Showing posts with label build. Show all posts
Showing posts with label build. Show all posts

Saturday, 14 April 2012

Android: proguard cannot find symbols in Flurry

When exporting signed signed application package in Eclipse, proguard emits warnings about not being able to find Flurry symbols, then aborts.

The fix is to add


-libraryjars /path/to/FlurryAgent.jar

to proguard.cfg

Wednesday, 11 April 2012

Unity: Problem with invalid signature on iOS

If you build Unity project for iOS and see this error when running the app:

The application does not have a valid signature


And your development provisional profile are OK. It can be caused by having more than one development provisional profiles. You can use organizer to remove extra development provisional profiles and only keep the generic one. This should fix the problem.

Unity: problem with Xcode 4.3.2

Currently Unity basic edition does not work with Xcode 4.3.1 and 4.3.2. The error is:

You are using Unity iPhone Basic. You are not allowed to remove the Unity splash screen from your game


The workaround is generate your Xcode project and build it with Xcode 4.3 or older version.


Until now there is no fix yet. Unity is aware of this issue and promised a fix in the next release.


http://forum.unity3d.com/threads/126820-Unity-3.5-and-iOS-5.1

Saturday, 7 April 2012

Android: cannot use Admob due to String types not allowed at 'configChanges'

I was trying to use Admob in my app and added this to my AndroidManifest.xml:


<activity

android:name="com.google.ads.AdActivity"    android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" >
</activity>

then there is a build error:

Sting types not allowed at 'configChanges' with value 'keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize'.

Turns out to use Admob you need to change build target to be at least 13. You can still let your app run on lower Android versions even your build target is 13. build target is only for build. Your minimum required OS version is specified by uses-sdk minSdkVersion.

http://stackoverflow.com/questions/7902121/admob-cant-display-ads-because-of-configchanges



Android: Project build target vs minSdkVersion

Project build target is the SDK version you build your app with. minSdkVersion is the minimum SDK version you want your app to run on.

You want to build your app with latest SDK since it may contain bug fixes not available in older SDK, but you can still run your app on an older SDK. For example, you can set project build target to be 15 (Android 4.0) but set minSdkVersion to be 8 (Android 2.2).

You set project build target by right click your project and choose "properties", then go to "Android" and select "Project build target".

You set minSdkVersion by setting  <uses-sdk android:minSdkVersion="x" />  in AndroidManifest.xml, before application node.