Chartboost test scene not working in unity - unity3d

I made an app for android with unity3d, and want to include chartboost into it. I imported the plugin for unity, and added an app as well as a campaign on chartboost. I also made sure that the signature and app name were put into the strings.xml file. When I tried running the demo scene, the buttons appeared, but when I tried to click them, nothing happens, not even a message in the console. What am I doing wrong?
Thanks for the help in advance!
Lagidigu

As far as I know, chartboost does not work in the editor. You will need to build to a device and use logcat to see the log messages. However their unity plugin seems to be in need of some fixing- in the meantime, email them at support#chartboost.com and they should send you a workaround .jar file that will get the ads showing in the demo.
See my answer to This Question for details about why the ads aren't showing up using the newest Chartboost unity plugin.

I think their plugin is broken because my other apps DO show ads, and i did nothing different except using their latest plugin, which also for me does not work.

Related

Failed to fetch the following dependencies: com.google.android.gms:play-services-ads:19.0.0

I am using Unity 2019.3.6f1 and Google Mobile Ads Unity Plugin v5.0.1. I have imported the plugin to my Unity editor. When I try to resolve, error message appear and ask to look at console. Message at console "Failed to fetch the following dependencies: com.google.android.gms:play-services-ads:19.0.0". This is my third time making game using unity but first time happen to me. Hope anyone can give me idea what is happening and how to fix this.
"Can you confirm that you have the externs.cpp file in Assets/Plugins/Android (included in the Google Mobile Ads Unity package) and that it is checked for inclusion in Android builds, as per below?"
Answer taken from Issue in v5.0.1. See this.

hands not responding as expected on oculus Quest

I'm trying to develop an app to Oculus Quest
yet i encounter many issues on the way.
the app basically consist of a room and teleportation.
the issue i encountered happens both on unity 2018.3.12 and 2019.1.8.
I created an app that did work as expected before on Quest using Oculus integration v1.35.
however, when re-exported and installed to a brand new Quest device:
teleportation that worked before refuse to work
pressing a button on 1 controller hids the other one from view.
hands movement is limited
even though target devices is set to Quest, I still (on v1.35) see the controller of oculus go
it only happens when exporting to quest, on rift it works just fine.
from the posts in Oculus Forum
https://forums.oculusvr.com/developer/discussion/comment/702108#Comment_702108
https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity#latest
it looks like there is a firmware issue (but then you should be encountering that too no?)
things I tried:
Start a new project from scratch:
followed the standard tutorial and documentation like those
https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s
https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/
could not see the hands at all, and no teleportation was implemented, it is said that there is a bug in current v1.39
https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity
I tried to use both the unity OVR assets and the following plugins
https://assetstore.unity.com/packages/tools/input-management/vr-movement-system-for-oculus-47292
https://assetstore.unity.com/packages/tools/input-management/vr-arc-teleporter-61561
and in all 3 encountered the same issue.
did anyone encounter any issue similar to what's described?
as said, i expect to see the ands and controllers, and the code attached to the trigger press executed. none of this happened.
as some test, (since i do not have another quest)
i exported a build and sharing here.
please comment if you have tried it and it workd fine on your quest or not
https://www.dropbox.com/s/uvcmhyar2qljb19/k14.apk?dl=0
From what you wrote it's seems like an update issue with your device.
Check references with the new device .
For me when i publish i use the 2018.4.1f LTE
Since i encountered a lot of issues with android build with the 2019 version.
Go to the company and ask what changed with the new versions.
thanks to all the helpers.
update 1:
if hands don't appear at all, its because Oculus integration 1.39 is buggy
revert to 1.38
https://developer.oculus.com/downloads/package/unity-integration-archive/
second:
the problem is that the latest firmware update added GO controller support and defaulted it.
so Quest controllers begun appearing as GO
the trick was to copy the AndroidManifest to Assets/Plugins and edit it properly to specifically define the correct settings.
you can see the recommended changes here
https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/?fbclid=IwAR3AgasGPJFVGsz7lyzfJNfuTB8R1FOg88Quq8YZz67eQlwEFvgEMDGjSdo

Unity Admob Ads doesn't appear in some projects

I know this is so similar topic to others but I need help about that and I couldn't find any solution since 3 days. I found a guide for Unity Admob Ads and I applied it. It works on the project that I new created. But doesn't appear on my existed project, I checked all layers,cameras etc. but couldn't find any mistake.
I'll attach a video here, about what I exactly did (1.30 min);https://youtu.be/pLpQWHvYMDk
End of this video, I installed the apk to my device and ads doesn't appear.
My english is bad, sorry about that.
OK, I have a few theories.
First, Admob is based on auctions. Which means that they will sell your ads to the best bid. Your app is still in configuration phase to them and that is the reason that is not showing.
Second, if you are testing on the editor, ads will never show up. You have to test on your phone (not recommended to click on this ads, you can lose your account).
Third, I don't use admob but are you sure that everything is created and set properly on the admob dashboard? There is no "test mode" active?
I highly recommend using the official unity pluggin by google: https://github.com/googleads/googleads-mobile-unity
The docummentation is well-made and everything should work great.

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

unable to add Facebook SDK in iphone application

I am working on an iphone application where i am uploading video to youtube i have successfuly worked around that.
Now when i try to integarte the facebook in app it is creating a problem due to SBJason.h file in both the sdk. as both the sdk have SBJason file in their SDK kit.
So i need to have any workaround you can suggest.
Thankx in advance.
You have to remove one of the SDK's SBJson.
First see which is the updated one
If you see any updated one, keep it and remove the older one.
If Both are same, so you can remove any of them, it will not effect the project (hopefully)