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As I commented here #40481 this issue could be related with signals from Java to C#, because I changed just this part of the code in other plugin to be like the GodotGooglePlayBilling and the same issue described here start happening.
Hi, besides the error, the app doesn't crash, but could this break my app in the store later? I want to publish my game but this issue is concerning me.
An API hash mismatch should not break anything. It's main purpose is to check whether the glue for the C# bindings were generated for a different version of Godot (by version I mean anything from a few commits behind that could have changed the API). The problem is that now and then a change is introduced which breaks API portability. For example, in this case it's likely because a class or method is registered on Linux but not on Android or viceversa.
Godot version:
3.2.2.stable.mono.official
OS/device including version:
Android with GLES3
Issue description:
Just use the GodotGooglePlayBilling on a Android Custom build on a project that uses Mono C# and it will warning on the console
Steps to reproduce:
Download the GPB_IAP_MONO.zip from the following section
Install Android Build Template
Build and Run on Android Device
Check the adb logcat
Minimal reproduction project:
GPB_IAP_MONO.zip
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