Announcement

Collapse
No announcement yet.

Ultimate Mobile Kit for iOS & Android - Firebase

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #76
    Originally posted by Swanton007 View Post
    Running into issues getting this to run on android, using the sample project and 4.18. Giving a very generic "LogUltimateMobileKit: Warning: Ultimate Mobile Kit API failed to initialize!"

    Using the example project, enabled the plugin and downloaded latest SDK, went to project settings and enabled all systems and loaded the right config. Am I missing something?

    Here is my log: http://puu.sh/zy9v4/44712681c8.log

    Thanks in advance for any help

    Hello,

    Please try to use File -> Package Project -> Android instead of "Launch On" option.

    If it won't help, please try to move plugin from Engine/Plugins/Marketplace/UltimateMobileKit to [PROJECT_FOLDER]/Plugins/UltimateMobileKit and try again.

    Please let me know if it helped you.
    Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

    Comment


      #77
      Hi there,

      The package project lead to the same result. Putting the plugin inside the project folder lead to this error: http://puu.sh/zyJLI/1ee3ac31e5.png

      Comment


        #78
        Originally posted by Swanton007 View Post
        Hi there,

        The package project lead to the same result. Putting the plugin inside the project folder lead to this error: http://puu.sh/zyJLI/1ee3ac31e5.png
        We are close to solve the problem! As you can see on the product page description Dynamic Links and Invites are not ready yet due to the engine bug so you should disable these modules in Project Settings -> Plugins -> Ultimate Mobile Kit. Let me know if it helped you!
        Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

        Comment


          #79
          Hi, how close is your mobile multiplayer plugin release?

          Comment


            #80
            Originally posted by ryanucas View Post
            Hi, how close is your mobile multiplayer plugin release?
            We don't have any ETA yet.
            Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

            Comment


              #81


              Ultimate Mobile Kit 1.6.0 for UE 4.19 released!


              We've just released plugin binaries for Unreal Engine 4.19.
              You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers). Update also was submitted for UE4 Marketplace but it needs to wait for approval.



              CHANGELOG:
              • Added support for UE 4.19
              • Added support for Blueprints C++ Nativization


              If you haven't owned it yet, you can buy now on Sellfy or UE4 Marketplace.
              Last edited by gameDNA studio; 03-17-2018, 09:45 AM.
              Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

              Comment


                #82
                I was looking here: https://db-engines.com/en/system/Goo...loud+Firestore
                I noticed your plugin can send images to google cloud. I cant see how to send them to firestore. Is this a capability I am overlooking?

                I like the thought of running cloud api's from firestore. they make it fairly easy and fast. I am fearful to get into this with google cloud storage. Would love feedback of anyone doing this??

                Comment


                  #83
                  Originally posted by rasamaya View Post
                  I was looking here: https://db-engines.com/en/system/Goo...loud+Firestore
                  I noticed your plugin can send images to google cloud. I cant see how to send them to firestore. Is this a capability I am overlooking?

                  I like the thought of running cloud api's from firestore. they make it fairly easy and fast. I am fearful to get into this with google cloud storage. Would love feedback of anyone doing this??
                  Hello,

                  Ultimate Mobile Kit supports sending images to Firebase Storage which is linked to Firebase Realtime Database and Firebase Cloud Firestore.
                  Please remember that implementation of Realtime Database is in our separated plugin: https://forums.unrealengine.com/unre...forms-firebase
                  However we don't support Cloud Firestore yet because it is in beta and still under high development. We will implement this functionality when Google will release final version.
                  Please note that Firebase Realtime Database and Firebase Cloud Firestore are completely different databases.

                  If you have more questions, feel free to ask.
                  Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                  Comment


                    #84
                    Dynamic Links

                    Firebase Dynamic Links are links that work the way you want, on multiple platforms, and whether or not your game is already installed.

                    With Dynamic Links, your users get the best available experience for the platform they open your link on. If a user opens a Dynamic Link on iOS or Android, they can be taken directly to the linked content in your native game. If a user opens the same Dynamic Link in a desktop browser, they can be taken to the equivalent content on your website.

                    In addition, Dynamic Links work across game installs: if a user opens a Dynamic Link on iOS or Android and doesn't have your game installed, the user can be prompted to install it; then, after installation, your game starts and can access the link.

                    You create a Dynamic Link either by using the Firebase console, using a REST API, iOS or Android Builder API, or by forming a URL by adding Dynamic Link parameters to a domain specific to your game. These parameters specify the links you want to open, depending on the user's platform and whether your game is installed.

                    When a user opens one of your Dynamic Links, if your game isn't yet installed, the user is sent to the Google Play Store or App Store to install your game (unless you specify otherwise), and your game opens. You can then retrieve the link that was passed to your game and handle the link as appropriate for your game.





                    How does it work?

                    You create a Dynamic Link either by using the Firebase console, using a REST API, iOS or Android Builder API, or by forming a URL by adding Dynamic Link parameters to a domain specific to your game. These parameters specify the links you want to open, depending on the user's platform and whether your game is installed.

                    When a user opens one of your Dynamic Links, if your game isn't yet installed, the user is sent to the Google Play Store or App Store to install your game (unless you specify otherwise), and your game opens. You can then retrieve the link that was passed to your game and handle the link as appropriate for your game.



                    Initialization

                    Before making any call to the Firebase Dynamic Links, you should first execute the Firebase Dynamic Links Init function. If the result is a fail, study logs to find out what causes an issue.




                    Create Dynamic Links

                    There are three ways you can create a Dynamic Link:
                    • Using the Firebase console. This is useful if you're creating one-off links to share on social media.
                    • Using plugin’s runtime functions on iOS and Android. This is the preferred way to dynamically create links in your game for user-to-user sharing or in any situation that requires many links. You can track the performance of Dynamic Links created with the runtime functions using Firebase Analytics.
                    • Manually. If you don't need to track click data and you don't care if the links are long, you can manually construct Dynamic Links using URL parameters, and by doing so, avoid an extra network round trip.


                    You can create short or long Dynamic Links using Ultimate Mobile Kit plugin. The API takes several optional parameter structures to build links. Short links can also be created from a previously generated long link. Firebase Dynamic Links generates a URL like the following:




                    Create a long Dynamic Link

                    To create a Dynamic Link, create a Firebase Dynamic Link Components structure, setting any of the optional members for additional configuration, and passing it to Firebase Dynamic Link Get Short Link or Firebase Dynamic Link Get Long Link.

                    The following minimal example creates a long Dynamic Link to https://gamednastudio.com that opens with your Android game com.gamedna.firebase and iOS game com.gamedna.firebase:



                    Long Links append all of the configuration settings as query arguments to the link and therefore do not require any network calls.



                    Create a short Dynamic Link

                    To create a short Dynamic Link, pass a previously generated long link to Firebase Dynamic Links Get Short Link or build Firebase Dynamic Link Components the same way as above.

                    Firebase Dynamic Links Get Short Link optionally takes an extra Firebase Dynamic Link Options config parameter with Path Length; this allows you to control how the link should be generated. Generating a short link requires a network request to the Firebase backend, so Firebase Dynamic Links Get Short Link is asynchronous.





                    Receive Dynamic Links

                    To check for a received Dynamic Link, call Firebase Dynamic Links Get Listener function and bind event OnDynamicLinkReceivedEvent.




                    You must also call Firebase Dynamic Links Fetch when the application runs or gains focus in order for the listener to be triggered.

                    Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                    Comment


                      #85
                      Invites


                      Firebase Invites are an out-of-the-box solution for game referrals and sharing via email or SMS.

                      Word of mouth is one of the most effective ways of getting users to install your game. In a recent study of thousands of smartphone users, researchers found that the #1 reason people discovered a game is because they heard about it from a friend or colleague. Firebase Invites makes it easy to turn your game’s users into your game’s strongest advocates.

                      Firebase Invites builds on Firebase Dynamic Links, which ensures that recipients of links have the best possible experience for their platform and the apps they have installed.

                      When a user taps one of your game’s Share buttons and chooses the Firebase Invites channel - usually named "Email and SMS" - the Firebase Invites sharing screen opens. From the sharing screen, the user selects recipients from their Google contacts and contacts stored locally on the device, optionally customizes the invitation message and sends the invitations. Invitations are sent by email or SMS, depending on the available contact information, and contain a Dynamic Link to your app.

                      When the invitation's recipients open the Dynamic Link in the invitation, they are sent to the Google Play Store or App Store if they need to install your game; then, your game opens and can retrieve and handle the link.


                      Key capabilities:
                      • Rich sharing that's easy for users - Firebase Invites makes it simple for users to send content to their friends, over both SMS and email, by ensuring that referral codes, recipe entries, or other shared content gets passed along with the invitation-no cutting-and-pasting required.
                      • Rich sharing that's easy to implement - Firebase Invites handles the invitation flow for you, allowing you to deliver a straightforward user experience without taking engineering time away from the rest of your game.
                      • Invitations that survive the installation process - because Firebase Invites is built on Dynamic Links, invitations work across the App Store and Google Play Store installation processes and ensure that recipients get the referral code or shared content, whether or not they have your app installed.



                      Sending invitations:
                      • Combines the most common sharing channels - Firebase Invites can be sent over SMS or email.
                      • Merged contacts selector - the share screen's contact list is populated from the user's Google Contacts and the contacts stored locally on the device.
                      • Recipient recommendations - the share screen recommends recipients based on the contacts the user communicates with frequently.
                      • Customizable invitation message - you can set the default message to be sent with invitations. This message can be edited by the user when sending invitations.
                      • Customizable rich-text email invitations - you can customize email invitations in either of two ways:
                        • Provide custom images that will be used along with additional text and graphics from the app's entry in the App Store or Play Store.
                        • Provide HTML for a fully customized email invitation.
                      • Low friction for users - Android users can send invitations without signing in to your game.


                      Receiving invitations
                      • Installation flow initiation - Firebase Invites smartly directs the recipient to the appropriate store when they open the link and need to install the game. iOS users are sent to the App Store, Android users are sent to the Google Play Store, and web users are sent to the store for the sender's platform.
                      • Installation flow survival - Invitations use Dynamic Links, which ensure that the link information contained in the invitation doesn't get lost, even if the user has to install the game first.
                      • Low friction for users - iOS and Android users can receive invitations without signing in to their Google Accounts.







                      How does it work?

                      When a user taps one of your game's Share buttons and chooses the Firebase Invites channel - usually named Email and SMS - the Firebase Invites sharing screen opens. From the sharing screen, the user selects recipients from their Google contacts and contacts stored locally on the device, optionally customizes the invitation message and sends the invitations. Invitations are sent by email or SMS, depending on the available contact information, and contain a Dynamic Link to your game.

                      When the invitation's recipients open the Dynamic Link in the invitation, they are sent to the Play Store or App Store if they need to install your game; then, your game opens and can retrieve and handle the link.




                      Initialization

                      Before making any call to the Firebase Invites, you should first execute the Firebase Invites Init function. If the result is a fail, study logs to find out what causes an issue.





                      Send Invitation

                      Create a new instance of structure Firebase Invite. When you are ready to display the invitation call Firebase Invites Send Invite and pass previously created structure.

                      This will display the Invites client UI, allowing the user to choose the recipients and modify the message if desired. This UI will stay on the screen until the user chooses to either send the invitation or cancel.

                      If your project in the Firebase console contains exactly one application for each platform, Firebase Invites will automatically associate the applications with each other, so that (for example) iOS users clicking on an invitation sent by an Android user will be sent to the right place to install your game on their platform.

                      If you have more than one application on each platform, you can set iOS Platform Client Id or Android Platform Client Id, passing in the Firebase client ID of the alternate platform.





                      Receive Invitation

                      When a user receives an invitation, if the user has not yet installed the game, they can choose to install the game from their platform's app store.

                      Then, after the game is installed, or if the game was already installed, the game starts and receives the URL to its content, if you sent one. The game will also receive the invitation ID, which will match the invitation ID on the sending side.

                      To check for a received Invitation, call Firebase Invites Get Listener function and bind event OnInviteReceivedEvent, OnInviteNotReceivedEvent, and OnErrorReceivedEveny.

                      When your game receives new Invitation and calls OnInviteReceivedEvent, you should also call Firebase Invites Convert Invitation to mark the Invitation as converted in app-specific way.


                      Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                      Comment


                        #86
                        Hello everyone!
                        When i try to build example project to apk file, i have a error:

                        No resource found that matches the given name 'android:TextAppearance.Material.Widget.Button.Borderless.Colored'.

                        andoid sdk 23

                        how can i fix this problem?

                        Attached Files

                        Comment


                          #87
                          Crashlytics


                          Get clear, actionable insight into app issues with this powerful crash reporting solution for Android and iOS.

                          Firebase Crashlytics is a lightweight, realtime crash reporter that helps you track, prioritize, and fix stability issues that erode your app quality. Crashlytics saves you troubleshooting time by intelligently grouping crashes and highlighting the circumstances that lead up to them.

                          Find out if a particular crash is impacting a lot of users. Get alerts when an issue suddenly increases in severity. Figure out which lines of code are causing crashes.


                          Key capabilities:
                          • Curated crash reports - Crashlytics synthesizes an avalanche of crashes into a manageable list of issues, provides contextual information, and highlights the severity and prevalence of crashes so you can pinpoint the root cause faster.
                          • Cures for the common crash - Crashlytics offers Crash Insights, helpful tips that highlight common stability problems and provide resources that make them easier to troubleshoot, triage, and resolve.
                          • Integrated with Analytics - Crashlytics can capture your game’s errors as app_exception events in Analytics. The events simplify debugging by giving you access a list of other events leading up to each crash, and provide audience insights by letting you pull Analytics reports for users with crashes.
                          • Realtime alerts - get realtime alerts for new issues, regressed issues, and growing issues that might require immediate attention.







                          Force a crash to test your implementation

                          You don't have to wait for a crash to know that Crashlytics is working. You can use the functions to force a crash by calling Firebase Crashlytics Force Crash or Firebase Crashlytics Force Exception.



                          When testing, reopen your game after crash to make sure Crashlytics has a chance to report the crash. The report should appear in the Firebase console within five minutes.


                          Customize crash reports

                          Firebase Crashlytics can work with very little setup on your part - as soon as you enable module, Crashlytics gets to work sending crash reports to the Firebase console.

                          For more fine-grained control of your crash reports, customize your Crashlytics configuration. For example, you can enable opt-in reporting for privacy-minded users, add logs to track down pesky bugs, and more.


                          Add custom logs

                          To give yourself more context for the events leading up to a crash, you can add custom Crashlytics logs to your app. Crashlytics associates the logs with your crash data and makes them visible in the Firebase console.




                          Add custom keys

                          Custom keys help you get the specific state of your game leading up to a crash. You can associate arbitrary key/value pairs with your crash reports, and see them in the Firebase console.

                          There are four methods to set keys. Each handles a different data type.




                          Set user data

                          To diagnose an issue, it’s often helpful to know which of your users experienced a given crash. Crashlytics includes a way to anonymously identify users in your crash reports.

                          To add user IDs to your reports, assign each user a unique identifier in the form of an ID number, token, or hashed value.



                          If you need to clear a user identifier after you set it, reset the value to a blank string.



                          Upload dSYMs symbols

                          Firebase Crashlytics needs your debug symbols (dSYMs) to give you deobfuscated, human-readable crash reports. Our plugin offers uploading dSYMs to Crashlytics by Plugin Settings.



                          You need to upload dSYMs after each build which is intended to recognize by Firebase Crashlytics (please note that development and shipping builds have different symbols!).


                          Android
                          1. Build your game in development or shipping mode.
                          2. Go to Project Settings -> Ultimate Mobile Kit and click Upload dSYMs for Android [Development] if your build was in development mode or Upload dSYMs for Android [Shipping] if your build was in shipping mode.
                          3. Please wait until uploading will finish.

                          iOS
                          1. Go to Project Settings -> iOS and enable option Generate dSYM file for third party crash tools.
                          2. Build your game in development or shipping mode.
                          3. Go to Project Settings -> Ultimate Mobile Kit and click Upload dSYMs for iOS.
                          4. Firebase Crashlytics Dashboard will open.
                          5. Upload dSYM file which should be under the following path:
                            1. Development: [PROJECT_FOLDER]/Binaries/IOS/[PROJECT_NAME].dSYM.zip
                            2. Shipping: [PROJECT_FOLDER]/Binaries/IOS/[PROJECT_NAME]-IOS-Shipping.dSYM.zip
                          6. Please wait until uploading will finish.
                          Last edited by gameDNA studio; 04-01-2018, 11:46 AM.
                          Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                          Comment


                            #88
                            Originally posted by Norn View Post
                            Hello everyone!
                            When i try to build example project to apk file, i have a error:

                            No resource found that matches the given name 'android:TextAppearance.Material.Widget.Button.Borderless.Colored'.

                            andoid sdk 23

                            how can i fix this problem?

                            Please go to Project Settings -> Android -> Ant Verbosity and change to Verbose. We will see more details. Then please try to build game and send logs again.

                            Thank you for your patience
                            Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                            Comment


                              #89
                              Instance Id


                              Firebase Instance ID provides a unique ID per instance of your apps. In addition to providing unique IDs for authentication, Instance ID can generate security tokens for use with other services.


                              Key capabilities:
                              • Identify and track games - Instance ID is unique across all game instances across the world, so your database can use it to uniquely identify and track game instances. Your server-side code can verify, via the Instance ID cloud service, that an Instance ID is genuine and is the same ID as the original game that registered with your server. For privacy, your game can delete an Instance ID so it is no longer associated with any history in the database. The next time your game calls Instance ID it will get an entirely new Instance ID with no relationship to its previous one.
                              • Generate Security Tokens - Instance ID provides a simple API to generate security tokens that authorize third parties to access your game’s server side managed resources.
                              • Verify app authenticity - pass Instance ID tokens to your server and use the Instance ID service to verify the game package name and check if it has a valid signature. Verifying tokens with the Instance ID Cloud Service helps identify known games. To reduce cost and redundant round trip communications, configure your server to store these tokens so the check is needed only once. In the event of a security concern, your game can delete tokens or Instance ID itself, and generate new ones. In addition, the Instance ID server initiates token or Instance ID refresh if it detects bugs or security issues. Verifying game authenticity is available only for games distributed by Google Play.
                              • Confirm game device is active - the Instance ID server can tell you when the device on which your game is installed was last used. Use this to decide whether to keep data from your game or send a push message to reengage with your users.


                              The Instance ID is long lived, but may expire for the following reasons:
                              • Device factory reset.
                              • User uninstalls the game.
                              • User performs Clear Data in the game.
                              • Device unused for an extended period (device and region determines the timespan).
                              • Instance ID service detects abuse or errors and resets the Instance ID.
                              • Server-side code if your client app requires that functionality.



                              Initialization

                              Before making any call to the Firebase Instance Id, you should first execute Firebase Instance Id Init function. If the result is a fail, study logs to find out what causes an issue.




                              Instance Id

                              Firebase Instance Id Get Id returns a stable identifier that uniquely identifies the game instance. Once an Instance ID is generated, the library periodically sends information about the application and the device where it's running to the Firebase backend.



                              Firebase Instance Id Delete Id stops the periodic sending of data to the Firebase backend started when the Instance ID was generated, unless another library that requires Instance Id (like Firebase Cloud Messaging, Firebase Remote Config or Firebase Analytics) is used or it's configured to be executed automatically.


                              Tokens

                              To prove ownership of Instance ID and to allow servers to access data or services associated with the game call Firebase Instance Id Get Token. If you no longer need generated token call Firebase Instance Id Delete Token which revokes access to a scope for an entity.

                              Last edited by gameDNA studio; 04-04-2018, 04:46 PM.
                              Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                              Comment


                                #90


                                Big Update! Four new modules added to the Ultimate Mobile Kit!

                                Ultimate Mobile Kit plugin is growing and we have just released big update (1.7.0) with four new Firebase modules added: Crashlytics, Dynamic Links, Invites, and Instance Id.


                                CHANGELOG:
                                • Added Firebase Crashlytics module.
                                • Added Firebase Invites module.
                                • Added Firebase Dynamic Links module.
                                • Added Firebase Instance Id module.
                                • Fixed crash in Firebase Storage Get File
                                • Functions display names refactored.
                                • Support for ANT is removed completely. Please switch to Gradle.
                                • Many optimizations and bugfixes.



                                Buy now on Sellfy (20% OFF): https://sellfy.com/p/fc9C/
                                Buy now on Marketplace: https://www.unrealengine.com/marketp...e-kit-firebase



                                Crashlytics

                                Firebase Crashlytics is a lightweight, realtime crash reporter that helps you track, prioritize, and fix stability issues that erode your app quality. Crashlytics saves you troubleshooting time by intelligently grouping crashes and highlighting the circumstances that lead up to them. Get clear, actionable insight into app issues with this powerful crash reporting solution for Android and iOS. Find out if a particular crash is impacting a lot of users. Get alerts when an issue suddenly increases in severity. Figure out which lines of code are causing crashes.






                                Dynamic Links

                                Firebase Dynamic Links are links that work the way you want, on multiple platforms, and whether or not your game is already installed.

                                With Dynamic Links, your users get the best available experience for the platform they open your link on. If a user opens a Dynamic Link on iOS or Android, they can be taken directly to the linked content in your native game. If a user opens the same Dynamic Link in a desktop browser, they can be taken to the equivalent content on your website.

                                In addition, Dynamic Links work across game installs: if a user opens a Dynamic Link on iOS or Android and doesn't have your game installed, the user can be prompted to install it; then, after installation, your game starts and can access the link.






                                Invites

                                Firebase Invites are an out-of-the-box solution for game referrals and sharing via email or SMS.

                                Word of mouth is one of the most effective ways of getting users to install your game. In a recent study of thousands of smartphone users, researchers found that the #1 reason people discovered a game is because they heard about it from a friend or colleague. Firebase Invites makes it easy to turn your game’s users into your game’s strongest advocates.

                                When a user taps one of your game’s Share buttons and chooses the Firebase Invites channel - usually named "Email and SMS" - the Firebase Invites sharing screen opens. From the sharing screen, the user selects recipients from their Google contacts and contacts stored locally on the device, optionally customizes the invitation message and sends the invitations. Invitations are sent by email or SMS, depending on the available contact information, and contain a Dynamic Link to your app.






                                Instance Id

                                Firebase Instance ID provides a unique ID per instance of your apps. In addition to providing unique IDs for authentication, Instance ID can generate security tokens for use with other services.

                                Key capabilities:
                                • Identify and track games
                                • Generate Security Tokens
                                • Verify app authenticity
                                • Confirm game device is active




                                More info you can find on the official plugin page: https://gamednastudio.com/ultimate-mobile-kit/



                                Buy now on Sellfy (20% OFF): https://sellfy.com/p/fc9C/
                                Buy now on Marketplace: https://www.unrealengine.com/marketp...e-kit-firebase
                                Last edited by gameDNA studio; 04-05-2018, 08:18 AM.
                                Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

                                Comment

                                Working...
                                X