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Sathyaraj Shettigar sathyarajshetigar

  • Ironjaw Studios Pvt. Ltd
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--------- beginning of crash
04-23 21:30:56.841 2487 2487 E AndroidRuntime: FATAL EXCEPTION: main
04-23 21:30:56.841 2487 2487 E AndroidRuntime: Process: com.google.android.dialer, PID: 2487
04-23 21:30:56.841 2487 2487 E AndroidRuntime: java.lang.RuntimeException: Unable to create application com.android.dialer.application.DialerApplication: java.lang.SecurityException: Failed to find provider call_log for user 0; expected to find a valid ContentProvider for this authority
04-23 21:30:56.841 2487 2487 E AndroidRuntime: at android.app.ActivityThread.handleBindApplication(ActivityThread.java:6123)
04-23 21:30:56.841 2487 2487 E AndroidRuntime: at android.app.ActivityThread.access$1200(ActivityThread.java:213)
04-23 21:30:56.841 2487 2487 E AndroidRuntime: at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1807)
04-23 21:30:56.841 2487 2487 E AndroidRuntime: at android.os.Handler.dispatchMessage(Handler.java:106)
04-23 21:30:56.841 2487 2487 E AndroidRu
public void onGameOver(int winner, bool isDraw)
{
//Dictionary that gives all Game Details from the In-Game Gameplay of the Player
Dictionary<string, IList> scoreData = new Dictionary<string, IList>();
Player player = GameManager.instance.FindPlayerWithID(winner);
//A list to store the Scene Name of your game,
// we might change the name so please create it as a constant variable somewhere
List<string> sceneName = new List<string>
{
using ExitGames.Client.Photon;
using Photon;
using Photon.Chat;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
PS H:\Projects\Sathyaraj\SpiteAndMaliceGit\SpiteAndMalice\iosBuild> cocoapods pod install
Starting CocoaPods daemon (this can take some time, please wait...)
Preparing staging directory...
Sending Podfile and context...
Sending command: pod install
========================== CocoaPods output BEGIN ===========================
Analyzing dependencies
Downloading dependencies
Installing Google-Mobile-Ads-SDK (7.61.0)
@echo off
rem // iOS build environment CocoaPods daemon control script by Pierre-Marie Baty <pm@pmbaty.com>
setlocal enableextensions enabledelayedexpansion
goto startup
:usage
echo.
echo %SCRIPT_NAME% - Pierre-Marie Baty's cocoapods daemon for Windows
Undefined symbols for architecture armv7:
"_swift_release", referenced from:
_$s12FBSDKCoreKit10PermissionO13stringLiteralACSS_tcfC in FBSDKCoreKit(Permission.o)
_$sSh8_VariantV6insertySb8inserted_x17memberAfterInserttxnFSo20FBSDKLoggingBehaviora_Tg5 in FBSDKCoreKit(Settings.o)
_$sSh8_VariantV6insertySb8inserted_x17memberAfterInserttxnFSS_Tg5 in FBSDKCoreKit(Settings.o)
_$ss10_NativeSetV9insertNew_2at8isUniqueyxn_s10_HashTableV6BucketVSbtFSo20FBSDKLoggingBehaviora_Tg5 in FBSDKCoreKit(Settings.o)
_$ss10_NativeSetV9insertNew_2at8isUniqueyxn_s10_HashTableV6BucketVSbtFSS_Tg5 in FBSDKCoreKit(Settings.o)
_$ss10_NativeSetV4copyyyFSo20FBSDKLoggingBehaviora_Tg5 in FBSDKCoreKit(Settings.o)
_$ss10_NativeSetV4copyyyFSS_Tg5 in FBSDKCoreKit(Settings.o)
...
using ExitGames.Client.Photon;
using Photon;
// using Photon.Chat;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
=============================================================================
WARNING: this project contains shell scripts, which CANNOT BE RUN on Windows
without being translated first.
WORKAROUND: for now, please remove your assets & plugins having shell scripts
in their build phases, or translate them to batch scripts and call them in a
pre-packaging script (or ignore this warning if the scripts are non-critical)
In Xcode project: Unity-iPhone.xcodeproj
-----------------------------------------------------------------------------
shell script found:
"$PROJECT_DIR/process_symbols.sh"
=============================================================================
WARNING: this project contains shell scripts, which CANNOT BE RUN on Windows
without being translated first.
WORKAROUND: for now, please remove your assets & plugins having shell scripts
in their build phases, or translate them to batch scripts and call them in a
pre-packaging script (or ignore this warning if the scripts are non-critical)
In Xcode project: Unity-iPhone.xcodeproj
-----------------------------------------------------------------------------
shell script found:
"$PROJECT_DIR/process_symbols.sh"
Aug 17 14:43:55.345 RemoteConsole <Message>: Console display reset
Aug 17 14:43:56.410 RemoteConsole <stderr>: Hello! I'm your app and this is my first message to stderr =)
Aug 17 14:43:56.582 RemoteConsole <stderr>: objc[10560]: Class GADGestureRecognizer is implemented in both /private/var/containers/Bundle/Application/F8AAEBCE-422C-441C-95DF-04333879EA96/game.app/game (0x102e42ca8) and /private/var/containers/Bundle/Application/F8AAEBCE-422C-441C-95DF-04333879EA96/game.app/Frameworks/UnityFramework.framework/UnityFramework (0x108634208). One of the two will be used. Which one is undefined.
Aug 17 14:43:56.583 RemoteConsole <stderr>: objc[10560]: Class GADGestureIdUtil is implemented in both /private/var/containers/Bundle/Application/F8AAEBCE-422C-441C-95DF-04333879EA96/game.app/game (0x102e42cf8) and /private/var/containers/Bundle/Application/F8AAEBCE-422C-441C-95DF-04333879EA96/game.app/Frameworks/UnityFramework.framework/UnityFramework (0x108634258). One of the two will be used. Which one is undefined.
A