I am trying to integrate a tool Chartboost into our game.
We are using following tools for development.
Xcode 5.0.2.
Latest ChartBoost Library.
Deployment target being iOS 6.1.
Base SDK being iOS 7.0.
Game Engine Cocos2d-x ( C++ ).
In order to use ChartBoost I followed these steps.
Created an account at Chartboost.
Added an app
Platform: iOS
Nick Name: Added
-Test Mode: Enabled
and Its showing the App Id and App signature.
Added a Campaign.
-Its On.
-CampaignStart and End are blank, so it will be effective as soon as possible.
-Filter By Bundle verion is Min 1.0 and Max blank .(already tried by keeping both blank.)
-Selected the App I added ,as the app where this campaign will run.
-Campaign Logic: Added test device with UUID.
-Rest of the options are untouched.
For test purpose I downloaded and used the sample iOS project provided at ChartBoost site. I replaced the App Id and App signature with my App's ID and Signature.On running the app, it does not display any ads. It logs messages like :
-failure to load interstitial at location Default
-failure to load interstitial at location Pause screen
-failure to load more apps
-failure to load interstitial at location After level 1
I am not able to conclude what wrong I have done! Please help on this issue.
PS:
1. I have already received a mail from ChartBoost mentioning I have successfully integrated the SDK, and in front of added app , the SDK and Frame icons are lit(green), which essentially shows , I have integrated the SDK correctly.
2.Our game is still under development and as we are using the Cocos2d-x which is c++ Game engine ,so we will be using some wrapper to call the ChartBoost library. Once we get the idea how it works on native platform.
In Chartboost sometimes it happens that you have set in the Chartboost dashboard that your game is in "Landscape" mode for example.
While your game is actually running in portrait mode.
In such cases you will get these errors.
Make both these same. Either change in the Chartboost dashboard for your app or change in the game's project file :)
Related
I'm trying to use expo-dev-client to add react-native-sms-retriever library to my project because expo doesn't have a library that supports reading sms messages. In expo documentation, it's suggested that I should use expo-dev-client to add custom native code. You can see the documentation here: https://docs.expo.dev/workflow/customizing/#developing-apps-with-custom-native-code
I followed all of the steps in starting guide for expo-dev-client. https://docs.expo.dev/clients/getting-started/
But when I start my app using "expo start --dev-client" and run on android, a white screen is shown for a second and then I'm redirected to expo go application page.
in console, the following 2 lines are written:
› Opening on Android...
› Opening com.droppgroup.masterclean://expo-development-client/?url=http%3A%2F%2F127.0.0.1%3A8081 on LDN_L21
I tried this on real device and 2 other emulators but I got the same result. I reinstalled expo go application and it still doesn't work.
Any suggestions on what I can do to make this work?
The issue may be a problem with Expo config plugins, which configure native code for an Expo project, by configuring Info.plist for example. I am currently experiencing a similar issue, though after scanning the QR code, I am directed to a black screen in my Expo Dev Client which crashes and takes me back to the home page. The Dev Client worked perfected until I ran expo add react-native-bluetooth-classic, since I am trying to access iOS bluetooth APIs. I am currently working on this issue, but I just wanted to point you in the direction of config plugins since the examples Expo gives for customizing your runtime have config plugins registred in the "plugins" property of app.json.
It may be necessary to create your own plugin, though I am unsure.
Please let me know if you come up with any fixes, and so will I.
I'm using Create-React-Native-App for the first time (I've used React before). I'm following instructions on a course on Coursera on how to setup and start a Create-React-Native-App application. The instructions are as follows:
At a convenient location on your computer, create a folder named ReactNative and move into that folder.
Then type the following at the prompt to create a new React Native application named confusion:
create-react-native-app confusion
This should create a new folder named confusion within your ReactNative folder and create the React Native application in that folder.
This will compile the project and then start serving the project at the address exp://<Your Computer's IP address>:19000.
Install the Expo client app on your iOS or Android phone and connect to the same wireless network as your computer.
On Android, use the Expo app to scan the QR code from your terminal to open your project. On iOS, follow on-screen instructions to get a link.
This is where I get stuck. when I use "npm start" I get "Welcome to React Native! Learn once, write anywhere" but no QR code in sight. As far as I know I'm using the latest version of Create-React-Native-App. I have the Expo client app on my Android and I'm also on the same wireless network as my computer.
When I run my ionic project to my mobile it was working good, and when I open developer tools it's fine.
I could able to view all console statement in my developer tool window, now when I run it again app runs well in the browser and in my mobile , I am not able to see any console statement.
What I get is
device ready has not fired after 5 seconds.
cordova.js:1223
Failed to load resource
file:///android_asset/www/build/index.js.map
could someone help me to view my console statements
This should be fixed in cordova-android 6.1.0. It has not been added to the npm-registry yet, so you can use it by placing this to your config.xml:
<engine name="android" spec="https://github.com/apache/cordova-android.git#6.1.0"/>
I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.
I want to debug my ionic application in WebStorm.
I am able to run the app in browser. But how can I debug?
I tried: ionic serve --debug which doesn't seem to trigger any debugging?
How can I debug the app when it runs in browser?
With Chrome you can type chrome://inspect into your address bar
As soon as you are running your Android app, you can inspect the app when you are running it with the "ionic run android" or "ionic emulate android" command
The version of Android, however, must be higher than 4.3 I think...
According to the documentation there's a few different way's to do this. Also could you try one of these listed below since you have tried ionic serve already?
ionic run
ionic emulate
The run or emulate command will deploy the app to the specified platform devices/emulators. You can also run live reload on the specified platform device by adding the --livereload option. The live reload functionality is similar to ionic serve, but instead of developing and debugging an app using a standard browser, the compiled hybrid app itself is watching for any changes to its files and reloading the app when needed. This reduces the requirement to constantly rebuild the app for small changes.
Hope this get's you going! Let me know how it work's out for you.
I found this tool very useful, you can attach your device and get a real time inspector on your Cordova app(for iOS and Android platforms).
The browser is where I do most of my debugging for ionic. What browser are you using to do the debugging? I use Chrome and turn on DevTools. There is a source tab where you can browse your app code to find spots for breakpoints. For example, you can set a breakpoint in the code for a controller on a click event and step through the code. Then, you can use the console to execute commands to test values and inspect objects, etc. Are you unable to make this work? Or, unfamiliar w/ the DevTools? If unfamiliar, there is a resource available here. If not working, are the breakpoints not being hit?
There are a few ways to debug your ionic app.
In the browser you can catch the errors in the console.
If you are emulating your app on a simulator or a mobile device you can install the cardova plugin that displays js errors in the xcode console. So you can emulate your device and catch errors on xcode.
Here is how you add the plugin:
cordova plugin add https://git-wip-us.apache.org/repos/asf/cordova-plugin-console.git
An alternative is using ionicLab. It worked for me doing the steps: Install the program and prepare all the project dependencies prior to testing. Then, click on Serve option from Testing which is under Platform menu. When the project has been executed, click on the arrow icon of the Preview bar.
As a result, Ionic will throw a Chrome window with the loaded project, so, you can use Developer Tools as it's used commonly. You ought to watch the javascript files, which you use in your project, so that you can debug them.
Simply run: ionic serve -l and inspect from browser developer options.