same version, is it a problem from corona itself ?
We don’t know and it’s a 3 day holiday weekend so I’m not going to get any engineering on it. It could be the Java version, but I can’t be for sure until they can try and test it on a machine in the office.
Rob
I just managed to get a Windows 7 machine wtih Java 8u5 and I was able to build with it. I think we should still wait on the team to take a look on Monday when they get in the office. I’m quite confused as to the cause.
Rob
Can you do one more thing for me. Build our Hello World with your build.settings, but take out the plugins. If that builds fine, then add each plugin back one at a time and see if an individual plugin is causing the problem.
Thanks
Rob
hey rob,
it appears that the problem is with GPGS plugin, after removing the plugin, I was able to build, but with the GPGS plugin, the error happens.
Can you do another test? Only try it with the GPGS plugin? I ran a test tonight as a starter account and didn’t have a problem with either plugin. I’m about out of ideas. The only thing that engineering had to offer was that this message can sometimes on windows mean that it can’t write out the .apk file. Make sure you’re output it into a location that you have permission to write to.
Rob
^
I was able to build with GPGS after I removed admob plugin, after that I added GPGS and the error came back, which means I can only build with one plugin.
I don’t know how close you are to releasing your app, but Google is going to force everyone to use the new AdMob V2 system by the end of August. I wish I could get you to use it, however it requires a later daily build and we’ve not rolled that out to Starter accounts yet. I suspect the V2 plugin and GPGS will get along better.
If you’re looking to release in a month or so, I would spend time working on getting GPGS working. It’s the more complex piece and it touches your code in many more places. You could sign up for any other ad provider like inneractive and get your ads working with them and then switch out to AdMob (or use multiple ad providers) when you are closer to launching and after we get a new public build out.
Rob
Hi Rob Miracle and , hammod-930
I have same error. I found that error when change the Internet lines.
My office uses the leasedline internet (optical line), I build successfull but I have error when I build same project in my home (also optical line). So I change connect lines to USB 3G --> It builds successfully.
I don’t know why?? althougt I change to other computer. Perhaps Corona Server and IPS have some conflicts?
@hammod-930: Can you change other Internet line, such as USB 3G (Vietnam) and tell me results.
We know that if you have a proxy setup, it can cause problems with building. Make sure to disable proxies if at all possible.
Rob
Hi Rob, I’ve had any proxy setup before. I also enable and disable DNS setup for each build, but still have error. (Internet still good)
If there is somethings else for problem
David
Hi Rob and mobisoftglobal,
I will try now building my game with another internet connection, and if there was no benefits I’ll try having a usb-3G connection. I’m close to publishing my game that I’m now only facing the memory leak problem.
@Hi Rob, Hammod-930
I don’t think that error due to proxy setup. But If have proxy, then it’s must have notification about Corona Simulator not be connected Corona Server.
My Coronona Simulator still connect successfully. It go to end of build progress then gets error above.
@Mobi, we spent a lot of time working on @hammond-990’s problem. Build error #5’s are not the same from build to build. We have to trouble shoot your specific case.
What build of Corona SDK are you using?
What Operating system are you trying to build on?
What version of Java do you have?
Can you post a screen shot of your Corona Build screen just before you hit the build button?
Are there any other errors in your terminal/command window?
Please post your build.settings file.
Please try building the stock Hello World sample app. Do you still get a build error 5?
Rob
@mobisoftglobal, Rob
I was able to build after I changed the internet connection, with the same build code above. I tried with the Hello World sample app.
It really helps to indent your build.settings so that you can see where things are not right:
settings = { android = { googlePlayGamesAppId = "4222\*\*\*\*\*\*\*\*\*", versionCode = "1", usesPermissions = { "android.permission.INTERNET", "android.permission.ACCESS\_NETWORK\_STATE", }, }, plugins = { ["CoronaProvider.ads.admob"] = { publisherId = "com.coronalabs" ["CoronaProvider.gameNetwork.google"] = { supportedPlatforms = { android = true } }, }, }, orientation = { default = "portrait", supported = { "portrait", } }, }
Notice how the admob code’s braces includes the google play plugin instead of the google play plugin being at the same level as admob?
^^
Hi again Rob, I really don’t know what you mean by indent ,<<<english is not my mother language,
but I didn’t understand where the error is, I copied the code you wrote but didn’t work
When I say indent, look at my version of your build.settings. See how there is no space between the left edge and settings? This represents a top level Lua table named settings. I used spaces to move the next level of the table to the right. The settings table has 3 sub tables named “android”, “plugins” and “orientation”. By adding four spaces to their left, it “indents” them (shifts them to the right) so you can see how they line up:
settings = { android = { }, plugins = { }, orientation = { } }
This use of space and lining up the closing brace with it’s table name helps you spot problems. This is what I meant by indenting.
When I added this space, it became clear that you have a problem with your plugin block. The plugin table contains one or more table entries, one for each plugin. This isn’t an array type table, but a key-value pair type table. Since the keys have special characters in them, it has to be done in the [“keyname”] format instead of the keyname = format. Therefore the plugin table looks like:
plugins = {
[“plugin.key.1”] = { publisherId = “com.coronalabs” },
[“plugin.key.2”] = { pubisherId = “com.someoneelse”, supportedPlatforms = { another table },
}
and so on. What you have is this:
plugins = {
[“CoronaProvider.ads.admob”] = { publisherId = “com.coronalabs”, [“CoronaProvider.gameNetwork.google”] = { publisherId = “com.coronalabs” } }
}
when it should be:
plugins = {
[“CoronaProvider.ads.admob”] = { publisherId = “com.coronalabs” },
[“CoronaProvider.gameNetwork.google”] = { publisherId = “com.coronalabs”, supportedPlatforms = { android = true } },
}
Maybe formatting it that way will be easier to understand than the traditional formatting. See where your error is now?
so it should be lile this.right ?
[lua]settings = {
android = {
googlePlayGamesAppId = “42229912347”,
versionCode = “1”,
usesPermissions =
{
“android.permission.INTERNET”,
“android.permission.ACCESS_NETWORK_STATE”,
},
},
plugins = {
[“CoronaProvider.ads.admob”] = { publisherId = “com.coronalabs” },
[“CoronaProvider.gameNetwork.google”] = { publisherId = “com.coronalabs”, supportedPlatforms = { android = true } },
},
orientation = {
default = “portrait”,
supported = { “portrait”, }
},
}[/lua]
but while building with this, there’s an error saying :
[build error #5] unexpected build error (check the simulator console for messages.)
but there’s no messages.
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