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
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What am I supposed to do here? I am at this point https://docs.lootlocker.com/getting-started/unity-tutorials/getting-started-with-unity/configure-the-sdk and I have no idea what to do.
I want to configure it to do a webgl game for game jam game on itch.io.
Can anybody help in setting up this for webgl itch.io game?
In linked in this question page these options are explained but I'm not understand what that means and what I should put here for web itch.io game.
I also started topic on ask unity: https://answers.unity.com/questions/1919598/configure-the-lootlocker-sdk-for-unity-webgl-build.html
LootLocker employee here!
You do not need to do anything more after this step, the SDK is configured and you are good to go :). The platforms settings are only used if you target these specific platforms.
So you are now ready to start using LootLocker :)
I don't know if this has already been asked but I am trying to build an app in unity using the Mapbox SDK. The problem is that when I try building it in a WebGL format, then it says this:
"Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)"
Does anyone if Mapbox supports building in WebGL and if not, what another way can I use to share my app as an online game?
I hope this is enough info. Please try and make it simple, I don't know much about this kind of stuff.
Thank you!
WebGL is still under preview and alot of things don't work in it, to share your game over the web you could build as Windows application, then zip the output folder, put it in a github repo and link the repo to people you want to share your game to. If its a mobile game you can build as an APK and share you apk via github as well. Of course there is other options too but just to give you some ideas.
From below 2 posts, it appears that in order to build it on WebGL, you would have to get rid of the AR folders and files.
https://github.com/mapbox/mapbox-gl-js/issues/7531
https://medium.com/#jonathanwitcoski/day-20-making-a-webgl-game-in-unity-with-mapbox-sdk-31aeb147df15
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.
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.
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.