Non-programmer newbie here. I have issues integrating Flurry Analytics into my first Godot Android project (and will do it for iOS after too). I've done everything as instructed I believe but I keep getting errors when exporting to Android and this is the latest one I got;
> Task :compileDebugJavaWithJavac FAILEDC:\Users\Acer\Desktop\Godot\game\android\build\src\com\godot\game\GodotApp.java:48: error: package FlurryAgent does not exist new FlurryAgent.Builder()
^ 1 error
FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':compileDebugJavaWithJavac'.
Compilation failed; see the compiler error output for details.
Did I paste any codes at the wrong files? I pasted the arr into the build.gradle file within the Android folder of my Godot project here;
apply from: 'config.gradle'
buildscript {
apply from: 'config.gradle'
repositories {
google()
mavenCentral()
//CHUNK_BUILDSCRIPT_REPOSITORIES_BEGIN
//CHUNK_BUILDSCRIPT_REPOSITORIES_END
}
dependencies {
classpath libraries.androidGradlePlugin
classpath libraries.kotlinGradlePlugin
//CHUNK_BUILDSCRIPT_DEPENDENCIES_BEGIN
//CHUNK_BUILDSCRIPT_DEPENDENCIES_END
}
}
apply plugin: 'com.android.application'
allprojects {
repositories {
google()
mavenCentral()
//CHUNK_ALLPROJECTS_REPOSITORIES_BEGIN
//CHUNK_ALLPROJECTS_REPOSITORIES_END
// Godot user plugins custom maven repos
String[] mavenRepos = getGodotPluginsMavenRepos()
if (mavenRepos != null && mavenRepos.size() > 0) {
for (String repoUrl : mavenRepos) {
maven {
url repoUrl
}
}
}
}
}
dependencies {
implementation 'com.flurry.android:analytics:13.1.0@aar'
implementation libraries.supportCoreUtils
implementation libraries.kotlinStdLib
implementation libraries.v4Support
if (rootProject.findProject(":lib")) {
implementation project(":lib")
} else if (rootProject.findProject(":godot:lib")) {
implementation project(":godot:lib")
} else {
// Custom build mode. In this scenario this project is the only one around and the Godot
// library is available through the pre-generated godot-lib.*.aar android archive files.
debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
}
And I then pasted the initialising calls to the GodotApp.java file in the src folder of the project. This is where I suspect where I got it wrong;
package com.godot.game;
import org.godotengine.godot.FullScreenGodotApp;
import android.os.Bundle;
/**
* Template activity for Godot Android custom builds.
* Feel free to extend and modify this class for your custom logic.
*/
public class GodotApp extends FullScreenGodotApp {
@Override
public void onCreate(Bundle savedInstanceState) {
setTheme(R.style.GodotAppMainTheme);
super.onCreate(savedInstanceState);
new FlurryAgent.Builder()
.withLogEnabled(true)
.build(this, "9NZTG7YG8GZBP9SY7K89");
}
}
Appreciate it if you can enlighten this clueless newbie. I have very little programming knowledge so certain things are still very foreign to me.
UPDATE: I've decided to abandon Flurry and just use Firebase instead since there's much more information about it available online. Implemented it to my project within minutes.
In your app's
build.gradlefile, you need to add Flurry dependency.and in your codes, add