Chartboost | Unreal Engine 4 that integrates the Chartboost SDK | Plugin library
kandi X-RAY | Chartboost Summary
kandi X-RAY | Chartboost Summary
A plugin for Unreal Engine 4 that integrates Chartboost's SDK and makes its functionality available in blueprints.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Chartboost
Chartboost Key Features
Chartboost Examples and Code Snippets
Community Discussions
Trending Discussions on Chartboost
QUESTION
This error appears when I extract a file aab:
...ANSWER
Answered 2021-Nov-24 at 21:35One temporary solution that may work is to set
QUESTION
When I view the tree view of my android project's dependencies, I see the following entry:
...ANSWER
Answered 2021-Jul-08 at 16:41I assume this is a local dependency. Check if you have placed an aar for mopub-chartboost-adapters-8.2.0.3
in a local folder which is consumed by gradle in the dependencies
section of the build.gradle
file.
org.jetbrains.kotlin:kotlin-stdlib" does not contain a dependency on "mopub-chartboost-adapters": pom.xml
QUESTION
ANSWER
Answered 2021-May-08 at 09:04Move mavenCentral()
above jcenter()
.
do a clean/build on your project.
comment out jcenter()
By moving mavenCentral()
above jcenter()
, mavenCentral()
now becomes the primary repository for all non Google artifacts. By doing a clean and build, all artifacts are now moved to mavenCentral()
.
I had to look this up and tried it. I went from all heck breaking loose after I removed jcenter()
to being able to build my final project for school again.
QUESTION
There is an Android game made in Flash that was packaged using Adobe AIR, but it no longer works for Android versions above 7. I was wondering if it is possible to repackage this game using HARMAN's Adobe AIR?
I have downloaded HARMAN's Adobe AIR and attempted to repackage the application using the ADT package command. I used the application.xml
file that was present in the APK's assets/META-INF/AIR/
folder. However, this application uses extensions, and it appears that ADT expects ANE (AIR Native Extension) files, or is there some other way?
I couldn't find the ANE files online. But some Chinese hackers were able to repackage the app, working in Android 10, and the folder assets/META-INF/AIR/extensions
folder has suffered no changes in comparison with the original apk. The files in the folder lib/armeabi-v7a
were updated however, and include a new one called libX86Bridge.so
.
The extensions that the original app uses are:
- com.adobe.ane.social
- com.milkmangames.extensions.AndroidIAB
- com.chartboost.plugin.air
- com.milkmangames.extensions.CoreMobile
- com.jirbo.airadc.AirAdColony
- com.milkmangames.extensions.GoViral
ANSWER
Answered 2021-May-19 at 19:32So I have finally been able to repackage the APK, and it works on recent Android versions!
First, I opened the APK file with an archive manager (APK is a ZIP file), and then converted the classes.dex
file inside the APK to a JAR file, using the dex2jar tool. Inside the JAR file (which is also a ZIP file) are the compiled Java classes from the AIR Native Extensions that the app uses.
Then, inside the bin
directory of Adobe AIR by HARMAN I created a directory for each extension:
QUESTION
Here are the facts:
- My game app is 100% working with debug keystore signed apk using Google Play Games, can sign in, unlock achievements.
- My game app is 100% working with release keystore signed apk using Google Play Games, can sign in, unlock achievements.
- Whenever I try to sign in to Google Play Games with my app using app bundle instead of apk, I get SIGN_IN_REQUIRED error, which is stupid on its own, considering I literally want to sign in.
I only found one guy who found the same issue but he is developing his game in Unity, and my app is a native Android app made with Android SDK, so I don't really get his solution.
I won't input screenshots about console settings and SHA1 keys and linked apps and all about those things because as I said, the only difference between the working versions and the not working version is that the not working version has been made to an android app bundle, instead of an apk, so the integrations is correct.
The sad thing is that my apk is more than 100 MB so Google Play doesn't let me upload it anymore, I have to app bundle.
The process of making my app into an app bundle somehow make Google Play Games integration broken.
Any ideas?
E D I T:
As requested, here is the gradle.properties file:
...ANSWER
Answered 2020-Jun-06 at 08:23What Google is doing is signing the APKs that it generates from the App Bundle.
The release keystore you sign your App Bundle with is effectively only used by Google to authenticate the origin of the artifact. What is served to users are APKs signed with a key called the "app signing key".
If you go to the "App Signing" page in the Play Console, you will be able to find the upload certificate (which corresponds to your release keystore) and the app signing certificate.
Copy the SHA-1 of the app signing certificate.
Then, did you register your game in the Play Console in the "Game services" section? If so, go to "Linked apps", select "Android" and after filling the details of package name etc., you'll be asked to enter the SHA-1 to create the Client ID.
In there, paste the SHA-1 copied previously.
Hope that helps.
QUESTION
I am trying to add Charboost maven repository to my build.gradle
. I am following their docs which say to do
ANSWER
Answered 2020-Apr-23 at 14:40Turns out, that the syntax
QUESTION
For the past few days, I have had a problem with my Android app. First it shows me this error:
...ANSWER
Answered 2020-Mar-27 at 22:56Solved:
I put an old version of the build.gradle file, then little by little I remove / update the different implementation, and it reloads! Thanks for helping me.
QUESTION
I want to share a problem that become a nightmare for me:
...ANSWER
Answered 2020-Mar-19 at 21:32My teammate Erman solve this issue. I want to share with you the solution. I am going to share the gradle files that can be successfully build app. You should analyze differences between old and new ones.
main gradle
QUESTION
I'm now integrating many ad services in my Android app, and it's the time for Chartboost.
I've just integrated AdMob, Ironsource, InMobi, MoPub, Vungle, UnityAds and Facebook, but in the Chartboost getting started guide I noticed a big difference on how to integrate it. For example all previous services have listeners for ad loaded, started, finished, closed and in case of rewarded video, rewarded. I don't see any of these listeners on Chartboost.
So how can I listen for ad loaded and rewarded? I have an Activity only for showing ads, and I choose what service to use in onCreate method.
This is the docs https://answers.chartboost.com/en-us/child_article/android. Can anyone put an example? Thank you in advance
...ANSWER
Answered 2020-Mar-13 at 06:07I think you are looking for the delegate callbacks for the Chartboost. Please check the guide here https://answers.chartboost.com/en-us/child_article/android-2
QUESTION
I'm getting this error when trying to build in Unity or Android Studio
...ANSWER
Answered 2020-Feb-04 at 01:12Turns out facebook updated their dependencies file.
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