Hey is there documentation on how to integrate SDKBOX properly into an existing project?
I’ve followed the instructions after clicking the “Export” button in the application management portal, which leads to compile errors after adding the sdkbox namespace calls. Where is the documentation on the required includes?
After exporting the json file, I placed it in the root folder of the project, though I doubt that will work. After a quick google search, I found a stackoverflow (i think) post that said to drop it in the Resources folder. Is this documented anywhere?
Here is the documentation to install it. I’ve used it to install and configure sdkbox with admob support, but you should be able to follow it with any plugin that you need too.
Also, if you go to sdkbox webpage, and list the available plugins , each plugin has it’s own documents, usually including how to install, API reference and maybe an example on how to use it.
Thanks for reaching out Ishmar, but the documentation link you sent doesn’t seem to be very functional, each of the links just stays on the current page (Safari/Chrome). That being said, I think I’ve already gone through most of the documentation around SDKBOX integration, including the plugin specific one for the particular plugin (reviews) I’m trying to install and can’t find the pieces I’ve mentioned above.
Generally, I try and not post on forums until I’ve looked through all the logical places where a piece of information should be documented, so I thought I’d reach out and post those questions.
My first question as an example, why is the sdkbox::init function not found, is there a particular header that needs to be included? Where is that documented? All the SDKBOX app management page says is to paste some code into my AppDelegate, which ends up breaking my compilation.
So, to add some more clarity, maybe something is supposed to happen after I do “sdkbox import review” thats supposed to include some headers or whatever, but this is my output. I did this yesterday before my original post.
Nicks-Mac-Pro:triptych nenchev$ sdkbox import review
_______ ______ _ _ ______ _____ _ _
|______ | \ |____/ |_____] | | \___/
______| |_____/ | \_ |_____] |_____| _/ \_
Copyright (c) 2015 SDKBOX Inc. v1.0.0.9
downloading package sdkbox-review_v2.1.3.3.tar.gz
[###################################] 100%
source json config value is not same with destination android
unknown file extension:
please add extension and Xcode type to PBXFileReference.types
failed to patch file AppDelegate.cpp
Please reference the online documentation to finish the integration:
http://sdkbox-doc.github.io/en/plugins/review/v3-cpp/
Some installation steps failed.
Please refer to the online documentation, for instructions on how to complete the installation manually.
Installation completed with errors :|
Nicks-Mac-Pro:triptych nenchev$
I just re-ran the same command but inside the “proj.ios_mac”, instead of the “ROOT” (as per the documentation) and got:
Though, root would imply the root directory created by the “cocos new” command, not the iOS project.
Where is the documentation that outlines the header/frameworks that need to be included for the AppDelegate changes?
Where is the documentation that says what the placement of the JSON file is?
My first sdkbox/admob attempt failed to import too. My guess was it failed because I had the AppDelegate already modified.
I ended up creating an empty project, using sdkbox import over that empty project successfully, and then copying my project files into the Classes, Resources, and editing (not copying, just in case) proj.android/jni/Android.mk, and sln windows project/whatever platform you’re developing.
Bet there are better solutions, but that’s the one I used
Yeah, my issue is more that the some very basic changes required in order to get this setup to work aren’t documented, half of the stuff is documented, and other very obvious stuff is left out, just follow the LiveOps setup instructions word for word. Same with the automatic installer setup as per: CLI Installer - SDKBOX
Its easy to generate new code, or find sample code and just dig through and hope you’re making all the right changes. I just think its a terrible way to implement other people’s libraries. The issue with this cocos2d-x has always been poor documentation and/or conflicting usages of some parts of the API.
When I’ve had problems on first install I checked that everything given in the manual guide was correct. Still, just in case if the guide was outdated or incomplete, I preferred to stick with what I said, recreating the project from scratch, but if unsure, guide seems ok to me and I’d give a try.