Unity3d android game adding multiple plugins issues - unity3d

I am noob in unity3d game development.I wants to add two plugins FB and ADMOB, both individually works fine. But i am not able to keep both together. because both contains its different androidmanifest.xml, I knew it might be problem of android manifest conflict of duplicate jar. Or anything else. How can i solve it?
thanks.

Instead of relying on any individual android manifest, you should write your own android manifest for your own application, uniting the two manifests of the plugins that you're using. This page can help you on writing down a correct manifest. Also, just by googling "unity android manifest merge", you can find posts from a lot of people solving various individual issues relating to merging android manifests, like this, this and this.

First you need to install Facebook plugin, and then follow this instruction.
Facebook and Google AdMob plugins don't require to extend Unity's main Activity.
You can find more information regarding those plugins at this WebSite.

Related

Addition of plugins to React native app without using expo and without modifiying AndroidManifest.xml and info.plist files

I would like to add plugins like camera, scanner in an react-native-app but this involves addition of some additional code into AndroidManifest.xml and info.plist file for enabling plugin permissions
Whereas I would like to add the plugins at one place and it should update in appropriate Android and iOS files, similar to that of config.xml file configuration in cordova apps.
Are there any libraries available to implement in this way ?
Thanks
Unfortunately no. Adding libraries that deal with permissions has always been a bit of a struggle in react native, where you have to touch the android and iOS files and often times specify why your app requires those permissions in the first place. It gets a bit more complicated as different android versions have different ways to deal with permissions.
The good news is that most of the libraries you'll want to add provide a detailed documentation on how to set them up properly which does not take too long after you get the gist of it.

is it possible to embed an ionic application within a flutter application?

To be more precise, I already have a huge app writen in Ionic and now we're considering to migrate it to flutter, but we can't rewrite it from scratch, both ionic and flutter should coexist.
So my question is: can I have a flutter app as a "host" and import / run the ionic app inside it? Something like a micro frontend.
Until now I was able to build the target ionic app and import it on the flutter app, under android folder, but it does not feels like a productive way to approach the problem.
I also googled a little bit about this integration, but did not find anything that solves this problem.
I appreciate any help on this topic.
Yes, it is possible, but very cumbersome.
I did it for a project and embedded 3 ionic apps inside flutter.
I'll not list every problem that i faced but just go through some points to give you an idea.
You will need to take care of some cordova plugins that use native code, for Android copy and paste some folders like CordovaLib,cordova and use it as a library. For iOS you must add the plugin files like *.h to the compiles list inside Xcode and create an Pod to get the cordova resources (that's the way i did)
To "launch" the app for android you need to start the cordova activity and for iOS you need to play with UINavigationController and FlutterViewController, and of course create a method channel to be possible to call it from Flutter.
For multiple apps, you have to mess inside de cordova code to get the app from the right www folder and be sure to equalize every plugin version between apps.
Some packages from flutter may clash with ionic/cordova libs
Every change you do to your ionic application it must be tested outside flutter and within it to see if there's any mismatch behavior that you didn't expect, specially when adding new plugins.
Maybe some permission issues will arrive between applications like camera or localization.
I know thats not the answer, but when searching on how to do it, i stumbled upon this question a few months ago and it still without any answer on this problem.
But my final take is that the effort of joining together all pieces using multiple languages and frameworks together with the job of maintaining this spaghetti behemoth is not worth it and you'll save yourself of a tremendous headache.

Flutter - Am I able to creat a module with Flutter and use it in my iOS and Android projects?

In my company, we are working on a huge product. We have a repo for the Android project and also we have another repo for the iOS project.
I think it is impossible to rewrite the whole of the project in Flutter. So, something that popped in my mind but I am not sure if it is feasible. Each Android/iOS project contains many modules. I am working on a module called Enterprise. It has its own Activities, Fragments and business logic. So, my question is, Am I able to consider this module as a black box (it has a few inputs that are coming from the other modules and a few outputs that will be presented in the app module) and make it by Flutter. Then I will use its .aar version in the Android project as well as the iOS project.
Does an implementation like this is feasible?
Okay, I found Flutter is thinking of a way to solve this issue. I found two links that might be useful to you, too:
Add Flutter to existing apps. According to this page, "The "add-to-app" support is in preview, and is so far only available on the master channel.".
Integrating Flutter into an Existing App.
I will be more than happy to accept your answer if you have a better approach.

Unity3d Prime31 Google Play Game Services Tutorial

Does anyone know of any good resources on the web to get the Prime31 Google Play Game Services Plug in to work with Unity3D?
Its been 3 days, I just don't seem to be making any progress testing Game Play Services in my game.
I am using the SHA1 from the ~/.android/debug.keystore - which I believe is the the right SHA1 that the unsigned version uses. I also tried using the published build in order to get the Game Center to come up.
I tried the Prime31 documentation, but that doesnt seems to be helping.
I also believe my app is correctly setup in the Game Service area of the Developer Console.
Any information would be great.
Thank you.
It turned out that after importing the game center package , I ended up with two manifest files. I had the Prime[31] AdMob already in the project, which comes with a manifest file.
By the way this is normal.
After talking to the their support service they directed me to use the "Generate AndroidManifest.xml file..." under their prime[31] drop down menu inside Unity3D. This merges the two files into a single manifest. That problem got solved.
I also had to upgrade to the latest files, by downloading them manually, from the Prime[31] web site.
After this two steps I was able to get the Game Center to work properly.
I hope it will help, I am posting my interaction with the Prime[31] support

phonegap 2.2 and facebook integration

I have been recently begin working with phonegap and I notice that there is no tutorial for phonegap 2.2, the most recent version. What's more, since phonegap 2.0 there has apparently been drastic changes. I am having lots of trouble with using phonegap since I am new to web-iphone apps.
I am trying to make an application with phonegap to use facebook log in to get your data (pics, friends, etc) and then post on your facebook page, update status, etc. Basically a social App.
It seems that no tutorial is clear on any facebook-phonegap integration and social web based app.
I have seen a video with phonegap 1.8 tutorial and have followed it very close, only to get many errors.
I followed the one on:
https://github.com/davejohnson/phonegap-plugin-facebook-connect
and have had protocol.
I have tried many different things, but it seems that xcode simply is not able to recognize some functions or protocols. I am looking to see if I missed anything, but Ive added everything according to steps followed.
Ive tried adding the facebook.Framework, the extra headers, heck, Ive even added all of the files from the facebook SDK in the src file of the package:
https://github.com/facebook/facebook-ios-sdk
I cant seem to put together a simple facebook log in app...
anyone got it to work? what are the exact steps to follow? Im good with a new 2.2 cordova project and up until I put the files: FacebookCOnnectPlugin.h and .m that is where everything gets messed up.
I DO have the libsqlite3.0.dylib and HAVE followed the steps, added all the stuff in various .plist and all these weird long and annoying procedures many times...
Ive tried adding various libraries and just can't come up with anything else so why can't I just start a simple cordova project and get the option to log-in connect fb. like a simple hackbook sample.... I get it working in Objective-c demo (new single view application project)... Why does everything have to be so difficult and not working. I just want to get a page to start coding at. Just to get to this point, not even starting is so difficult.
very frustrating....
any help is much appreciated.
-- Im new to web apps and iphone...
I got it working but there are lots of issues and tweaks you need to do in order for it to fully work.
In my experience PhoneGap Plugins do work but you have to play around a lot. E.g. I know for sure the new Facebook SDK is not supported by the PhoneGap plugin. Even if you import the Deprecated Headers. I had to use the older version of the SDK. And also with version 2.7 not all plugins are supported so I had to stick to an older version 2.5 so I could get my project to work.
Even tough I got this plugin to work on iOS, it doesn't work on Android. It's a really good platform to develop on if you're looking for fast productivity but i'm still a bit spectacle on being heavily dependant on the plugins which are not being maintained continuously.
Hope this helps.