Unity - PlayServicesResolver - Addpod does nothing

354 views
Skip to first unread message

Jubulburb Wuldrd

unread,
Aug 10, 2017, 5:49:01 PM8/10/17
to Google Mobile Ads SDK Developers
AddPod - name: Google-Mobile-Ads-SDK version: ~> 7.13 bitcode: True sdk: null sources: (null)
UnityEngine.Debug:Log(Object)
Google.IOSResolver:Log(String, Boolean, LogLevel)
Google.IOSResolver:AddPodInternal(String, String, Boolean, String, IEnumerable`1, Boolean)
Google.IOSResolver:AddPod(String, String, Boolean, String, IEnumerable`1)
System.Reflection.MethodBase:Invoke(Object, Object[])
Google.VersionHandler:InvokeMethod(Type, Object, String, Object[], Dictionary`2)
Google.VersionHandler:InvokeStaticMethod(Type, String, Object[], Dictionary`2)
AdMobDependencies:SetupDeps() (at Assets/GoogleMobileAds/Editor/AdMobDependencies.cs:59)
AdMobDependencies:.cctor() (at Assets/GoogleMobileAds/Editor/AdMobDependencies.cs:24)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()



I despite you google and the very man who just once came to room with this brilliant idea. How is it possible to turn such fucking atrocious piece of shit like playservicesresolver into more fucking more atrocious piece of dogshit? Why am i spending my night before work trying to FUCKING UNDERSTAND WHAT IT WANTS??? Is it really necessary to fill my project with even more garbage and shit like this fucking resolver, cocoapods and shit? What does it improves? WHY DO I FUCKING NEED IT YOU ASSHOLES? All i need is library for android, framework for ios and some unity interfaces, YOU FUCKING MORONS. I hate you.

With all respect, go fuck your hats.

Joshua Lagonera (Mobile Ads SDK Team)

unread,
Aug 11, 2017, 12:00:06 AM8/11/17
to Google Mobile Ads SDK Developers
Hi there,

I understand very well your frustration and our team is doing our best to help users in resolving their issues and concerns. 

That said, the Play Services Resolver (assuming you are using our official plugin) should handle importing all the necessary libraries for you to build for Android. If you choose to build for Android, it imports all the required Play Services libraries, which can be found under the Assets/Plugins/Android folder. 

For iOS, however, the plugin should create a Podfile for you to install the Google Mobile Ads SDK for the generated xCode project. This Podfile is used by CocoaPods, a dependency manager for iOS, to handle the installation and integration of the Google Mobile Ads SDK into your Unity iOS Project. Think of it like the Gradle Dependency manager, but for iOS.

For more information on how to properly integrate the Google Mobile Ads Plugin into your Unity Project, you can refer to our official documentation. You can also refer to our sample application showing the basic usage of the Plugin for Unity for your additional reference.

With those said, kindly let us know if you have any further questions.

Regards,
Joshua Lagonera
Mobile Ads SDK Team.

Jubulburb Wuldrd

unread,
Aug 11, 2017, 12:15:36 AM8/11/17
to Google Mobile Ads SDK Developers

With those said, kindly let us know if you have any further questions.

I do know what cocoapods are. And posted output
AddPod - name: Google-Mobile-Ads-SDK version: ~> 7.13 bitcode: True sdk: null sources: (null)
My further questions:
1)How to make it work
2)if you don't know, how can i install library for android and framework for ios manually? Without this totally unreliable resolver.

Joshua Lagonera (Mobile Ads SDK Team)

unread,
Aug 11, 2017, 3:06:14 AM8/11/17
to Google Mobile Ads SDK Developers
Hi there,

Can you elaborate more on your issue concerning the log you provided since the log doesn't really tell us anything specific? Are you having issues building for iOS, or Android or both? Can you send us a sample project where we can see your setup? Can you replicate the same issue when building our sample app?

If you are trying to build for iOS, then you might need an OSX Machine with CocoaPods installed since there are required configurations and run-time libraries that are only available on OSX Machines. 

However, if you are using the official Google Mobile Ads plugin and you are trying to build for Android, then the plugin should automatically import all the needed libraries for you once you build for Android. To build for Android, you need to choose Android in your Build Settings by selecting Android and clicking Select Platform. The plugin will, then, import all the necessary libraries needed to integrate the Mobile Ads SDK into your project, which can be found under the Assets/Plugins/Android folder.

You can refer to our official documentation on how to properly build in Unity using our plugin.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

Jubulburb Wuldrd

unread,
Aug 11, 2017, 8:20:25 AM8/11/17
to Google Mobile Ads SDK Developers


On Friday, August 11, 2017 at 9:06:14 AM UTC+2, Joshua Lagonera (Mobile Ads SDK Team) wrote:
Hi there,

Can you elaborate more on your issue concerning the log you provided since the log doesn't really tell us anything specific? Are you having issues building for iOS, or Android or both? Can you send us a sample project where we can see your setup? Can you replicate the same issue when building our sample app?

If you are trying to build for iOS, then you might need an OSX Machine with CocoaPods installed since there are required configurations and run-time libraries that are only available on OSX Machines. 

However, if you are using the official Google Mobile Ads plugin and you are trying to build for Android, then the plugin should automatically import all the needed libraries for you once you build for Android. To build for Android, you need to choose Android in your Build Settings by selecting Android and clicking Select Platform. The plugin will, then, import all the necessary libraries needed to integrate the Mobile Ads SDK into your project, which can be found under the Assets/Plugins/Android folder.

You can refer to our official documentation on how to properly build in Unity using our plugin.

Regards,
Joshua Lagonera
Mobile Ads SDK Team
 This is iOS related. Android libs resolved just fine. Unfortunately this is all what i have from log. Cocoapods are installed on my mac(btw latest Sierra 10.12.6). Sample app does not work either, looks like it's cocoapods-related(once i did get some message about cocoapods and PATH in unity log, but it was brief and not appeared anymore).

Joshua Lagonera (Mobile Ads SDK Team)

unread,
Aug 14, 2017, 3:14:08 AM8/14/17
to Google Mobile Ads SDK Developers
Hi there,

If you are still experiencing the issue, would you be able to provide us a sample Unity Project where it can be reproduced? I am not able to replicate the same behavior when trying out the sample apps on my end.

Additionally, if you would prefer manually integrating the Mobile Ads SDK into your Unity Project for iOS without using CocoaPods, then simply follow these steps:
  1. Build your Project for iOS by selecting iOS in the Build Settings and selecting Switch Platform.
  2. Download the Google Mobile Ads Framework for iOS here.
  3. Open the generated XCode project from Unity.
  4. Import the Google Mobile Ads Framework into your the XCode project.
  5. Import the following Frameworks into your project:
    • AdSupport
    • CoreTelephony
    • GLKit
    • MessageUI
    • MobileCoreServices
    • StoreKit
  6. Sign, Build and Run your application
You can check out this sample project I made (based on our official sample) with an already generated and integrated XCode project for your additional reference.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

Joshua Lagonera (Mobile Ads SDK Team)

unread,
Aug 22, 2017, 3:01:14 AM8/22/17
to Google Mobile Ads SDK Developers
Hi there,

Were you able to resolve the issue? Let us know if you still need assistance from our end.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

Jubulburb Wuldrd

unread,
Aug 22, 2017, 3:52:41 AM8/22/17
to Google Mobile Ads SDK Developers
I've done everything by hands and dropped out resolver completely from my project.
Reply all
Reply to author
Forward
0 new messages