I followed this link - https://developers.google.com/tag-manager/ios/v5/.
I can see my events in firebase console but not in google analytics.I defined my custom as well as default apple logevents.As it is also coming in my console "[Firebase/Analytics][I-ACS023024] No data to upload. Upload task will not be scheduled". I am using xcode 8.3.2 and swift3.Please help if anyone implemented.
There could be a few issues that can cause this. And more information is needed to find the cause, best place to look is the debug console in xCode.
GTM container is not setup correctly.
GTM Tags are not setup correctly.
The App/SDK checks for newer versions of the GTM container in 12 hour intervals. So if you did run the app for testing with a container with no tags, then added the tags to test for GA input, then the new container will not be used, until it gets the new container 12 or so hours later. (Work around for me was to uninstall the app from the simulator and run it again in xCode, just to be safe I clean the code too before running again. I did read somewhere that there was code to always check for newer containers, but I never got that to work)
Would be good if you can provide more information from the xCode debug console.
Related
I am using InAppBilling plugin in a Xamarin.Forms solution.
IAP works in iOS and the app is approved and ready to release.
HOWEVER, I'm having issues getting this to work with the Google PlayStore.
The PlayStore returns the message: [productSKU] does not exist.
But that subscription item is clearly in the PlayStore AND activated with the exact SKU I'm using.
Does anyone know why a subscription item cannot be found or reached?
And yes, I've double checked and triple checked that the right SKU was being passed in in this:
var purchase = await billing.PurchaseAsync(**productId**, ItemType.Subscription, verify);
Is there any other obscure setting in the PlayStore that would cause this item to not be found?
After digging through docs and getting this working, here are some tips for those who could do with some help.
Upload your signed .apk or app bundle to the PlayStore in Closed Testing.
Submit for review. May take a few days (3 days for mine).
Promote the approved app to the Alpha track and you probably have [yourapp] Track1 too.
Setup you IAPs and activate.
Set you app as "Published" in Advanced Settings. This will trigger a review but it should be quick if the app has already been reviewed.
You CANNOT test AIPs from debug mode. You need to build in release and sign, then deploy to testing device THEN try purchase your item(s).
If I figure out how to step through in debug mode, I'll see if I can add to this later.
Need Help !!
We are getting caution message on top of the Dashboard in Firebase Crashlytics. We are tried with different technical advises in different forums.
But nothing has worked out for us. We are still seeing the caution message at the top (in red strip) and crashes count is incrementing on every crash but doesn't come to Dashboard.
Here we go with our Firebase Crashlytics integration with project :
We are using Firebase Crashlytics with Xamarin Forms project to record any crashes in Mobile Application.
Since, Firebase Crashlytics SDK & Documentation are mostly on Native Platforms (Android & iOS). But, we still got provision to get packages from NuGet.
Here is the checklist which ensures we are on right direction:
1) Is App released with proper Apple Distribution Provision Profile and Certificate- YES
2) Is Distribution Provision Profile valid in terms expiration date - YES, it is valid till Next year from now.
3) Is GoogleService-Info.plist correctly placed. YES- it was downloaded from Crashlytics console with proper identifier configured. File was placed at root of iOS Project and set Build Action as BundleResource.
4) Did we call required initialisation function at proper place. - YES. Below set of codes ensures we initialised properly Firebase Crashlytics in AppDelegate.cs class.
5) Is your build configuration rightly placed in Release mode. YES
6) Important Point: Firebase Crashlytics was able to process the reported crashes with earlier version of iOS build which were having same project and package configuration and we could able to see the Crashes in readable format till for immediate previous versions.
But suddenly it stopped working when we promoted to production in AppStore (means LIVE in AppStore)
7) Have we uploaded to dSYM file manually to Firebase Crashlytics - YES we TRIED. We followed the steps to upload dSYM using XCode-SWIFT project with POD files.
Here is the setup and step.
POD was installed in appropriate XCode workspaces.
Run Script was executed with recommended POD commands.
Build was succeeded.
Hence, as you see, we are practiced with every advises whichever mentioned in any forum. We have applied, but we don't see, it is coming to Crashlytics Dashboard even then.
Try below command. May be help full.
msbuild "/Users/xxx/projects/myApp/myApp/myApp.iOS/myApp.iOS.csproj" /t:"build" /p:Configuration="AppStore" /p:Platform="iPhone" /p:BuildIpa=true /p:FirebaseCrashlyticsUploadSymbolsEnabled=true
I have tried this command and it is working in my case. I get it from this git thread : https://github.com/xamarin/GoogleApisForiOSComponents/issues/386
My app is using Firebase Analytics and I believe starting in iOS 13.2 started getting the errors described here: Why I get the console warning: [Process] kill() returned unexpected error 1 when I load a WKWebView in iOS13.2?
I guess it wasn't a big deal
Since I planned for my app to go live in January, I began bigger tests in physical devices. I noticed after a while the app started to behave erratically, specially after receiving a [general] Connection to daemon was invalidated error. This doesn't occur in the simulator
Searching the internet I found a post that describes the same problem: https://forums.developer.apple.com/thread/124306
In my case, only Firebase seems to be calling WKWebView, but every time I open the UIMenuController I get the error described in the console and the app appears to be missing inputs. This is specially troublesome with UIScrollViews, which my app uses a lot. The pinch gesture seems to work at will. On an iPhone 6s, the issue isn't as noticeable, on an iPad, it's like a 50% chance the pinch gesture will work properly
Outside of removing Firebase, is there a way to mitigate this issue?
1 June 2020: The console message still persists, however, I have seemed to resolve the UIScrollView issue by deactivating delaysContentTouches, now the pinch gesture seems to work most of the time
23 October 2020 If anyone notices their app starting to behave erratically with no apparent reason I HIGHLY suggest to test it on an iOS 13 physical device if possible. Seems that Apple removed the warning from iOS 14, but testing it on iOS 13 you can pin point the exact reason after the warning appears in the console
Upon further testing, I've reduced the view down to a dead-simple UI view with a single SwiftUI TextField and the 'Connection to daemon was invalidated' still appears after I type the first character into the field. Soon thereafter the app crashes with a sigAbort. (So I don't think the reason is the UITextView wrapper I was using in the previous post). Once the invalidated message appears the app is doomed to crash, not right away but soon thereafter.
I have no idea what causes the 'invalidate' message and a Google search seems to imply that no-one else does either. Some folks appear to have made (experimental?) changes to their UI that stops the message but it appears to be impossible to determine a definite cause. (and like before it only occurs on a real phone)
Same issue without using Firebase at all. What I did: Delete build folder and compile again. Issue does not appears again.
On Xcode:
Clean the Build Folder
This will delete all of the products and intermediate files in the build folder. To clean the build folder you can use the shortcut Command+Option+Shift+K or Menu Bar → Product → Hold Option Key → Clean build Folder.
On Flutter:
Just delete build folder.
We are setting up a new version of our app and we are switching from the legacy (v4) GTM SDKs to using the v5 mobile Google Tag Manager via Firebase.
On Thursday and Friday morning I ran some extensive tests on our tracking setup on Android and found a number of bugs in the GTM setup. I fixed them and then republished the app around mid-day on Friday.
On Monday morning (yesterday) I ran some additional tests and none of the fixes that I made worked, in the sense that the data that reached Google Analytics (the ultimate endpoint) showed the same errors from the previous round of testing.
My only conclusion is that the container didn't automatically update over the weekend (according to this, it should update every twelve hours).
I am pretty certain that this is the problem because some of the fixes included updating lookup table variables (we don't pass event category / event action as parameters from the app, these are mapped via two separate lookup tables), and the event category / action values were unchanged in GA in the second round of testing, even though they had been altered in GTM in between.
The documentation is a bit vague on exactly how the update process works - is there a way to debug exactly how to set up GTM in the app to ensure that it will automatically update when the container is republished in the GTM UI?
OK, the answer was pretty simple in the end, but as far as I can tell this is written nowhere in the documentation.
So, all you have to do is not rename the JSON file that you download from the GTM web interface - that's it! Our Android devs had renamed the different versions as gtm_dev.json, gtm_test.json, gtm_prod.json, etc, and this caused the automatic update to fail. That's it!
So if you are googling this error, double-check that your JSON file in the app has not been renamed.
I've been working on a game using Google VR in Unity3d and I recently updated my version of unity3d and the (built in) Google VR SDK to the latest version. After doing so the pre-launch report (automated testing on firebase) is showing crashes, during the unity splash screen, on 5 out of 6 devices.
This is the issue that is reported:
Issue: Crash of app uk.co.softkitty.puzzleroom running instrumentation ComponentInfo{com.google.android.apps.mtaas.crawler/android.support.test.runner.AndroidJUnitRunner}
Not very helpful, it looks like a generic unit test result if the app closes unexpectedly . I've looked through the logs and cant find anything unusual from my app or unity, but I did find something. It looks to me like this may be being caused by the test script itself:
10-27 01:54:54.494: I/ViewInteraction(19677): Performing 'single click' action on view (with class name: is "android.widget.ImageButton" and with id: uk.co.softkitty.puzzleroom:id/ui_back_button ...............
This to me, looks like the test runner is exploring the app UI and the first thing it does is click the "back" button. Which I would expect to close the app. I also tried using Firebase directly, which seemed to confirm it:
Firebase Activity Map
Does that seem likely that this is just a bug/red herring caused by changes to unity/GVR Or even firebase? Has anyone else experienced this?
I just don't want to release it if it really is crashing on so many devices!
Many Thanks
I asked Google Play Support about this and they got back to me.
They have confirmed that the issue is caused by a new crawler used by the Pre-Launch report. Details can be found here under the section "Pre-launch report versions"
They've escalated the issue and have also provided a workaround:
Sign in to your Play Console.
Select an app.
Select Release management > Pre-launch report > Settings.
In the “Pre-launch report version” section, move the Opt-out switch
to the right until it turns blue.
I haven't verified this yet but will mark as answer once I have.
Edit
I have tested this and all the tests pass again so this looks like a good solution for now.
We got this when uploading our APK as well. It started October 27th and crashed the following 4 days until we changed our setup. I couldn't see anything in our code base that should trigger this problem, so I wonder if it's related to changes on Google's side.
However, we did just did two changes and now everything's working again.
We added the following line to proguard-project.txt:
-keep class android.arch.** { *; }
I assume this was what fixed it.
At the same time we changed the compileSdkVersion and targetSdkVersion to 27 (and correspondingly all belonging support libs). For all I know they could have fixed it here too..
Edit:
To more directly answer your question: Yes, it does seem likely that this is just a bug/red herring, not on Unity's side, but in Firebase Test Lab or in Google's support lib. I tested the APK that failed the pre-launch tests and it worked just fine on my device.