I'm upgrading from an earlier version of Google Analytics for my iOS app and when I follow the instructions here, I click the button to create a configuration file and nothing happens. Anyone else experience this? Is there a default GoogleService-Info.plist that I can use and customize?
Thanks!
Seems to be a bug on their site. It worked for me 2 weeks ago. However you have already found Googles Guide - the config file does not contain any complicated settings, however you can download the Sample Apps and get your initial GoogleService-Info.plist file from there:
pod try Google
from
https://developers.google.com/maps/documentation/ios-sdk/code-samples#try-the-sdk-demos-using-cocoapods
Steps for getting configuration if your first time login to google developer account.
1. open google developer console.
2. login to developer console.
3. create project with valid name.
4. then goto the API section & enable GCM API.
5. Then get the configuration file.
Thanks for the suggestions, looks like they would work for others. Unfortunately, I just couldn't get Cocoa Pods to upgrade the analytics, so I switched tactics and used the sdk directly. This worked fine, hopefully others have better luck!
Related
I have a game created in Unity which Apple does not accept because of the following:
It seems that the problem is in Google Mobile ADS
We identified one or more issues with a recent delivery for your app, "My Game" 10.0 (10). Please correct the following issues, then upload again.
ITMS-90809: Deprecated API Usage - New apps that use UIWebView are no longer accepted. Instead, use WKWebView for improved security and reliability. Learn more (https://developer.apple.com/documentation/uikit/uiwebview).
I have followed several answer that I found on stackoverflow:
UIWebView still exist in Google Mobile Ads
I have also followed other Unity forums and I can't find a solution
https://forum.unity.com/threads/itms-90809-deprecated-api-usage-new-apps-that-use-uiwebview-are-no-longer-accepted.883510/
My game is created with Unity, and at no time have I used Pod
I have run grep -r "UIWebView". , but this shows files that I can't see, not in xCode, and not in Visual Studio either
I don't know exactly in which folder I should run this command. When I do it in the Pod folder, it shows me files that I cannot open in the editorHow can I find where the files containing UIWebView are located?
I don't know how to find those files in xCode to modify them and try to get Apple to accept my game
Can you help me find those files in xCode?
What should i do to correct this problem?
Thanks
EDIT:
I need answers that solve my problem. The only answer there is, except for mine, offers data that I have tried and showed in my question. I do not see logical that the reward is given to someone who has not read my question, Thank you
I have to say you can add WebKit.framework at UnityFramework > Build Phases > Link Binary With Libraries. Then After Update pods from terminal and upload project and apple approved game.
It worked for me.
Finally and seeing that I do not receive a response, I have solved the problem by starting the project again in the Unity 2020.1.17f1 version.
This is not really a solution to the problem that I raised, but since it has solved my problem, I put it as an answer.
Thanks to those who have tried to help me. #AlexB
open terminal on macos and try :
grep -Ril "UIWebView" "/Users/yourUserName/yourProjectFolder"
hi I'm trying to include firebase in my app and followed the documentation, when I'm trying to do google sign in, Could not configure Firebase InstanceID error occurs .please advice how to overcome this error
There are two things to check (and hopefully, one will fix it for you):
Make sure your BundleIdentifier is exactly the same in your Firebase project as it is in your Xcode, i.e. com.[yourcompany].[yourappname]
Make sure you got the latest GoogleService-Info.plist file. Go to Firebase Console -> Settings -> Your Application - there will be a blue button to the right that lets you download new configuration file
That solved it for me.
Bug Details
As of version 3.13.0, there appears to be a bug in the Firebase/Core SDK.
I added a symbolic breakpoint at -[FIRInstanceID(FIRApp) configureInstanceIDWithOptions:app:] and stepped though the assembly.
It appears that FIRApp.configure() is ignoring the IS_GCM_ENABLED flag in the GoogleServices-Info.plist and tries to configure GCM regardless of the flag's state. In my case, because my project does not use GCM, the app would crash because there was no GCM_SENDER_ID in the plist.
Workaround
Add a dummy value (i.e. 123456789012) for GCM_SENDER_ID within the GoogleService-Info.plist file. This will allow the application to configure successfully.
You have to add your project which is created on
https://developers.google.com/mobile/add?platform=ios or fire base console into your Firebase dashboard.
Now you can download GoogleService-Info.plist from Firebase and import into your project.
I setup Firebase in code using FIROptions. In my case, I was missing gcmSenderID, fixing it then it works
Firebase DevRel here. This should be an error, unless you enabled gcm, you shouldn't go through instanceid setup. Filed internally.
For now, the workaround is manually changing "IS_GCM_ENABLED" to "NO" in your "GoogleService-Info.plist" file
I was getting this error as I didn't have my GoogleService-Info.plist in my Test folder as well. ( if you are using TDD)
As of the latest Firebase Core 3.16.0 - I seem to need to include it in my main project as well as copying a version into my Test Root.
This also happens when you shift your google SDK integration from one account to another and don't edit the API keys on application side.Make sure when you shift from one google account to another, you re-visit all the SDK guides again like FCM, Google Sign-in etc and make sure you are using new API keys (client_id, URI Scheme) in application.
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!
So I downloaded the latest 3.1 Facebook iOS sdk and under the scripts I found a build_documentation.sh which I ran. It completed and generated a com.facebook.Facebook-SDK-3_0-for-iOS.docset file. I am trying to get it to integrate nicely with XCode. I know that apple docs can create documentation that shows up in the quick help panel. My own custom documentation works great.
Does anyone know what I have to do to get the same kind of documentation integration with Facebook?
EDIT:
I tried adding the docset to the corresponding folder according to the instructions here
and restarted Xcode but it didn't work
If you install the SDK from the package you don't have to generate the docset yourself.
Go to https://developers.facebook.com/ios
Click on the Download SDK button
You can get the Facebook Documentation working with the following:
Build the Facebook Documentation with the provided shell scripts
Move the .docset to /Library/Developer/Shared/Documentation/DocSets
If it doesn't work, you may have to check, if you moved the docset to ~/Library/Developer/Shared/Documentation/DocSets. This is sometimes WRONG
Why does it work by installing the Facebook Framework directly from the .pkg?
It moves it to /Library/..., not to ~/Library/...
I am following this guide.
http://developers.facebook.com/docs/mobile/ios/build/
For setting up the Facebook IOS SDK for my XCode project..
I got to the part that says to run
% ~/facebook-ios-sdk/scripts/build_facebook_ios_sdk_static_lib.sh
in the terminal..
I tried that and it didn't work, so i went to find that script file manually and it isn't in the folder specified.. My questions is am i missing something? or does anyone know if the file was renamed?
Thanks.
You're right, this script is not included in the newest version on github.
However you can download the SDK and use it as described in the "Getting Started" section - Start a new Xcode Project. So far I had no issues with the SDK 3.0 and ARC in my project.
That script is there in my instance. Is it possible that the facebook-ios-sdk directory isn't in the top level of your home directory as in /Users/yourusername/facebook-ios-sdk? It needs to be there for you to follow the instructions verbatim.