AndroidPlay | A exoplayer based Media player for Android | Media library

 by   navi25 Kotlin Version: Current License: No License

kandi X-RAY | AndroidPlay Summary

kandi X-RAY | AndroidPlay Summary

AndroidPlay is a Kotlin library typically used in Media applications. AndroidPlay has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A exoplayer based Media player for Android with Interactive Media Ads.
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            kandi-support Support

              AndroidPlay has a low active ecosystem.
              It has 16 star(s) with 8 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AndroidPlay is current.

            kandi-Quality Quality

              AndroidPlay has no bugs reported.

            kandi-Security Security

              AndroidPlay has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              AndroidPlay does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              AndroidPlay releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            AndroidPlay Key Features

            No Key Features are available at this moment for AndroidPlay.

            AndroidPlay Examples and Code Snippets

            No Code Snippets are available at this moment for AndroidPlay.

            Community Discussions

            QUESTION

            CommandInvokationFailure: Gradle build failed. Unity
            Asked 2021-May-03 at 16:33

            I was trying to build my Unity game for android and I face this issue, please help with what to do. I am a beginner in unity and do not have much experience.

            Here is the error messages:

            ...

            ANSWER

            Answered 2021-May-03 at 16:33

            This is a common issue if you are building directly onto the external drive. Try to build directly on your hard drive.

            Source https://stackoverflow.com/questions/67312879

            QUESTION

            Addr2line 64bit tool
            Asked 2020-Sep-03 at 09:53

            Am looking for errors in the il2cpp build of Unity for android, according to this guide https://support.unity3d.com/hc/en-us/articles/115000292166-Symbolicate-Android-crash

            It specifies the 32 bit short address 0043a05c, which after executing the following command

            ...

            ANSWER

            Answered 2020-Sep-03 at 09:53

            Found the required utility for 64 bits. The 32-bit utility was located here

            Source https://stackoverflow.com/questions/63709153

            QUESTION

            How do I import "com.unity3d.player.UnityPlayer" into my Android Library?
            Asked 2020-Mar-08 at 22:24

            I'm having issues getting the UnityPlayer dependencies into my Android Library plugin for Unity.

            I just can't figure out the correct way to add dependencies to my plugin.

            Before I was trying to add a classes.jar file to my libs directory that contains all the UnityPlayer code, and that got me to the point where I can write code without intellisense errors, but when I build and run I get this massive output.

            ...

            ANSWER

            Answered 2019-Dec-18 at 15:15

            I figured out exactly what is contained in these AAR files I've been importing in to Unity. I have been doing the correct thing by including classes.jar from Unity into my plugin/libs. The problem was that by building my plugin in Android Studio with classes.jar in libs, classes.jar was being included in the final AAR output, which on the Unity side of things is redundant because Unity already has this data, thus the duplicate classes error I've been getting.

            The fix was to open the AAR is some archive editor (7-zip or winrar) and extract only the clases.jar within that and import only that into Unity.

            I'm surprised there's not more official documentation on this process.

            Also, this fix means no edits to the Gradle build script is necessary unless you want to automate the copy process from intermediate builds to Unity.

            Source https://stackoverflow.com/questions/59382250

            QUESTION

            Xamarin. Having trouble correctly implementing AudioManager AudioFocus activity and listeners
            Asked 2020-Feb-17 at 16:10

            I have a media podcast app built with xamarin forms and I am attempting to implement MediaManager's AudioFocus so my app can play well with other media apps. My main issue is being able to call RequestAudioFocus() when the user first clicks play and then also get the listener to work if another app starts playing media while my app is in the background. So both audios are not playing at the same time.

            If I stick this code in MainActivity then the request works fine but also I don't really want the request to happen when the user opens the app. I want it to happen when the user clicks play.

            I built a notification a while back that pops up a notification when the user first loads an episode that has a play/pause button in there as well that starts an activity to play/pause the episode. If I stick this code in that activity then everything works pretty well, even the listener in regard to other apps interfering. But again, I don't want to request audio focus only when they click the notification outside the app, I want it to start when they also click the play button inside the app.

            So now I've built out another activity (different than the notification one). But I don't completely understand yet how to call this activity. If someone could point me in the right direction that would be great. I've been researching docs and other tutorials but I could use a nudge in the right direction. Thanks for your time.

            One of the resources I am using can be found at https://www.sitepoint.com/managing-multiple-sound-sources-in-android-with-audio-focus/

            This returns false every time. Doesn't get past the initialization of AudioManager.

            ...

            ANSWER

            Answered 2020-Feb-17 at 13:04

            If I were you I would put both your Audio Focus code and your Audio Player code in a ForegroundService and not the Activity, this way you can navigate to different activities, without interrupting Audio Playback. You will need to do something like that anyways if you want playback when the App is in the background.

            Implementing a ForegroundService will also let you add buttons to your notification or if you are using one of the rich Audio Notification, then you can send intents directly to your ForegroundService from the buttons on the notification, rather than having to open up your App. So for your pending intents you could communicate directly with the service instead.

            Also when requesting audio focus, you need to respect whether the audio focus was granted or not. Right now you are just requesting it and throwing away the result. Only if the focus was granted you should start playing back the audio.

            Source https://stackoverflow.com/questions/60252047

            QUESTION

            Unity project: screen resolution dynamically changes on android device Xiaomi Mi A3
            Asked 2019-Dec-21 at 22:25

            Screen.height and Screen.width changes dynamically after game launching.

            How I reproduced it:

            a. Create a project

            b. Take Xiaomi Mi A3 phone

            c. Create any object

            d. Log Screen.width and Screen.height in console after object's Start event

            e. Build and Run game on an android device

            f. Connect to device with the adb to see logs

            g. Search following output:

            1. "InitializeOrResetSwapChain 720x1490"
            2. "InitializeOrResetSwapChain 720x1490"

            And after there have to be your resolution output, for example

            1. "ScreenSize: h = 1490, w = 720"

            And then, after +-3 seconds!

            1. "InitializeOrResetSwapChain 720x1560"

            After this event my UI became ugly, because I have already remembered 720x1490

            Log example:

            ...

            ANSWER

            Answered 2019-Dec-21 at 22:25

            I solved this issue with a "crutch" by using "Screen.SetResolution(Screen.width, Screen.height, Screen.fullScreen);" in the beginning of the "Start()" event.

            After this, all the "InitializeOrResetSwapChain" events print the same resolution.

            Source https://stackoverflow.com/questions/59440274

            QUESTION

            Unity Android IL2CPP did not run properly Building 64bit aab Error
            Asked 2019-Dec-06 at 17:23

            I'm trying to build my Unity3D app as a .aab 64 bits as Android Play Store requires this for new submissions now. Unfortunately i get errors and the build fails I use android NDK r16b and Unity 2019.2.14f1 buildErrorSnap

            The detailed error logs :

            Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARM64" --configuration="Release" --outputpath="F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so" --cachedirectory="F:\Dev\games\Motor\Motor Hero\Assets..\Library\il2cpp_android_arm64-v8a/il2cpp_cache" --additional-include-directories="C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="F:/Android/android-ndk-r16b" --profiler-report --map-file-parser="C:/Program Files/Unity/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="F:/Dev/games/Motor/Motor Hero/Temp/StagingArea/assets/bin/Data/Managed" --generatedcppdir="F:/Dev/games/Motor/Motor Hero/Temp/StagingArea/Il2Cpp/il2cppOutput"

            stdout: Building libil2cpp.so with AndroidToolChain Output directory: F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a Cache directory: F:\Dev\games\Motor\Motor Hero\Library\il2cpp_android_arm64-v8a\il2cpp_cache ObjectFiles: 170 of which compiled: 0 Total compilation time: 13949 milliseconds. il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: F:\Android\android-ndk-r16b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @"C:\Users\msi\AppData\Local\Temp\tmp5DE1.tmp" -o "F:\Dev\games\Motor\Motor Hero\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_7FBA243BFAB4E8AD2A715B8772A32C57\libil2cpp.so" -shared -Wl,-soname,libil2cpp.so -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id --sysroot "F:\Android\android-ndk-r16b\platforms\android-21\arch-arm64" -gcc-toolchain "F:\Android\android-ndk-r16b\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64" -target aarch64-none-linux-android -Wl,--wrap,sigaction -L "F:\Android\android-ndk-r16b\sources\cxx-stl\gnu-libstdc++\4.9\libs\arm64-v8a" -lgnustl_static -latomic -llog -rdynamic -fuse-ld=bfd.exe

            F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateRequest_m61D77A365937465FEF5BDB47E1B50BC05626A308': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10279: undefined reference toGADUCreateRequest' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUAddTestDevice_mF970064A6D15C88CD2D88735D65AD9B8FE6F570D': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10294: undefined reference toGADUAddTestDevice' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUAddKeyword_m5BFA76810C1309EDA8EE7B52E67528B89417C109': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10312: undefined reference toGADUAddKeyword' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetBirthday_m81B701C8D65D2BABA70FED0E809D1B19D1F8231A': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10326: undefined reference toGADUSetBirthday' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetGender_m19C045B840416A261E5CBE9124F3EA743C44FA7A': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10336: undefined reference toGADUSetGender' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUTagForChildDirectedTreatment_m3CB27315E7B4BB787D7515678539E4A98B1B7021': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10346: undefined reference toGADUTagForChildDirectedTreatment' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetExtra_mDF520237016C54E1B768946F29C5C3289C50D22C': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10364: undefined reference toGADUSetExtra' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetRequestAgent_m3FCD65589957B6E633E63A30809996F3EEEAFDA3': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10386: undefined reference toGADUSetRequestAgent' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURelease_m1BED0763249D45EE9EE992220E05D6249EE9DD8B': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10400: undefined reference toGADURelease' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateBannerView_mF009E9D6DA904EFB5AE236A001306C105F7DE18A': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10414: undefined reference toGADUCreateBannerView' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateSmartBannerView_m740315A1FDA7EA41A65076FDDBBE8A055D0E8E6E': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10433: undefined reference toGADUCreateSmartBannerView' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetBannerCallbacks_mC35B5D12F9D1631C3F3EA9D285F98481EEBB9939': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10468: undefined reference toGADUSetBannerCallbacks' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUHideBannerView_m98F14AB10441FF109F397EBC8D35AAE5210E412C': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10478: undefined reference toGADUHideBannerView' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUShowBannerView_m324B7446D156CE64950F87CB8747E1131CFD5CF9': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10488: undefined reference toGADUShowBannerView' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURemoveBannerView_m74401F0FD02948A69406959FAEE8561EDE3834E4': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10498: undefined reference toGADURemoveBannerView' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURequestBannerAd_mB852D12FE4402343C74F3A3BBAE4622CEC808F65': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10508: undefined reference toGADURequestBannerAd' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateInterstitial_mB8318F5222244B6E4CF4A2B5CC7AAADC160D6535': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10522: undefined reference toGADUCreateInterstitial' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetInterstitialCallbacks_m91BD006D7D852FAC60A3ED4A2635E2B0A2C0ADB4': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10557: undefined reference toGADUSetInterstitialCallbacks' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUInterstitialReady_m52F9F1C9A85AA9D9FFB58EB2C2A5822924DCF92F': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10567: undefined reference toGADUInterstitialReady' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUShowInterstitial_m568E4C76539013D3F015430FBF2B0C5B453CFFDA': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10578: undefined reference toGADUShowInterstitial' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURequestInterstitial_mF1D8FEC98F30C96935DB968B0F57C9A2813A38D9': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10588: undefined reference toGADURequestInterstitial' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateRewardBasedVideoAd_m7D17194D7657261A1C86C5CF5709ACBEA8908E77': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10598: undefined reference toGADUCreateRewardBasedVideoAd' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURewardBasedVideoAdReady_m5572DC5E125F83C3DA957477E68FA7DA7E68E85E': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10609: undefined reference toGADURewardBasedVideoAdReady' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUShowRewardBasedVideoAd_mC85F76B9F13314CC492F49095B9A5FCA7D41066E': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10620: undefined reference toGADUShowRewardBasedVideoAd' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURequestRewardBasedVideoAd_mBB76115890E85E118C704D465D8CE25DB0E2E170': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10634: undefined reference toGADURequestRewardBasedVideoAd' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetRewardBasedVideoAdCallbacks_mA388DE47BE6175249E1AEE1CF3744F9D254B41F6': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10676: undefined reference toGADUSetRewardBasedVideoAdCallbacks' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURelease_m1BED0763249D45EE9EE992220E05D6249EE9DD8B': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10400: undefined reference toGADURelease' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateInterstitial_mB8318F5222244B6E4CF4A2B5CC7AAADC160D6535': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10522: undefined reference toGADUCreateInterstitial' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURelease_m1BED0763249D45EE9EE992220E05D6249EE9DD8B': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10400: undefined reference toGADURelease' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURequestInterstitial_mF1D8FEC98F30C96935DB968B0F57C9A2813A38D9': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10588: undefined reference toGADURequestInterstitial' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURelease_m1BED0763249D45EE9EE992220E05D6249EE9DD8B': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10400: undefined reference toGADURelease' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUCreateRequest_m61D77A365937465FEF5BDB47E1B50BC05626A308': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10279: undefined reference toGADUCreateRequest' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUAddKeyword_m5BFA76810C1309EDA8EE7B52E67528B89417C109': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10312: undefined reference toGADUAddKeyword' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUAddTestDevice_mF970064A6D15C88CD2D88735D65AD9B8FE6F570D': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10294: undefined reference toGADUAddTestDevice' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetBirthday_m81B701C8D65D2BABA70FED0E809D1B19D1F8231A': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10326: undefined reference toGADUSetBirthday' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetGender_m19C045B840416A261E5CBE9124F3EA743C44FA7A': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10336: undefined reference toGADUSetGender' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUTagForChildDirectedTreatment_m3CB27315E7B4BB787D7515678539E4A98B1B7021': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10346: undefined reference toGADUTagForChildDirectedTreatment' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUSetRequestAgent_m3FCD65589957B6E633E63A30809996F3EEEAFDA3': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10386: undefined reference toGADUSetRequestAgent' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUInterstitialReady_m52F9F1C9A85AA9D9FFB58EB2C2A5822924DCF92F': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10567: undefined reference toGADUInterstitialReady' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADUShowInterstitial_m568E4C76539013D3F015430FBF2B0C5B453CFFDA': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10578: undefined reference toGADUShowInterstitial' F:/Dev/games/Motor/Motor Hero/Library/il2cpp_android_arm64-v8a/il2cpp_cache/65EA55399EDDD9C1E6B93BBDF5D84D8B.o: In function Externs_GADURelease_m1BED0763249D45EE9EE992220E05D6249EE9DD8B': F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10400: undefined reference toGADURelease' F:\Dev\games\Motor\Motor Hero\Temp\StagingArea\Il2Cpp\il2cppOutput/Assembly-CSharp1.cpp:10400: undefined reference to `GADURele

            Exception: C:\Program Files\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly! UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128) UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:503) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:484) UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334) UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63) UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <21da158cd428404389e0b5a08ba9ea0a>:0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

            UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

            ...

            ANSWER

            Answered 2019-Dec-06 at 17:23

            I solved this issue by upgrading my admob plugin

            Source https://stackoverflow.com/questions/59180422

            QUESTION

            Installation fails when trying to install Unity AndroidPlayer on macOS
            Asked 2019-Nov-07 at 17:30

            I'm having trouble installing the latest version of Unity's AndroidPlayer (v5.6.1f1) on my macOS MacBook Pro (macOS version 10.12.5)

            I already have Unity installed and working, but all I'm trying to do is add ability to run my games on an Android device (I have Android SDK configured and working from my previous Android App development)

            I'm running the pkg file that I got from Unity called UnitySetup-Android-Support-for-Editor-5.6.1f1.pkg and go through the installation process, but after the installer begins to install the software, it fails and looking at the logs it states that PackageKit: Session UUID file exists - will not overwrite [some long path]/[filename].activeSandbox

            Anyone knows what could be the problem? I've even restarted my Mac / re-downloaded the file with no avail...

            ...

            ANSWER

            Answered 2017-Jun-20 at 11:56

            I managed to install Android support using the full Unity3D installer and making sure that the Android support is selected. Could be a specific problem with the AndroidPlayer installation package.

            Source https://stackoverflow.com/questions/44651450

            QUESTION

            Unity Android build failure: The specified executable is not a valid application for this OS platform
            Asked 2019-Nov-02 at 11:24

            Building a Unity project for Android failures at last steps, here what I get in the console:

            Failed running C:\Program Files\Unity\Hub\Editor\2019.2.4f1\Editor\Data\il2cpp/build/il2cpp.exe ... il2cpp.exe didn't catch exception: System.AggregateException: One or more errors occurred. ---> System.ComponentModel.Win32Exception: The specified executable is not a valid application for this OS platform.

            How to understand what is going wrong and fix it?

            Full error text:

            ...

            ANSWER

            Answered 2019-Oct-27 at 13:41

            Built-in unity ndk itself is buggy, you need to install a stable version from google android developer page: Android NDK, Revision 16b (December 2017).

            Source https://stackoverflow.com/questions/58568612

            QUESTION

            Cannot install unity game on android phone
            Asked 2019-Sep-09 at 21:24

            I have just finished programming a very simple 2d platformer with Unity, and wanted to test out my game by installing the app on my Android device, but it looks like it isn't working.

            I have already activated the developer options in the settings of my phone. I have installed the Android reccommended SDK, NDK and JDK with Unity today (1.9 GB), even though i already had (maybe somehow different versions) all of them for Android Studio, because when browsing the right folders in Preferences - External tools this message was coming out:

            You are not using the reccommended Android SDK Tools, other versions are not officially supported.

            Now that i have installed everything directly from the Unity Hub, only this message appears under the JDK line:

            JDK installed with Unity is based on OpenJDK 1.8.0_152. Licence information is in the install folder (AndroidPlayer/Tools/OpenJDK).

            Now, when I have my phone (huawei) connected with a USB cable to my computer, and go to File - Build Settings, and have selected Android, when i press Build And Run, I choose where to make the .apk file, then press "Save", after a few seconds a message like this comes out:

            ...

            ANSWER

            Answered 2019-Sep-09 at 21:24
            1. Make sure you are targeting android in the build settings.
            2. After enabling developer mode on your android phone, go to your phone's Settings>System>Developer or Settings>Developer. Find and enable "USB Debugging". You will likely need to accept an access request on your phone for your usb connection.
            3. In Unity Editor go to the build settings and your phone should appear as a runnable device (right-hand side of the build settings dialogue box). There is a refresh device list button if needed. Once your phone is the selected run device, then you should be able to build and run. The application should automatically start running on your android phone once it is done building.

              If your device does not show as a runnable device option in the Unity Editor Build Settings dialogue box even after refreshing the list, then the likely culprits are: USB Debugging is not enabled, your phone has not accepted the access request your computer sent, or as the tutorial you linked stated: "If you are developing on a Windows computer, you might need to install a device-specific USB driver. See the manufacturer website for your device for additional information."

            Edit - It looks like you've already read a tutorial mentioning the USB Debugging setting, but I'll leave it in these steps for now, because this must be turned on each time Developer Mode is activated.

            Source https://stackoverflow.com/questions/57860875

            QUESTION

            not finding android sdk (Unity)
            Asked 2019-Aug-28 at 12:53

            Error:

            ...

            ANSWER

            Answered 2017-Jun-12 at 01:42

            I have same problem.

            I fixed by android sdk tool version downgrade.

            The steps.

            1. Delete android sdk "tools" folder : [Your Android SDK root]/tools -> tools

            2. Download SDK Tools: http://dl-ssl.google.com/android/repository/tools_r25.2.5-windows.zip

            3. Extract that to Android SDK root

            4. Build your project

            Source https://stackoverflow.com/questions/42538433

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            Vulnerabilities

            No vulnerabilities reported

            Install AndroidPlay

            You can download it from GitHub.

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            gh repo clone navi25/AndroidPlay

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