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Unable to build iOS 64-bit app when using MoPub bindings? #154

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jsras opened this issue Feb 4, 2015 · 8 comments
Open

Unable to build iOS 64-bit app when using MoPub bindings? #154

jsras opened this issue Feb 4, 2015 · 8 comments

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@jsras
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jsras commented Feb 4, 2015

I am currently experiencing some issues when building for 64-bit with the MoPub bindings.
The IPA gets created fine enough, but the 64-bit slice won't work, since the MoPub bindings aren't built for 64-bit. Furthermore the app continually crashes when run on 64-bit simulator.
I've tried using current roboVM snapshot, beta 1, 2 and 3. Also tried MoPub bindings snapshot, beta 1,2 and 3, but to no avail.

Warning when building: warning: ignoring file /Users/jsr/.robovm/cache/ios/x86_64/release/Users/jsr/Development/Mojo Studios/Rainbow Run/ios/libs/mopub-1.0.0-beta-03.jar.extracted/META-INF/robovm/ios/libs/libmopub.a, missing required architecture x86_64 in file /Users/jsr/.robovm/cache/ios/x86_64/release/Users/jsr/Development/Mojo Studios/Rainbow Run/ios/libs/mopub-1.0.0-beta-03.jar.extracted/META-INF/robovm/ios/libs/libmopub.a (3 slices)

Error:
java.lang.ExceptionInInitializerError

at com.mojo.rainbowrun.ActionResolverIOS.<init>(ActionResolverIOS.java)
at com.mojo.rainbowrun.IOSLauncher.createApplication(IOSLauncher.java)
at com.badlogic.gdx.backends.iosrobovm.IOSApplication$Delegate.didFinishLaunching(IOSApplication.java)
at com.mojo.rainbowrun.IOSLauncher.didFinishLaunching(IOSLauncher.java)
at org.robovm.apple.uikit.UIApplicationDelegate$ObjCProxy.$cb$application$didFinishLaunchingWithOptions$(Unknown Source)
at org.robovm.apple.uikit.UIApplication.main(Native Method)
at org.robovm.apple.uikit.UIApplication.main(UIApplication.java)
at com.mojo.rainbowrun.IOSLauncher.main(IOSLauncher.java)

Caused by: org.robovm.objc.ObjCClassNotFoundException: MPInterstitialAdController
at org.robovm.objc.ObjCClass.getByType(ObjCClass.java)
at org.robovm.bindings.mopub.MPInterstitialAdController.(MPInterstitialAdController.java)
... 8 more

I have tried a lot of different solutions and I feel like I am going crazy or code-blind.

@m8tto
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m8tto commented Feb 26, 2015

Same here.
Looks like we need beta 4 binding , but no info when it will be released.
Please tell us if it 'll take some time (more then a week) 'cause we're ready to publish our new game and need to decide, to wait new binding or to use something different for now.

Thank you for your great job.

@jsras
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jsras commented Feb 26, 2015

We ended up using admob binding instead of the mopub one, since there wasn't really any solution to this issue yet, and no words on when it might be solved. But the admob binding works great with iOS 64-bit.

@m8tto
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m8tto commented Feb 26, 2015

Yeah. Thinking of that too. Have posted reply in google groups. If release will be soon than I'll use it. In other way I'll use admit also.

@m8tto
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m8tto commented Feb 27, 2015

@jsras can you contact me about how you've implemented admob binding?
I have a problem with banners on real devices (banner shows but game stops at this moment and i can do nothing).
My mail: [email protected]

@jcassani
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jcassani commented May 8, 2015

Any progress with this issue? It would be nice to be able to use the mopub binding again

@krasanen
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krasanen commented Jul 6, 2015

Still no 64bit mopub? Can we build it ourselves?

@BlueRiverInteractive
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MoPub is on the todo list for new RoboPods: robovm/robovm-robopods#17
It will feature all RoboVM compatible ad networks and also work for 64-bit.
I can't give an ETA yet when it will be finished. GPGS, Parse and AdMob have higher priority at this time.

@BlueRiverInteractive
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Whops, wrong link: robovm/robovm-robopods#9

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