How to Remove a Permission from my game?

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  • Incidentally I have been investigating the unwanted permissions being included and we are hoping to have a fix in one of the upcoming beta releases.

  • Thank you dop2000 for helping me through this issue i was finally able to build the apk with cordova somehow althoughi ended up releasing the final apk with Android Studio as nepeo provided the easy way out...

    Thank you Nepeo for providing an easy & detailed work around for this, i have released the apk in BETA after some tests and will share it here soon.

    Thanks a lot everyone!

  • Hey Shubi I'm glad you managed to work it out! It can be a bit of a beast figuring out Android Studio and XCode. So many buttons and menus... I mostly just use the corners of them I know and leave the rest be.

    We'll try to sort out the issues with the default permissions, I don't think they are actually being used. They exist mainly because they are added by general purpose plugins, and features that require them exist in those plugins... but aren't used. Which is a bit silly. We'll probably resolve this by having more options in the export to select permissions, and have the default values be what the plugins specify.

    Anyway, let me know how you get on!

  • Nepeo

    We'll probably resolve this by having more options in the export to select permissions, and have the default values be what the plugins specify.

    That would be an excellent solution to this issue.

    As far as the game is concerned...

    The good news is that the permission issue has been verified and solved.

    Although there is a new problem of unusual crashes they are facing,

    The game works flawless on my device but for them it crashes on start screen (layout after loader layout).

    I have posted such issues before where the game works ok in some devices but crashes on others, but everytime no one knows how to find the reason for crash.

    Only this time i have a log of the crash for help...

    I don't know what to do of it, if someone knows please share...

  • It looks like it's crashing in the device's graphics driver (libGLESv2_adreno.so). There's not much you can do about that other than try to report it to the GPU vendor...

  • Is there a possibility of solving it by loading graphics earlier on "loader layout" before it goes to "start layout"(where it crashes)?

  • As it's failing inside libGLES it's hard to tell what triggered the crash, only that it's happening in code we don't own... So it's a bug to be taken up with the Chromium team, or the device vendor.

    The crash log mentions "taimen" which is the codename for the Pixel 2 XL, which is a phone we have in the office. If you want I can take a look, but I can't guarantee I will find a solution. I might not be able to reproduce it if I have a different software version.

    As a side note do you know if they are testing on a physical device or the simulator? My experience with webGL in the Android simulator is... pretty rough. But I think they often use the simulator for testing.

  • I don't know what is used for testing purpose also non of my friends using app have this problem but it crashes in my phone (nokia 6.1 plus) so don't have any clue of whats going on!

    I am trying to do a hit and trial by delaying some events of "at start of layout" and by loading graphics for "start layout" in "loader layout", will see if that works out.

    Also what files do you need to test it? If its just the abb file You can download the game here by joining the beta testing...https://play.google.com/store/apps/details?id=com.shubi.buildfall

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  • Well I can confirm that I get the crash, but not at the time you indicated. For me it occurred after going back to the homescreen from the game. It also did not occur all the time, but quite frequently ( 2 out of 3 times perhaps? ).

    If you have a device that repeats the issue then your might get more information by doing a debug build and looking for more information in logcat ( android studio logs ).

    If we get more information I think we can take this up with Chrome team, if we can figure out the situation it might be possible to workaround it.

  • I think i was able to do what you said, Here is the file... please have a look.

    https://drive.google.com/file/d/174M_ShAjW9wdRpYZYpYTs_JgTgYZtua0/view?usp=sharing

    Edit : No need to check that, as i may have found and fixed the crash in next Beta Release. But Can you please confirm that issue no longer exists by testing it on your Pixel 2XL.

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  • Yeah seems pretty stable now! Can you tell me what you changed? Curious what the issue was.

  • Game created and exported with C2runtime, API 23+

    Same game exported with C3runtime and API 22+, now the READ_EXTERNALSTORAGE and WRITE_EXTERNAL_STORAGE was added.

    Nothing was amended in the project except runtime and api level in the export.

  • You changed two things there: both the runtime and the API level. You should only change one thing at a time to identify what is really causing permissions to be added.

    Targeting API level 23+ (Android 6.0) may help since that release introduced the new permissions model where it prompts on-demand instead of requiring permissions up-front.

  • Nepeo

    Thanks for confirming that!

    It was a problem in my code, as i eliminated the functions that were called on start of layout, i found one function that was causing the crash.

    It had an action to set image url of a sprite to blank ("data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" its known to be the smallest blank image) and then it calls another function to set the same sprite image to url from a dictionary value.

    In some devices it never crashes anything while in some it crashes sometimes. So i removed the action of setting blank image and that fixed the crash.

  • You changed two things there: both the runtime and the API level. You should only change one thing at a time to identify what is really causing permissions to be added.

    Targeting API level 23+ (Android 6.0) may help since that release introduced the new permissions model where it prompts on-demand instead of requiring permissions up-front.

    Hi, yes I know. But I did not do this for testing purposes really. It was just something I noticed in an upload, so thought it should be nice for you to know.

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