I am working on unity 2018.3.7f1 for Android.
The game was working fine as far as we were sending apks on android but now we are giving 64-bit support and making android app bundles from unity.
The problem I'm facing is when a user downloads the game from the play store it is stuck after one scene. I have checked the logs and it says dll not found exception: Unable to load dll 'AkSoundEngine': The specified module could not be found.
I am using wwise for sounds in the project.
Related
I'm implementing ads with Unity LevelPlay.
I followed everything in the documentation and installed these adapters:
ironSource 7.2.6
UnityAds 4.3.29.1
When I test on device, I have two different errors in these situations:
If I make a local build and install it immediately using "Build & Run", the game starts, but the call to IronSource.Agent.init(appKey) ends up with INIT_FAILED. Everything else in the game keeps working except for ads.
If I upload the build on Google Play Console for internal testing and install from there, the game doesn't even start and crashes immediately complaining about Google AdMob not being initialized correctly. I don't understand why as I'm not even using AdMob adapter.
You can see both errors in the attached screenshot, unfortunately not being very explicative.
Why could I be getting these errors and what can I try in order to solve them?
Unity Version: 2020.3.42f1;
LevelPlay Version: 7.2.6;
Unity LevelPlay compatible with Unity version 2021.3
I'm developing a test app with some pretty basic functionality to prove a few concepts. I do not have any Facebook plugins or SDKs included, nor do I want them. I just want to test some Google Play services on an actual Android device. However, when I build the apk, and run it from Android Studio, the AndroidManifest has a series of activity tags with references to com.facebook, and a provider named com.facebook.FacebookContentProvider.
If I deploy the apk to my device, I get this error:
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.DanGame.TestApp-KgL6Jybi9sG1Q0LHnxAnNA==/base.apk"],nativeLibraryDirectories=[/data/app/com.DanGame.TestApp-KgL6Jybi9sG1Q0LHnxAnNA==/lib/arm,
/data/app/com.DanGame.TestApp-KgL6Jybi9sG1Q0LHnxAnNA==/base.apk!/lib/armeabi-v7a,
/system/lib]]
I could just bite the bullet and include the Facebook SDK, or try to manually adjust the manifest after it's generated. But what I really need to know is how to get Unity to stop generating a bad manifest? There has to be a way to build a functioning Android apk from Unity without Facebook.
Looks like the issue was a caching problem. I was building the APK in Unity and profiling it from Android Studio. But Android Studio caches off the APK in the Users directory, so recompiling the apk in Unity will not reload the Android Studio project. Even though I had cleared all references to Facebook from my manifest in Unity, Android Studio was using an old apk.
I am trying to make a game with Unity for my appleTv. I am using Firebase as database. The game works fine and I can build the game on my phone, but when I wan't to build the game for my appleTv I get an error. The building also stops
This is the error:
Generation of the Firebase Android resource file google-services.xml from Assets/google-services.json failed.
If you have not included a valid Firebase Android resources in your app it will fail to initialize.
I don't know why an appleTv project complains for an Android rescource file and why the build stops every time.
Anny help?
Firebase SDKs for Unity are currently only supported on Android and iOS devices.
https://firebase.google.com/docs/unity/setup
I'm trying to prepare a single APK for my game for both Tango and non-Tango devices. (Tango-specific features will not be available on regular devices). I'm using C native API.
Running the app on a non-tango device always throws an exception
java.lang.UnsatisfiedLinkError: dlopen failed: could not load library "libtango_support_api.so" needed by "libtroikaproject.so"; caused by could not load library "libcxsparse.so" needed by "libtango_support_api.so"; caused by library "libcxsparse.so" not found
Is it possible to link with Tango libraries so that the app could be
launched on regular devices without error?
Is it possible to use "Multiple APK" mechanism to publish
single app on Google Play for Tango and regular devices?
Is it possible to link with Tango libraries so that the app could be launched on regular devices without error?
Yes, it is possible. The error is caused by how Tango links the library internally, and it is going to be fixed soon. As the temp fix, you could download the libcxsparse.so from their website and package it in to your APK's lib folder.
Is it possible to use "Multiple APK" mechanism to publish single app on Google Play for Tango and regular devices?
Multiple APK is possible, but you will need to specify different build flavors in gradle. This is currently not there in the sample code.
I have built an Android application that uses AWS S3. I am successful in building the application. The application works fine if I compile and execute on a simulator.
If I try to release the application (built using progaurd), when I try to run the application it crashes with the message "Failed to parse regional endpoints". I tried different progaurd configurations, trying different way of including JARs but nothing is working.
I am using AWS sdk 1.7.1.1.
Please let me know if you have faced similar issue and found a solution.
Thanks
- SVJK