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After what feels like months of not being able to compile a working AAB or APK file using either the latest Steam version, or Lee's DevTest build of APK Studio, it turns out it's because of the Firebase config file.
If I compile with the config file set in the compilation dialogue, then the app compiles but does not run when installed on an android device.
The above video shows an app failing to run when compiled with the Firebase Config.
I have tested several different projects, using different android test devices, and two different PCs to compile with, one Windows 10, the other Windows 11. Every time yielded the same result of the app not running.
This is a continuation of the problem which I have previously mentioned on here (Issue #15) in Zaxxan's test build, which is still existing in the current version of AGK Studio and Lee's Devtest build.
The above image shows my export settings (with the firebase config file details filled in)
When submitting a non-working app to the Google Play store for testing, I received the following details in an email shortly afterwards...
Devices with issues
10
Device(s) with issues
Google Pixel 5 64-bit only (redfin_64) - Android 14
Google Pixel 5 64-bit only (redfin_64) - Android 13
Google Pixel 5 (redfin) - Android 11
Google Pixel 7 (panther) - Android 13
Samsung Galaxy S23 Ultra (dm3q) - Android 14
Google Pixel 6 (oriole) - Android 12
Samsung Galaxy Tab S8 Ultra (gts8uwifi) - Android 13
Motorola Motorola G20 (java) - Android 11
Google Pixel 8 (shiba) - Android 14
Samsung Galaxy S20 (x1q) - Android 10
Exceptions
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
Can anyone else confirm this bug please?
I tried to upload a IPA created on my new Mac using the latest versions of Xcode and AGK Studio.
It was rejected by the Transporter app with this error..
Asset validation failed (90725)
SDK version issue. This app was built with the iOS 16.2 SDK. All iOS and iPadOS apps must be built with the iOS 17 SDK or later, included in Xcode 15 or later, in order to be uploaded to App Store Connect or submitted for distribution. (ID: 6df883b1-4c36-4c5a-9f23-45efceeaefe4)
I was under the impression this was fixed in the recent update of AGK studio? But it still seems not to work.
The new build of AGK Studio uses the correct SDK so IPAs compiled of a Mac do not throw up an error on uploading.
Instead I am getting the following two new errors...
Asset validation failed (90030)
Nib file 'MainWindow~iphone.nib' was not found. Please ensure the specified file is included in the bundle with any required device modifiers appended to the filename. (ID: 74a1232a-bfe5-4081-aa4a-f6f3492fb63a)
Asset validation failed (90030)
Nib file 'MainWindow~ipad.nib' was not found. Please ensure the specified file is included in the bundle with any required device modifiers appended to the filename. (ID: b1d68401-bcf8-4f3a-a22a-53302212b71c)
Because of these errors I am still unable to upload to the App store.
My current game has IAP coin packs which the player can buy.
When the player first buys a coin pack, it works fine.
The second time the player tries to buy the same coin pack, it throws up an error stating the player already owns the product.
The third time the player tries to buy the same coin pack, it works fine.
The above image shows the purchase error on every other attempt by the user.
// Starts the buying process
InAppPurchaseActivate(iapCoinPackID)
Repeat
iapStatus = GetInAppPurchaseAvailable2(iapCoinPackID)
Select iapStatus
// Cancelled? The IAP was cancelled by the user
Case 0:
// Break out of loop
finished = true
Endcase
// IAP Queued
Case 1:
Print("IAP in progress..")
Endcase
// IAP In progress
Case 2:
Print("IAP in progress..")
Endcase
// IAP Pending
Case 3:
Print("IAP in progress..")
Endcase
// IAP Completed
Case 4:
// Award the IAP
// Add the relevant amount of coins to the player total
Inc player.coinTotal, coinPackAmounts[iapCoinPackID - 1]
// Break out of loop
finished = true
// Resets the purchase
token = GetInAppPurchaseToken(iapCoinPackID)
InAppPurchaseResetPurchase(token)
Endcase
EndSelect
sync()
Until finished = true
The above code handles the purchase and resetting of the products. I have tried several different things to try and resolve the issue, moving the InAppPurchaseResetPurchase(token) around and putting it in a loop.
#define NOMINMAX needs to be called before including windows.h in order to avoid the macro defined version of min and max. These implementations will cause errors with using std::min or std::max. This causes non portable code for windows specifically.
Is anyone interested in developing native VR or AR games for the Meta Quest using AppGameKit? I've started working on making this possible, especially since the older AGK2 VR plugin didn't support Android. And being a C++ programmer with access to this repo is like having superpowers. =)
I've been focusing on integrating OpenXR with AppGameKit. I used this repository and added a new command: "GetGraphicsConfig," which allows access to the pointers of the core of the OpenGLES renderer. Other then that, AGK appears to already have all the other features needed for OpenXR. Possibly due to the older VR plugin or the Google AR commands? (I don't think TheGameCreators should commit my new command yet, I am not sure how it would affect successful compile on other platforms then Android.)
By introducing just this single command, which just returns a few pointers, OpenXR can function with AGK without introducing any unnecessary bloat. So no need adding the OpenXR libraries into AGK.
So far, I have a mostly working Tier 2 template. It’s a converted OUYA template. It renders 3D objects correctly on my Meta Quest 2. I can move around and use the controllers. The only features not working are AGK's print command and the 2D components, though I’m not sure why you would use these in VR anyway. (I haven’t tested sound yet, but I see no reason it shouldn’t work.)
I've forked a repository where I've added the new command, and I plan to upload a Template_Android_OpenXR to it soon. It needs some cleanup since it currently contains a lot of extra and unnecessary code I used for debugging.
I believe OpenXR will be a significant addition to AGK. It's great for future-proofing AGK’s presence in VR/AR. Moreover, there are few options available for programmers looking to create VR games purely with code. OpenXR has become the standard across the VR industry, and Meta now requires all new apps to use it. Perhaps The Game Creators can eventually use this to market a new VR Plugin for AppGameKit Studio—potentially even supporting Apple’s new VR headset in the future.
Anyway posting this now incase The Game Creators see I forked off of their repo and added an odd command to the renderer.
Cheers,
Parry
Using Zaxxan's newest build of AGK Studio for Windows, none of the Android builds work on any of my test devices.
When I click on the Icon, the screen flashes momentarily and the app closes. Trying this a couple of times brings up an error saying the app has failed to start and offering to clear the cache to see if that helps (Which it does not)
The following was reported on the Pre-launch report from Google Play for an AAB which I created and uploaded.
Devices with issues
10
Device(s) with issues
Google Pixel 5 64-bit only (redfin_64) - Android 14
Google Pixel 5 64-bit only (redfin_64) - Android 13
Google Pixel 5 (redfin) - Android 11
Google Pixel 7 (panther) - Android 13
Samsung Galaxy S23 Ultra (dm3q) - Android 14
Google Pixel 6 (oriole) - Android 12
Samsung Galaxy Tab S8 Ultra (gts8uwifi) - Android 13
Motorola Motorola G20 (java) - Android 11
Google Pixel 8 (shiba) - Android 14
Samsung Galaxy S20 (x1q) - Android 10
Exceptions
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
When compiling to an APK and sideloading on to a device, the app crashes before the loading screen appears.
I have tried this with two different apps and several different test devices.
Hi!
creating aab files is broken since the last few updates of Mac version, apk/ipa works perfect.
The shaders which work properly in Classic, do not work in Studio, and it is not because renderer api. Please check out https://forum.thegamecreators.com/thread/229696 to see detailed information.
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