I tried integrating the HMS Core Scan SDK into my Android Studio project. During compilation, a message was displayed indicating that the name of libnative-lib.so conflicts with the name of a third-party library. How to resolve such a name conflict?
*what went wrong
Execution failed for task':appV5:transformNativeLibsWithMergeJniLibsForMidea_out_teseDebug".
>More than one file was found with OS independent path "lib/armeabi-v7a/libnative-lib.so'
Currently, the HMS Core Scan SDK contains a library named libnative-lib.so, which has the same name as the third-party library you've referenced in your project. We'll resolve this issue in later versions.
Related
I publish a maui app with the console command
dotnet publish -f:net6.0-ios -c:Release /p:ServerAddress=192.168.xx.xxx /p:ServerUser=<name>/p:TcpPort=58181 /p:ArchiveOnBuild=true /p:_DotNetRootRemoteDirectory=/Users/<name>/Library/Caches/Xamarin/XMA/SDKs/dotnet/
and this creates an IPA file successfully. However, when I try to upload this file using Transport via a Macbook, I get the following error:
Asset validation failed (90034)
Missing or invalid signature. The bundle 'com.microsoft.libSkiaSharp' at bundle path 'Payload/Istanbul Bridge Conference Application.app/Frameworks/libSkiaSharp.framework' is not signed using an Apple submission certificate. (ID: da574c8d-9ef0-42a9-b7a8-05dfc6df8b41)
In my research I have seen that there are several questions with Asset validation failed (90034) but in all those the asset was the application itself. In my case a Microsoft library is causing problems. The definition of the library says it is multiplatform including iOS, so is this error because of my certificate or microsoft's? Is there anything that can be done to fix the problem?
I'm facing the same problem since the update to Visual Studio for Mac 17.x.
My solution is to copy the file, "Assets.car", from an old archive (built with the old version of Visual Studio) to the new release.
I know that this only fixes the symptom and not the reason, but it helps to get the app into the App Store.
The question:
My environmental variable JAVA_HOME is set to the location of my manual installation of Java, so why is Unity claiming it is an invalid directory?
Supporting information:
I'm using Unity to build a game for Android phones with the intent on putting it on the Google Play Store for a client. We need to use a Google Ad plugin for managing ads in the game. However, when I put the plugin into the project I can no longer build the game.
When going to Assets > External Dependency Manager > Android Resolver > Resolve, it claims it succeeds.
But when I try Assets > External Dependency Manager > Android Resolver > Force Resolve or even building the project I get a failure and a perplexing error.
Originally I had the same problem as: Intellij Gradle terminal ERROR: JAVA_HOME is not set
When I tried the solutions there as well as following the steps at: https://javatutorial.net/set-java-home-windows-10
I've tried setting the environment variable both to the independent java installation as well as the location of Unity's JDK module and got an error that they were both invalid directories:
When I try to build I get the same error plus some additional errors:
I am unsure if the SDK error is related or not.
I already tried toggling these off and on, and even changing the installation targets to manual installations:
Possibly relevant information:
Using Unity 2019.3.0f6
InMobi Google Ads Unity Mediation Plugin Version 3.0.0
Windows 10 Pro
Java JDK 14.0.1
If Unity can't find JAVA_HOME it won't do anything, have you tried checking if you have that Environment Variable set correctly?
Check this thing.
Maybe you will need a Restart on you computer to see the changes.
i have made game in unity and trying to upload android version But
constantly getting this error:
"Your APK's version code needs to be higher than 1051"
i have raised version no. as well bundle version code but ....
Follow the Googles guide to versioning.
https://support.google.com/googleplay/android-developer/answer/113476?hl=en
http://developer.android.com/tools/publishing/versioning.html
There may be some inconsistency between what you have entered in to Unity and what is in the manifest.
I am creating an Iphone application wherein I need to process image and display it on application. I went through Aviary SDK which indeed really appeals to me as a developer. I went through its documentation which I understood very clearly.
The problem I am facing is in building the application. I receive a build failed when I try building application. I also went through GitHub repository CSPicker. Build also fails for that. I did every specific change mentioned in Prerequisites in the documentation. Still no success.
Following is the error I am getting:
Command /Xcode4.2/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang failed with exit code 1
I am using XCode 4.2 and iOS 5.0.
It's hard to say what is the problem. Likely you did not add necessary libraries to build with. Or used old compiler in settings (not LLVM)
As of right now Aviary has new version of SDK with decent description what needs to be done at http://www.aviary.com/ios-documentation
I am trying to build and run an android project using the phonegap framework.
I have configured the IDE and followed the steps described in an official tutorial (see link above).
The problem is that I never had a chance to build the project since it contains errors. The major one is (see screenshots):
Archive for required library: 'C:/Program Files/Android/android-sdk/platforms/android-8/android.jar' in project 'xxx' cannot be read or is not a valid ZIP file
Also, I have tried to manually run the aforementioned android.jar but got the same error:
The problem keeps reproducing through several SDK versions: r14, r15.
BTW, I experience no troubles building a project using other android versions, e.g., 2.3.
Would someone help me out? Thanks!
Use the Android package manager to remove and then re-download the Android 2.2 SDK as something is corrupt with that package.