Just installed TideSDK 1.3.1-beta.
When I try to launch "HelloWorld" example, I get these messages without knowing where to start to address the issue :
Unresolved: runtime 1.3.1-beta
Unresolved: app 1.3.1-beta
Unresolved: codec 1.3.1-beta
Unresolved: database 1.3.1-beta
Unresolved: filesystem 1.3.1-beta
Unresolved: media 1.3.1-beta
Unresolved: monkey 1.3.1-beta
Unresolved: network 1.3.1-beta
Unresolved: platform 1.3.1-beta
Unresolved: process 1.3.1-beta
Unresolved: ui 1.3.1-beta
Unresolved: worker 1.3.1-beta
Please follow the SDK installation and getting started guide provided in docs website
If you follow the steps described and install the SDK in correct location, you will have everything working.
I was having a similar problem, then I found that after unzipping tideSDK, it gives us three folders, namely sdk, modules and runtime. All these three folders are supposed to be in ~/.tidesdk. But, I had only sdk inside the folder. So, I copied runtime and modules into ~/.tidesdk folder and then found HelloWorld App is now running.
I hope this one helps...Good Luck...
Related
Unity editor version: 2021.3.17f1 and 2021.3.15f1
Firebase Unity SDK version: 10.4.0
Source you installed the SDK: .unitypackage
Problematic Firebase Component: Auth
Other Firebase Components in use: Firestore
Additional SDKs you are using: -
Platform you are using the Unity editor on: Mac (for mac build) and Windows (for win build)
Platform you are targeting: Macos and Windows (iOS, Android, and/or desktop)
Scripting Runtime: Mono (Mono, and/or IL2CPP)
Pre-built SDK from the website or open-source from this repo: website
I built my Unity project with Firebase for both MacOS and Windows platforms. Both sides are working without any problems, but I want to sign my project on MacOS, so I need to add an app sandbox. After adding the app sandbox, my project crashes at the following line:
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source file of this crash is "google-services-desktop.json and google-services.json" if i remove this file by xcode it doesn't crash but firebase is not working.
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I moved the "google-services.json" and "google-services-desktop.json" files from within xcode to get them out of appsandbox. This saved my game from crashing but I couldn't access firebase.
i tried with latest xcode version
I didn't intend to upload it to the App Store, which made the app sandbox optional for me. I found that the application can be signed without the app sandbox by using the DeveloperID. I solved the problem by turning off the app sandbox.
I'm having a little problem. When I try to deploy an unity3d app with the auth sample project from firebase I'm getting this error "error building Player: iOS framework addition failed due to a CocoaPods installation failure" but I have installed cocoapods correctly, I even uninstalled it and reinstalled it. I only get this error with the auth project, not with the database. I tried adding the cocoapods to the project with the terminal using pod init instead of having unity do it but nothing seems to work
From https://github.com/firebase/firebase-ios-sdk/issues/1845#issuecomment-425184012:
We're working on patching the Firebase C++ and Unity releases to migrate them to the 5.9.0 iOS SDK. In the meantime, under Assets/Firebase/Editor/ there are a set of files matching *Dependencies.xml files (e.g AnalyticsDependencies.xml) that reference the iOS SDK version. You'll need to modify the section of each file to reference iOS SDK 5.9.0 rather than 5.6.0.
More details at https://github.com/firebase/firebase-ios-sdk/issues/1845#issuecomment-425184012
I'm developing application by using Xamarin Forms. I need database so I install sqlite-net-pcl by Frank A.Krueger via NuGet package manager. I try to get connection in PCL project:
ISQLiteHelper sqlLiteHelper = DependencyService.Get<ISQLiteHelper>();
string pathToDatabaseFile = sqlLiteHelper.GetLocalDatabaseFilePath(databaseFilename);
this.database = new SQLiteConnection(pathToDatabaseFile);
But I got an exception.
"Unable to load DLL 'e_sqlite3': The specified module could not be
found. (Exception from HRESULT: 0x8007007E)"
I followed by some answers and download and installed sqlite-wp81-winrt-3180000.vsix Than I added the following references into my WinPhone 8.1 project: Reference Manager -> Windows Phone 8.1 -> Extensions -> SQLite for Windows 8.1 But it did not help me. I got the same error.
I changed my target platform to x86. For Any CPU I get an error:
"Any CPU" is not supported by the referenced SDK "Microsoft.VCLibs,
Version=12.0". Please consider changing the targeted processor
architecture of your project (in Visual Studio this can be done
through the Configuration Manager) to one of the architectures
supported by the SDK: "x86, ARM". App1.WinPhone
I got that error if I change my target platform to x64 like my PC has.
"X64" is not supported by the referenced SDK "Microsoft.VCLibs,
Version=12.0". Please consider changing the targeted processor
architecture of your project (in Visual Studio this can be done
through the Configuration Manager) to one of the architectures
supported by the SDK: "x86, ARM". App1.WinPhone
"X64" is not supported by the referenced SDK "SQLite.WP81,
Version=3.18.0". Please consider changing the targeted processor
architecture of your project (in Visual Studio this can be done
through the Configuration Manager) to one of the architectures
supported by the SDK: "x86, ARM". App1.WinPhone
SOLUTION: You can use SQLite.Net-PCL by Oustein Krog, Frank Krueger, Tim Heuer instead of sqlite-net-pcl.
The creation of collection will look like this one:
this.database = new SQLiteConnection(databaseFilename);
I installed TideSDK and TideSDK Developer correctly in Ubuntu and Windows 7. I can run Developer, import Hello World project, can run the app and do a Package with Runtime. Followed the "Get Started With TideSDK" tutotial.
The app generated can run without problems in my own system (Ubuntu or Windows 7, depends where it was compiled), but when I try to run it in a computer that doesn't have TideSDK, it doesn't run. Why?
Do I need to install TideSDK in each computer where the app will run?
No you do not need to install the TideSDK on each client computer.. the installer created with option: "Package with Runtime" would be the only binary you need to ship.
Is it possible / planned to build a Win/Mac/Linux package from within one platform?
An IDE called RunRev LiveCode allows to deploy to multiple platforms, but it supports only HyperCard language, afaik it's also possible in Qt
a Zotero Standalone Builder can be used to bundle Webapp XUL Wrapper into distributable bundles for Mac, Windows, and Linux
would it be possible to use it with TideSDK?
a Kickstarter project starts for AppJS, the maintainers want to launch a cloud service to deploy the app for all platforms in the cloud and then just download the exe, dmg or a linux package
It is not possible to build apps on the same platform with TideSDK. A service platform is coming that will solve this issue to make development easier for everyone. We'll make announcements with this available.