[RESOLVED] iads Get plugin failed

 I just downloaded the latest public build 2013.1137 and if you look at the release features it shows that it now supports iads and all the other ad plugins and more. So downloaded it and didn’t change a single line of code and it all worked out! I tested on the device and the xcode simulator and the iads were showing properly.

So thanks for all the help, and for future reference make sure that people have the latest build if they are getting this error.

-Corey

You need to be on 1137 for public builds or later than 1154 for dailies.

Cheers guys!

(y) - That is meant to be a thumbs up by the way

Really? I am constantly building for both Android and iOS during testing, having to remember to comment in/out this entire entry is getting on my you-know-whats…why can’t Corona just ignore the flag when building for Android? 

@nick - if you use an ide like Lua Glider or Corona Project Manager, those tools can place customized versions of your files into a “build output” directory where you will be building for device. 

@Rob Miracle - On this topic of customizing the build.settings file - the sim has an annoyance similar to the problem Nick describes above. If I have the plugin defined for iAd or whatever - every time I run the sim I get the popup that complains “This project requires certain plugins to run properly. Do you wish to download these plugins for the simulator?” and then you see two buttons “Not now” and “Download”. Neither do much other than cancel the error. I suspect other plugins may actually attempt to run after a download, but not ads. Is there something in the works to remove the constant nagging of that popup message, or am I back to Nick’s world above and have to remark out the build.settings when debugging in the sim?

Regards,

Paul Christensen

Tamarac Apps

I’ll pass this information to the engineers. 

Oh… before the engineers ask, @paulgc, what version of Corona SDK are you running?

Thanks Rob,

I am using the latest public release 2013.1137

Regards,

Paul

Paul, I would recommend getting 1192 and see if you have the same issues.  We’ve made quite a few fixes around the downloading rules for plugins since the last public release. 

Rob,

Looks like you are right. The sim doesnt complain when using daily build (1192) and I have iAd plugin enabled in my build.settings. I typically try to stay on public releases unless something critical I need is fixed in the daily, so I missed that. Thanks for the info. 

PS: I’ll check against the daily in the future before reporting issues like this. Thanks for your help. 

Regards,

Paul Christensen

Tamarac Apps

+1, commenting every time you switch is a pain. The main feature of Corona is to be able to reuse/adapt the same code for multiple platforms, having to comment some parts out is very annoying.

Rob, any chance that we can have a fix on this?

+1 for something to let me flag a plugin is not being active on certain platforms.  Currently the only plugin i use that I have to do this for is the iAds one but I don’t doubt more will come up as the library expands.  

Actually it looks like you can do this…  Look at this block of code:

settings = {   plugins =   {     -- key is the name passed to Lua's 'require()'     ["CoronaProvider.ads.iads"] =     {       -- required       publisherId = "com.coronalabs",       supportedPlatforms = { iphone = true },     },   }, }

I’m trying to get an answer on what all the options to “supportedPlatforms” are, but I have a suspicion that “android” would be the other choice.   I’ve asked that the iAds docs be updated to include this.

Rob

Awesome.  If we ever meet I will give you a big but not overly friendly bear hug, Rob.

Rob ,

Really nice tidbit with the supportedPlatforms thing. Thanks for the info!

Paul Christensen

Tamarac Apps

Really? I am constantly building for both Android and iOS during testing, having to remember to comment in/out this entire entry is getting on my you-know-whats…why can’t Corona just ignore the flag when building for Android? 

Hey, Rob, will the “supportedPlatforms” be added to Plugin documentation page?  I was looking for it, but couldn’t find it.  

I’d also like to know what to do with “supportedPlatforms” for plugin.amazon.iap…  (Going a bit off topic but, I couldn’t find Amazon IAP related link in API pages or Plugin doc pages – I guess it’s still in closed beta?  Is that why?)

Naomi

Rob - I think I’ve just hit this issue when building for Android for the first time, and I’ve been using the “social” plugin.  Error is:

A device build error occurred on the server.  BuildID: xxxcutxxxxxxxx  Error: Get plugin failed.  Publisher: com.coronalabs  Plugin: CoronaProvider.native.popup.social

Question I have:

a) If I put the “supportedPlatforms” line in, does this mean I may miss out in some automatic means of an Android user having in the future access to the functionality?  Or is it a given that a new app build will be required anyway?

b) is putting “iphone” enough to cover all IOS devices?  (e.g. iPad etc would be covered?)

c) can you actually use the normal device detection code/module in settings as another way to work around?

a) If you distribute your app with that, then android would not get the plugin after it comes out.  You would have to resubmit your app and hope people upgrade.  Google play does a good job of auto-updating apps.

b) yes.

c) No. You can’t really execute any code in build.settings.

@nick - if you use an ide like Lua Glider or Corona Project Manager, those tools can place customized versions of your files into a “build output” directory where you will be building for device. 

@Rob Miracle - On this topic of customizing the build.settings file - the sim has an annoyance similar to the problem Nick describes above. If I have the plugin defined for iAd or whatever - every time I run the sim I get the popup that complains “This project requires certain plugins to run properly. Do you wish to download these plugins for the simulator?” and then you see two buttons “Not now” and “Download”. Neither do much other than cancel the error. I suspect other plugins may actually attempt to run after a download, but not ads. Is there something in the works to remove the constant nagging of that popup message, or am I back to Nick’s world above and have to remark out the build.settings when debugging in the sim?

Regards,

Paul Christensen

Tamarac Apps