
    Have a nice day.
     

    Attached Files:

  45. Deathfate

    Deathfate

    Joined:
    Sep 10, 2012
    Posts:
    46
    I don't need the new functionality for now, I will wait for next version :) Thank you!
     
  46. Deozaan

    Deozaan

    Joined:
    Oct 27, 2010
    Posts:
    707
    My Android app is getting crashes on some devices when trying to connect to Google Play Games Services, here's the error:
    Code (csharp):
    1. FATAL EXCEPTION: main
    2. Process: com.cMonkeys.Cubiq, PID: 10352
    3. android.util.SuperNotCalledException: Activity {com.cMonkeys.Cubiq/com.androidnative.gms.core.GooglePlaySupportActivity} did not call through to super.onStart()
    4. at android.app.Activity.performStart(Activity.java:5260)
    5. at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2171)
    6. at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2257)
    7. at android.app.ActivityThread.access$800(ActivityThread.java:139)
    8. at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1210)
    9. at android.os.Handler.dispatchMessage(Handler.java:102)
    10. at android.os.Looper.loop(Looper.java:136)
    11. at android.app.ActivityThread.main(ActivityThread.java:5097)
    12. at java.lang.reflect.Method.invokeNative(Native Method)
    13. at java.lang.reflect.Method.invoke(Method.java:515)
    14. at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:785)
    15. at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:601)
    16. at dalvik.system.NativeStart.main(Native Method)
    What can be done about this?
     
  47. young-gu

    young-gu

    Joined:
    Aug 10, 2015
    Posts:
    5
    hi.

    I have a little bit of a problem are using the Ultimate mobile assets.

    I now implement an iOS in-app payments using Unity

    but, I have a little bit of error.

    i receive a message when implementing iap billing

    "Store init Succeded
    Available products count: 0"

    and then, when trying to buy a product the message showed is

    "Transaction Failed
    Error code: 4
    Error description: Product Not Available"

    I want to know why that happens.

    I use Game Center Service, Social Sharing, Camera And Gallery, iAd, Media Player, In-App purchases Services.

    Waiting for the answer.

    Have a good day.
     
  48. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think such kind of issue took place very long time ago.
    What version of the plugin do you have in your project?
    If you have these exceptions in your Google Play Developer Console, what is the date of the crashes?

    Cheers!
     
  49. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I think, you have not configured In-App billing for your application properly.
    As I can see you have 0 products added to your application.
    Maybe you didn't publish your In-App purchases in iTunes Console.
    Or you didn't provide correct settings into your Ultimate Mobile plugin settings.
    Please, check this documentation. I think, it will be useful for you.

    Cheers!
     
  50. Deozaan

    Deozaan

    Joined:
    Oct 27, 2010
    Posts:
    707
    The dates of the crashes are as recent as July 11, 2016.

    I'm using Ultimate Mobile 4.1.1.

    I know it's older, but upgrading versions is a big headache and will make me lose days redoing all the configuration. I also customized the achievements code quite a bit to make it work in a way that was much better for my project.

    In fact, I've customized it even more than I had when I last posted about it, so now it can store different images based on whether or not the achievement is unlocked:
    Ultimate Mobile - Customized Achievements.png
    In short: Ultimate Mobile doesn't cleanly upgrade. Everything breaks. There are so many files put into so many different places it's hard to know what to keep and what to get rid of, or even how to keep anything without having to start over again. So the best solution is just to not upgrade once it's in your project.
     
    DanTaylor likes this.