The app could not be located - unity3d

i integrated crashlytics into my unity game, everything worked fine, but then i had to change my package name and my working mail, since then whenever i open the dashboard it gives me an alert "Sorry the app could not be located".
I reinstalled the crashlytics sdk in unity, used new login in prepare fabric tab, but the issue is still there, although the crashlytics seems to be working.

Thanks. Usually this means we aren't detecting the build and run event. Please make sure you are building and running in the relevant IDE. Also, clean your app and dependencies in the native IDE to make sure the bundle ID is updated in all locartions. If you still run into issues, you will need to contact support as your app may be in a weird state in our system.

Related

How to detect exceptions in release mode in flutter

My flutter app works fine on debug and profile builds but crashes on release build. I would like to understand why it crashes on release build. Is there any way to see exceptions like I can see in debug mode? It is not enough to see print logs which I can see print logs and does not help. I need to know where and why the app crashes. So it would be helpful if I can see exception logs. I suspect insufficient pro guard rules causes this problem but I don't know which rules should I add more. If I can see exception log, this would help me to add correct rules to pro guard.
Connect your physical device or use any emulator and then run your app using this command flutter run --release from the terminal. You'd be able to view the logs in the release mode
I suggest to use third party tool to track production exceptions. I recommend Sentry (I am not employee, just happy user) as it is easy to configure and works out of the box.
Check https://pub.dev/packages/sentry package and https://sentry.io/ for documentation.
Please note that Sentry works ONLY at production. Also note that if your app crashes, the error is logged next time you try to open the app, and not immediately after the crash.

Changes made to app are not being retained once run session ends

Let's say I'm connected to an actual device, making multiple changes to my app and hot-reload/restart is doing its thing and life's all good. Once I'm satisfied with changes I hit the stop button.
Now, if I pick up the phone and launch the app - it will be an older version of the app that doesn't contain the changes just implemented.
In order to get most recent changes I have to uninstall app from the phone and then go back into the IDE (VSC) and run the app once more to get the latest changes.
Is there a configuration setting that allows you to avoid having to do this?
It is my understanding that while you are developing, and hot-reloading/restarting, you are working on the Dart Virtual Machine. So if you don't make a full build and install the APK on your device then once you close the development build you are working on the VM closes and the code that was running on it is lost.
To answer your question, there is no configuration that you can set to have what is running on the VM to be on the APK without a full build.

How can you detect runtime errors on flutter applications and log them while testing the app on iOS platform?

We tried to use speech recognition package - https://pub.dev/packages/speech_recognition in our flutter application along with other packages. The app was built successfully and installed, but we could see only a white screen on the iOS device. There was no error log that could tell us that this package created a problem. Once this module was removed we were able to see the application on the phone. This was done by manually checking for each package. I wanted to know if there is any runtime error handling methodology that could be used to log runtime errors and generate a logfile.
We are still researching on this issue, so we havent executed anything. Any suggestions would be welcome.

Tizen Shared Object Libraries won't be loaded on Unity

I've been developing an app for the Samsung Gear S2 (which runs Tizen) for a while. I'm using Unity 5.3.5p3, and Tizen 2.4.0rev6 with Tizen Wearable 2.3.1 profile.
And now that I've almost finished, strange bugs appear.
I've made a Shared Object (.so) library, successfully connected it to Unity, successfully installed my app on the device, and everything works.
Everything works until I switch off "Development Build" in Unity build settings. Then, it seems like it can load the library (it gives me no error about missing functions or whatever), but the functions inside my library don't get executed at all, not even half a log.
What's going on here?
(I can publish some code if you want to, but I don't think it would be of any help, since it all works out fine on development build)

Running Appcelerator Titanium (for iPhone) in multiple accounts in mac

I have installed the Titanium Developer 1.2.2 form my login account (on Mac system) and have done one demo project. I was able to see that working in the iPhone simulator. Now if I switch user and login to another account to run Titanium Developer there, it downloads and runs there but I am unable to launch any project there. The SDK Version simply shows as 'loading...'.
As a work around I opened a terminal window and typed sudo abhilash (assuming my login name is 'abhilash') and entered password and launched the Titanium from command line. It opened my instance of titanium and detected the SDK version properly as 4.2 and when I click launch in simulator, it throws the following error
Now how do I make it working for the second user account? I have triend re-installing the xcode and titanium from the second user's account but no success :(
Kindly help!!
It doesn't answer your question specifically but this post was helpful for me in enabling Titanium to be used across different user accounts. I suspect you may have already tried this since I couldn't even get Titanium to open in another user account
http://developer.appcelerator.com/question/21121/titanium-crashing-on-startup-on-mac
the other thing to try is to create a new project in the new users account and then copy the contents of the "Resources" directory into the newly created project. I found this also fixed an issue of opening an old project.