Firebase storage download trouble in iOS device (Unity) - ios

I met unknown trouble trying to setup firebase storage for iOS. I can't download even 1 file in device, but it runs perfectly in Editor.
I am using reference.GetFileAsync() method. Firstly I assumed that I made some wrong package setup or some other silly mistake, but I checked it many-many times. Each Quickstart project here works well on my end. My current project settings and firebase storage settings are identical to provided test examples I run in iOS device successfully.
Here is a xCode output trying to download the file. That is looped and contains only that info: codeshare
Any of logs googling doesn't give me any solution or even idea.
Please, give me some thoughts where to search the problem.. I am totally confused.
I am using MacOSx, Unity 5.5.0/5.5.1, latest Firebase Unity SDK (v1.1.2)

The reason was that firebase database package automatically changed from .NET Subset to .NET option. Changing back solved the problem. But anyway, that means we can't use firebase storage + database in same iOS project in Unity.. That's bad

Firebase Developer here. I'm sorry you encountered this error and I can confirm this was a regression from our initial build in January. This issue has since been resolved in the latest version of Firebase Storage for Unity (3.0.0.0) released for general availability for mobile at GDC.
The latest version will work with the full .Net SDK which is also required for the realtime database in Unity.

Related

'PromisesObjC/FBLPromise+All.h' file not found when using react-native-peripheral - is there any way I can fix this?

When trying to build my react-native ios app, I am getting this error as in the picture:
enter image description here
The library for which the error is occurring is called react-native-peripheral, which I understand has not been updated in 3 years. I have tried pod install already, and I have found that the app will build without this error when I use the module in a new project with no other external libraries installed.
I am very new to react-native and app development; however if it is of any help I have a suspicion that this issue may be due to inconsistent Pod version requirements of the PromisesObjC pod.
I am using react-native-firebase for firebase (google cloud) storage, and I notice that this requires PromisesObjC (<3.0, >= 1.2), as below:
enter image description here
If you could offer any guidance that would be great. I know that it is probably not advised to still use react-native-peripheral given that it is no longer maintained, but I can't find any other library which allows me treat my iphone like a bluetooth peripheral (while the screen is turned off).
I am using cocoapods.
Thanks.

How to use Swift Pod in Unity exported iOS App

I have reach experience in iOS native app development, My company have a unity app. Unity app developer exported the app for iOS and shared with me. I wanted to use my own created cocoa-pod library (which I have already using in my another iOS App) into Unity iOS project.
So Unity developer exported by File -> Build Settings, choose iOS and click Build, and now I am trying integrated pod (which is written in Swift 4.2) into Unity exported of iOS project.
I have taken medium post and many more reference, I have implemented the same as conclusive direction. Please look the attached screenshot below.
Reference - https://medium.com/ios-os-x-development/swift-and-objective-c-interoperability-2add8e6d6887
Please look the below screenshot for autogenerated file
Now when I am going to import this autogenerated header file to make connection between Objective C to Swift, then it is showing error as attached screenshot below
Please help me to resolve this issue. Thanks in advance.
One thing that has hung me up on this in the past is if you get an error during the initial build, then sometimes it doesn't create the -swift.h file and then subsequent builds also get an error that it's missing. Make sure you've deleted your derived data and cleaned the build folder to reset so everything gets built from the beginning.

Flash Builder SDK issues

So I needed to install a new SDK to use the Compass ANE that I purchased. Which I did and the issue that I had with it was that the "TabbedViewNavigatorApplication" was not a supported component. So, after some research, the problem was with the new framework file. I took the framework file from the original 4.6.0 (file location shown below):
C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks
and put that in the new SDK file. This fixed this issue but now I have another issue where the old code I had working has now broken.
GeolocationEvent.UPDATE is no longer being called
Camera.setMode() causes a crash
UIComponent.addChild(Video) causes a crash
I am able to run the program with no errors.
Event is not being triggered for Geolocation in Flex
This person had a similar problem to me and he says he fixed his issue but I can't work out what he did:
I worked out the ultimate cause of this specific problem. It stems from Flash Builder not installing the complete Android SDK or the IOS SDK. Once I manually installed these by copying the SDK folders to their correct paths in Adobe Flash Builder, my GPS events were called successfully.
To sum up, if you get this trouble where the code and everything looks alright but it wont call up your events, then check to make sure that your latest SDKs for Flex are installed correctly for Android and or iOS
I haven't done any work with flex SDKs and if anyone can either recommend a place to download one which supports these features or has any advice on how to fix my issue I would be most grateful.
Solved issue. In case anyone looks for this, my old SDK would allow me to run the app from a device without requesting for permission for geolocation event. The new SDk forces you to use the permission status event.
Makes sense to me now. Just wish I had an error pop up asking for permission rather than just doing nothing.

Google Clould Messaging (iOS) put files in default app Documents folder

I would like to turn on UIFileSharingEnabled to let users of my app save some files in their pc.
The problem is that a Google library is putting files inside the main Documents folder of my app without letting me specify a different destination.
This way, if I turn on UIFileSharingEnabled, this is what the user can see and interact with (download or delete!)
The 3 folders are mine, so I can move them out easily, but the 3 .plist files are a problem. I cannot move them without breaking google functionalities.
I use Cocoapods for loading them inside my project.
pod 'Google/Analytics', '1.0.7'
pod 'Google/CloudMessaging', '1.0.7'
Any idea on how to fix this? I'm stuck in this situation.
Thanks
UPDATE: This issue is finally fixed in Firebase version 3.4 from 1 Aug 2016: "plist files used by FIRMessaging are now stored in an ApplicationSupport directory." (source)
Six months later I have the same problem. It turned out GCM developers have failed to fix this bug. I opened another issue (here) and they confirmed this is not fixed yet. In the meantime Google have announced Firebase Cloud Messaging will inherit GCM. I removed GCM form my app and integrated Firebase. However the issue is still reproducible. These four files are created upon app launch:
com.google.iid-keypair.plist
com.google.iid-tokens.plist
g-checkin.plist
rmq2.sqlite
I've logged a bug request to Firebase support. I'll update my answer when I see this issue fixed.
Till then I do not recommend to use Firebase Messaging in an iOS application. Your app may be rejected from the App Store for writing temp files to Documents directory.
Just so you know, I reported the issue on github.
https://github.com/google/gcm/issues/120
Yesterday a Google guy said it will be fixed in the next version! Yeah!

Google plus SDK for iOS gives error file not found?

I'm using Google plus sdk for login using Google plus in my app. Every thing is working perfectly on my machine(i tested even other machine in my office), but i gave the source code to client. Where project failed to build, giving Google plus files not found.I checked source code on remote machine via TV and it seems every thing ok for me.But code failed to build.
Any help or suggestion would be appreciated.
here is screenshot of framework search path in target build setting
Edit: I found that the same code not running in one of my machine which we don't use for iOS developement, just installed xcode 6.1 and tried to build and i got same problem which my client facing.
So is it some xcode setup related problem(also my client is not technical guy he just want to be sure that i given him correct code so i think he is also using xcode very first time in his machine :P).
As you have not posted full error message,
I can only predict that "Library Search Paths" is set to your local path.
So, check if it's set relatively, like in this screenshot (NOT full path like "/Users/Bharat/Documents/XcodeProjects/YourProject/Libraries")

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