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New Home of AGK Source Code for 2024 and Beyond

C++ 46.89% Makefile 0.19% PostScript 0.04% GLSL 0.01% C 28.34% Objective-C 1.51% Batchfile 0.01% Assembly 0.79% JavaScript 0.45% TypeScript 0.02% Java 0.88% Shell 0.06% Objective-C++ 0.52% Swift 0.01% Perl 0.01% Python 0.19% Metal 0.01% HTML 19.93% Yacc 0.15% CMake 0.01%

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agkrepo's Issues

Wrong SDK version with IPA builds

I tried to upload a IPA created on my new Mac using the latest versions of Xcode and AGK Studio.

It was rejected by the Transporter app with this error..

Asset validation failed (90725)
SDK version issue. This app was built with the iOS 16.2 SDK. All iOS and iPadOS apps must be built with the iOS 17 SDK or later, included in Xcode 15 or later, in order to be uploaded to App Store Connect or submitted for distribution. (ID: 6df883b1-4c36-4c5a-9f23-45efceeaefe4)

I was under the impression this was fixed in the recent update of AGK studio? But it still seems not to work.

AABs and APKs not working on Android devices

Using Zaxxan's newest build of AGK Studio for Windows, none of the Android builds work on any of my test devices.

When I click on the Icon, the screen flashes momentarily and the app closes. Trying this a couple of times brings up an error saying the app has failed to start and offering to clear the cache to see if that helps (Which it does not)

The following was reported on the Pre-launch report from Google Play for an AAB which I created and uploaded.

Devices with issues
10

Device(s) with issues
Google Pixel 5 64-bit only (redfin_64) - Android 14
Google Pixel 5 64-bit only (redfin_64) - Android 13
Google Pixel 5 (redfin) - Android 11
Google Pixel 7 (panther) - Android 13
Samsung Galaxy S23 Ultra (dm3q) - Android 14
Google Pixel 6 (oriole) - Android 12
Samsung Galaxy Tab S8 Ultra (gts8uwifi) - Android 13
Motorola Motorola G20 (java) - Android 11
Google Pixel 8 (shiba) - Android 14
Samsung Galaxy S20 (x1q) - Android 10

Exceptions
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c
java.lang.RuntimeException: Unable to get provider com.google.firebase.provider.FirebaseInitProvider: android.content.res.Resources$NotFoundException: Unable to find resource ID #0x7f0e002c

When compiling to an APK and sideloading on to a device, the app crashes before the loading screen appears.

I have tried this with two different apps and several different test devices.

Still unable to upload IPAs created with AGK Studio to the Store due to Asset Validation Failure.

The new build of AGK Studio uses the correct SDK so IPAs compiled of a Mac do not throw up an error on uploading.

Instead I am getting the following two new errors...

Asset validation failed (90030)
Nib file 'MainWindow~iphone.nib' was not found. Please ensure the specified file is included in the bundle with any required device modifiers appended to the filename. (ID: 74a1232a-bfe5-4081-aa4a-f6f3492fb63a)

Asset validation failed (90030)
Nib file 'MainWindow~ipad.nib' was not found. Please ensure the specified file is included in the bundle with any required device modifiers appended to the filename. (ID: b1d68401-bcf8-4f3a-a22a-53302212b71c)

Because of these errors I am still unable to upload to the App store.

OpenXR and AppGameKit

Is anyone interested in developing native VR or AR games for the Meta Quest using AppGameKit? I've started working on making this possible, especially since the older AGK2 VR plugin didn't support Android. And being a C++ programmer with access to this repo is like having superpowers. =)

I've been focusing on integrating OpenXR with AppGameKit. I used this repository and added a new command: "GetGraphicsConfig," which allows access to the pointers of the core of the OpenGLES renderer. Other then that, AGK appears to already have all the other features needed for OpenXR. Possibly due to the older VR plugin or the Google AR commands? (I don't think TheGameCreators should commit my new command yet, I am not sure how it would affect successful compile on other platforms then Android.)

By introducing just this single command, which just returns a few pointers, OpenXR can function with AGK without introducing any unnecessary bloat. So no need adding the OpenXR libraries into AGK.

So far, I have a mostly working Tier 2 template. It’s a converted OUYA template. It renders 3D objects correctly on my Meta Quest 2. I can move around and use the controllers. The only features not working are AGK's print command and the 2D components, though I’m not sure why you would use these in VR anyway. (I haven’t tested sound yet, but I see no reason it shouldn’t work.)

I've forked a repository where I've added the new command, and I plan to upload a Template_Android_OpenXR to it soon. It needs some cleanup since it currently contains a lot of extra and unnecessary code I used for debugging.

I believe OpenXR will be a significant addition to AGK. It's great for future-proofing AGK’s presence in VR/AR. Moreover, there are few options available for programmers looking to create VR games purely with code. OpenXR has become the standard across the VR industry, and Meta now requires all new apps to use it. Perhaps The Game Creators can eventually use this to market a new VR Plugin for AppGameKit Studio—potentially even supporting Apple’s new VR headset in the future.

Anyway posting this now incase The Game Creators see I forked off of their repo and added an odd command to the renderer.

Cheers,
Parry

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