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solutions-cloud-adventure-sample-android-client | Cloud Adventure is a mobile game application | Game Engine library

 by   GoogleCloudPlatform Java Version: Current License: Apache-2.0

 by   GoogleCloudPlatform Java Version: Current License: Apache-2.0

kandi X-RAY | solutions-cloud-adventure-sample-android-client Summary

solutions-cloud-adventure-sample-android-client is a Java library typically used in Telecommunications, Media, Telecom, Gaming, Game Engine, Firebase applications. solutions-cloud-adventure-sample-android-client has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However solutions-cloud-adventure-sample-android-client build file is not available. You can download it from GitHub.
Cloud Adventure is a mobile game application built entirely upon Google’s Cloud Platform. This package includes the Android client code. The client code contains game logic, and it calls the endpoints provided by the server. The setup instructions in this README are the same as the ones you will find in the corresponding App Engine server package. You will need both packages for this sample to work.
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kandi-support Support

  • solutions-cloud-adventure-sample-android-client has a low active ecosystem.
  • It has 25 star(s) with 21 fork(s). There are 45 watchers for this library.
  • It had no major release in the last 6 months.
  • There are 1 open issues and 1 have been closed. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of solutions-cloud-adventure-sample-android-client is current.
This Library - Support
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This Library - Support
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Average in #Game Engine

quality kandi Quality

  • solutions-cloud-adventure-sample-android-client has 0 bugs and 63 code smells.
This Library - Quality
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This Library - Quality
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Average in #Game Engine

securitySecurity

  • solutions-cloud-adventure-sample-android-client has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • solutions-cloud-adventure-sample-android-client code analysis shows 0 unresolved vulnerabilities.
  • There are 4 security hotspots that need review.
This Library - Security
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Average in #Game Engine
This Library - Security
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license License

  • solutions-cloud-adventure-sample-android-client is licensed under the Apache-2.0 License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.
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buildReuse

  • solutions-cloud-adventure-sample-android-client releases are not available. You will need to build from source code and install.
  • solutions-cloud-adventure-sample-android-client has no build file. You will be need to create the build yourself to build the component from source.
  • Installation instructions are available. Examples and code snippets are not available.
  • solutions-cloud-adventure-sample-android-client saves you 1641 person hours of effort in developing the same functionality from scratch.
  • It has 3643 lines of code, 205 functions and 42 files.
  • It has medium code complexity. Code complexity directly impacts maintainability of the code.
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Top functions reviewed by kandi - BETA

kandi has reviewed solutions-cloud-adventure-sample-android-client and discovered the below as its top functions. This is intended to give you an instant insight into solutions-cloud-adventure-sample-android-client implemented functionality, and help decide if they suit your requirements.

  • Initialize this Activity
    • Build a friend invitation dialog
    • Write user handle to shared preferences
  • Called when a cloud message is received
    • Generate a notification
  • Create the view
    • Updates the Google client builder based on the configuration
  • Event handler
    • Reset the player s state
  • Initialize this Activity
    • Show the pre - game
  • Initialize view for fragmentplayer actions
    • Enter the examine event
      • Initialize view
        • Adds the score of a player
          • Create a new game
            • Sends a friend to the user
              • Initializes the view
                • Called from the player
                  • Get a TextView at a specific position
                    • Gets a TextView at a specific position
                      • Set the custom state for this activity
                        • Called when another player enters a game
                          • Create the account
                            • This is the main entry point
                              • Called when the user has changed

                                Get all kandi verified functions for this library.

                                Get all kandi verified functions for this library.

                                solutions-cloud-adventure-sample-android-client Key Features

                                Cloud Adventure is a mobile game application built entirely upon Google’s Cloud Platform. It is an end-to-end implementation that uses multiple Google Cloud products - Google App Engine and Cloud Datastore Google Cloud Endpoints Android and Google Cloud Messaging. This game demonstrates following use cases: 1. Selecting a google account and user handle for use with the game 2. Saving game statistics to each player’s user account 3. Basic preset communication between users outside of the game 4. Basic preset communication between players during the game 5. Basic player state syncing, such as upon joining a game or ending a game 6. Leader board statistics easily available through Datastore

                                solutions-cloud-adventure-sample-android-client Examples and Code Snippets

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                                QUESTION

                                Unity 3'nd Person Controller Camera Acting Weird

                                Asked 2022-Apr-08 at 23:22

                                I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

                                Starter Assets Input
                                using UnityEngine;
                                #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                using UnityEngine.InputSystem;
                                #endif
                                
                                namespace StarterAssets
                                {
                                    public class StarterAssetsInputs : MonoBehaviour
                                    {
                                        [Header("Character Input Values")]
                                        public Vector2 move;
                                        public Vector2 look;
                                        public bool jump;
                                        public bool sprint;
                                
                                        [Header("Movement Settings")]
                                        public bool analogMovement;
                                
                                #if !UNITY_IOS || !UNITY_ANDROID
                                        [Header("Mouse Cursor Settings")]
                                        public bool cursorLocked = true;
                                        public bool cursorInputForLook = true;
                                #endif
                                
                                #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                        public void OnMove(InputValue value)
                                        {
                                            MoveInput(value.Get<Vector2>());
                                        }
                                
                                        public void OnLook(InputValue value)
                                        {
                                            if(cursorInputForLook)
                                            {
                                                LookInput(value.Get<Vector2>());
                                            }
                                        }
                                
                                        public void OnJump(InputValue value)
                                        {
                                            JumpInput(value.isPressed);
                                        }
                                
                                        public void OnSprint(InputValue value)
                                        {
                                            SprintInput(value.isPressed);
                                        }
                                #else
                                    // old input sys if we do decide to have it (most likely wont)...
                                #endif
                                
                                
                                        public void MoveInput(Vector2 newMoveDirection)
                                        {
                                            move = newMoveDirection;
                                            Debug.Log(move.magnitude);
                                            Debug.Log(move.normalized.magnitude);
                                        } 
                                
                                        public void LookInput(Vector2 newLookDirection)
                                        {
                                            look = newLookDirection;
                                        }
                                
                                        public void JumpInput(bool newJumpState)
                                        {
                                            jump = newJumpState;
                                        }
                                
                                        public void SprintInput(bool newSprintState)
                                        {
                                            sprint = newSprintState;
                                        }
                                
                                #if !UNITY_IOS || !UNITY_ANDROID
                                
                                        private void OnApplicationFocus(bool hasFocus)
                                        {
                                            SetCursorState(cursorLocked);
                                        }
                                
                                        private void SetCursorState(bool newState)
                                        {
                                            Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
                                        }
                                
                                #endif
                                
                                    }
                                    
                                }
                                
                                Third Person Controller
                                using UnityEngine;
                                #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                using UnityEngine.InputSystem;
                                #endif
                                
                                /* Note: animations are called via the controller for both the character and capsule using animator null checks
                                 */
                                
                                namespace StarterAssets
                                {
                                    [RequireComponent(typeof(CharacterController))]
                                #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                                    [RequireComponent(typeof(PlayerInput))]
                                #endif
                                    public class ThirdPersonController : MonoBehaviour
                                    {
                                        [Header("Player")]
                                        [Tooltip("Move speed of the character in m/s")]
                                        public float MoveSpeed = 2.0f;
                                        [Tooltip("Sprint speed of the character in m/s")]
                                        public float SprintSpeed = 5.335f;
                                        [Tooltip("How fast the character turns to face movement direction")]
                                        [Range(0.0f, 0.3f)]
                                        public float RotationSmoothTime = 0.12f;
                                        [Tooltip("Acceleration and deceleration")]
                                        public float SpeedChangeRate = 10.0f;
                                
                                        [Space(10)]
                                        [Tooltip("The height the player can jump")]
                                        public float JumpHeight = 1.2f;
                                        [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
                                        public float Gravity = -15.0f;
                                
                                        [Space(10)]
                                        [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
                                        public float JumpTimeout = 0.50f;
                                        [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
                                        public float FallTimeout = 0.15f;
                                
                                        [Header("Player Grounded")]
                                        [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
                                        public bool Grounded = true;
                                        [Tooltip("Useful for rough ground")]
                                        public float GroundedOffset = -0.14f;
                                        [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
                                        public float GroundedRadius = 0.28f;
                                        [Tooltip("What layers the character uses as ground")]
                                        public LayerMask GroundLayers;
                                
                                        [Header("Cinemachine")]
                                        [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
                                        public GameObject CinemachineCameraTarget;
                                        [Tooltip("How far in degrees can you move the camera up")]
                                        public float TopClamp = 70.0f;
                                        [Tooltip("How far in degrees can you move the camera down")]
                                        public float BottomClamp = -30.0f;
                                        [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
                                        public float CameraAngleOverride = 0.0f;
                                        [Tooltip("For locking the camera position on all axis")]
                                        public bool LockCameraPosition = false;
                                
                                        // cinemachine
                                        private float _cinemachineTargetYaw;
                                        private float _cinemachineTargetPitch;
                                
                                        // player
                                        private float _speed;
                                        private float _animationBlend;
                                        private float _targetRotation = 0.0f;
                                        private float _rotationVelocity;
                                        private float _verticalVelocity;
                                        private float _terminalVelocity = 53.0f;
                                
                                        // timeout deltatime
                                        private float _jumpTimeoutDelta;
                                        private float _fallTimeoutDelta;
                                
                                        // animation IDs
                                        private int _animIDSpeed;
                                        private int _animIDGrounded;
                                        private int _animIDJump;
                                        private int _animIDFreeFall;
                                        private int _animIDMotionSpeed;
                                
                                        private Animator _animator;
                                        private CharacterController _controller;
                                        private StarterAssetsInputs _input;
                                        private GameObject _mainCamera;
                                
                                        private const float _threshold = 0.01f;
                                
                                        private bool _hasAnimator;
                                
                                        private void Awake()
                                        {
                                            // get a reference to our main camera
                                            if (_mainCamera == null)
                                            {
                                                _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
                                            }
                                        }
                                
                                        private void Start()
                                        {
                                            _hasAnimator = TryGetComponent(out _animator);
                                            _controller = GetComponent<CharacterController>();
                                            _input = GetComponent<StarterAssetsInputs>();
                                
                                            AssignAnimationIDs();
                                
                                            // reset our timeouts on start
                                            _jumpTimeoutDelta = JumpTimeout;
                                            _fallTimeoutDelta = FallTimeout;
                                        }
                                
                                        private void Update()
                                        {
                                            _hasAnimator = TryGetComponent(out _animator);
                                            
                                            JumpAndGravity();
                                            GroundedCheck();
                                            Move();
                                        }
                                
                                        private void LateUpdate()
                                        {
                                            CameraRotation();
                                        }
                                
                                        private void AssignAnimationIDs()
                                        {
                                            _animIDSpeed = Animator.StringToHash("Speed");
                                            _animIDGrounded = Animator.StringToHash("Grounded");
                                            _animIDJump = Animator.StringToHash("Jump");
                                            _animIDFreeFall = Animator.StringToHash("FreeFall");
                                            _animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
                                        }
                                
                                        private void GroundedCheck()
                                        {
                                            // set sphere position, with offset
                                            Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
                                            Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
                                
                                            // update animator if using character
                                            if (_hasAnimator)
                                            {
                                                _animator.SetBool(_animIDGrounded, Grounded);
                                            }
                                        }
                                
                                        private void CameraRotation()
                                        {
                                            // if there is an input and camera position is not fixed
                                            if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
                                            {
                                                _cinemachineTargetYaw += _input.look.x * Time.deltaTime;
                                                _cinemachineTargetPitch += _input.look.y * Time.deltaTime;
                                            }
                                
                                            // clamp our rotations so our values are limited 360 degrees
                                            _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
                                            _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
                                
                                            // Cinemachine will follow this target
                                            CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
                                        }
                                
                                        private void Move()
                                        {
                                            // set target speed based on move speed, sprint speed and if sprint is pressed
                                            float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
                                
                                            // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
                                
                                            // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
                                            // if there is no input, set the target speed to 0
                                            if (_input.move == Vector2.zero) targetSpeed = 0.0f;
                                
                                            // a reference to the players current horizontal velocity
                                            float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
                                
                                            float speedOffset = 0.1f;
                                            float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
                                
                                            // accelerate or decelerate to target speed
                                            if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
                                            {
                                                // creates curved result rather than a linear one giving a more organic speed change
                                                // note T in Lerp is clamped, so we don't need to clamp our speed
                                                _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
                                
                                                // round speed to 3 decimal places
                                                _speed = Mathf.Round(_speed * 1000f) / 1000f;
                                            }
                                            else
                                            {
                                                _speed = targetSpeed;
                                            }
                                            _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
                                
                                            // normalise input direction
                                            Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
                                
                                            // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
                                            // if there is a move input rotate player when the player is moving
                                            if (_input.move != Vector2.zero)
                                            {
                                                _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + _mainCamera.transform.eulerAngles.y;
                                                float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);
                                
                                                // rotate to face input direction relative to camera position
                                                transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
                                            }
                                
                                
                                            Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
                                
                                            // move the player
                                            _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
                                
                                            // update animator if using character
                                            if (_hasAnimator)
                                            {
                                                _animator.SetFloat(_animIDSpeed, _animationBlend);
                                                _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
                                            }
                                        }
                                
                                        private void JumpAndGravity()
                                        {
                                            if (Grounded)
                                            {
                                                // reset the fall timeout timer
                                                _fallTimeoutDelta = FallTimeout;
                                
                                                // update animator if using character
                                                if (_hasAnimator)
                                                {
                                                    _animator.SetBool(_animIDJump, false);
                                                    _animator.SetBool(_animIDFreeFall, false);
                                                }
                                
                                                // stop our velocity dropping infinitely when grounded
                                                if (_verticalVelocity < 0.0f)
                                                {
                                                    _verticalVelocity = -2f;
                                                }
                                
                                                // Jump
                                                if (_input.jump && _jumpTimeoutDelta <= 0.0f)
                                                {
                                                    // the square root of H * -2 * G = how much velocity needed to reach desired height
                                                    _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
                                
                                                    // update animator if using character
                                                    if (_hasAnimator)
                                                    {
                                                        _animator.SetBool(_animIDJump, true);
                                                    }
                                                }
                                
                                                // jump timeout
                                                if (_jumpTimeoutDelta >= 0.0f)
                                                {
                                                    _jumpTimeoutDelta -= Time.deltaTime;
                                                }
                                            }
                                            else
                                            {
                                                // reset the jump timeout timer
                                                _jumpTimeoutDelta = JumpTimeout;
                                
                                                // fall timeout
                                                if (_fallTimeoutDelta >= 0.0f)
                                                {
                                                    _fallTimeoutDelta -= Time.deltaTime;
                                                }
                                                else
                                                {
                                                    // update animator if using character
                                                    if (_hasAnimator)
                                                    {
                                                        _animator.SetBool(_animIDFreeFall, true);
                                                    }
                                                }
                                
                                                // if we are not grounded, do not jump
                                                _input.jump = false;
                                            }
                                
                                            // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
                                            if (_verticalVelocity < _terminalVelocity)
                                            {
                                                _verticalVelocity += Gravity * Time.deltaTime;
                                            }
                                        }
                                
                                        private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
                                        {
                                            if (lfAngle < -360f) lfAngle += 360f;
                                            if (lfAngle > 360f) lfAngle -= 360f;
                                            return Mathf.Clamp(lfAngle, lfMin, lfMax);
                                        }
                                
                                        private void OnDrawGizmosSelected()
                                        {
                                            Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
                                            Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
                                
                                            if (Grounded) Gizmos.color = transparentGreen;
                                            else Gizmos.color = transparentRed;
                                            
                                            // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
                                            Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
                                        }
                                    }
                                }
                                

                                ANSWER

                                Answered 2022-Apr-08 at 23:22

                                I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

                                Images

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                                Source https://stackoverflow.com/questions/71804001

                                Community Discussions, Code Snippets contain sources that include Stack Exchange Network

                                Vulnerabilities

                                No vulnerabilities reported

                                Install solutions-cloud-adventure-sample-android-client

                                You should have downloaded both the client and server sample code. Extract those files. 1) You should have set up the ADT plugin (see Downloads section) prior to this point. Select Window → Android SDK Manager in Eclipse. The Android SDK Manager window will pop up. Select this version of Android: * Android 4.2.2 (API 17) Under Tools, select: * Android SDK Tools * Android SDK Platform-tools * Android SDK Build-tools (revision 17) Under Extras, select: * Android Support Library * Google Cloud Messaging for Android. Install these packages. Note: you may use the latest versions beyond API 17, but be aware that this code sample was created using API 17. Also, Google Cloud Messaging for Android may show as deprecated if you use the newest version, since a new version was recently introduced. 2) Create the Android client project in Eclipse: select File → New → Project…​ and then select Android → Android Application Project. Input "CloudAdventure" as the Application Name. Input "com.google.cloud.solutions.cloudadventure" as the Package Name. Click through the rest of the setup, leaving the defaults as-is. 3) Create the App Engine backend project in Eclipse: right-click on the CloudAdventure project, and select Google → Generate App Engine Backend. You will need to enter in your API key and Project Number from the API project you created in the Creating and Setting up Projects section. Select App Engine version 1.8.1 or higher. This project was created using App Engine version 1.8.1. 4) In the newly-created Android client project: * Remove any pre-generated code under the src/ folder. Copy into the src/ folder the sample code from the downloaded CloudAdventure src/ folder. * Remove any pre-generated code under the res/ folder. Copy into the res/ folder the sample code from the downloaded CloudAdventure res/ folder. * Replace the root-level files with these 5 root-level files from the downloaded CloudAdventure code: > AndroidManifest.xml > ic_launcher-web.png > proguard-google-api-client.txt > proguard-project.txt > project.properties * Replacing the AndroidManifest.xml may cause Eclipse to prompt whether or not you want to accept the target changes. Select the "accept" or "OK" option. 5) In the newly-created App Engine project: * Remove any pre-generated code under the src/ folder. Copy into the src/ folder the sample code from the downloaded CloudAdventure-AppEngine src/ folder. * Leave the war/WEB-INF/ folder as it is, but remove the other pre-generated files under war/. Copy into the war/ folder the sample code from the downloaded CloudAdventure-Appengine war/ folder. 6) Generate your API library: right-click the App Engine project and select Google → Generate Cloud Endpoint Client Library. This will create an endpoint-libs/ folder in your Android client and add files there. If you run into any problems, check the Error Log View in Eclipse. Select Window → Show View → Error Log.

                                Support

                                Google Components: App Engine Cloud Endpoints Android.

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                                Clone
                                • https://github.com/GoogleCloudPlatform/solutions-cloud-adventure-sample-android-client.git

                                • gh repo clone GoogleCloudPlatform/solutions-cloud-adventure-sample-android-client

                                • git@github.com:GoogleCloudPlatform/solutions-cloud-adventure-sample-android-client.git

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