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Hello World,
As usually the latest update screws everything over.... Sigh, how comes it looks like every time things work fine and people get accustomed to them you guys do something to mess it all up?! :(
Here's a screenshot below, can anyone please help me get those plugins to work so I can publish my game? I'm using cordova cli version 5.1.1, crosswalk runtime embedded 15, and building with crosswalk for android.
If you need anymore info or screenshots let me know.
Thank you.
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@vikings
Actually, the additions file is not the only place the plugins are specified. You can find them defined in the .xdk file and in the plugins folder you will now find in your project directory. These are the only two places they should be. This plugins directory is outside the WWW folder. The plugin manager downloads the plugins you add and stores it locally in your plugins directory. This gets sent to the build system with your source code files.
In your plugins directory, I see admob, paypal, review-app, game (and its dependent plugins google playservices + android support v4), splashscreen, device, statusbar, social sharing, dialogs and inappbrowser plugins. If something is missing please add it via the UI. You can see all the plugins in your project by checking the plugin manager in the projects tab. That list is collated from your .xdk project file and plugins in your plugins directory.
This sticky note explains it all: https://software.intel.com/en-us/forums/intel-xdk/topic/594986
It was inspired by this thread.
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Ok Anusha, I finally got a friend of mine to test the game, and(amazingly!:P) everything seems to work fine except for the rate app plugin.
I think the link you gave me for it is correct and it did install&build successfully, and it does work when I test the game on my pc in the browser, but for some reason it doesn't work on the actual android device.
Any suggestions please?
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I'm always a little concerned that plugins might change behind my back so when I have found a version that works for me I download it from git or wherever into my project and tell XDK its a local plugin. This way I feel more in control and know exactly what is being built. Saying that even this method broke when I moved up to CLI 5.1.1 because one of my local plugins stopped working because the Crosswalk guys changed the name of a Crosswalk core package. All part of the pain and ecstasy of open source software.
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vikings wrote:
Ok Anusha, I finally got a friend of mine to test the game, and(amazingly!:P) everything seems to work fine except for the rate app plugin.
I think the link you gave me for it is correct and it did install&build successfully, and it does work when I test the game on my pc in the browser, but for some reason it doesn't work on the actual android device.
Any suggestions please?
I am afraid I am not too familiar with this plugin. If it works in the browser, then the plugin installation was successful. Maybe the plugin author would be able to help you out here?
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Gary H. wrote:
I'm always a little concerned that plugins might change behind my back so when I have found a version that works for me I download it from git or wherever into my project and tell XDK its a local plugin. This way I feel more in control and know exactly what is being built. Saying that even this method broke when I moved up to CLI 5.1.1 because one of my local plugins stopped working because the Crosswalk guys changed the name of a Crosswalk core package. All part of the pain and ecstasy of open source software.
This is the reason why we introduced the plugins directory with the latest release. When you install a plugin via the plugin manager, be it a core, featured or third party plugin, it downloads the plugin source into a 'plugins' directory in your project source directory. Once the developer has identified a version of the plugin that works for them, the plugin source is always with the project. So you no longer have to download a local copy and import it to your project.
