kloder-games / godot-admob

Module Admob for Godot engine
MIT License
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Recompile error #93

Open ozkersemih opened 5 years ago

ozkersemih commented 5 years ago

Android Godot 3.1 I wanna recompile with this module but i have a error. My error is same in this link https://godotengine.org/qa/45601/sconsenvironment-object-has-no-attribute-for-android

Shin-NiL commented 5 years ago

Are you able to build the template without admob module?

ozkersemih commented 5 years ago

I solved this problem so so. I used 3.0 source code and build was okey but i had a error on different part. I wrote gradlew build and ops:

Unable to start the daemon process. This problem might be caused by incorrect configuration of the daemon. For example, an unrecognized jvm option is used. Please refer to the user guide chapter on the daemon at https://docs.gradle.org/4.6/userguide/gradle_daemon.html Please read the following process output to find out more:

Error occurred during initialization of VM Could not reserve enough space for 1572864KB object heap

Shin-NiL commented 5 years ago

If you are having trouble compiling the template without this module, your best choice is to ask for help on the Godot channels.

Another option is to use my precompiled templates.

ozkersemih commented 5 years ago

Dude i solved my problems and compiled my own apks with your module. I opened godot stable and set my own apks in custom package part on export window. I exported my game apk. I installed my phone. But i had "apk has stopped" error on my phone. I connect my phone with usb and run adb on godot and i had same error on my phone "apk(my games name) has stopped". I tested without your module and my game had run on my phone. But with your module apk has stopped. In your opinion what is the problem?

Shin-NiL commented 5 years ago

You should debug the output with adb logcat as it can be many different things.

ozkersemih commented 5 years ago

I use adb logcat -s godot and command prompt is just showing me "begining of crash,beginning of main,beginning of system" . If i wait can i see logs? I think adb not showing logs me and why?

22 Haz 2019 Cmt 20:28 tarihinde Shin-NiL notifications@github.com şunu yazdı:

You should debug the output with adb logcat as it can be many different things.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/kloder-games/godot-admob/issues/93?email_source=notifications&email_token=AMM6MYMR2FR57SIVLYRBUATP3ZOMFA5CNFSM4HZQMPQ2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGODYKN4VQ#issuecomment-504684118, or mute the thread https://github.com/notifications/unsubscribe-auth/AMM6MYOZKA7AMDSFMLJU5CTP3ZOMFANCNFSM4HZQMPQQ .

Shin-NiL commented 5 years ago

Try removing the -s godot to see the full log and press ctrl + c as soon as the app crashes, then search for any meanful message.

ozkersemih commented 5 years ago

I did that as you said but i get logs enduring. The process is not stopping. So you said "connect your phone with usb and call adb logcat and run your game on godot with usb connecting(click android run button on godot) and when app crashes press ctrl+c and see the logs of your game crashing" am i right? (Sorry for bad english dude)

22 Haz 2019 Cmt 21:33 tarihinde Shin-NiL notifications@github.com şunu yazdı:

Try removing the -s godot to see the full log and press ctrl + c as soon as the app crashes, then search for any meanful message.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/kloder-games/godot-admob/issues/93?email_source=notifications&email_token=AMM6MYM3AZNIC7HL664J63DP3ZWBFA5CNFSM4HZQMPQ2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGODYKPBBI#issuecomment-504688773, or mute the thread https://github.com/notifications/unsubscribe-auth/AMM6MYKQH2BTK6YF3UDWS6LP3ZWBFANCNFSM4HZQMPQQ .

Shin-NiL commented 5 years ago

You should stop the debug process as soon as the app crashes. You can try to disconnect the usb. Without any filter you'll get a ton of messages.

ozkersemih commented 5 years ago

I have a activity class does not exist error when i exported apk or one click and deploy. Its about androidmanifest and i dont know how can i solve this.

Shin-NiL commented 5 years ago

If you can post this part of the error here maybe we can help you.

CringeKidy commented 5 years ago

I am having the same problem with recompiling I need to get the 64bit libraries and I'm getting this

Warning: module 'AdMob' uses a deprecatedcan_buildsignature in its config.py file, it should becan_build(env, platform). AttributeError: 'SConsEnvironment' object has no attribute 'android_add_dependency': File "C:\Users\justa\Desktop\godot-master\SConstruct", line 427: config.configure(env) File "./modules/admob\config.py", line 6: env.android_add_dependency("compile ('com.google.android.gms:play-services-ads:16.0.0') { exclude group: 'com.android.support' }") PS C:\Users\justa\Desktop\godot-master> scons platform=android target=release android_arch=armv7 scons: Reading SConscript files ... Building for Android (armv7) (with NEON) AttributeError: 'SConsEnvironment' object has no attribute 'android_add_dependency': File "C:\Users\justa\Desktop\godot-master\SConstruct", line 427: config.configure(env) File "./modules/admob\config.py", line 6: env.android_add_dependency("compile ('com.google.android.gms:play-services-ads:16.0.0') { exclude group: 'com.android.support' }")

and the config file is:

`def can_build(env, plat): return plat=="android" or plat=="iphone"

def configure(env): if (env['platform'] == 'android'): env.android_add_dependency("compile ('com.google.android.gms:play-services-ads:16.0.0') { exclude group: 'com.android.support' }") env.android_add_java_dir("android") env.android_add_to_manifest("android/AndroidManifestChunk.xml") env.disable_module()

if env['platform'] == "iphone":
    env.Append(FRAMEWORKPATH=['#modules/admob/ios/lib'])
    env.Append(CPPPATH=['#core'])
    env.Append(LINKFLAGS=['-ObjC', '-framework','AdSupport', '-framework','CoreTelephony', '-framework','EventKit', '-framework','EventKitUI', '-framework','MessageUI', '-framework','StoreKit', '-framework','SafariServices', '-framework','CoreBluetooth', '-framework','AssetsLibrary', '-framework','CoreData', '-framework','CoreLocation', '-framework','CoreText', '-framework','ImageIO', '-framework', 'GLKit', '-framework','CoreVideo', '-framework', 'CFNetwork', '-framework', 'MobileCoreServices', '-framework', 'GoogleMobileAds'])

`

I'm doing this cause your Godot export template doesn't have the x86_64 library so I'm trying to get my own one to work

gumaciel commented 4 years ago

@XxcringekidxX are you sill with the same problem?