Error when trying to use Kiip plugin

We purchased the Kiip plugin today, and I’m in the process of making a quick test app.

build.settings is as follows:

settings = { android = { usesPermissions = { "android.permission.INTERNET", "android.permission.ACCESS\_NETWORK\_STATE" }, }, plugins = { ["plugin.kiip"] = { publisherId = "com.gremlininteractive" }, }, }

(plus the usual iphone, orientation stuff etc).

In my code, as soon as I call this:

local Kiip = require( "plugin.kiip" )

I get the following error:

Runtime error module 'plugin\_kiip' not found:resource (plugin\_kiip.lu) does not exist in archive no field package.preload['plugin\_kiip'] no file '/Users/me/Library/Application Support/Corona/Simulator/Plugins/plugin\_kiip.lua' no file '/Users/me/mygame/plugin\_kiip.lua' no file '/Applications/CoronaSDK/Corona Simulator.app/Contents/Resources/plugin\_kiip.lua' no file '/Users/me/Library/Application Support/Corona/Simulator/Plugins/plugin\_kiip.dylib' no file './plugin\_kiip.dylib' no file '/Applications/CoronaSDK/Corona Simulator.app/Contents/Resources/plugin\_kiip.dylib' stack traceback: [C]: in function 'require' ?: in function 'require' /Users/me/mygame/main.lua:5: in main chunk ?: in function \<?:218\>

Have I missed something obvious?

I’ve put our keys into the init function, but since it doesn’t even get that far I don’t think that’s the cause. It seems as though the simulator doesn’t even manage to download the plugin.

Any ideas?

We purchased the Kiip plugin today, and I’m in the process of making a quick test app.

build.settings is as follows:

settings = { android = { usesPermissions = { “android.permission.INTERNET”, “android.permission.ACCESS_NETWORK_STATE” }, }, plugins = { [“plugin.kiip”] = { publisherId = “com.gremlininteractive” }, }, }

(plus the usual iphone, orientation stuff etc).

In my code, as soon as I call this:

local Kiip = require( “plugin.kiip” )

I get the following error:

Runtime error module ‘plugin_kiip’ not found:resource (plugin_kiip.lu) does not exist in archive no field package.preload[‘plugin_kiip’] no file ‘/Users/me/Library/Application Support/Corona/Simulator/Plugins/plugin_kiip.lua’ no file ‘/Users/me/mygame/plugin_kiip.lua’ no file ‘/Applications/CoronaSDK/Corona Simulator.app/Contents/Resources/plugin_kiip.lua’ no file ‘/Users/me/Library/Application Support/Corona/Simulator/Plugins/plugin_kiip.dylib’ no file ‘./plugin_kiip.dylib’ no file ‘/Applications/CoronaSDK/Corona Simulator.app/Contents/Resources/plugin_kiip.dylib’ stack traceback: [C]: in function ‘require’ ?: in function ‘require’ /Users/me/mygame/main.lua:5: in main chunk ?: in function <?:218>

Have I missed something obvious?

I’ve put our keys into the init function, but since it doesn’t even get that far I don’t think that’s the cause. It seems as though the simulator doesn’t even manage to download the plugin.

Any ideas?

Are you building this with the Corona SDK or Corona enterprise?

Also if it’s the former, what build are you using?

Cheers

Currently using Corona SDK, although as it happens I’ve also sent you a private message requesting the library for use with Enterprise, when you have a chance  :slight_smile:

I’m using SDK build 2014.2326

Ah I know who you are then :slight_smile: I’ll get that to you soon. I’d like to work out whats going wrong here first though.

Does our github sample work for you? > https://github.com/GremlinInteractive/plugins_sample_kiip

EDIT: Your getting this issue on device right, not simulator?

Yes it did, and I’ve spotted the difference.

In the docs, it has the plugin defined in build.settings as:

settings = { plugins = { ["plugin.kiip"] = { publisherId = "com.gremlininteractive" }, }, }

whereas in the sample project it is:

settings = { plugins = { ["plugin.kiip"] = { publisherId = "com.gremlininteractive", supportedPlatforms = { iphone = true } }, }, }

Presumably the supportedPlatforms bit was a recent addition? Would this:

supportedPlatforms = { iphone = true ,&nbsp;android = true} 

also be valid? Or is Android still “coming soon”?

And to answer your edit, I was getting the error in the simulator. I couldn’t build for the device, because the error made my project fail before I even tried to build.  

Now I get the “kiip isn’t supported in the simulator” popup, so I presume it’s working.

Yes, Android is a supported platform. Your addition above is valid. 

If you are getting that popup, you should be ready to go!

Thanks for informing me about the sample code, i’ll get that updated :slight_smile:

Ok thanks, I’ll give it another try once I’ve got the chance to.

In the sample code, I also noticed this:

kiip.saveMoment { momentName = "A Super Prize!", value = 5, customBanner = { color = { 82, 122, 213, 1 }, position = { 0, 0, bannerWidth, bannerHeight }, image = { filename = "images/sample\_background.png", baseDir = system.ResourceDirectory }, title = "Congratulations!", message = "Click here to claim a reward!" }, listener = function( event ) -- Print the event table items for k, v in pairs( event ) do print( k, ":", v ) end end, }

but I read on a forum post that the custom banner stuff has been removed from the plugin. If that’s the case, you might want to remove that from the sample too.

Indeed it has been, for a while now. This sample code needs a brush up, thanks for reporting all of this :slight_smile:

No problem, I understand completely  :smiley:

I have pushed up the changes/fixes to the Github repo. Let me know if you have any further questions :slight_smile:

Hi. Just thought I’d let you know that we’ve also bought the AmazonAds and Chartboost plugins and the documentation has the same error. For both plugins it’s missing the supported platforms table which causes the simulator to immediately get an error:

supportedPlatforms = { iphone = true , android = true}

For the amazon ads plugin, I’m not sure if just having “android = true” is sufficient, or whether there is an “amazon = true” property available. Would you happen to know how that one should work?  

I’ll be testing it out shortly, but if you were able to confirm how it should be on amazon that would be helpful.

While I’m mentioning it, a while back I made a plugin for someone and one of the things that the corona docs said I needed to do was supply a stub for OSX and Windows builds even though the plugin wasn’t developed for them. I just had dummy function calls that said “this plugin does not work in the simulator”.

I’m just wondering if they are missing from these plugins, which is why I’m seeing the “could not find plugin” errors when I don’t include the supportedPlatforms table?

Hello there.

What Corona build are you using? The plugins are stubbed out and shouldn’t result in errors when run in the simulator. 

Sounds like you aren’t running a high enough build of corona, thats generally the cause of these kinds of error messages. 

Well I’m running build 2014.2359 (yesterday’s release), so I doubt that’s the cause haha.

I’m running Corona on OSX, so if you mainly use Windows maybe that’s something to do with it?

Incidentally (and I realise this wasn’t a chartboost topic to begin with) I’ve noticed that if I accidentally call chartboost.init() twice with the same details, the first call is successful and the second one fails. Then if I try to call chartboost.show() it fails. I realise this is due to an error in my code, as show() works once I made sure that init() was only called once, but I wonder whether the plugin should prevent duplicate init calls from causing problems.

Got it, haha. Well you can only develop Corona plugins on a mac so… :wink:

We will get in touch with Corona to see why that is happening. It should find the plugin regardless, as their are simulator stubs in place. It finds them from our testing.

Thanks for pointing out that Chartboost issue, we will check that out also.

Cheers !

Sorry to spam you with messages, but I’ve now moved onto my amazon builds and when I try to build an apk I get the following error message:

A device build error occurred on the server. BuildID: 53bd5f207494d Error: Get plugin failed. Publisher: com.gremlininteractive Plugin: plugin.chartboost

I’ve defined my chartboost plugin as:

["plugin.chartboost"] = { publisherId = "com.gremlininteractive", supportedPlatforms = { iphone = true, android = true, ["android-kindle"] = true }},

and I also have the amazon ads one defined as:

["plugin.amazonAds"] = { publisherId = "com.deleurapps", supportedPlatforms = { ["android-kindle"] = true } },

I’m guessing I don’t get an error for the amazonads one because it just doesn’t get that far.

I’m not sure if it’s a Corona error, a plugin error, or my error. Perhaps [“android-kindle”] is no longer needed, and just “android” will suffice?

Edit: In fact it doesn’t seem to be working for any Android builds at all, only iOS.

Edit 2: It seems that adding [“android-kindle”] = true was the cause, it didn’t seem to like that even when setting the target store to google play.

Something definitely seems wrong with the Android builds. I thought it was because I’d included the android-kindle platform, but that doesn’t seem to have fixed it.

When I try and build any android build which include the chartboost plugin in its build.settings file, I get the same error:

--- A device build error occurred on the server. BuildID: 53bd7265baedc Error: Get plugin failed. Publisher: com.gremlininteractive Plugin: plugin.chartboost ---

I’ve just gone back and looked more closely at the plugin details…it doesn’t work on Android at all yet does it?

Aha, my bad. I thought we were talking about the Kiip plugin. Sorry, lots of moving parts.

You are correct, the Chartboost plugin isn’t available yet for Android. We are working on it and should have it released at the end of the week (that’s the plan).

Yes sorry, I probably made it more complicated by throwing another plugin into this topic.  

When you say end of the week do you mean this week (i.e. this weekend) or the end of next week?  

We’re hoping to submit to Google on Tuesday, and it would be great if we were able to have the Chartboost stuff in there by then.