I'm cannot make a build after installing both the Google Play Services plugin and the Firebase Messaging plugin. I'm using the latest versions of both. I get the "Unable to convert classes into dex format" error. The two libraries that conflict are play-services-auth-10.2.6 and play-services-base-11.2.0. Google Play Services resolver grabs these two libraries for me. Anyone have a solution?
I've been messing around with the GPGSDependencies.xml and the PluginVersion.cs file from the google play services plugin. I was attempting to make the library versions identical.
I did manage to get identical library versions, this did solve the DEX format issue, but when I made a call for authenticating a google account my app crashed.
This is what I did:
In GPGSDependencies.xml I changed the 10+ in these lines to 11.1+
<androidPackage spec="com.google.android.gms:play-services-games:10+">
...
<androidPackage spec="com.google.android.gms:play-services-nearby:10+">
...
<androidPackage spec="com.google.android.gms:play-services-auth:10+">
And I also changed the lines in PluginVersion.cs to
// used to check for the correct min version or play services: 11.2
public const int MinGmsCoreVersionCode = 11200000;
// used to get the right version of dependencies.
public const string PlayServicesVersionConstraint = "11.1+";
from
// used to check for the correct min version or play services: 10.2
public const int MinGmsCoreVersionCode = 10200000;
// used to get the right version of dependencies.
public const string PlayServicesVersionConstraint = "10+";
The PluginVersion.cs alteration was mentioned here:
https://github.com/playgameservices/play-games-plugin-for-unity/issues/1892#issuecomment-325555313.
This didn't solve all my problems but maybe it will help you.
Let me know if you managed to solve it, I am still working on a solution.
I got it to work with the latest google play services resolver.
https://github.com/googlesamples/unity-jar-resolver
Related
Unity editor version: 2019.3.15f1
Firebase Unity SDK version: firebase_unity_sdk_6.15.2
Additional SDKs im using: Unity IAP, Gamesparks, Ironsource, Facebook, Appsflyer, GameAnalytics
Platform im using the Unity editor on: Windows
Platform im targeting: Android
Scripting Runtime: IL2CPP
Problem
I am getting data on firebase analytics, but I cannot get crashlytics to report anything. Im stuck on this...
Steps to reproduce:
Add the firebase analytics and crashlytics sdks.
Add the google-services.json GoogleService-Info.plist files somewhere in assets folder
Add this code to initialise the firebase
// Use this for initialization
void Start ()
{
// Initialize Firebase
Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
var dependencyStatus = task.Result;
if (dependencyStatus == Firebase.DependencyStatus.Available)
{
// Create and hold a reference to your FirebaseApp,
// where app is a Firebase.FirebaseApp property of your application class.
// Crashlytics will use the DefaultInstance, as well;
// this ensures that Crashlytics is initialized.
Firebase.FirebaseApp app = Firebase.FirebaseApp.DefaultInstance;
// Set a flag here for indicating that your project is ready to use Firebase.
VisualDebugger.SetText("crashlytics initialised");
}
else
{
UnityEngine.Debug.LogError(System.String.Format(
"Could not resolve all Firebase dependencies: {0}",dependencyStatus));
VisualDebugger.SetText("crashlytics NOT initialised: " + dependencyStatus);
// Firebase Unity SDK is not safe to use here.
}
});
Invoke("IsCrashEnabled", 5f);
}
void IsCrashEnabled()
{
VisualDebugger.AddLine("IsCrashlyticsCollectionEnabled: "+Firebase.Crashlytics.Crashlytics.IsCrashlyticsCollectionEnabled);
}
In order to get the app to run with the facebook sdk installed Ive added these two lines to proguard-user.txt
-keep public class com.facebook.**{public *; }
-keep public class com.facebook.internal.**{ public *; }
and commented out the following lines from mainTemplate.gradle
//implementation 'com.android.support:appcompat-v7:25.3.1' // Facebook.Unity.Editor.AndroidSupportLibraryResolver.addSupportLibraryDependency
//implementation 'com.android.support:customtabs:25.3.1' // Facebook.Unity.Editor.AndroidSupportLibraryResolver.addSupportLibraryDependency
//implementation 'com.android.support:support-v4:25.3.1' // Facebook.Unity.Editor.AndroidSupportLibraryResolver.addSupportLibraryDependency
When I run the app, firebase is initialised successfully. Also Firebase.Crashlytics.Crashlytics.IsCrashlyticsCollectionEnabled returns true.
I crash the app in a number of different ways, then open it again without reinstalling. But no crash reports are sent.
When I watch logcat when starting the app I see this error from firebase each time the app is opened
2020-09-28 16:18:59.332 25773-25847/? E/FirebaseCrashlytics: Failed to retrieve settings from https://firebase-settings.crashlytics.com/spi/v2/platforms/android/gmp/REDACTEDblahblahblah/settings
Update Oct 19, 2020:
Today a developer updated the issue I linked in this answer saying the Firebase team fixed a backend bug last Friday (Oct 16) that was affecting some new Unity Android apps registering w/ Firebase - likely the bug behind your issue. I had already solved the issue in my own project using the below solution, but if you haven't yet updated your project, I recommend running it again and seeing if Crashlytics is working for you now..
I've been dealing with the same issue this week in Unity 2019.4.11f1 - i see the same error message about not being able to retrieve settings, but with my specific project and appIds in the URL.
I found a solution in this Github issue, which suggests the problem is caused by the version of an android library that is a dependency for the Unity Firebase Crashlytics package. My rough understanding is that the firebase-crashlytics-unity library is a wrapper around android library firebase:firebase-crashlytics, and the unity package allows the underlying native Android code to be used from Unity. Version com.google.firebase:firebase-crashlytics:17.10.0 has issues with getting the settings for some Firebase projects on Android. Myself and several others following this issue found forcing Unity to use this specific dependency at version 17.1.1 resolved the issue.
Someone else with the same issue in the thread contacted Firebase support and was told:
The error you are seeing "Failed to retrieve settings" is related to
the SDK version being used. If you go to "Assets > Firebase > Editor>
CrashlyticsDependencies" you can manually update the SDK to point to
the latest Crashlytics SDK version 17.2.2. Please give it a try and if
you continue having issues, let me know.
It turned out this advice wasn't quite right - some of us following the thread then experienced a different issue when using the Android Crashlytics SDK version 17.2.2 with Unity crashlytics version 6.16.0. So I'd specifically recommend trying out the below suggestion or other solutions in the thread to set your Android crashlytics library to v17.1.1.
Changes I made in my project to address this:
First, I updated my unity firebase packages in the package manager to use version 6.16.0. In my project 4 packages were installed - core, analytics, crashlytics, and messaging.
Then I searched for the the Crashlytics package's dependency file - Crashlytics-Dependencies.xml (found by searching project - was in /Library/PackageCache/com.google.firebase.crashlytics#6.16.0/Firebase/Editor/ for me). This file initally had "com.google.firebase:firebase-crashlytics:17.0.0" listed, which I updated to be: "com.google.firebase:firebase-crashlytics:17.1.1".
As an extra precaution, I also added created a MyProject-Dependencies.xml file, as was suggested by a user in the thread - this file also specifies version "com.google.firebase:firebase-crashlytics:17.1.1".
Next, I modified the Unity build process to use a custom mainTemplate.gradle file to specify dependencies,
rather than using the External Dependency Resolver to manage and
embed unity packages (option in Build Settings > PlayerSettings >
Android).
I also updated the settings on the External Dependency Manager Android Ressolver:
Disabled AutoResolve and Disabled Resolve on Build (we dont want EDM updating dependencies without our knowledge when building)
I also turned disabled AndroidPackageInstallationEnabled - this has made the resolution process much faster and removed a bunch of .aar files from the android dependencies list, and hasn't caused any problems in my project.
I then ran External Dependency Resolver > Android > Force Resolve, which after the settings changes above, should now embed a list of the dependencies for the Android build into the mainTemplate.gradle file - Check this file (its in Assets/Plugins/Android) and you should now see com.google.firebase:firebase-crashlytics:17.1.1 in that list.
Also, I recommend reading this article about managing Unity Firebase dependencies from one of the Firebase developer advocates, Patrick Martin. It helped me wrap my head around how Android dependency management in Unity works, as well as how the Android gradle build process works.
We have a Xamarin.Forms project that needed to use the sqlite local db to store date. EF Core's sqlite library was used to set this up and by different developers from different PCs (vs 2019). Initially, it was used with the Database.EnsureCreated() function and later with ef core's migrations. All went smooth for more than a month.
Last week all of a sudden the android app wouldn't start on any one's PC due to some error with sqlite. It showed the following error:
Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)
I spent a while trying all kinds of fixes and rollbacks thinking it was an issue with the code. This included the following:
Deleted obj and bin folders, cleaned and rebuilt for all below steps.
Downgraded the version of ef to 2.2.3 (the version we started with)
Rolled back to git commits up to a week back
Upgraded the versions of dependencies of ef core
Removed the past few migrations
Downgraded xamarin forms to 3.6.x
After trying the above and several other fixes, finally upgrading the versions of java and android SDK worked last Friday (on all PCs). Once this fix worked everything went smooth that day. On Tuesday once again the issue was back (no library updates or code changes). A deeper look at EF Cores logging shows that it crashes the moment it attempts to connect to a db.
The issue can be replicated on the android devices but not the emulators. I am not sure if there is some new permission in android we need to request for.
I finally created a new xamarin forms project with sqlite setup. I used the pcl library and ef core. I still found the same error.
Here is the git hub that replicates the issue https://github.com/neville-nazerane/xamarin-site
Update
Just something i noticed. eariler my database file was named "main.db". Now no matter what i change this file name to or no matter what variables i change. it always shows database name as "main" in logs. Not sure if changing the db name would fix the issue. However, never found a way to change this db name. I tried different connection strings, it just said "database" and "db" were unknown keys
Update
Steps to replicate:
using (var db = new AppDbContext())
{
db.Add(new Person {
Age = 55,
Name = "Neville"
});
db.SaveChanges();
Person[] alldata = db.People.ToArray();
}
The definitions of Person and AppDbContext are quite obvious. So, with the spirit of not making the question too long, I am not posting it here. However, if required I can post them too.
This is a bug with the Xamarin.Forms and Mono.
It was detected since a couple of months ago, it was fixed but then there was some regression (with VS 2019 v16.1).
Even with the latest release (v16.1.2) the bug still happens, so we need to wait for a fix.
Sources:
https://github.com/mono/mono/issues/14170
https://github.com/xamarin/xamarin-android/issues/3112
https://github.com/xamarin/xamarin-android/issues/2920
Due to slight differences of the particular file systems on the native side, I would suggest creating an interface to handle the actual database file handling on the native application level.
So here is how I implemented SQLite using the nuget package SQLite.Net-PCL:
In the shared project, create a new interface, for instance FileHandler.cs
public interface IFileHandler
{
SQLite.SQLiteConnection GetDbConnection();
}
You may want to extend that with more methods to save or retrieve various files, but for now we will just have the GetDbConnection Method to retrieve a working SQLite Connection.
Now in your Android implementation, we add the native implementation to that interface:
Create a new class called FileHandler.cs in your android project:
[assembly: Dependency(typeof(FileHandler))]
namespace YourProjectName.Droid
{
public class FileHandler : IFileHandler
{
public SQLite.SQLiteConnection GetDbConnection()
{
string sqliteFilename = "YourDbName.db3";
string path = Path.Combine(GetPersonalPath(), sqliteFilename);
SQLiteConnectionString connStr = new SQLiteConnectionString(path, true);
SQLiteConnectionWithLock connection = new SQLiteConnectionWithLock(connStr, SQLiteOpenFlags.Create | SQLiteOpenFlags.ReadWrite | SQLiteOpenFlags.NoMutex);
return connection;
}
private string GetPersonalPath()
{
return Environment.GetFolderPath(Environment.SpecialFolder.Personal);
}
}
}
Now back again in your shared code you can access that connection with the following code:
using (SQLiteConnection connection = DependencyService.Get<IFileHandler>().GetDbConnection())
{
// Do whatever you want to do with the database connection
}
Alright mate, I don't understand what issue you are facing. It might be an issue with your machine, I'd suggest using another computer/laptop.
I took the exact code that you shared on the Github. I was able to build it on my Mac computer in VS 2019 and installed the application in debug mode on my phone. I was able to add a date successfully, as you can see in the picture, and I placed an Exception Catchpoint and faced no exceptions.
I then proceeded to add another entry with the same details and it errored out with the message that you can see here
I would also suggest using Xamarin Profiler or any other Android logger to see the Stack Trace that you aren't able to see in your application output. It will give you details of the error, that you can share here for us to understand better.
Where is NavigationManager? In old version, I can use NavigationManager to simulate an route, like from SF to LA.
NavigationManager navigationManager = NavigationManager.getInstance();
navigationManager.addNewInstructionEventListener(new WeakReference<>(mNewInstruction));
navigationManager.addGpsSignalListener(new WeakReference<>(mGpsSignalListener));
navigationManager.addRerouteListener(new WeakReference<>(mRerouteListener));
navigationManager.addPositionListener(new WeakReference<>(mPositionListener));
navigationManager.addSafetySpotListener(new WeakReference<>(mSafetySpotListener));
navigationManager.addLaneInfoListener(new WeakReference<>(mLaneInfoListener));
navigationManager.addRealisticViewListener(new WeakReference<>(mRealisticViewListener));
//set the map where the navigation will be performed
navigationManager.setMap(mMap);
NavigationManager.Error error=navigationManager.simulate(mapRoute.getRoute(), 50);
Could you please tell me how can I implement simulation function with your latest here android sdk?
Thanks in advance.
According to the latest documentation, these APIs have not changed: NavigationManager API Reference.
The way you include the HERE SDK library in your project has changed, however. It is now delivered as an AAR file rather than as separate jar and native library files. Are you sure you are including the HERE SDK properly and it is present in your classpath? For further info on the new steps see this tutorial.
When using Firebase on ReactNative, it will show such error message:
can't find variable process
However, if I require firebase/lib/firebase-web.js manually, it will show:
can't find variable document
How can I resolve this?
I just went through the same issue while trying to use sockets.io in my react native app so hopefully I can help.
The reason that you cannot use firebase's node module is because there hasn't been a polyfill created yet for websockets support (which firebase is dependent on) in react native.
If you take a look at issue #619 in react native's repo you'll find the current discussion on creating a websockets api polyfill.
The way that we solved it is by using Jason's modified version of the sockets library and creating our own repo around just that file. Then we added the line below to our package.json dependencies.
"react-sockets": "crewapp/react-native-sockets-io"
The reason that Jason's version of the sockets.io client file works is because react-native is added as a user agent. You can find the code that makes this change at the top of the file:
window.navigator = {
userAgent: "react-native"
}
Once you've gone through these steps you should be able to require sockets.io / firebase as normal.
Just figuring it our. Pavan's answer is helpful, but it is not quite true when using with Firebase.
For firebase, please follow the steps:
Download the firebase-debug.js from wsExample. Or you can just install wsExample by npm and require the firebase-debug.js inside it.
Use badfortrains's forked React-Native:
"react-native": "git://github.com/badfortrains/react-native#WebSocket"
New the Firebase like this:
var firebase = require("../../firebase-debug.js");
var rootRef = new Firebase(Const.FB_ROOT);
Things should just work now!
I had issues with socket.io on React Native too, solution was to get notifications about new data and if data is big enough - get it by simple RESTfull request. in my case data was small enough to be sent all within notifications API.
I was using GCM service to send notification to phone from nodejs server. BTW, it uses less battery then socket connection and works great :)
I want to use Google API to transfer SharePoint Documents to Google Drive using dot net. For that to happen I want to use this link Google Quick Start.
I have followed every little piece of information. It states in beginning "Complete the steps described in the rest of this page, and in about five minutes you'll have a simple Drive app that uploads a file to Google Drive" but it is not true.
I am trying to run this sample example since yesterday but failed.
// Register the authenticator and create the service
var provider = new NativeApplicationClient(GoogleAuthenticationServer.Description, CLIENT_ID, CLIENT_SECRET);
var auth = new OAuth2Authenticator<NativeApplicationClient>(provider, GetAuthorization);
So it seems that this code example is outdated and Google APIs have been upgraded.
Here comes the warning
[Obsolete("GoogleAuthenticationServer is not supported any more and it's going to be removed in 1.7.0-beta. Consider using the new Google.Apis.Auth NuGet package which supports .NET 4, .NET for Windows Store apps, Windows Phone 7.5 and 8 and Portable Class Libraries as well")]
Another code
var service = new DriveService(new BaseClientService.Initializer()
{
Authenticator = auth
});
And the error
Cannot implicitly convert type 'Google.Apis.Authentication.OAuth2.DotNetOpenAuth.NativeApplicationClient' to 'Google.Apis.Http.IConfigurableHttpClientInitializer'. An explicit conversion exists (are you missing a cast?)
Then I was looking for [latest release samples] there I found the source files.
I was not able able to run the sample also.
Here I was successfully authenticated but then had error for redirect Uri
My Client_Secrets.JSON looks like, as you can see I have set default redirect Uri to http://localhost/.
{"web":{"auth_uri":"https://accounts.google.com/o/oauth2/auth","client_secret":"secret","token_uri":"https://accounts.google.com/o/oauth2/token","client_email":email","redirect_uris":["http://localhost/"],"client_x509_cert_url":"aa#developer.gserviceaccount.com","client_id":"id","auth_provider_x509_cert_url":"https://www.googleapis.com/oauth2/v1/certs","javascript_origins":["http://localhost:53404/"]}}
Now I can run this application but as mentioned getting error
Error: redirect_uri_mismatch
The redirect URI in the request: [[http://localhost:2430/authorize/]] did not match a registered redirect URI
I really don’t know from where this port number comes and from where this authorize comes. As you can see in my JSON, I have not set anything similar.
I am using VS 2010 SP1 Ultimate and Windows 7 home Basic.
I have tried to give complete information and my end goal is upload document in Google drive.
The tutorial you are following uses an older version of google.apis thats why you are seeing the not supported. Here are a couple of tutorials on how it works with the new version of the api.
http://daimto.com/google-oauth2-csharp/
http://daimto.com/google-drive-api-c/
Take a look in https://code.google.com/p/google-api-dotnet-client/source/browse/Tasks.ASP.NET.SimpleOAuth2/Default.aspx.cs?repo=samples. It's a Task API ASP.NET sample. As you can see you need to add several lines of code, but it works.
I downloaded the samples Eyal mentions and got that compiling before integrating with my own app. .Net needs to be 4 although it states it supports higher.
You have to set the redirect URI in the google developer console, not in your JSON. In your case, you would want to set it to http://localhost:2430/authorize/.