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firebase-core-9.6.1 .aar file build failure #19
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I have this issue as well. |
I too have the same issue. Any solutions to it yet ? |
I found that it crashes because Unity expects all .aar files to contain a .jar. So, a workaround is to create an empty .jar and add it to each of the failing .aar files. |
The jar resolver simply updates the file at that point, however. |
I managed to get a build to complete by making two .jar files with the necessary META-INF etc, but Unity still does not cooperate with the fireBase connection. Have you had any luck? If a fix is known, I might be able to write a patch. |
Is this still an issue with Firebase 9.8 on Android? |
This is no longer an issue with the latest release firebase aars. |
I am currently having this issue with firebase-core-11.2.0. |
The aars are not to spec. I thought we did something to patch them, you can try force explode in the settings, or give Gradle prebuild a try (also in the Android resolver settings), which will replace all of the aars with a single combined one, which will have the classes.jar |
It sounds like this is not resolved after all. Reopening. |
I cannot reproduce this problem. smholsen, the new version uses gradle to fetch and copy the aars, so what we do in the Temp folder shouldn't be a concern. We do post process the files we copy using gradle, and make sure they are not malformed. See: a998e63 Can you provide more info on your current setup? What files do you see in Assets/Plugins/Android? |
Thank you very much for looking into this. I want to add that I am very new to development with unity, so this is most likely me doing something wrong :) I am currently using Unity 2017.1.0f3 (64 bit) edit: I can also add that I got the same error when trying with Force Gradle Prebuild. |
Thanks! That should help us trying to reproduce the problem.
You can see that asset label in the unity project view.
Also did you see any errors during resolution?
Could you please send us a log?
In that settings dialog, turn on verbose logging.
Run a force resolve. Then attach the log from here:
C:\Users\username\AppData\Local\Unity\Editor\Editor.log
Thanks.
On Sep 9, 2017 11:15 AM, "Simon Olsen" <notifications@github.com> wrote:
Thank you very much for looking into this. I want to add that I am very new
to development with unity, so this is most likely me doing something wrong
:)
I am currently using Unity 2017.1.0f3 (64 bit)
I am not sure which plugin you are referring to, I am using the Firebase
Unity SDK version 4.1.0.
I am on Windows 10 Pro 64-bit.
I have attached a screenshot of the contents of the Assets/Plugins/Android
folder. It seems to me that the .aar does not get expanded.
I am not sure how I can see the asset labels of the assets in my project,
so I am not sure about the "Gpsr" labels.
Attatched is also a snapshot of my Settings.
[image: image]
<https://user-images.githubusercontent.com/1721346/30242673-1712664c-959b-11e7-9436-0b69f9a7317b.png>
[image: image]
<https://user-images.githubusercontent.com/1721346/30242682-32d00a56-959b-11e7-8472-14fd35b337b3.png>
[image: image]
<https://user-images.githubusercontent.com/1721346/30242683-40a4bd8e-959b-11e7-99d2-47c7bf0b66f5.png>
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Using Unity's search function in my project by label, nothing is found when I search for Gpsr. Is this something I must add manually? The following zip file contains the Editor.log file, after running a force resolution with "Prebuild With Gradle" NOT checked. |
Hi @smholsen, in the log you shared it looks like resolution succeeded. When you disable "prebuild with Gradle" and run "Force Resolve Client Jars" does this correctly explode the firebase-core, firebase-common and other AARs ? |
Hi! |
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Thank you very much for the instructions. I have attached the log file, aswell as a txt file listing all the content of the Assets/Plugin/Android folder. Please let me know if there is anything more I can do. |
Yes, one more thing to try... Try deleting the firebase related aars in Assets/Plugins/Android. From the looks of it, not all of your aars there are from firebase and it's dependencies, so be selective. Based on the image presented above, you should be able to remove these: Firebase* (except not the folder, just the AARs and meta files). Then try force resolution again, which will add the files back, and should expand the malformed ones. |
Thank you again very much. The issue was resolved after deleting the existing (and probably corrupt) relevant .aar's in the Assets/Plugins/Android folder, and then running Force Resolution. |
I incidentally ended up reproducing this issue today. This would copy the files, but never complete, so we'd never get a chance to tag the assets or explode them. This then causes all future resolutions (even force ones) to fail, because the dependency is already present and untagged (indicating that it's a dependency our plugin is allowed to touch). There's already a fix for this, so if anyone else sees this, grab the latest plugin from this repository. Then delete the files in Assets/Plugins/Android/: And then force resolve. |
@czater The fix mentioned by @duchanhleo 4 posts above didn't work for me until I completely cleaned up my Unity project from all plugins, leaving only my own assets. After I reinstalled the Firebase & AdMob then I ran into another issue, described and resolved here #19. After it worked and I got again to the problem discussed here and followed the advice from @duchanhleo - it worked! The package builds now, HOWEVER now I face the issue described here: https://stackoverflow.com/questions/46338487/unity-firebase-fails-on-load-failed-to-read-firebase-options-from-the-apps-re That question is 4 days old and has no answer yet... |
@andrew-grischenko same here, but i've found solution!
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Thank you, @dsiemienik |
Hello, I currently have this issue. I tried multiple potential solutions mentioned here, but nothing worked. Even when creating a new project, adding the Firebase unitypackage to the project which already contains the resolver dlls (tried using this repo as well) and then trying to build on android will end up having the moving file error. I have another error which might be related when the relover finish resolving(the .aar files are created): IOException: Directory ...\AppData\Local\Temp\k9ykn5id.tx8 (changes every time) is not empty I'm using Unity 5.6.1f1 and on Windows 7 (will try on Windows 10 next Monday) |
@AxisTB it almost sounds like something is preventing the temporary files from being deleted, perhaps an anti-virus program? |
Hmm... Could be possible, I will try disabling whatever A-V is installed on this computer. Edit: Well damn, that was it. Thanks a lot. |
The aar file generated by the resolver for firebase-core 9.6.1 appear to be missing the class.jar file associated with it; that, or unity is expecting a classes.jar file, where none exists.
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