Flurry Integration

Has anyone been able to get Flurry working in Unity?

Its simple enough in a standalone project but i keep getting EXC_BAD_INSTRUCTION or SIGSEGV errors when initialising:

[FlurryAPI startSession:@“KEYCODE”];

Their docs say call this in applicationDidFinishLaunching( … ) but that causing EXC_BAD_INSTRUCTION, i tried calling in Unity’s overwrite of this method too, similiar crash.

I tried writing a C++ script and calling after my game has initialised but this generates a nice seg fault.

Anyone have any ideas? I’ve emailed their tech support but it seems to be very slow.

Thanks.

I notice no one ever got back to this. Gavin did you ever find a resolution as I’m coming across the same issue.

Thanks

Hey guys,

Ive got a problem with Flurry too. After importing it in XCode, I am getting EXC_BAD_ACCESS Errors as long as I keep the check-box on the right of the *.a-File enabled (I cant remember the exact file name and I dont have access to the project right now, sorry). When I disable this check-box everything compiles again. It also doesnt matter if I import the header or call any methods. Just importing the lib to the project causes the error.

I cant find out how to get the line of code thats causing the error. I played around with the NSZombie-Settings and the debugger, but I cant locate any kind of stack trace in the gdb-console…

With kind regards
Johannes

Hi.
I just got the EXACT behavior that Johannes reported way back in December.
Does anybody have ANY idea what this is and what the solution is?

I tried changing the stripping options, no setting fixed the problem.

with prime31s flurry plug it works without a problem

I have a problem with prime31’s flurry plugin, never had any trouble using prime31’s plugins befor, its also the only plug in installed

i get this error, any1 know the cause?

Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++-4.2 failed with exit code 1

After looking into it the problem im having with the flurry plugin seems to be only on one project, installed it onto another project and it worked first time no hassle. so must be something other than the plugin that is triggered when having the plugin installed. atleast that project isnt as important as the other :slight_smile:

Hey all.

I’ve just come across this thread. Did anyone figure out the Flurry crash as I have the same problem.

Basically the game runs fine but when I try to integrate Flurry in Xcode (not using the Prime 31 plug-in), the game crashed. Changing the build settings to include the Armv7 architecture libraries fixes it, but this adds 10MB+ to the project :s

I’ve got it running fine a previous project just using Armv6.

Could it be a library that I’m missing? Any help is super super super appreciated.

Thanks all
Martin

Has anyone figured this out yet? I’ve got the same problem and have been racking my head against this wall for a couple of days now.

I’ve integrated Flurry as-per instructions… crash on load with no useful information.

And it only crashes when libFlurryAnalytics.a is active in the project (and I’m not even referencing it yet…).

Hey Nikkicny.
No, I’ve not had any luck with this either :s Im having the same issue as you.
The only way I found to resolve the it is to turn on the ‘armv7 + armv6’ option in build settings but it makes the .app file huge.

I tried it with a Pro trial version (using only armv6) and it works if you use the stripping option and remove the byte code. Unfortunately I only have basic version for iOS.

Sorry I can’t help here, please let me know if you come across a solution.

Cheers
Martin

Hello!
I got to use the basics statistics of Flurry on my Iphone app.

But I would like to add more advanced features like:

[FlurryAnalytics logEvent:@“EVENT_NAME”];
or
[FlurryAnalytics logPageView];

The thing is that I have absolutly no Idea how I can “call” those from my c# code from Unity and where I should put them in Xcode.

Can someone explain it to me please?

Hey SeikoTheWiz.

For the logEvent method I do the following:

  1. Make a C# file called AppControllerBinding.cs in the plugins folder in Unity and add the code as followed:
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;


// All Objective-C exposed methods should be bound here
public class AppControllerBinding
{
	

[DllImport("__Internal")]
private static extern void _Flurry_trackEvent(string eventName);

public static void Flurry_trackEvent(string eventNameIN)
{
        // Call plugin only when running on real device
      if( Application.platform == RuntimePlatform.IPhonePlayer ) _Flurry_trackEvent(eventNameIN);
}

}
  1. Add the Flurry_trackEvent() function to the bottom on the AppController.mm file inside Xcode as follows (after the @end statement):
extern "C"
{
	void _Flurry_trackEvent(const char* eventName)
	{
		NSString* s = [NSString stringWithUTF8String: eventName];
		[FlurryAPI logEvent:s];
		printf_console("_Flurry_trackEvent() called in Appcontroller.mm in Xcode.\n");
	}
}
  1. When you want to use the TrackEvent function inside Unity just make a call like this:
AppControllerBinding.Flurry_trackEvent("nameOfEventToTrack");
  1. You can then go in to your flurry portal and see the new event within the next hour or so.

This may not be the best way to do it but it works ok for me.

All the best
Martin

Thank you very much Macfinch, I’ll try this as soon as I can!

It’s all working fine!
Again, thank you.

For Prime31 flurry plugin, You need to make sure your complier LLVM GCC 4, the reason why your old project might have problem is that the default compiler is not set to LLVM, all new xcode 4.0 default compiler are set to LLVM GCC 4, therefore when you created the new project, you didn’t have to change the compiler.

When I built for (armv7 + armv6) or even (only armv7) the game became slower! … I have iOS Pro version but I still can’t build for only armv6!

I have no idea how to “use the stripping option” … could you please tell how to do that?

Thanks in advance

Hi!,

Has anyone been able to use flurry without problems? Could anyone share the classes?

Thanks in advance.

Hey,

I downloaded Flurry SDK 4.1.0 from Flurry’s website.
2 files:

  • Flurry.h
  • libFlurry.a

I’m trying to implement what is written in the manual “Building Plugins for iOS” here

I created some sample script where a dummy function in .mm file can be read from a unity C3 script using the extern “C” working like a charm!

but when I’m trying to integrate the Downloaded file ( from Flurry) with a C# unity, im getting errors in Xcode that the functions are not defined…

anyone had this issues? Is it a good way to start? I need advises :slight_smile:

Try the Flurry Analytics Plugin for Unity3d at http://www.neatplug.com. Cheap, easy to use, and stable.

Hi, please try new Flurry Analytics Plugin.