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Leanplum's integrated solution delivers meaningful engagement across messaging and the in-app experience.

Home Page: https://www.leanplum.com

License: Apache License 2.0

Java 2.06% C# 29.19% Shell 0.21% Objective-C 29.98% Objective-C++ 1.72% Makefile 0.02% C++ 34.93% C 1.48% HTML 0.42%
messaging automation personalization abtesting analytics

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leanplum-unity-sdk's Issues

Barebones project, breaks when exported to iOS

So I ran into this issue, earlier when testing on latest Unity and exporting as iOS/xcode project.
Anyone has quick thoughts on how to fix it? It seems to have todo with Metal Framework, maybe related to new Unity IDE version...

screen shot 2017-10-11 at 1 28 48 pm

Migrate All Requests to use HTTPS

Expected Behavior

Requests sent across HTTPS.

Actual Behavior

Some requests sent over HTTP.

Steps to Reproduce the Problem

Specifications

  • Version: All SDK Versions
  • Platform: Unity, iOS , and Android
  • Subsystem:

Unity 2017.1 AssetBundle exception

With Unity 2017.1 we get the following exception whenever Leanplum runs a request:

Failed to decompress data for the AssetBundle 'Memory'.
UnityEngine.WWW:get_assetBundle()
LeanplumSDK.<RunRequest>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

It seems to me that the issue is here:
https://github.com/Leanplum/Leanplum-Unity-SDK/blob/master/LeanplumSample/Assets/WebPlayerTemplates/DoNotCompile/Leanplum/LeanplumUnityHelper.cs#L161-L162

String.IsNullOrEmpty(www.error) && !isAsset ? www.text : null,
String.IsNullOrEmpty(www.error) ? www.assetBundle : null));

should be

String.IsNullOrEmpty(www.error) && !isAsset ? www.text : null,
String.IsNullOrEmpty(www.error) && isAsset ? www.assetBundle : null));

in-app messaging does not work on iOS

Expected Behavior

iOS displays popup-center window when sending preview message from dashboard

Actual Behavior

iOS native SDK client not recognized when sending preview message from dashboard
dashboard error is "No test devices are connected."
Android works without issues

Steps to Reproduce the Problem

  1. create iOS build using with native iOS SDK
  2. send preview message from messages dashboard
  3. no clients connected error message
  4. repeat using android, popup display properly

Specifications

  • Version: 1.6.5
  • Platform: Unity + iOS
  • Subsystem: in-app messaging

Android. setGcmSenderIds no working

Expected Behavior

When setGcmSenderIds with multiple sender ids, call LeanplumPushService.setGcmSenderIds(senderIds);
with parsed ids(idArray variable)

Actual Behavior

When setGcmSenderIds with multiple sender ids, call LeanplumPushService.setGcmSenderIds(senderIds);
without parsed ids (senderIds is String but Array expected)

LeanplumPushService.setGcmSenderIds(senderIds);

use of @import when C++ modules are disabled

Expected Behavior

Unity project builds iOS target without issues

Actual Behavior

use of @import when C++ modules are disabled error during build
setting of Build Settings->Enable the modules (C and Objective-C)->True does not resolve the issue as the header file is being imported by .mm files which are import as Objective-C files and not Objective-C++ files by XCode.

Steps to Reproduce the Problem

  1. Import 1.6.5 Unity SDK
  2. Build iOS target in Unity
  3. Start build in XCode
  4. Error occurs

Specifications

  • Version: 1.6.5
  • Platform: Unity +iOS
  • Subsystem: N/A
  • XCode Version: 10.1

code object is not signed at all - fastlane

Expected Behavior

Upgraded from 1.6.0 to 1.6.4 and using xcode 10 + fast lane
Was working on 1.6.0, new version will not code sign

Actual Behavior

2019-02-04 07:30:41 +0000 [MT] Writing entitlements for <IDEDistributionItem: 0x7fccd7391810 'org.cocoapods.Leanplum' '<DVTFilePath:0x7fccd786b1b0:'/Users/jenkins/Library/Developer/Xcode/Archives/2019-02-03/test 2019-02-03 23.26.41.xcarchive/Products/Applications/test.app/Frameworks/Leanplum.framework'>'> to: /var/folders/z1/bqw2_ks13l9fbwq34j3q58hm0000gn/T/XcodeDistPipeline.752/entitlements6N7tUv
2019-02-04 07:30:41 +0000 [MT] Running /usr/bin/codesign '-vvv' '--force' '--sign' 'A77BD1151E6ACCFF3E86E690C6A05BA58ACE304D' '--entitlements' '/var/folders/z1/bqw2_ks13l9fbwq34j3q58hm0000gn/T/XcodeDistPipeline.752/entitlements6N7tUv' '--preserve-metadata=identifier,flags,runtime' '/var/folders/z1/bqw2_ks13l9fbwq34j3q58hm0000gn/T/XcodeDistPipeline.752/Root/Payload/test.app/Frameworks/Leanplum.framework'
2019-02-04 07:30:41 +0000 /var/folders/z1/bqw2_ks13l9fbwq34j3q58hm0000gn/T/XcodeDistPipeline.752/Root/Payload/test.app/Frameworks/Leanplum.framework: replacing existing signature
2019-02-04 07:30:41 +0000 /var/folders/z1/bqw2_ks13l9fbwq34j3q58hm0000gn/T/XcodeDistPipeline.752/Root/Payload/test.app/Frameworks/Leanplum.framework: code object is not signed at all

2019-02-04 07:30:41 +0000 [MT] /usr/bin/codesign exited with 1

SDK 4.0.0 Compile errors for WebGL build

Expected Behavior

WebGL builds without any problems.

Actual Behavior

Compilation errors when running WebGL build.
Error CS0103 The name 'leanplumSocket' does not exist in the current context

Steps to Reproduce the Problem

  1. Download & install Leanplum Unity SDK 4.0.0
  2. Switch platform to WebGL
  3. Compile project

Specifications

  • Version: 4.0.0
  • Platform: WebGL

dyld: Library not loaded

Expected Behavior

iOS target builds without issues or additional settings required

Actual Behavior

XCode build fails with "dyld: Library not loaded" error. This seems to be due to the fact that the .meta file for the iOS framework does not have the "Add to Embedded Binaries" flag enabled. Enabling this seems to have resolved the issue.

Steps to Reproduce the Problem

  1. Import 1.6.5 Unity SDK
  2. Build iOS target in Unity
  3. Start build in XCode
  4. Error occurs

Specifications

  • Version: 1.6.5
  • Platform: Unity +iOS
  • Subsystem: N/A
  • XCode Version: 10.1

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