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unity-plugin's Introduction


Official Amplitude Unity Plugin

A plugin to simplify the integration of Amplitude iOS and Android SDKs into your Unity project. This respository also contains a sample project with the Unity plugin integrated.

Installation and Quick Start

Please visit our 💯Developer Center for instructions on installing and using our the SDK.

Changelog

Click here to view the Changelog.

Need Help?

If you have any problems or issues over our SDK, feel free to create a github issue or submit a request on Amplitude Help.

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unity-plugin's Issues

IDFA is null despite accepting prompt

Unity: 2018.4.16 - 2019.4.16
Amplitude SDK: 2.1.0
Platform: Android & iOS

Hi!
I'm testing idfa behaviour, to receive or not receive it in amplitude events based on user answer in the Tracking prompt. Despite of allowing trackign amplitude is sending null as idfa value

image

Is there any consideration to have? Am I missing something?

Thanks

EDIT: We are not using Amplitude custom solution from this page.
We have our own implementation to prompt the tracking permission

I leave some other questions

Why there is no method like setIdfa(string)
How should I call it if I have another implementation of how I use the prompt?
What is the instance name I should pass to setIdfaBlock?

And seems not to work the CUstomIDFA.m

image

Change meta file format from binary to text

Unity .meta files can be binary or text, without change in functionality in the engine.

The text format transmits via git and keeps track of change history in a human-readable way, which is very useful for a public repository.

Android SDK Version Update Request (v2.31.4)

Summary

Hi, I've notice that in versions (v2.31.4) you've fixed/handled cursor exceptions, which is exactly what I need for my apps cause I'm getting a lot of crashes relating to that issue.

Would you be so kind and release new Unity-SDK with updated Android Package to v2.31.4 or at leas tell me when would you do so ?

Otherwise it would be pretty inconvenient to replace it manually because I've already imported Unity SDK with use of Unity package manager and the stuff under 'Packages' folder is rather immutable.

Thank you in advance.

Unity 2019.3 PostProcess issue

Hi,

On Unity 2019.3, all the frameworks are linked to the new target UnityFramework.
However, your PostProcess script change flags for Unity-iPhone target.

You need to change this line:
var targetGuid = proj.TargetGuidByName(PBXProject.GetUnityTargetName());
by those:

#if UNITY_2019_3_OR_NEWER
      var targetGuid = proj.TargetGuidByName(proj.GetUnityFrameworkTargetGuid());
#else
      var targetGuid = proj.TargetGuidByName(PBXProject.GetUnityTargetName());
#endif

Hope you will fix this soon 🙃

Change plugin post processing stack to C#

Why not use Unity's built in methods to add the dependencies you need?

//GET PBX PROJ
string projPath = Path.Combine(path, "Unity-iPhone.xcodeproj/project.pbxproj");
PBXProject project = new PBXProject();
project.ReadFromFile(projPath);
string xcodeTarget = project.TargetGuidByName("Unity-iPhone");

//Amplitude -- enable OBJC exceptions
project.AddBuildProperty(xcodeTarget, "GCC_ENABLE_OBJC_EXCEPTIONS", "YES");

Here is a more complete example:
https://github.com/adjust/unity_sdk/blob/master/Assets/Editor/AdjustEditor.cs

Create UPM package

This will impact in how developers can integrate the plugin in their projects. It would be easier and we can keep track of the updates.

Unity Package Manager Bug

While I am importing it using UPM, I found few issues.

  1. External Dependency Manager is in the project which is not necessary, and giving this cause issue if I have EDM already in the project.
  2. Few demo scripts and scene is imported which shouldn't be.
  3. In plugins there are jetbrain scripts which should not be there too, these libraries should be resolved at runtime by dependency.

Amplitude init causing crash in Unity 2018.2

After upgrading our project to Unity 2018.2 (latest stable), we noticed a crash was traced back to Amplitude.Instance.init -- removing calls to Amplitude resolved the error.

Think it has something to do with how the plugin is communicating with the native java code via CallStatic. Included the crash log below:

java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
Build fingerprint: 'google/walleye/walleye:8.0.0/OPD3.170816.012/4343094:user/release-keys'
Revision: 'MP1'
pid: 4764, tid: 4859, name: UnityMain  >>> com.xyz.com <<<
    r0 00000000  r1 00000000  r2 4b3e9c59  r3 00000000
    r4 d527e148  r5 00000000  r6 00002a36  r7 f1c7b7ed
    r8 c4dde810  r9 ec64f7c4  sl e7828810  fp d527e198
    ip d6991c88  sp d527e0c8  lr d5533cc0  pc f4a626cc  cpsr f2151d10
	at libc.strlen(strlen:71)
	at libunity.AndroidJNIBindingsHelpers::CallStaticStringMethod(void*, void*, dynamic_array<jvalue, 0u> const&)(CallStaticStringMethod:292)
	at libunity.AndroidJNI_CUSTOM_CallStaticStringMethod(void*, void*, Il2CppArray*)(AndroidJNI_CUSTOM_CallStaticStringMethod:124)
	at libil2cpp.0089013c(Native Method)

Submitting event just before leaving app

I am working on an application published to both iOS and Android. We are tracking "exit" events, and the code (roughly) looks like this:

        Dictionary<string, object> eventOptions = new Dictionary<string, object>() {
            {"screenName" , pageName },
            {"tapElement" , tappedElement }
        };
        Amplitude.Instance.logEvent(EVENT_TYPE_TAPPED, eventOptions);
        Application.OpenURL(URL);

The strange thing is that the events are reported correctly on Android, but not on iOS.

My first thought is that it's probably a timing and/or caching logEvents issue, (where essentially the app stops running before the events hit the network, but in Android, presumably the app is still running in the background). I looked for a flush or equivalent method, but didn't see one. Does that sound like the likely culprit to whoever is reading this?

External dependency manager conflict

Hey,
i have already imported external dependency manager a long time ago cause needed in other package. Now since your last version, i get conflict on dlls as you imported external dependency manager too in your project. Is it really a good practice from you to add EDM4U in Amplitude package?

Array logs detailed

Hi,

for the first time, I used setUserProperty with an array and I found out that your Log method is useless with arrays (it only prints the array type).
I fixed all the array logs to display the content of the array:
Log ($"C# setUserProperty {property} {string.Join(", ", array)}");
You can also add a log method that accepts an array directly instead of editing all Log lines ^^

Hope you'll have time to add this really quick fix on your next update :p

Thanks for your work by the way :)

Ability to pass already formed json string to functions instead of a Dictionary/List/etc

Summary

For example, take the logEvent method:
void logEvent(string evt, IDictionary<string, object> properties)

It would be really nice to have an overload to which the already prepared json string could be sent:
void logEvent(string evt, string propertiesJson)

Motivations

  1. Convenience.
  2. Optimization. There may be cases when a StringBuilder is externally used to form a json string so as not to allocate extra memory for serializing the dictionary. Also, that StringBuilder can be reused every time, unlike built-in MiniJSON, which allocates new StringBuilder each time.

IDFA - Amplitude

HI
I saw that in version 2.0.0 the changelog says

NOTE: If you need idfa at this moment, please continue to use v1.6.0. If you don't need idfa, you can upgrade to this version.

I need the idfa since we are dealing with the apple privacy permission, version 2.1.0 has this resolved? If not, do you have any ETA?

Thanks

Removing after

Hi!
Im trying to build android project. "Play Services Resolver" force resolve before build. As result,
com.amplitude.android-sdk-2.24.1.aar and all *.jar files (from amplitude package) was removed from project. So, I have error
AndroidJavaException: java.lang.ClassNotFoundException: com.amplitude.unity.plugins.AmplitudePlugin java.lang.ClassNotFoundException: com.amplitude.unity.plugins.AmplitudePlugin
What could be the problem?
P.S. Additional SDKs in project

  1. Appsflyer
  2. Firebase (Analytics)
  3. Facebook
  4. Amplitude

How to set user groups with SDK

Summary

I've added the SDK through the Unity SDK package manager, but I'm unable to set the user group. The documentation says i can call setGroup on the instance of Amplitude, but my editor says it doesn't exist. I also checked the Amplitude.cs source code and couldn't find anything about groups there.

Specifically, this line of code from the documentation example doesn't actually work:

Amplitude.getInstance().setGroup("orgId", "15");

okhttp duplicate library issue

we use the okhttp library as a separate aar, jar in unity.
duplicate problem with the amplitude unity library.
change the reference to the okhttp library.

Android jar files being placed in package manager plugins folder when resolved

I have the Amplitude SDK added to the project using the UPM. The External Dependency Manager is resolving successfully for android but it is placing the jar files under two locations...

Assets/Plugins/Android
Packages/Amplitude Unity SDK/Plugins/Android

Any idea how I can stop it from adding the jar files into the plugins folder inside the amplitude folder? At the moment it fails to build due to the same files being in both locations.

Amplitude SDK 1.1.0. Crush on Android 4.4.4

The latest version of Amplitude SDK 1.1.0 (April 5, 2020) does not work on Android 4.4.4.

Crash Log:

E/AndroidRuntime(22109): FATAL EXCEPTION: logThread
E/AndroidRuntime(22109): Process: com.game, PID: 22109
E/AndroidRuntime(22109): java.lang.Error: FATAL EXCEPTION [logThread]
E/AndroidRuntime(22109): Unity version : 2019.2.12f1
E/AndroidRuntime(22109): Device model : asus Nexus 7
E/AndroidRuntime(22109): Device fingerprint: google/nakasi/grouper:4.4.4/KTU84P/1227136:user/release-keys
E/AndroidRuntime(22109): Caused by: java.lang.ExceptionInInitializerError
E/AndroidRuntime(22109): at okhttp3.internal.platform.Platform$Companion.findPlatform(Platform.kt:211)
E/AndroidRuntime(22109): at okhttp3.internal.platform.Platform$Companion.access$findPlatform(Platform.kt:179)
E/AndroidRuntime(22109): at okhttp3.internal.platform.Platform.(Platform.kt:180)
E/AndroidRuntime(22109): at okhttp3.OkHttpClient.(OkHttpClient.kt:219)
E/AndroidRuntime(22109): at okhttp3.OkHttpClient.(OkHttpClient.kt:211)
E/AndroidRuntime(22109): at com.amplitude.api.AmplitudeClient.lambda$initialize$0$AmplitudeClient(AmplitudeClient.java:271)
E/AndroidRuntime(22109): at com.amplitude.api.-$$Lambda$AmplitudeClient$9hxT9i3yp7eOymOvTMj42XcPKBs.run(lambda)
E/AndroidRuntime(22109): at android.os.Handler.handleCallback(Handler.java:733)
E/AndroidRuntime(22109): at android.os.Handler.dispatchMessage(Handler.java:95)
E/AndroidRuntime(22109): at android.os.Looper.loop(Looper.java:136)
E/AndroidRuntime(22109): at android.os.HandlerThread.run(HandlerThread.java:61)
E/AndroidRuntime(22109): Caused by: java.lang.IllegalStateException: Expected Android API level 21+ but was 19
E/AndroidRuntime(22109): at okhttp3.internal.platform.AndroidPlatform.(AndroidPlatform.kt:232)
E/AndroidRuntime(22109): ... 11 more

Please fix!!!

2019.2.12f1
Nexus 7 2012
Windows 10.

Trying figure it out with Amplitude.Instance.logRevenue

Hi folks,
Would you kindly to help me!
We're trying to implement [Amplitude] Revenue with Verified status.
Our code looks like this:

double usd_price = 0;
USD_PRICES.TryGetValue(product_id, out usd_price);

if (Application.platform == RuntimePlatform.IPhonePlayer)
{
    Amplitude.Instance.logRevenue(product_id, 1, usd_price, args.purchasedProduct.receipt, null, "purchase", eventProperties);
}
else if (Application.platform == RuntimePlatform.Android)
{
    Receipt receipt = JsonUtility.FromJson<Receipt>(args.purchasedProduct.receipt);
    Payload payload = JsonUtility.FromJson<Payload>(receipt.Payload);
    Debug.Log("Purchase signature = " + payload.signature);
    Amplitude.Instance.logRevenue(product_id, 1, usd_price, args.purchasedProduct.receipt, payload.signature, "purchase", eventProperties);
}

But it didn't work. We still see only "[Amplitude] Revenue" events.

help page https://developers.amplitude.com/docs/tracking-revenue
looks like a mess. There is using .logRevenueV2 but in new version doesn't have any .logRevenueV2 method only .logRevenue.

Examples didn't explain anything. For example

if (Application.platform == RuntimePlatform.IPhonePlayer) {
 Amplitude.Instance.logRevenue("sku", 1, 1.99, "cmVjZWlwdA==", null, "purchase", eventProperties);
}

Where we can take "cmVjZWlwdA==" & it's Payload object or full product.receipt on Base64. I have no idea.

Ps. We inserted all platform keys in Integrations section.

Could not resolve com.amplitude:android-sdk:2.38.3

Summary

* What went wrong:
Could not determine the dependencies of task ':launcher:processDebugResources'.
> Could not resolve all task dependencies for configuration ':launcher:debugRuntimeClasspath'.
   > Could not resolve com.amplitude:android-sdk:2.38.3.
     Required by:
         project :launcher > project :unityLibrary
      > Could not resolve com.amplitude:android-sdk:2.38.3.
         > Could not get resource 'https://jcenter.bintray.com/com/amplitude/android-sdk/2.38.3/android-sdk-2.38.3.pom'.
            > Could not HEAD 'https://jcenter.bintray.com/com/amplitude/android-sdk/2.38.3/android-sdk-2.38.3.pom'.
               > Read timed out
```

this page is not exist anymore https://jcenter.bintray.com/com/amplitude/android-sdk/2.38.3/android-sdk-2.38.3.pom
how to change the url?

iOS14 support

Summary

iOS14 support from the Amplitude iOS plugin should be brought over to Unity SDK.

Motivations

As you probably know, Apple will start enforcing its new iOS14 IDFA collection rules early this year.

I’m seeing that Amplitude has a good support for this in their iOS SDK: https://github.com/amplitude/Amplitude-iOS/blob/master/CHANGELOG.md

But we’re using Unity for development and Amplitude’s Unity SDK hasn’t got any of these changes yet: https://github.com/amplitude/unity-plugin/blob/master/CHANGELOG.md
iOS release notes say that some users have got their apps rejected because of this (“Users reported that IDFA MACRO still do not prevent app rejections."), so it’s a high priority for us to get it updated.

Can you please advise us if there’s Unity SDK update planned from Amplitude’s side soon or how should we approach this issue?

Google External Dependency manager deletes Amplitude AARs

I'm using Amplitude in conjunction with other plugins that use the google external dependency manager and every time I resolve all the amplitude aars and jars are deleted.

The facebook AARs in the same directory are not deleted leading me to suspect something is up with the AARs from amplitude itself.

Error build with admob

If i build for android in empty project only admob or only amplitude sdk, then everything is fine. But if these plugins together in one project, i'm getting this error:

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:dexBuilderRelease'.

java.lang.UnsupportedOperationException: This feature requires ASM7

Asmdef file in root of editor folder

From: https://docs.unity3d.com/2018.3/Documentation/Manual/ScriptCompilationAssemblyDefinitionFiles.html

Add an assembly definition file to a folder in a Unity Project to compile all the scripts in the folder into an assembly. Set the name of the assembly in the Inspector.

Adding AmplitudeSDKEditor.asmdef to the root of the editor folder not only creates an assembly of all files in that foler, it changes the dependency path of files and subfolders within the that folder. The addition of this file breaks any code that lives in the Editor folder but has external dependencies (other plugins, user editor code, etc). If you want to use an asmdef file, it might be better to install your files into Assets/Editor/Amplitude (and put the asmdef in that directory), so that it creates an assembly and a new dependency path for only your files.

Dependencies in amplitude-unity-2.13.3

Hi
As far as I see you have dependencies for okhttp and okio inbuild in your jar

First of all, it is outdated and create serious problems in dependency convergence with Twitter plugin for Unity which also happens to uses them

Also, it is inbuilt inside the jar, where Twitter just add separate jar libraries which are easy to delete or maintain. could you please update your plugin?

Unable to access sessionid

Currently there is no wrapper call to read the current session id so it is not possible to retrieve it in the Unity C# code.

Please add this functionality.

Assembly Definition files are missing

Expected Behavior

When Unity developers use assembly definition files they should be able to add a reference to the Amplitude assembly definition files so that they can use the SDK. For example AmplitudeSDKCore.asmdef

Current Behavior

The assembly definition files are missing since they are filtered by the .gitignore file. Only the .meta files are still existing.

Possible Solution

Remove asmdef filter from .gitignore and commit asmdef files again so that developers can reference and use the SDK code.

Steps to Reproduce

  1. Create a new empty Unity Project with an example script.
  2. Create an assembly definition file next to that script and name it whatever you like. For example. com.Company.Example
  3. Import Amplitude via Package Manager and the git url
  4. Try to use amplitude in your script (ERROR: You won't be able to use the amplitude c# code as you would need to reference for example AmplitudeSDKCore.asmdef to com.Company.Example.

Environment

  • Amplitude SDK Version: 2.6.0
  • Device: Unity Editor 2021.3.1f1

What's the best practice to satisfy Chinese privacy regulation?

Summary

App MUST not collect user's information(IMEI/MAC/Android ID/IDFA/OpenUDID/GUID/IP地址/SIM) before user agree APP Privacy Policy on Chinese Market, and most third party SDKs require developer to do a lazy initialization. I can do the same logic on Amplitude SDK as well, just want to know if there is an official way to avoid this privacy problem.
@haoliu-amp

Warning when using plugin

Expected Behavior

No errors or warnings when using plugin

Current Behavior

Assembly for Assembly Definition File 'Packages/com.amplitude.unityplugin/Plugins/AmplitudeSDKPlugins.asmdef' will not be compiled, because it has no scripts associated with it.

Possible Solution

remove assembly definition in plugins folder

[build error]

I am trying build a new project with amplitude same tutorial. but app is crash immediately when i open app. this is error:
Capture
Capture2
Capture3

UPM Install: Editor.asmdef conflicts with com.unity.purchasing Editor.dll

Expected Behavior

Installing Amplitude via UPM should not cause compilation errors.

Current Behavior

After installing Amplitude via https://github.com/amplitude/unity-plugin.git?path=/Assets (on 3/23/2021), I see the following compilation error:

Plugin 'Assets/Plugins/UnityPurchasing/Bin/Editor.dll' has the same filename as Assembly Definition File 'Packages/com.amplitude.unityplugin/Editor/Editor.asmdef'. Rename the assemblies to avoid hard to diagnose issues and crashes.

Possible Solution

Perhaps the Editor code could be optional?

Steps to Reproduce

  1. Create Unity Project
  2. Install com.unity.purchasing
  3. Install Amplitude via UPM at url: https://github.com/amplitude/unity-plugin.git?path=/Assets
  4. Check console for compilation errors (seen on iOS and Android build platforms)

Environment

  • Unity Plugin Version: Latest from Github as of 3/23/2021. Unclear what "version" that is.
  • Device: In Editor targeting iOS or Android (other platforms untested)
  • Device OS and Version: Unity 2020.3.0f1 on Windows 10 Pro 20H2

Amplitude native dependencies

This is more like a question to see if I'm not mistaken.

When I did import the latest amplitude .unitypackage (still waiting the UPM package) I see this tree of files

image

And I see that it has an AmplitudeDependencies.xml that is the file used by EDM4U to resolve native dependencies but it only has com.amplitude:android-sdk:2.28.2 and okhttp.

Why are they in Plugins/Android also?
Why jetbrains annotation and kotlin lib are not in the xml too?
Is this because retrocompatibility?

Could this bring duplicated classes errors?

Thanks for the time! :D

Older .jar in the packaged .unitypackage

I notice that the repo contains amplitude Android plugin contains the amplitude-unity-2.6.0.jar whereas the github repo contains the amplitude-unity-2.9.2.jar. Is .unitypackage up to date?

Very bad permissions in Android com.amplitude.android-sdk-xxx.aar

My game started asking for geolocation after integrating your SDK.

I started to analyze and found geolocation permission in the library com.amplitude.android-sdk-2.24.1.aar:

<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
<uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />

These permissions should not be by default.

Please fix this!

Solution:
Use tools:node="remove".
Link: https://stackoverflow.com/questions/27997679/disable-dependency-permissions

Screenshot AndroidManifest.xml (in com.amplitude.android-sdk-2.24.1.aar):

amplitude_permissions

Amplitude Coppa/IDFA issue (AMPDeviceInfo)

The update of our kids game got rejected by Apple. We've fixed IDFA related issues by running egrep -in ASIdentifierManager|AdSupport.framework|advertisingIdentifier|isAdvertisingTrackingEnabled, however, there seems to be one remaining culprit.

2301:0x00010740 0x00000008 [ 18] _UnityAdvertisingIdentifier
227822:0x01E67312 0x00000014 [359] literal string: ASIdentifierManager
227824:0x01E67334 0x00000016 [359] literal string: advertisingIdentifier
229590:0x01E76331 0x0000007E [431] literal string: The AdSupport Framework is not currently linked. Some features will not function properly. Learn more at http://goo.gl/9vSsPb

[359] /Users/.../UnityFramework.build/Objects-normal/arm64/AMPDeviceInfo.o

We've enabled Coppa for Amplitude in code. This issue seems to be fixed in Amplitude-iOS v7.0.0 (amplitude/Amplitude-iOS#296) but not fixed in the Unity package.

This issue currently blocks us from updating our game. Is there a workaround to fix it manually? Any ETA on fix? Or are we forced to remove amplitude completely,then if/when it's fixed, reenable it?

Can't get past "Listen for Event" for Unity source setup

I'm trying to do the initial setup steps for the Unity SDK to connect it with my account, but I can't get past the part of the setup where I log my first event.

Expected Behavior

Amplitude setup page receives the log event from my editor, updates, and lets me continue setting up my project.

Current Behavior

Nothing happens.

Possible Solution

n/a

Steps to Reproduce

  1. Log in Monobehaviour, in editor:
    private async void Awake() {
        var amplitude_ = Amplitude.getInstance();
        amplitude_.setServerUrl("https://api2.amplitude.com");
        amplitude_.logging = true;
        amplitude_.trackSessionEvents(true);
        amplitude_.init({API KEY});
        amplitude_.logEvent("EVENT_NAME_HERE"); // Confirmed this logs "C# sendEvent EVENT_NAME_HERE" into console
   |
  1. See C# sendEvent EVENT_NAME_HERE and C# init {API KEY} in the Unity console.
  2. Spinning "Listening…" doesn't update on site.

Environment

  • Unity Plugin Version: 2.2.2 and 2.2.0
  • Device: Macbook Pro
  • Device OS and Version: Big Sur 11.4 / set to iOS deployment target

Amplitude on WebGL

hi, thanks for creating this Unity plugin!

Will this work on a WebGL version of my Unity project or is it only targeting iOS & Android?

Compatibility with Google Dependency Resolver

As described in the unity plugin integration guide, in section 6 there is a known issue that causes aar and jar files associated with Amplitude to be removed from the unity project. The troubleshoot does not seem to work properly as adding a Dependency.xml file describing the android packages does not change the Resolver behavior.

Unity version: 2018.4.18f
Google Dependency Resolver version: 1.2.153
Amplitude SDk version: 2.27.0

UPM Package without ExternalDependencyManager

Summary

I noticed that you added ExternalDependencyManager into your tagged versions.
I suppose that is because Google still hasn't bothered to create a Github package download for that.
However, I suppose most of us that are using your package are in one way or another including ExternalDependencyManager in our projects. Which means that when including your package through github url (or other means) will lead to conflict with guids.

To solve this, Can you please create a separate tags for your plugin that have ExternalDependencyManager not added ?

Motivations

Creating separate tags that does not include ExternalDependencyManager solves guid conflicts for those already including it.

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