Google Play Services stops working - unity3d

I am making a Unity game for android. For unknown reasons I first got the DDL exception error only when I was running the game on my phone.
DllNotFoundException: gpg
After reimporting the Google Plugins from
here
I recive this two errors during compilation:
I have already tried this : Asset - Play Services Resolver - Android Resolver - Force Resolve.
The most interesting thing for me is that before it was working perfectly well and i did not changed anything connected to google-play-services at least on purpose.

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Unity M2MQTT WEBGL. SocketException: Could not resolve host

I am trying to build a WebGL application that uses m2mqtt to retrieve data on Unity. The application works fine in editor and windows build but this error comes out when I am trying to run it as WebGL.
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Here's the error that pops out.
I've tried removing firewalls and CORS from my web browsers and its not working. Was wondering if WebGL from Unity does not support these kinds of connections.

Flutter: wasm streaming compile failed: TypeError: Could not download wasm module

I'm building a Flutter web app. Everything was working fine until randomly I did a hot restart and then I began getting this error.
wasm streaming compile failed: TypeError: Could not download wasm module
Tried 2 things
Reverted the code back to a known working state (from git source control) and I still get this error.
Created NEW Flutter project from Android studio using New Flutter project options. Still did not work.
Any ideas? I tried to update Chrome and this did not help.
I lived in a remote area where no broadband is available so I use wireless network through sim card. The operator network is disturbing ,I can browse website sometimes and some times bit laggy on the other hand my flutter project work on emulator but I can not run it web. I changed the operator network and get a good quality of internet connection than The issue gone. What I think some module in web need to build good internet connection. I don't know this answer is helpful or not but this is how I solve my issue
It needs a stable internet connection to run. The error gone once I switched to good internet.

Building a Unity game for iOS with fastlane fails with missing USYM_UPLOAD_AUTH_TOKEN

I'm building my Unity game for iOS using fastlane, but ever since I enabled Unity's Cloud Diagnostics my iOS build has been failing with the message Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable
This error message has caused fastlane to fail at ARCHIVE FAILED when building for the app store.
Try the following to get your builds passing:
If you are building the Unity project from commandline with -batchmode, be sure to pass in -username and -password to Unity as well. [source]
Ensure the user you are using to log in to Unity has access to the project in Unity's developer dashboard
If you are using an older version of Unity be sure to upgrade, there was a known bug related to this
If none of these work, try setting the environment variable USYM_UPLOAD_AUTH_TOKEN to an arbitrary value. This will make uploading the symbol files to Unity's servers fail, but should cause your build to pass. [source]
You can also just disable Unity Cloud Diagnostics again to get it working immediately.
This issue occurs because enabling Unity's Cloud Diagnostics tell the Xcode Project to upload the symbol files to Unity's servers as part of building the game. That way you they have symbol files to help you process game crashes.
A bit of how this all works: You must log in to Unity so it can get a token to use for uploading the game's symbol files. Then, Unity sets the values USYM_UPLOAD_URL_SOURCE and USYM_UPLOAD_AUTH_TOKEN inside the generated Unity-iPhone.xcodeproj/project.pbxproj. During the xcode build there are two tools, usymtool and process_symbols.sh which use these values to send the symbols to Unity. You can find usymtool's logs at ~/Library/Logs/Unity/symbol_upload.log.
Same probrem, I fixed it for set disabled crash reporting in UnityConnectSettings.asset (Not a fundamental solution)
CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com
- m_Enabled: 1
+ m_Enabled: 0

Unity uncaught translation error: illegalArgumentException

Unity 5.4.1p2 pro version
Enabled analytics and google play inapp purchase
Added the below unity ad network sdks
Charboost 6.4.1
Admob
Revmob
Vungle
In addition to these sdks, I also have the dependency sdks like
Googleplayservices
After integrating all these sdks, app is working fine in editor. But while taking build, I am getting the below error
Uncaught translation error: java.lang.IllegalArgumentException:
already added: Lcom/google/android/gms/internal/zzbn;
This error occurs at conversion to dex format phase
It seems there is a conflict of having same dependency in multiple places...
Anyone seen this before???
If you are using lite, then you need to disable play-services-ads.jar.
Please see the attached screenshot below to disable play-services-ads.jar
it will never compile if you have these 2 jars. Disable that jar and try taking build, it should go past dex conversion phase.

AdMob Unity 5.3 integration error: File not found

I have done everything perfectly as described here https://firebase.google.com/docs/admob/unity/start1
I have proper components in SDK manager.
I have imported:
Unity AdMob SDK
Google Play Games SDK for Unity
Had some errors, cleared them all after spending a lot of time.
After all this, I get this damn error:
"File not found: support-v4-.pom"
I cannot solve this error.
And it is annoying me as hell.
Can I please get some help?
Note: That update was installed, still problem exists.
Unity log image: http://i.stack.imgur.com/Zy4p3.png
SDK manager screenshot: http://i.stack.imgur.com/YDG7z.png