Android SDK 6.4.1 bug with Samsung Galaxy Tab 10.1 v2

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rei...@gmail.com

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Mar 10, 2014, 3:08:02 AM3/10/14
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A friend of mine was testing my game with her Samsung Galaxy Tab 10.1 v2 (P5100 model).

We first tested my game on her work where she can't access the WiFi, and the game did (obviously) not show any ads. But when closing the game, it would not close at all but remain in memory with only 0Mb used. The game had to be closed from Settings -> Apps by force. I thought it had something to do with no WiFi connection at her work, so she decided to try it at home. The next day she told me that at home the game didn't show any ads though she did have WiFi available. When she tried to exit the game, it had the same behavior as it had the day before on her work location.

For testing purposes she lent me her Galaxy Tab so I could hunt this one down at home. Oddly enough, I had a similar behavior on my WiFi, but not all the time. At times AdMobs would pickup the ads from the internet. Like at her home, when no ad was shown and upon closing my game when no ad was shown, it would hang and I had to close it with force from Settings -> Apps.

After downgrading the Android SDK 6.4.1 to 6.3.0 for my game I gave it an other run. This time ads are shown every time I'm using the Galaxy Tab and closing down goes without a problem. When disabling WiFi, no ads are displayed (duhuh ^^) and closing down my game works normally.

I think there's something wrong with either the plugin I'm using (AdMobs Android for Unity), or with the SDK running with Unity. But it's clear I'll stick with 6.3.0 for now ;-)

Eric Leichtenschlag

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Mar 10, 2014, 9:24:02 PM3/10/14
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The 6.4.1 SDK did reportedly have issues with Android Not Responding errors - perhaps that is what you were seeing. These are fixed in the latest Google Play services version of our library.

DemiGoth

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Mar 11, 2014, 4:36:55 AM3/11/14
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Downloaded and installed the Google Play services. What's next? Replace the GoogleAdMobAdsSdk-6.4.1.jar with google-play-services.jar and recompile my game? Do I need to make changes to the AndroidManifest.xml as well?


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Eric Leichtenschlag

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Mar 12, 2014, 1:08:23 PM3/12/14
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The Google Play services library has significant API changes. They are similar but have different naming conventions. A good place to start is the migration guide, but for additional reference there is also the Google Play services documentation starting here and there are also online API Reference docs for Google Play services APIs.

Eric
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DemiGoth

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Mar 12, 2014, 2:44:37 PM3/12/14
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For Unity there was a special plugin for AdMobs. Will/is there br one for the play store as well?


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Eric Leichtenschlag

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Mar 12, 2014, 6:55:51 PM3/12/14
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There is a Google Play services-compatible Unity plugin available here. But I'm working on a major revamp with more user-friendly APIs, so stay tuned on that repo!


On Wednesday, March 12, 2014 11:44:37 AM UTC-7, DemiGoth wrote:
For Unity there was a special plugin for AdMobs. Will/is there br one for the play store as well?
On Wed, Mar 12, 2014 at 6:08 PM, Eric Leichtenschlag <eleich...@google.com> wrote:
The Google Play services library has significant API changes. They are similar but have different naming conventions. A good place to start is the migration guide, but for additional reference there is also the Google Play services documentation starting here and there are also online API Reference docs for Google Play services APIs.

Eric

On Tuesday, March 11, 2014 1:36:55 AM UTC-7, DemiGoth wrote:
Downloaded and installed the Google Play services. What's next? Replace the GoogleAdMobAdsSdk-6.4.1.jar with google-play-services.jar and recompile my game? Do I need to make changes to the AndroidManifest.xml as well?
On Tue, Mar 11, 2014 at 2:24 AM, Eric Leichtenschlag <eleich...@google.com> wrote:
The 6.4.1 SDK did reportedly have issues with Android Not Responding errors - perhaps that is what you were seeing. These are fixed in the latest Google Play services version of our library.


On Monday, March 10, 2014 12:08:02 AM UTC-7, rei...@gmail.com wrote:
A friend of mine was testing my game with her Samsung Galaxy Tab 10.1 v2 (P5100 model).

We first tested my game on her work where she can't access the WiFi, and the game did (obviously) not show any ads. But when closing the game, it would not close at all but remain in memory with only 0Mb used. The game had to be closed from Settings -> Apps by force. I thought it had something to do with no WiFi connection at her work, so she decided to try it at home. The next day she told me that at home the game didn't show any ads though she did have WiFi available. When she tried to exit the game, it had the same behavior as it had the day before on her work location.

For testing purposes she lent me her Galaxy Tab so I could hunt this one down at home. Oddly enough, I had a similar behavior on my WiFi, but not all the time. At times AdMobs would pickup the ads from the internet. Like at her home, when no ad was shown and upon closing my game when no ad was shown, it would hang and I had to close it with force from Settings -> Apps.

After downgrading the Android SDK 6.4.1 to 6.3.0 for my game I gave it an other run. This time ads are shown every time I'm using the Galaxy Tab and closing down goes without a problem. When disabling WiFi, no ads are displayed (duhuh ^^) and closing down my game works normally.

I think there's something wrong with either the plugin I'm using (AdMobs Android for Unity), or with the SDK running with Unity. But it's clear I'll stick with 6.3.0 for now ;-)

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