Finger VS Bugs In Development

Hi Guys! we made this post to tell you that we are developing a simple yet addicting mobile game and the name of this game is Finger VS Bugs

it’s a tapping game and the goal is to be the one with the highest score and beat your friends score and other people scores

This post is all about what we used inside this game, what plugin, what game engine and other things like graphic assets.

The goal is how  we can  do more on a game that is so simple, how can we squished all juice on it and make this game both challenging and fun to play with the limitation of our time is so little because we have a day job for 8 hours so we can only do it on about 2 to 3 hours per day during  the night usually. so please follow our adventure on how  we’re going to  accomplish and complete this game.

Want to test Finger VS Bugs?  here’s the link

Google Play Store

https://play.google.com/store/apps/details?id=com.gigadrillgames.fingervsants

Itunes Apple Store

https://itunes.apple.com/us/app/finger-vs-bugs/id1175782438?ls=1&mt=8

Here is the Game Engine, tools, plugin and other things that we used in this game so far.

Game Engine – Unity3d is a good engine for making games for different platforms like pc, web, android, ios, ps, xbox and a lot more.

https://unity3d.com/

Tweening plugin –  Dotween free version if you want to try it here’s the link

https://www.assetstore.unity3d.com/en/#!/content/27676

Dotween Pro – here’s the pro version

https://www.assetstore.unity3d.com/#!/content/32416?aid=1101lGtb

Graphic Assets for GUI – Jungle UI

https://www.assetstore.unity3d.com/#!/content/35303?aid=1101lGtb

3d Model – Ants 3d models

https://www.assetstore.unity3d.com/#!/content/56474?aid=1101lGtb

Particle Effect – Cartoon FX Pack1

https://www.assetstore.unity3d.com/#!/content/4010?aid=1101lGtb

For Sharing and local notifications on Android – Android Ultimate Plugin

https://www.assetstore.unity3d.com/#!/content/38872?aid=1101lGtb

For Sharing on IOS Devices we used this plugin

https://www.assetstore.unity3d.com/#!/content/70861?aid=1101lGtb

For Google Play Game Service Plugin this one should work on both Android and ios but we used Unity3d API for accessing Game Center on IOS

https://github.com/playgameservices/play-games-plugin-for-unity

For Ads like banner or interstitial this one works on both android and ios 🙂

https://firebase.google.com/docs/admob/unity/start

Firebase Analytics

https://firebase.google.com/docs/unity/setup

Need 3d Models with lots of discounts? check and register on this link

https://www.cgtrader.com/join/gigadrillgames

We will update this post until we complete the game and publish it on  Amazon app store and other different platforms for selling games or app BTW this game is FREE  just a little ads on it 🙂

Please download it and try it and gives us a good reviews and 5 stars this will help us a lot and thank you in Advance 🙂

For more questions or comments or suggestions just email us at gigadrillgames@gmail.com

Google Play Games Plugin for Unity3d possible fixed for Xcode Project

Google Play Games Plugin for Unity3d  possible fixed for Xcode Project

Unity3d version : 5.5.1

Google Play Games  Plugin version: 0.9.36 (0x00000936)

Before anything else take Note this errors is came from the google play services not from our plugin to make things clear

Building the Unity3d Project on ios for Xcode with Google play services we encounter some errors

  1. google Mobile Ads framework is missing
  2. loadRequest error on GADURewardBasedVideoAd.m on xcode
  3. Missing GoogleMobileAds.framework
  4. google sign file missing

To Fix this you must follow this important guides 1st

https://github.com/playgameservices/play-games-plugin-for-unity#ios-setup

https://github.com/playgameservices/play-games-plugin-for-unity#building-for-ios

https://github.com/playgameservices/play-games-plugin-for-unity#common-build-errors-on-ios

Important Notes:

  1. use $(inherited) on build settings for HEADER_SEARCH_PATHS, OTHER_CFLAGS and OTHER_LDFLAGS for both pod project and unity3d xcode project.
  2. Enable Module for both pod project and unity3d xcode project.
  3.  add the GoogleMobileAds.framework if this is missing
  4. always clean before you build
  5. run pod init 1st when pod install is not working
  6. check Podfile and replace it with

     

Update: we just Integrate the Google Firebase Analytics Plugin For Unity3d and yes the process is hell again and there’s so many errors if you are interested on how to fix this errors and issues please follow this link  http://www.gigadrillgames.com/2017/02/11/integrating-firebase-analytics-to-android-ultimate-plugin-for-unity3d/

if you still can’t fix this issues please follow read and watch this forum and video links

https://forum.unity3d.com/threads/ios-admob-and-xcode-7-beta-module-not-found.348360/

https://groups.google.com/forum/#!category-topic/google-admob-ads-sdk/OVfGXHJY2tA

And this youtube video will teach you on how to do this things

The ios sdk

https://firebase.google.com/docs/admob/ios/download

Google Signin sdk if you needed it

https://developers.google.com/identity/sign-in/ios/sdk/

Temporary fixed is this for load request error

Note When adding the framework it should be like this

Tips for running pod commands

https://github.com/CSStickyHeaderFlowLayout/CSStickyHeaderFlowLayout/issues/53

Some old setup but relevant and that help us on this errors

https://firebase.google.com/docs/admob/unity/start

Other Links that might help you if your encounter more errors

https://github.com/playgameservices/play-games-plugin-for-unity/issues/435

https://github.com/playgameservices/play-games-plugin-for-unity/issues/633

https://github.com/playgameservices/play-games-plugin-for-unity/issues/1009

https://groups.google.com/forum/#!category-topic/google-admob-ads-sdk/game-engines/pLcrV1x_Nsk

https://forum.unity3d.com/threads/gidsignin-h-file-not-found-xcode.390104/

https://github.com/playgameservices/play-games-plugin-for-unity/issues/1526

https://github.com/playgameservices/play-games-plugin-for-unity/issues/1549

https://github.com/playgameservices/play-games-plugin-for-unity#excluding-all-google-play-game-services-when-building-for-ios

https://forum.unity3d.com/threads/gidsignin-h-file-not-found-xcode.390104/

https://github.com/playgameservices/play-games-plugin-for-unity/issues/703

https://forum.unity3d.com/threads/building-unity-project-with-google-play-services-for-ios-tutorial.397869/

and one more weird thing every time you build a  xcode project on unity3d on our case google mobile ads sdk is always missing  to fix just remove and delete google mobile ads sdk on your project and add it again and then build clean and then build

and If you are so lucky and you encounter this error “Your Binary is not optimized for iphone5” this links might lead you on how to solve that problem

http://dannysu.com/2014/04/16/not-optimized-for-iphone5/

https://github.com/Simbul/baker/issues/1201

http://stackoverflow.com/questions/36757853/xcode-error-while-validation-your-binary-is-not-optimized-for-iphone-5

http://stackoverflow.com/questions/26373958/your-binary-is-not-optimized-for-iphone-5

about updating plist.info for the launch images here’s some guides and references

http://stackoverflow.com/questions/25926661/how-do-i-create-launch-images-for-iphone-6-6-plus-landscape-only-apps

http://stackoverflow.com/questions/18976412/launch-screens-supporting-ios6-and-ios7-forced-to-splash-screen

http://stackoverflow.com/questions/26441782/how-to-use-uilaunchimages-key

https://forums.xamarin.com/discussion/39400/error-itms-90096-your-binary-is-not-optimized-for-iphone-5

https://issues.apache.org/jira/browse/CB-7632

ITuneConnect and TestFlight Problems

one more thing if you upload you ipa to itunesconnect and the build is not showing on internal testing and external testing check if you received email asking for you to put permission for camera if yes just put this on your info.plist

if you still can’t see the new build on internal testing you just need to select nothing then save and then go back again and the new build should be showing after that then select it TADA!

I Hope this helps you out!

For more questions or comments or suggestions please email us at gigadrillgames@gmail.com

Integrating Firebase Analytics to Android Ultimate Plugin For Unity3d

Hi Guys, After we successfully integrate the Google play services and Google Mobile Ads to Android Ultimate Plugin today we will try to also Integrate the Firebase Analytics which came from this link

https://firebase.google.com/docs/analytics/unity/start

Setting Up Guides

https://firebase.google.com/docs/unity/setup

Before you start Integrating Firebase Analytics you need to provide 1st the SHA1 and SHA256 on firebase project settings to get this keys on your keystore follow this links

https://developers.google.com/android/guides/client-auth

 

For quick start guides on how to integrate firebase analytics and use inside Unity3d

https://github.com/firebase/quickstart-unity/blob/master/analytics/testapp/readme.md

To know on how to log events on firebase analytics follow and read this link

https://firebase.google.com/docs/analytics/unity/events

More information on Firebase Events

https://firebase.google.com/docs/reference/unity/class/firebase/analytics/firebase-analytics#eventaddpaymentinfo

More information on Parameters

https://firebase.google.com/docs/reference/unity/class/firebase/analytics/parameter

For setting user properties

https://firebase.google.com/docs/analytics/unity/properties

For Linking your google play or android app on Google play follow this link

https://support.google.com/firebase/answer/6392038?hl=en&ref_topic=6317497

https://firebase.google.com/support/guides/integrate-play-games

Note: if you have google play services plugin inside your Unity3d Project you will get some conflict on the google resolver jars , so what i do is i just remove the resolver from google play services plugin and after that a popup will appear on Unity3d Editor that asking you to install the dependencies and then just install and accept it after that you will see a lot of new libraries inside your Android Plugin folder and it will also replace your libraries with the new one which is not good because it might cause some problems or error on your other Android Plugin.

Here’s what happen, we successfully build the apk on Android Device

Things that still working

  1. Google Admob
  2.  Android Ultimate Plugin

Things that is not working

  1. Google play services the app crashed when try to login

How to fix the Android Errors?

Alright after searching  on different forums and support groups we find out from other people that the play services .aar files with 10.0.20 version have conflict on google play services to fix this change everything into version 10.0.1 both play services .aar files and firebase-analytics .aar files after that just build normally and everything should be fixed by now on our end everything is working fine after this changes and we also check the firebase dashboard and yes it detects that firebase analytics is running and active

Note: all of the .aar files must be the same version to make this build and run sucessfully

How to fix IOS xcode errors?

Yes it’s a bad news after we build the xcode project using unity3d we got lot’s of errors and yes it’s because of Firebase Analytics plugin for untiy3d and we spent lots of hours trying to find the solution on it and at last we got lucky so the solution is

  1. delete all the derived data on your machine because xcode get confused sometimes or most of the time when adding new framework or library this can be done by going to your Library/Developer/Xcode/DerivedData
  2.  force  build clean project the shortcut keys is cmd + shift + alt + k
  3. Delete all files inside pod directory
  4. open your terminal and then pod update
  5. build clean again once more and build the project on your device
  6.  if you still get error try to delete the frameworks and library that you add  and add it again this is weird but it works 🙂

more tips:

  1. when build ios or xcode project in unity3d always use build only dont use build and run and used Append not replace to avoid doing all the settings and fixes again that’s nightmare!!!
  2.  when opening the xcode project double click the work space not the xcode project file this will create a weird errors
  3.  always  build clean every time you open your xcode project and before building

and that’s the step we go through before we finally build it successfully on ios device.

 

And Here’s the list of other things you can do with Firebase

Firebase Cloud Messaging for Unity3d

https://firebase.google.com/docs/cloud-messaging/unity/client

Manage Users on Firebase for Unity3d

https://firebase.google.com/docs/auth/unity/manage-users

Firebase realtime Database for Unity3d

https://firebase.google.com/docs/database/unity/start
Firebase Storage for Unity3d

https://firebase.google.com/docs/storage/unity/start

Firebase Remote Config for Unity3d this is the best you can modify you game config and settings without actually uploading  a new build on google play store

https://firebase.google.com/docs/remote-config/use-config-unity

Firebase Invite for Unity3d

https://firebase.google.com/docs/invites/unity

And that is our findings, i hope this information helps you out and saves you a lot of time unlike us but yes we are happy to help you out 🙂

For more questions or comments or suggestions just email us at gigadrillgames@gmail.com

 

Integrating Firebase Google Admob on Android Ultimate Plugin for Unity3d

Hi Guys, After we Integrate Google Play Services with Android Ultimate Plugin For Untiy3d Successfully, we are now about to try the Firebase  Google Admob For Unity3d this is the newest way on adding Google Admob for your game after Google Acquired the Firebase technology they combine it quickly on their API like Admob and some other things like Analytics because Firebase is one of the unique Technology now a days that can be easily use by any one quickly  because it’s so simple and easy to use with a lot of features available.

to setup this on Unity3d this please follow and read these links below

Admob Setup for Unity3d

https://firebase.google.com/docs/admob/unity/start

Link for Google Mobile Ads Unity3d Plugin

https://github.com/googleads/googleads-mobile-unity/releases/tag/3.2.0

Plugin API for Untiy3d

https://firebase.google.com/docs/admob/unity/start#unity_plugin_api

Setup for Integrating Firebase Analytics for Unity3d

https://firebase.google.com/docs/unity/setup

Firebase Docs and Features

https://firebase.google.com/docs/

This post will be updated after we completed this integration and we will give you our findings on this integration like we did on google play services, so see you for now

 

Updates

We have successfully Integrate Google Admob Ads on Unity3d with Android Ultimate Plugin, Google play services and Google Mobile ads our findings

  1. you just need to change the min sdk to 9 and target sdk to 16 on Android Manifest of GoogleMobileAdsPlugin folder
  2.  change the target sdk on project.properties file to 16

and then you can build it successfully, here’s the demo apk with google admob banner ads running , install it and try to see it in action 🙂

link for demo APK

https://drive.google.com/file/d/0Bw14w3QBZaGxR0FFWFEwQXpDRGM/view?usp=sharing

this Finger VS Bugs game have Android Ultimate Plugin, Google Play Services and Google Mobile Ads which is Admob we used Banner Ads on this game try it out 🙂

Information about Admob Banner Sizes

https://firebase.google.com/docs/admob/android/banner

https://firebase.google.com/docs/admob/android/banner

Ad Request Targeting to customize your ads based on your target audience

https://firebase.google.com/docs/admob/android/targeting

and yes for testing admob on device this link might help you

http://answers.unity3d.com/questions/834119/admob-device-id-on-ios-for-test-ads.html

For getting device id  for testing admob ads

this code is if from that link in case it’s not active anymore 🙂

 

Thanks for  reading and visiting 🙂

for more question or comments or suggestions just email us at gigadrillgames@gmail.com

How to use Android Ultimate Plugin For Unity3d

Hi Guys! Here’s the new way on how to use our Android Ultimate Plugin for Unity3d this changes will start on version 1.7.1 and if you are a previous user of this plugin please read the links and  information below before following the steps  , if you are a new user of this plugin you can follow the steps below directly.

New Structure version 1.7.1

http://www.gigadrillgames.com/2017/01/29/android-ultimate-plugin-major-changes-1-7-1/

How to Merged  Android Ultimate Plugin and Google play Services and use them  both at the same time

http://www.gigadrillgames.com/2017/01/31/merging-android-ultimate-plugin-1-7-1-on-google-play-services/

well after reading the above links at least you know now on why we need to do this changes and now you can follow this new steps

Step by step on how to setup the Android Ultimate Plugin for unity3d

1. Download the plugin from unity3d asset store 
https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:13227

2. Check and import all the files from plugin

3. Download the google play services libraries and support .aar files from this link 
https://drive.google.com/file/d/0Bw14w3QBZaGxek5haDNNeVNTRGc/view

4. uncompress the google play services libraries and support .aar files and put it inside “Assets/Plugins/Android

5. Inside Unity3d go to File Menu, Build Settings and then select player settings and look for other settings
and change the bundle indentifier to your game or app bundle identifier for ex. com.mycoolstudio.awesomegame

6. On Build Settings switch platform to android platform

7. Inside Unity3d in your Project hierarchy go to “Assets/AndroidUltimatePlugin/Scenes” and open the Demo scene

8. Inside Unity3d go to File Menu, Build Settings and then make sure that you added Demo Scene

9. Inside Unity3d go to File Menu, Build Settings and then select Build and Run

10. wait for the build and then check the application if everything is working fine and that’s it.

So Basically it’s just import and then use it unless you want to add more Android permissions or you want to remove Android permissions to do that please read the next topic below.

 

Android Manifest Permissions

To change or remove permissions please check the Android Manifest file inside Assets/Plugins/Android/aup/AndroidManifest.xml

this is some permissions that you will need but they are all inside by default

Internet

<uses-permission android:name=”android.permission.INTERNET” />

Reading And Writing files

<uses-permission android:name=”android.permission.READ_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.READ_INTERNAL_STORAGE” />

For Accessing the Network State this one is also used by GPS

<uses-permission android:name=”android.permission.ACCESS_NETWORK_STATE” />

Flashlight

<uses-permission android:name=”android.permission.FLASHLIGHT”/>
<uses-permission android:name=”android.permission.CAMERA”/>
<uses-feature android:name=”android.hardware.camera”/>
<uses-feature android:name=”android.hardware.camera.autofocus” />
<uses-feature android:name=”android.hardware.camera.flash” />

Camera

<uses-permission android:name=”android.permission.WRITE_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.CAMERA” />
<uses-feature android:name=”android.hardware.camera” />
<uses-feature android:name=”android.hardware.camera.autofocus” />
<uses-feature android:name=”android.hardware.camera.front” android:required=”false” />

Vibration

<uses-permission android:name=”android.permission.VIBRATE”/>

For Recording Audio

<uses-permission android:name=”android.permission.WRITE_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.RECORD_AUDIO” />

GPS

<uses-permission android:name=”android.permission.ACCESS_FINE_LOCATION”/>
<uses-permission android:name=”android.permission.ACCESS_COARSE_LOCATION”/>

Alarm Clock

<uses-permission android:name=”android.permission.WAKE_LOCK”/>
<uses-permission android:name=”android.permission.RECEIVE_BOOT_COMPLETED” />

Accessing Wifi State

<uses-permission android:name=”android.permission.CHANGE_WIFI_STATE” />
<uses-permission android:name=”android.permission.ACCESS_WIFI_STATE” />

Accessing Device information

<uses-permission android:name=”android.permission.READ_PHONE_STATE” />

Getting Accounts on the Device

<uses-permission android:name=”android.permission.GET_ACCOUNTS”/>

Getting Contacts on the Device

<uses-permission android:name=”android.permission.READ_CONTACTS”/>
<uses-permission android:name=”android.permission.READ_PROFILE”/>

Accessing Settings

<uses-permission android:name=”android.permission.WRITE_SETTINGS” />
<uses-permission android:name=”android.permission.WRITE_SECURE_SETTINGS” />

Inside Application Tag you need to have this line

Custom Camera Activity

<activity android:label=”@string/app_name” android:name=”com.gigadrillgames.androidplugin.camera.CustomCameraActivity”></activity>

Local Notification

<receiver android:name=”com.gigadrillgames.androidplugin.notification.NotificationPublisher”/>
<receiver android:name=”com.gigadrillgames.androidplugin.notification.NotificationOnBootReceiver”>
<intent-filter>
<action android:name=”android.intent.action.BOOT_COMPLETED” />
</intent-filter>
</receiver>

<service android:name=”com.gigadrillgames.androidplugin.notification.NotificationService”
android:enabled=”true”
android:exported=”true”>

Alarm

<receiver android:name=”com.gigadrillgames.androidplugin.alarm.AlarmManagerBroadcastReceiver”/>
<service android:name=”com.gigadrillgames.androidplugin.alarm.AlarmService” android:enabled=”true” android:exported=”true”/>

Accessing Google play services

<meta-data android:name=”com.google.android.gms.version” android:value=”@integer/google_play_services_version” />

For Demo APK please go to this link

http://www.gigadrillgames.com/2017/02/04/android-ultimate-plugin-for-unity3d-demo-apk/

And That’s all, thanks for Purchasing Android Ultimate Plugin for Unity3d and more power to you! 🙂

For more questions or suggestions or comments please email us at gigadrillgames@gmail.com

Android Ultimate Plugin Unity3d Demo APK

Hi Guys! here’s the new Demo of our Plugin you can download it to try it 1st before you purchase from Unity3d Asset Store

https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:13227

Demo Links:

Android Ultimate Plugin version 1.7.5

https://drive.google.com/file/d/0Bw14w3QBZaGxTXZfcVY4X2tNZUk/view?usp=sharing

Finger VS Bugs – integrated with Android Ultimate Plugin , Google Play Plugin Services and Google Mobile Ads Admob

Google Play Store Link:

https://play.google.com/store/apps/details?id=com.gigadrillgames.fingervsants&hl=en

Itunes App Store Link:

https://itunes.apple.com/us/app/finger-vs-bugs/id1175782438?mt=8

Android Ultimate Plugin Lite

https://drive.google.com/file/d/0Bw14w3QBZaGxQ0VXNnBuLVRQX28/view?usp=sharing

Android Speech TTS

https://drive.google.com/file/d/0Bw14w3QBZaGxVkZGWHdoSThuNlU/view?usp=sharing

Android Info Scanner

https://drive.google.com/file/d/0Bw14w3QBZaGxZkpYZkk5d0dmQlE/view?usp=sharing

And Also Android Sensor which can be found on this link

https://www.assetstore.unity3d.com/en/#!/content/43522

And Here’s the demo of Android Sensor

https://drive.google.com/file/d/0Bw14w3QBZaGxRFlPem92cjlPa1E/view?usp=sharing

For more question or comments or suggestions just email us at gigadrillgames@gmail.com

 

 

Merging Android Ultimate Plugin 1.7.1 on Google Play Services Part 2

Hi Guys, this is the continuation of my last post, last time we try to used both Android Ultimate Plugin version 1.7.1 with google play services that can be found on this link https://github.com/playgameservices/play-games-plugin-for-unity

and we encounter a lot of errors and we spend almost 2 days on finding a way on how to fix this plugin and libraries conflict and we found out the following check list

  1.  make sure all of your Android Manifest file in your project have the same min sdk value and target sdk value , as in every Android Manifest files search your whole project this usually is the caused of conflicts
  2. make sure your Android Manifest File that is using google play services is using this  meta  <meta-data android:name=”com.google.android.gms.version” android:value=”@integer/google_play_services_version” /> take note do not hardcode the version number and make sure that this meta tag is inside <Application TAG> not inside <Activity TAG>
  3.  if you have a values.xml with gms  with hardcoded version number inside just delete it , this values.xml file will just make everything worst
  4. See to it that the Android Plugin that you are using is using provided instead of compile on their Build.gradle dependency settings for classes.jar which is the jar that came from unity3d app directory. because if this is compile it will conflict on Unity3d Classes.jar because i think unity3d put classes.jar automatic when we build on Android

Some optional checklist that people says on stack overflow, unity3d forum and other forums

  1.  Right now  (  Unity3d version 5.5.1f1 ) the max  Android API support is 23 so delete the build tools and please don’t delete the SDK tools 🙂 just build tools greater than 23 API on your Android SDK.
  2.  Make sure your target SDK on your Android Manifest is declare unless unity3d will used the maximum SDK available on your machine.

And that’s the checklist and now back to using  both Android Ultimate Plugin and Google play services these are the steps

  1.  make sure all Android Manifest on your project is using this min sdk  and target sdk  <uses-sdk android:minSdkVersion=”9″ android:targetSdkVersion=”16″ />
  2.  Unity3d Player Settings should be set to minimum API 9 too
  3.  Make sure you use these exact libraries as of now we tested these and it works
  •  appcompat-v7-23.0.1.aar
  • support-v4-23.0.1.aar
  • play-services-games-9.2.1.aar
  • play-services-base-9.2.1.aar
  • play-services-basement-9.2.1

Note: some of these libraries are included when you import the google play services plugin

you can download these new libraries on this link because Unity3d  asset store for sure will not allow this libraries to be included on the plugin  https://drive.google.com/file/d/0Bw14w3QBZaGxek5haDNNeVNTRGc/view?usp=sharing

More Steps

  1.  check all the project.properties files in your project they all should used the same TargetSDK value if not you will have a conflict and it’s very high
  2.  find any values.xml lurking around with hard coded google play services values inside and delete them they create lot’s of problems
  3.  make sure you don’t have any duplicate Libraries jar,aar files and other library files they will introduce conflict as well.

And then after these changes we successfully build our project with both Android Ultimate Plugin and Google play Services and they work 🙂

The Game Sample with Google Play Services, Admob, Android Ultimate Plugin and Firebase Analytics

https://play.google.com/store/apps/details?id=com.gigadrillgames.fingervsants

here in this game we used both google play services and AUP , on share we use our plugin see it works 🙂

That’s it,  i hope this guide can help you find the problems and the conflict when using more android plugin in Unity3d Projects.

 

Update 02/12/2017

We have encounter some errors when building on xcode

Take Note this errors is came from the google play services not from our plugin to make things clear

For more details please follow read this link

http://www.gigadrillgames.com/2017/02/13/google-play-games-plugin-for-unity3d-possible-fixed-for-xcode-project/

 

for more questions or comments or suggestions just email us at gigadrillgames@gmail.com and if you have time please like our page https://www.facebook.com/gigadrillgames

Thanks for visiting and reading 🙂

 

 

 

 

Android Ultimate Plugin Major Changes 1.7.1 Part 1

Hi Guys! our Android Ultimate Plugin have Major Changes 1.7.1 that’s why I’m making this post today but don’t worry this changes only change the structure and the  way you used the plugin is still the same, so no need to worry 🙂

this is the new structure 1st level  Assets/Plugins/Android – in this directory you will see that we added a new folder called aup  where the android ultimate plugin files will move and we remove the old jars and library that we are using and we added a 5 new .aar files these libraries is our new dependencies so please remember them.

you can download these new libraries on this link because Unity3d  asset store for sure will not allow this libraries to be included on the plugin  https://drive.google.com/file/d/0Bw14w3QBZaGxek5haDNNeVNTRGc/view?usp=sharing

2nd level Assets/Plugins/Android/aup – inside this you will see the Android Manifest, libs folder, project.properties file, res folder and SampleAndroidManifest as you can see this is the same things that you see before the only difference is the AUP.jar now is inside the libs folder and we add the project.properties files to tell Unity3d that this directory is an Android Library.

Note: on res folder there’s a values folder inside and  we remove that reason it’s one of the reason why other plugin is not working when combine with Android Ultimate Plugin because it resets the API id to the old one .

Inside the libs folder you will the AUP.jar which is the jar of Android Ultimate Plugin

Note: please read and remember this new .aar libraries

Because of this changes we need to delete the followings files:

  1. google-play-services_lib
  2. android-support-v4.jar
  3. android-support-v7-appcompat.jar

And we add these new 5 .aar files

  1. appcompat-v7-23.0.1.aar
  2. support-v4-23.0.1.aar
  3. play-services-games-9.2.1.aar
  4. play-services-base-9.2.1.aar
  5. play-services-basement-9.2.1.aar

these .aar files can be found inside your Android SDK  the directory is “YOUR ANDROID SDK ROOT FOLDER”/extras/google/m2repository/com/google/android/gms inside these directory there’s a bunch of libraries see below image for reference. just check each one of them and take note the version is important it should be the same to avoid conflicts or any problem when building your project.

these are the libraries inside that directory and it’s a lot just used get what we need that’s why google make it that way because before everything is in one library (google-play-services_lib) and it’s too many if you just used few of them on your project its just a waste of storage and resources

Next the Support .aar files which is  appcompat-v7-23.0.1.aar and support-v4-23.0.1.aar , you can find it on this directory “YOUR_ANDROID_SDK_ROOT_FOLDER”/extras/android/m2repository/com/android/support inside this folder you will also see a lot of support libraries too, see the image below

during this post my next test is too try to used the google play services plugin from this link https://github.com/playgameservices/play-games-plugin-for-unity i know that most of you is using the same plugin for accessing the google play services, i will update this post or post a new one after my test if our plugin will play nice with it or will have a conflict or not

So that’s it for now , i hope this little information will make everything clear to you guys!

Combining Android Ultimate Plugin and Google Play Services continuation part 2 http://www.gigadrillgames.com/2017/01/31/merging-android-ultimate-plugin-1-7-1-on-google-play-services/

for more questions or suggestions or comments just email us at gigadrillgames@gmail.com

Thanks for visiting and reading Till next time! 🙂

AUP Internet Plugin Internet to get Wifi Strength needs new permission starting from Marshmallow Android 6.0

Hi Guys , I know some of you might ask, why you need to add Access Fine Location or Access Coarse Location on Android Manifest Permission even if we just want to get the Wifi strength well since Android 6.0 (Marshmallow) they change it for more info please read this link https://developer.android.com/about/versions/marshmallow/android-6.0-changes.html#behavior-hardware-id

I Hope this Information answer your question

Thanks for reading and visiting!

for more questions or comments or suggestions just email us at gigadrillgames@gmail.com

 

AUP TextToSpeech Issues 2016 – Samsung TextToSpeech Engine Bug!

Hi Guys,

It’s been a while since i post something here but this one is very important because it will affect anyone who’s using Android Ultimate Plugin’s TextToSpeech Feature. so let’s get straight since Samsung Update it’s Android OS to Marshmallow and Nougat it didn’t fix the bug on Samsung TextToSpeech Engine so clearly any one who’s using TextToSpeech on Samsung device starting marshmallow will experienced crashed or error or sudden shutdown because of this so the technique is to find the Samsung TextToSpeech Engine and force stop it and then clear it’s data and cache and then go back to Samsung TextToSpeech Settings and choose Google TextToSpeech Engine instead of Samsung TextToSpeech Engine and then done. you will never experienced the issue again for more info please follow and read this links

Take Note: sometimes just opening the TextToSpeech option you will experience sudden not responding error or shutdown.

http://feedback.xodo.com/knowledgebase/articles/866343-samsung-text-to-speech-engine-is-crashing-xodo-on

http://forums.androidcentral.com/samsung-galaxy-note-4/683276-sytem-crashes-when-trying-access-text-speech-options.html

http://forums.androidcentral.com/samsung-galaxy-s6/656934-device-updated-6-0-1-couple-issues-text-speech-garmin-app.html

 

And That’s all i hope this solved the issues and errors

 

Thanks for visiting and reading!

For  question  or any comments or suggestions just email us at gigadrillgames@gmail.com