I have managed to connect a device ( I see logs and see the tree of React Native elements), but now I have an issue with connecting the app - "NO APPLICATION SELECTED" is what I see. Any ideas to fix it?
Ran into the same problem on both iOS and Android with Flipper 0.135.0. Managed to make both work by following the steps below.
iOS
This answer solved the issue for me.
tl;dr
brew update && brew upgrade idb-companion
Also make sure you are installing the correct Cocoapod of Flipper by specifying the exact version in your Podfile with (for version 0.135.0)
use_flipper!({ 'Flipper'=> '0.135.0' })
Android
Ensure that ReactNativeFlipper.java is in the correct folder, as in this example project.
With for example the applicationId com.domain.appName, the correct path is
android/app/src/debug/java/com/domain/appName/ReactNativeFlipper.java
In my project this Java file was in the incorrect folder, which resulted in the Logcat error
java.lang.ClassNotFoundException: com.domain.appName.ReactNativeFlipper
Ensure that you are running the latest version of Flipper (0.120.0 as of this message) and then:
For Android:
Bump the FLIPPER_VERSION variable in android/gradle.properties, for example: FLIPPER_VERSION=0.120.0.
Run ./gradlew clean in the android directory.
For iOS:
Call use_flipper with a specific version in ios/Podfile, for example: use_flipper!({ 'Flipper' => '0.120.0' }).
Run pod install in the ios directory.
Reference: https://fbflipper.com/docs/getting-started/react-native/#using-the-latest-flipper-sdk
Go to settings and check if the path for your Sdk is correct
In my case issue was with the Emulator OS and API.
I used following combination and it worked:
Device: Pixel 4a
OS: Android 12
API: (Release Name: S, API level: 31, ABI: arm64-v8a, Target: Android 12
I also faced this issue, I was not seeing android simulator and the app to select, but it was working fine for iOS without any config.
The problem with my setup was that in the Flipper settings, the android SDK's path was not correct, after updating the path and restarting Flipper, it automatically detected the simulator and the app.
Hope this helps.
I was able to solve that on Android, open ReactNativeFlipper.java file
In the first line package com.yourappname; change it to exactly your package name inside AndroidManifest.xml
In the MainApplication.java there is a line like
initializeFlipper(this, getReactNativeHost().getReactInstanceManager());
inside onCreate() function. In my project this line was commented. I removed the comment and run react-native run-android and flipper get connected to the app
Related
I have made an apk by converting .py kivy with the help of buidozer in google colab. The earlier versions were working but now latest version is not working.
May be there is a problem in my .spec file so I am attaching it ...
At first I think my assest(images) are causing this problem but after removing them too it's not working.
I have done some research and got this buildozer -v android debug deploy run logcat but I don't know how to execute and use this command....
.spec file link : https://github.com/AyushRaj0305/APP/blob/main/.spec
All I want is that my apk should work in android
Thanks for Help
I have same issue in past and I solve by adding requirements in .spec
This requirements work for me:
requirements = hostpython3==3.7.8,python3==3.7.8,kivy==1.11.1, certifi,chardet, lxml, docutils, future, idna, Kivy-Garden, Pygments, requests, six, soupsieve, urllib3, deep-translator, arabic-reshaper, python-bidi, openssl, pyopenssl, numpy, pytz, python-dateutil, pandas, setuptools, zope.interface, datetime
you have to write all modules and parent module in requirements which your app is using.
To know module which you app is using has two method:
run command pip freeze in current app folder in powershell
install all the module as below photo which help to install your application module
I have debugged your code and found missing PIL
When I try to export the game build for the Android platform, I started getting this error:
Within the Project Settings - Minimum API Level and Target API Level not get loaded anyhow!
While I have used all default Unity provided settings to export Android build.
Here is the image to illustrate this:
Now what to do to solve this error?
I have already read all the threads related to same problem but overall I can't able to find the solution that actually worked for me.
Project Settings > Player > Target API Level: Change "Automatic" to "Android 11" (or else)
Play once and Stop.
Change target api level to Automatic.
I don't know if the problem is the same, but this is how I handle it every time.
Edit: Now I just do this; I open the Other Settings Tab in Player Settings. Error appears in console. I Play and Stop it once and the error goes away (No need to change API Levels)
I just got the same error on MacOS using both Unity 2019.4.18.f1/2019.2.21.f1 and after a lot of messing around I think I might have figured some of it out.
At times ( don't know why ) Unity ( or something else ) starts resetting the JAVA_HOME environment variable to string empty when you start Unity. So even if you set JAVA_HOME via console or .bashrc/.zshrc depending on MacOS version it still doesn't work.
Some posts mentioned adding "/" to the end of the external tools SDK path. I think that just forces Unity to set the path again which makes it work for a while. But for me the the error just came back the second day.
I permanently fixed it adding an editor script to the Editor folder that changes the JAVA_HOME environment variable every time Unity starts/loads.
Here's the method for MacOS, just paste it in a C# script in the editor folder.
[InitializeOnLoadMethod]
static void SetJavaHome()
{
//Debug.Log(EditorApplication.applicationPath);
Debug.Log("JAVA_HOME in editor was: " + Environment.GetEnvironmentVariable("JAVA_HOME"));
string newJDKPath = EditorApplication.applicationPath.Replace("Unity.app", "PlaybackEngines/AndroidPlayer/OpenJDK");
if (Environment.GetEnvironmentVariable("JAVA_HOME") != newJDKPath)
{
Environment.SetEnvironmentVariable("JAVA_HOME", newJDKPath);
}
Debug.Log("JAVA_HOME in editor set to: " + Environment.GetEnvironmentVariable("JAVA_HOME"));
}
This worked for me :- Edit>Prefrences>In JDK Click copy path> then Uncheck JDK and Paste the copied path again in that and after OpenJDK add \
like this : Before : C:\Program Files\Unity\Hub\Editor\2020.1.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
After : C:\Program Files\Unity\Hub\Editor\2020.1.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\
If that doesn't works than uncheck JDK,SDK,NDK,Gradle and Stop Gradle (all five boxes) than close unity. Open Again and Check all five boxes again.
I don't know why, but on mac os unity may use latest version of java if you have one.
If you have installed a few versions of java, you can just remove all except java v1.8.
You can check which version of java you have by typing in terminal /usr/libexec/java_home -V.
You should have 2 or more versions.
If you installed them with brew, you can just use brew to uninstall extra java packages.
Also you can update JAVA_HOME system variable by type
echo export "JAVA_HOME=$(/usr/libexec/java_home -v 1.8)" >> ~/.zshrc.
This solution worked for me.
I have gone through every possible adjustment variable I could find to try to try to make this work:
I adjusted sdk versions: android:minSdkVersion="19" android:targetSdkVersion="22"
I made sure that all my settings matched this: https://library.vuforia.com/articles/Solution/Integrating-Cardboard-to-the-ARVR-Sample
I also followed these instructions for Android:
https://developer.vuforia.com/forum/faq/unity-player-settings
I even changed AndroidManifest.xml to be AndroidManifest-Vuforia.xml
I'm running
Unity 5.3.0 / Vuforia6.0.117 / Samsung Galaxy S6 Active / And the latest google cardboard
The program compiles and runs perfectly on my webcam, but the second I install it on my phone and run it, I keep getting the same Vuforia Initialization Error no matter what I do. And yes, I made sure to give the app permission to use the camera.
Can anyone help? I've scowered the internet and I cant get the thing to work.
Under the 'Vuforia' menu, click 'Configuration', then disable the 'webcam' setting.
I had this problem and it was because I didn't write my Vuforia license key. In the class SampleApplicationSession find the line thats similar to this:
Vuforia.setInitParameters(session.mActivityRef.get(), session.mVuforiaFlags, "KEY_HERE");
It could be on line 370 or 414. But insert your key there and that could fix it.
I had same problem in android studio to fix it I first get licenseKey from here and then go to Project-> app/cpp/Croossplatform/AppController of my projects and then go to the
namespace
{
constexpr char licenseKey[] = "your key ";
}
line 55-60 AppController
This seems to be a problem in the Vuforia Unity package. Download the latest Vuforia-Unity package from https://developer.vuforia.com/downloads/sdk and import the new package into the project and replace the old package. This should resolve the error.
Other possible fixes that didn't seem to help in my case included: giving camera permissions in AndroidMainfest File, changing the Vuforia API key and disabling Vuforia Play Mode.
I'm trying to add the android platform using this command "platform add android error" but I get this error: http://i.imgur.com/C3ShDqn.png
My user folder is "C:\Users\Cretu Eusebiu" but in that error it's says only "C:\Users\Cretu" so I guess is something wrong with the space ?
I've set all paths for npm, android, ant and java.
Thank you.
It was not because of my username with spaces, it was from the spaces of the path where I created the app "C:\Google Drive\Android Apps".
I'm trying to get PhoneGap working. I've hit a hurdle getting started.
I've downloaded version 0.9.1. I've been following the instructions at http://phonegap.pbworks.com/Getting-started-with-Android-PhoneGap-in-Eclipse
Using MacOS 10.5.8. Android SDK is already installed and working with Eclipse.
My .bash_profile file looks like this:-
$PATH=/usr/local/bin:/usr/local/sbin:/usr/local/mysql/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/X11/bin
export PATH=${PATH}:/Applications/android-sdk-mac_86/tools
export PATH=$PATH:/Applications/phonegap-android/bin
(and I restarted my terminal window to make it take effect)
I've tried the following command:-
cd /Applications/phonegap-android/bin
ruby ./droidgap /Applications/android-sdk-mac_86 HelloPhoneGap com.myidentity.android /Users/myidentity/Documents/workspace/HelloPhoneGap/assets/www /Users/myidentity/Desktop
...and I get the following error:-
./droidgap:4:in `require': no such file to load -- /Applications/phonegap-android/bin/lib/generate.rb (LoadError)
from ./droidgap:4
Why?
I ran into this issue as well, move droidgap up one level into the phonegap base directory.
Or, you should mention the complete path:
export PATH=$path: /Applications/phonegap-android/bin/**droidgap**
I came across such issues too. go to https://github.com/jonathanstark/phonegap-android, search the generate.rb file in the lib folder there, download it, then you are good to go.