Can't get AppLovin to run

Hello there,

I hope that anyone here can help my. I have a problem to import Applovin in my Unity Projekt.
I use Unity Version 5.3.1f1 32 Bit.

I have an empty Android Projekt and integrated the Google Play Services SDK in my Game and this just works fine. Now I want to integrate the Applovin plugin as described here: https://www.applovin.com/integration#unity3dIntegration

I imported the newest Applovin Plugin “AppLovin-Unity-Plugin-3.3.0” into my project and I did all the steps that are descriped in the linked AppLovin page and also set up the AndroidManifest withe the Applovin SDK-Key and my Package name. I can run my project in the Unity Editor and I can also Build my project, but if I trie to Build an Run the Game (and unity tries to install the game on my phone) I get these Errors:

Error 1:

Installation failed with the following output:
pkg: /data/local/tmp/Package.apk

Failure [INSTALL_FAILED_OLDER_SDK]

2808 KB/s (23380215 bytes in 8.128s)

UnityEditor.HostView:OnGUI()

Error 2:
UnityException: Unable to install APK!
Installation failed. See the Console for details.
UnityEditor.Android.PostProcessAndroidPlayer.ShowErrDlgAndThrow (System.String title, System.String message, System.Exception ex)
UnityEditor.Android.PostProcessAndroidPlayer.ShowErrDlgAndThrow (System.String title, System.String message)
UnityEditor.Android.PostProcessAndroidPlayer.UploadAndStartPlayer (System.String manifestName, System.String stagingArea, UnityEditor.Android.AndroidDevice device, System.String packageName, Boolean developmentPlayer, Boolean retryUpload)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcessInternal (System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
UnityEditor.HostView:OnGUI()

I tried also to build the apk then transfer it on me phone via USB cable and then install it directly from my phone. Here I got an “Parsing-Error” on my phone. Meaning that it is unable to read the package.

These errors do not appear until the import of the AppLovin Package…

At the AppLovin Page I found the following statement regarding Unity 5:

https://support.applovin.com/support/solutions/articles/1000172436-do-you-support-unity-5-

But I don’t know if this statement is still relevant and I don’t find these settings (" Simply go to “Build Phases” in your project settings and add the “-fno-objc-arc” flags to the following files under the Compile Sources section:")

I hope anyone can help me…

Here is my Code for the Applovin plugin and the AndroidManifest (sorry for the bad formatting) :


using UnityEngine;
using System.Collections;

publicclassAdsController:MonoBehaviour{

publicstaticAdsControllerinstance;

privateconststringSDK_KEY=“f24gdrSdT2glk-Gx7wg_-nTkT3wew27Z5BFi1iLUl1DT0UO7P47Nrf5Jk0zd34B9FRtH9DmuEzLFSlMsqTEf8K”;

voidAwake()
{
MakeSingleton();
}

voidMakeSingleton()
{
if(instance !=null)
{
Destroy(gameObject);
}
else
{
instance=this;
DontDestroyOnLoad(gameObject);
}
}

voidStart()
{
AppLovin.SetSdkKey(SDK_KEY);
AppLovin.InitializeSdk();//Diesmussinderstartstehen,daesdannwährenddergesamtenLaufzeitnureinmalausgeführtwird!
AppLovin.SetUnityAdListener(this.gameObject.name);
StartCoroutine(CallAds());
}

voidOnLevelWasLoaded()
{
if(Application.loadedLevelName==“MainMenu”)
{
intrandom=Random.Range(0,10);
if(random>5)
{
ShowInsterstitial();
}
else
{
ShowVideo();
}
}
}

IEnumeratorCallAds()
{
yieldreturnStartCoroutine(MyCoroutine.WaitForRealSeconds(3f));
LoadInsterstitial();
LoadVideo();
AppLovin.ShowAd(AppLovin.AD_POSITION_TOP,AppLovin.AD_POSITION_CENTER);
}

//Lädeine Anzeige
publicvoidLoadInsterstitial()
{
AppLovin.PreloadInterstitial();
}

publicvoidShowInsterstitial()
{
if(AppLovin.HasPreloadedInterstitial())//Anzeigeschongeladen?
{
AppLovin.ShowInterstitial();
}
else
{
LoadInsterstitial();
}
}

publicvoidLoadVideo()
{
AppLovin.LoadRewardedInterstitial();
}

publicvoidShowVideo()
{
AppLovin.ShowRewardedInterstitial();
}

voidonAppLovinEventReceived(stringev){
if(ev.Contains(“DISPLAYEDINTER”)){
//Anadwasshown.Pausethegame.
}
elseif(ev.Contains(“HIDDENINTER”)){
//Adadwasclosed.Resumethegame.
//Ifyou’reusingPreloadInterstitial/HasPreloadedInterstitial,makeapreloadcallhere.
AppLovin.PreloadInterstitial();
}
elseif(ev.Contains(“LOADEDINTER”)){
//Aninterstitialadwassuccessfullyloaded.
}
elseif(string.Equals(ev,“LOADINTERFAILED”)){
//Aninterstitialadfailedtoload.
LoadInsterstitial();
}
elseif(ev.Contains(“LOADEDREWARDED”)){
//Arewardedvideowassuccessfullyloaded.
}
elseif(ev.Contains(“LOADREWARDEDFAILED”)){
//Arewardedvideofailedtoload.
LoadVideo();
}
elseif(ev.Contains(“HIDDENREWARDED”)){
//Arewardedvideowasclosed.Preloadthenextrewardedvideo.
LoadVideo();
}
}

}


Android Manifest:

<?xmlversion="1.0"encoding="utf-8"?>

<manifestxmlns:android=“http://schemas.android.com/apk/res/android
package=“com.AppLovinTest”
android:installLocation=“preferExternal”
android:versionCode=“1”
android:versionName=“1.0”>


activityandroid:name=“com.applovin.adview.AppLovinInterstitialActivity”/
activityandroid:name=“com.applovin.adview.AppLovinConfirmationActivity”/


actionandroid:name=“android.intent.action.MAIN”/

categoryandroid:name=“android.intent.category.LAUNCHER”/




uses-permissionandroid:name=“android.permission.INTERNET”/

<uses-permissionandroid:name="android.permission.READ_EXTERNAL_STORAGE"android:maxSdkVersion =“22”/>
<uses-permissionandroid:name="android.permission.WRITE_EXTERNAL_STORAGE"android:maxSdkVersion =“22”/>
uses-permissionandroid:name=“android.permission.ACCESS_NETWORK_STATE”/

uses-featureandroid:glEsVersion=“0x00020000”/

Hi @MarkusW87 , This issue is resolved now.

I was also facing the same issue when I was trying to integrate AppLovin in Unity 5.3.3 I have searched allot but haven’t find any answer for this question and after spending 2 hours to resolve it, I found the problem and have resolved it.

I think you also have the same problem in your AndroidManifest file.

How to resolve Issue with AppLovin Ad Network in Unity5: I have seen that when you import AppLovin Package they set the minSDKVersion = “22” and problem is I don’t have such good higher end device :wink:
So what I do is I set the minSDKVersion = “15” because I am using Facebook SDK also, so I have to set it to API Level 15

Here is how my AndroidManifest.xml code was look like before fixing it:-

and here is the fixed code of AndroidManifest.xml:-

hope this will help all of you who were and will face such problem, and also hoping that AppLovin will fix it soon.

Let me know if it works for you or not…