Can you show me your Android.mk
, Application.mk
and ApplicationManifest.xml
Also the subject is SDKBOX IAP, however you are using Chartboost? Chartboost does not do IAP.
Can you show me your Android.mk
, Application.mk
and ApplicationManifest.xml
Also the subject is SDKBOX IAP, however you are using Chartboost? Chartboost does not do IAP.
iam just trying to implement sdkbox into my game. so i choose chartboost. if i success on this, it will be easy to implement iap.
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := cocos2djs_shared
LOCAL_MODULE_FILENAME := libcocos2djs
LOCAL_SRC_FILES := hellojavascript/main.cpp \
../../Classes/PluginChartboostJS.cpp \
../../Classes/SDKBoxJSHelper.cpp \
../../Classes/AppDelegate.cpp
$(call import-add-path,$(LOCAL_PATH))
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
LOCAL_STATIC_LIBRARIES := cocos_jsb_static
LOCAL_STATIC_LIBRARIES += PluginChartboost
LOCAL_STATIC_LIBRARIES += sdkbox
LOCAL_EXPORT_CFLAGS := -DCOCOS2D_DEBUG=2 -DCOCOS2D_JAVASCRIPT
include $(BUILD_SHARED_LIBRARY)
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, bindings)
$(call import-module, ./sdkbox)
$(call import-module, ./pluginchartboost)
APP_STL := gnustl_static
# Uncomment this line to compile to armeabi-v7a, your application will run faster but support less devices
#APP_ABI := armeabi-v7a
APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char
APP_LDFLAGS := -latomic
ifeq ($(NDK_DEBUG),1)
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
else
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
endif
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.chukong.csc.js360"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<uses-sdk android:minSdkVersion="19"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name" android:value="cocos2djs" />
<activity android:name="org.cocos2dx.javascript.AppActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
</manifest>
thnakkksss forrr ur helppppp… today i integrated latest facebook plugin into my gameee…
Dear slackmoehrle,
i am trying to import sdkbox into my game but something going wrong when building my project …
i am using cocos2d-js V3.6
NDK r9d
Running command: compile
Building mode: debug
Android platform not specified, searching a default one...
running: '"C:\Users\AAA\AppData\Local\Android\sdk\tools\android" update project -t android-15 -p D:\CocosJSGame\frameworks\runtime-src\proj.android'
Updated project.properties
Updated local.properties
Updated file D:\CocosJSGame\frameworks\runtime-src\proj.android\proguard-project.txt
It seems that there are sub-projects. If you want to update them
please use the --subprojects parameter.
Android platform not specified, searching a default one...
running: '"C:\Users\AAA\AppData\Local\Android\sdk\tools\android" update lib-project -p D:\CocosJSGame\frameworks\runtime-src\proj.android\../../js-bindings/cocos2d-x/cocos/plat
form/android/java -t android-21'
Updated project.properties
Updated local.properties
Updated file D:\CocosJSGame\frameworks\runtime-src\proj.android\..\..\js-bindings\cocos2d-x\cocos\platform\android\java\proguard-project.txt
Android platform not specified, searching a default one...
running: '"C:\Users\AAA\AppData\Local\Android\sdk\tools\android" update lib-project -p D:\CocosJSGame\frameworks\runtime-src\proj.android\../../js-bindings/cocos2d-x/cocos/plat
form/android/java/libs/facebook_lib/ -t android-21'
Updated project.properties
Updated local.properties
Updated file D:\CocosJSGame\frameworks\runtime-src\proj.android\..\..\js-bindings\cocos2d-x\cocos\platform\android\java\libs\facebook_lib\proguard-project.txt
Android platform not specified, searching a default one...
running: '"C:\Users\AAA\AppData\Local\Android\sdk\tools\android" update lib-project -p C:/Users/AAA/AppData/Local/Android/sdk/extras/google/google_play_services/libproject/go
ogle-play-services_lib/ -t android-10'
Updated project.properties
Updated local.properties
Updated file C:\Users\AAA\AppData\Local\Android\sdk\extras\google\google_play_services\libproject\google-play-services_lib\proguard-project.txt
building native
NDK build mode: debug
NDK_TOOLCHAIN_VERSION: 4.9
running: '"D:\Sources\Development\cocos-vars\android-ndk-r9d\ndk-build" -C D:\CocosJSGame\frameworks\runtime-src\proj.android -j4 NDK_MODULE_PATH=D:\CocosJSGame\frameworks\runti
me-src\proj.android\../../js-bindings;D:\CocosJSGame\frameworks\runtime-src\proj.android\../../js-bindings/cocos2d-x;D:\CocosJSGame\frameworks\runtime-src\proj.android\../../js-b
indings/cocos2d-x/cocos;D:\CocosJSGame\frameworks\runtime-src\proj.android\../../js-bindings/cocos2d-x/external NDK_TOOLCHAIN_VERSION=4.9 NDK_DEBUG=1'
Android NDK: WARNING: Unsupported source file extensions in jni/Android.mk for module cocos2djs_shared
Android NDK: ../../Classes/PluginFacebookJS.hpp ../../Classes/PluginFacebookJSHelper.h ../../Classes/SDKBoxJSHelper.h
make.exe: Entering directory `D:/CocosJSGame/frameworks/runtime-src/proj.android'
[armeabi] Compile++ thumb: cocos2djs_shared <= coded_stream.cc
[armeabi] Compile++ thumb: cocos2djs_shared <= common.cc
[armeabi] Compile++ thumb: cocos2djs_shared <= extension_set.cc
In file included from jni/../../Classes/protobuf-lite/google/protobuf/io/coded_stream_inl.h:39:0,
from jni/../../Classes/protobuf-lite/google/protobuf/io/coded_stream.cc:41:
jni/../../Classes/protobuf-lite/google/protobuf/io/coded_stream.h:112:18: fatal error: string: No such file or directory
#include <string>
^
compilation terminated.
make.exe: *** [obj/local/armeabi/objs/cocos2djs_shared/__/__/Classes/protobuf-lite/google/protobuf/io/coded_stream.o] Error 1
make.exe: *** Waiting for unfinished jobs....
In file included from jni/../../Classes/protobuf-lite/google/protobuf/stubs/common.cc:33:0:
jni/../../Classes/protobuf-lite/google/protobuf/stubs/common.h:41:18: fatal error: string: No such file or directory
#include <string>
^
compilation terminated.
make.exe: *** [obj/local/armeabi/objs/cocos2djs_shared/__/__/Classes/protobuf-lite/google/protobuf/stubs/common.o] Error 1
[armeabi] Compile++ thumb: cocos2djs_shared <= generated_message_util.cc
In file included from jni/../../Classes/protobuf-lite/google/protobuf/stubs/hash.h:39:0,
from jni/../../Classes/protobuf-lite/google/protobuf/extension_set.cc:35:
jni/../../Classes/protobuf-lite/google/protobuf/stubs/common.h:41:18: fatal error: string: No such file or directory
#include <string>
^
compilation terminated.
make.exe: *** [obj/local/armeabi/objs/cocos2djs_shared/__/__/Classes/protobuf-lite/google/protobuf/extension_set.o] Error 1
In file included from jni/../../Classes/protobuf-lite/google/protobuf/generated_message_util.cc:35:0:
jni/../../Classes/protobuf-lite/google/protobuf/generated_message_util.h:41:18: fatal error: string: No such file or directory
#include <string>
^
compilation terminated.
make.exe: *** [obj/local/armeabi/objs/cocos2djs_shared/__/__/Classes/protobuf-lite/google/protobuf/generated_message_util.o] Error 1
make.exe: Leaving directory `D:/CocosJSGame/frameworks/runtime-src/proj.android'
Ndk build failed!
<?xml version='1.0' encoding='UTF-8'?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="org.cocos2dx.CocosJSGame" android:installLocation="auto" android:versionCode="1" android:versionName="1.0">
<uses-sdk android:minSdkVersion="15" />
<uses-feature android:glEsVersion="0x00020000" />
<application hardwareAccelerated="true" android:icon="@drawable/icon" android:label="@string/app_name">
<meta-data android:name="android.app.lib_name" android:value="cocos2djs" />
<activity android:configChanges="orientation" android:label="@string/app_name" android:name="org.cocos2dx.javascript.AppActivity" android:screenOrientation="landscape" android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:configChanges="keyboard|keyboardHidden|screenLayout|screenSize|orientation" android:label="@string/app_name" android:name="com.facebook.FacebookActivity" android:theme="@android:style/Theme.Translucent.NoTitleBar" />
<meta-data android:name="com.facebook.sdk.ApplicationId" android:value="@string/facebook_app_id" />
<provider android:authorities="com.facebook.app.FacebookContentProvider_replace_with_your_app_id_" android:exported="true" android:name="com.facebook.FacebookContentProvider" />
</application>
<supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.CHANGE_NETWORK_STATE" />
<uses-permission android:name="android.permission.CHANGE_WIFI_STATE" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.MOUNT_UNMOUNT_FILESYSTEMS" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.BILLING" /></manifest>
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := cocos2djs_shared
LOCAL_MODULE_FILENAME := libcocos2djs
LOCAL_SRC_FILES := ../../Classes/protobuf-lite/google/protobuf/io/coded_stream.cc ../../Classes/protobuf-lite/google/protobuf/stubs/common.cc ../../Classes/protobuf-lite/google/protobuf/extension_set.cc ../../Classes/protobuf-lite/google/protobuf/generated_message_util.cc ../../Classes/protobuf-lite/google/protobuf/message_lite.cc ../../Classes/protobuf-lite/google/protobuf/stubs/once.cc ../../Classes/protobuf-lite/google/protobuf/stubs/atomicops_internals_x86_gcc.cc ../../Classes/protobuf-lite/google/protobuf/repeated_field.cc ../../Classes/protobuf-lite/google/protobuf/wire_format_lite.cc ../../Classes/protobuf-lite/google/protobuf/io/zero_copy_stream.cc ../../Classes/protobuf-lite/google/protobuf/io/zero_copy_stream_impl_lite.cc ../../Classes/protobuf-lite/google/protobuf/stubs/stringprintf.cc ../../Classes/runtime/ConnectWaitLayer.cpp ../../Classes/runtime/ConsoleCommand.cpp ../../Classes/runtime/FileServer.cpp ../../Classes/runtime/Landscape_png.cpp ../../Classes/runtime/PlayDisable_png.cpp ../../Classes/runtime/PlayEnable_png.cpp ../../Classes/runtime/Portrait_png.cpp ../../Classes/runtime/Protos.pb.cc ../../Classes/runtime/Runtime.cpp ../../Classes/runtime/Shine_png.cpp ../../Classes/VisibleRect.cpp ../../Classes/AppDelegate.cpp ../../Classes/ConfigParser.cpp hellojavascript/Runtime_android.cpp hellojavascript/main.cpp ../../Classes/PluginFacebookJS.cpp ../../Classes/PluginFacebookJS.hpp ../../Classes/PluginFacebookJSHelper.cpp ../../Classes/PluginFacebookJSHelper.h ../../Classes/SDKBoxJSHelper.cpp ../../Classes/SDKBoxJSHelper.h ../../Classes/PluginIAPJS.cpp ../../Classes/PluginIAPJSHelper.cpp
LOCAL_LDLIBS := -landroid -llog
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes/protobuf-lite $(LOCAL_PATH)/../../Classes/runtime $(LOCAL_PATH)/../../Classes
LOCAL_WHOLE_STATIC_LIBRARIES := PluginFacebook sdkbox PluginIAP android_native_app_glue
LOCAL_STATIC_LIBRARIES := cocos_jsb_static
LOCAL_EXPORT_CFLAGS := -DCOCOS2D_DEBUG=2 -DCOCOS2D_JAVASCRIPT
include $(BUILD_SHARED_LIBRARY)
$(call import-add-path, $(LOCAL_PATH))
$(call import-module,bindings)
$(call import-module, ./sdkbox)
$(call import-module, ./pluginfacebook)
$(call import-module, ./pluginiap)
PP_STL := gnustl_static
# Uncomment this line to compile to armeabi-v7a, your application will run faster but support less devices
#APP_ABI
APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -DCC_ENABLE_BULLET_INTEGRATION=1 -std=c++11 -fsigned-char
APP_LDFLAGS := -latomic
USE_ARM_MODE := 1
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
APP_PLATFORM := android-15
i hope helping om this issue please
thanks
What version of the SDKBOX IAP plugin are you using?
and what command are you using to compile? The log seems to cut that off at the beginning.
Edit, did you also notice this:
fatal error: string: No such file or directory
#include <string>
and
PP_STL := gnustl_static
Which should be:
APP_STL := gnustl_static
IAM USING : cocos run -p android
#include "AppDelegate.h"
#include "SimpleAudioEngine.h"
#include "jsb_cocos2dx_auto.hpp"
#include "jsb_cocos2dx_ui_auto.hpp"
#include "jsb_cocos2dx_studio_auto.hpp"
#include "jsb_cocos2dx_builder_auto.hpp"
#include "jsb_cocos2dx_spine_auto.hpp"
#include "jsb_cocos2dx_extension_auto.hpp"
#include "jsb_cocos2dx_3d_auto.hpp"
#include "jsb_cocos2dx_3d_extension_auto.hpp"
#include "3d/jsb_cocos2dx_3d_manual.h"
#include "ui/jsb_cocos2dx_ui_manual.h"
#include "cocostudio/jsb_cocos2dx_studio_manual.h"
#include "cocosbuilder/js_bindings_ccbreader.h"
#include "spine/jsb_cocos2dx_spine_manual.h"
#include "extension/jsb_cocos2dx_extension_manual.h"
#include "localstorage/js_bindings_system_registration.h"
#include "chipmunk/js_bindings_chipmunk_registration.h"
#include "jsb_opengl_registration.h"
#include "network/XMLHTTPRequest.h"
#include "network/jsb_websocket.h"
#include "network/jsb_socketio.h"
#include "jsb_cocos2dx_physics3d_auto.hpp"
#include "physics3d/jsb_cocos2dx_physics3d_manual.h"
#include "jsb_cocos2dx_navmesh_auto.hpp"
#include "navmesh/jsb_cocos2dx_navmesh_manual.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#include "jsb_cocos2dx_experimental_video_auto.hpp"
#include "experimental/jsb_cocos2dx_experimental_video_manual.h"
#include "jsb_cocos2dx_experimental_webView_auto.hpp"
#include "experimental/jsb_cocos2dx_experimental_webView_manual.h"
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include "platform/android/CCJavascriptJavaBridge.h"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
#include "platform/ios/JavaScriptObjCBridge.h"
#endif
#include "PluginFacebookJS.hpp"
#include "PluginFacebookJSHelper.h"
#include "PluginFacebookJS.hpp"
#include "PluginFacebookJSHelper.h"
USING_NS_CC;
using namespace CocosDenshion;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
ScriptEngineManager::destroyInstance();
}
void AppDelegate::initGLContextAttrs()
{
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
glview = cocos2d::GLViewImpl::create("js");
#else
glview = cocos2d::GLViewImpl::createWithRect("js", Rect(0,0,900,640));
#endif
director->setOpenGLView(glview);
}
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
ScriptingCore* sc = ScriptingCore::getInstance();
sc->addRegisterCallback(register_all_cocos2dx);
sc->addRegisterCallback(register_cocos2dx_js_core);
sc->addRegisterCallback(jsb_register_system);
// extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_extension);
sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
// chipmunk can be commented out to reduce the package
sc->addRegisterCallback(jsb_register_chipmunk);
// opengl can be commented out to reduce the package
sc->addRegisterCallback(JSB_register_opengl);
// builder can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_builder);
sc->addRegisterCallback(register_CCBuilderReader);
// ui can be commented out to reduce the package, attension studio need ui module
sc->addRegisterCallback(register_all_cocos2dx_ui);
sc->addRegisterCallback(register_all_cocos2dx_ui_manual);
// studio can be commented out to reduce the package,
sc->addRegisterCallback(register_all_cocos2dx_studio);
sc->addRegisterCallback(register_all_cocos2dx_studio_manual);
// spine can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_spine);
sc->addRegisterCallback(register_all_cocos2dx_spine_manual);
// XmlHttpRequest can be commented out to reduce the package
sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
// websocket can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_websocket);
// sokcet io can be commented out to reduce the package
sc->addRegisterCallback(register_jsb_socketio);
// 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d);
sc->addRegisterCallback(register_all_cocos2dx_3d_manual);
// 3d extension can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_3d_extension);
sc->addRegisterCallback(register_all_PluginFacebookJS);
sc->addRegisterCallback(register_all_PluginFacebookJS_helper);
#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
// Physics 3d can be commented out to reduce the package
sc->addRegisterCallback(register_all_cocos2dx_physics3d);
sc->addRegisterCallback(register_all_cocos2dx_physics3d_manual);
#endif
#if CC_USE_NAVMESH
sc->addRegisterCallback(register_all_cocos2dx_navmesh);
sc->addRegisterCallback(register_all_cocos2dx_navmesh_manual);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
sc->addRegisterCallback(register_all_cocos2dx_experimental_video);
sc->addRegisterCallback(register_all_cocos2dx_experimental_video_manual);
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView);
sc->addRegisterCallback(register_all_cocos2dx_experimental_webView_manual);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
sc->addRegisterCallback(JavascriptJavaBridge::_js_register);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
sc->addRegisterCallback(JavaScriptObjCBridge::_js_register);
#endif
sc->addRegisterCallback(register_all_PluginFacebookJS);
sc->addRegisterCallback(register_all_PluginFacebookJS_helper);
sc->start();
sc->runScript("script/jsb_boot.js");
ScriptEngineProtocol *engine = ScriptingCore::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
ScriptingCore::getInstance()->runScript("main.js");
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
auto director = Director::getInstance();
director->stopAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_hide");
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
SimpleAudioEngine::getInstance()->pauseAllEffects();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
auto director = Director::getInstance();
director->startAnimation();
director->getEventDispatcher()->dispatchCustomEvent("game_on_show");
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
SimpleAudioEngine::getInstance()->resumeAllEffects();
}
Android NDK: WARNING: Unsupported source file extensions in jni/Android.mk for module cocos2djs_shared
Android NDK: ../../Classes/PluginFacebookJS.hpp ../../Classes/PluginFacebookJSHelper.h ../../Classes/SDKBoxJSHelper.h
make.exe: Entering directory `D:/project/CocosJSGame/frameworks/runtime-src/proj.android'
[armeabi] Compile++ thumb: cocos2djs_shared <= AppDelegate.cpp
[armeabi] StaticLibrary : libcocos2d.a
[armeabi] Compile++ thumb: cocostudio_static <= WidgetReader.cpp
jni/../../Classes/AppDelegate.cpp:24:43: fatal error: jsb_cocos2dx_physics3d_auto.hpp: No such file or directory
#include "jsb_cocos2dx_physics3d_auto.hpp"
^
compilation terminated.
make.exe: *** [obj/local/armeabi/objs/cocos2djs_shared/__/__/Classes/AppDelegate.o] Error 1
make.exe: *** Waiting for unfinished jobs....
make.exe: Leaving directory `D:/project/CocosJSGame/frameworks/runtime-src/proj.android'
Ndk build failed!
This is hard to read, can you re-format this?
Is this SDKBOX IAP related?
mm, I had no idea we are using this header in SDKBOX plugins. I guess I will have to ask @nite to help us out with this.
I created a new project using cocos new
and sure, these headers are there:
#include "jsb_cocos2dx_physics3d_auto.hpp"
#include "physics3d/jsb_cocos2dx_physics3d_manual.h"
But SDKBOX doesn’t use these.
thank you so much “slackmoehrle” i will trying and if i got something i will reply here
so I tried using v3.9beta0 and cocos new
and opening Xcode and compiling works for me…
i tried cocos2d-js V3.7
i didn’t get the same error but i got new one !
C:\Users\aaa\AppData\Local\Android\sdk\tools\ant\build.xml:459: Failed to resolve library path: C:/Users/aaa/AppData/Local/Android/sdk/extras/google/google_play_services/libproject/google-play-services_lib/
Does this exist?
yes it exists !!