Admob causes corona SDK app to crash after installing GameAnalytics on Android

After “importing” the GameAnalytics plugin using (require “plugin.gameanalytics”), every time I try to launch a publicity via our Admob account (which worked perfectly until importing GameAnalytics), causes the app to crash, but only on Android, it does not give any error code or description, just closes the app with an ‘error’ popup and that’s it. Even if I don’t include the require in my code, and remove any call to gameanalytics, it still crashes the moment I call on Admob to display a publicity. Can I “delete” the gameanalytics plugin somehow after the console first installed it? does anyone else had any problem with this?

Thanks.

Hi @formatc,

Did you also include the “advertisingID” plugin as noted in the docs?

http://docs.coronalabs.com/plugin/gameanalytics/index.html

Brent

Yes Brent, I did, and it seems to be working with no problems, up until the moment I ask for the ad from admob for the first time, then the app crashes.

Brent, this is devastating! I can’t go on with my project any more! I’ve tried uninstalling Corona completely then re installed it and ran my project without requesting the GameAnalytics plugin, but I guess the uninstall of Corona does not eliminate the plugin, since even after that, and recompiling my project with the newly installed Corona, my app crashed whenever I ask for an ad to be displayed, how do I clean my system of this destructive plugin??! please help me out, tell me where I can delete this plugin from so I could get back to work??

It would seem I still had the plugin details in the build.settings file, removing it from there solved the problem, but man, was that terrible, there’s something not nice going on between gameAnalytics and Admob…

I’ve got some very bad experience with GA.

  1. batch sending didn’t work and my friend had to patch it to make it work

  2. it overuses lfs, changing the current directory and leaving it like that, while plenty of other plugins/code depends on the fact that current directory is set as by default.

Please keep theese two in mind. The investigation of the second issue took plenty of hours, and you just have to read the current directory, let GA do whatever it does, and set it back to what it was before.

Information above may be overdated, I chose not to use the plugin and everytime we update the code I have to reapply the 2nd fix.

Hi @formatc,

Did you also include the “advertisingID” plugin as noted in the docs?

http://docs.coronalabs.com/plugin/gameanalytics/index.html

Brent

Yes Brent, I did, and it seems to be working with no problems, up until the moment I ask for the ad from admob for the first time, then the app crashes.

Brent, this is devastating! I can’t go on with my project any more! I’ve tried uninstalling Corona completely then re installed it and ran my project without requesting the GameAnalytics plugin, but I guess the uninstall of Corona does not eliminate the plugin, since even after that, and recompiling my project with the newly installed Corona, my app crashed whenever I ask for an ad to be displayed, how do I clean my system of this destructive plugin??! please help me out, tell me where I can delete this plugin from so I could get back to work??

It would seem I still had the plugin details in the build.settings file, removing it from there solved the problem, but man, was that terrible, there’s something not nice going on between gameAnalytics and Admob…

I’ve got some very bad experience with GA.

  1. batch sending didn’t work and my friend had to patch it to make it work

  2. it overuses lfs, changing the current directory and leaving it like that, while plenty of other plugins/code depends on the fact that current directory is set as by default.

Please keep theese two in mind. The investigation of the second issue took plenty of hours, and you just have to read the current directory, let GA do whatever it does, and set it back to what it was before.

Information above may be overdated, I chose not to use the plugin and everytime we update the code I have to reapply the 2nd fix.