> ## Documentation Index
> Fetch the complete documentation index at: https://docs.almedia.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Troubleshooting

> How to integrate the Almedia SDK — synced from the source repository.

**The Almedia menu does not appear after install.**
Wait for the package import to finish. If the menu is still missing, check the Console for compile errors from the SDK assembly; the most common cause is a host project on Unity 2021 or older. Upgrade to Unity 2022.3 LTS.

**The Console shows `Assembly with name 'AlmediaLink' already exists` and `GUID … conflicts with` errors.**
Both `com.almedia.link` and `com.almedia.sdk` are in `Packages/manifest.json`. Remove the `com.almedia.link` line. See [Upgrade the package](https://github.com/almedia-tm/almedia-sdk/blob/main/migration-guide.md#upgrade-the-package).

**`AlmediaSettings.asset` is missing.**
The SDK copies the default asset once after import. If that did not happen, force it by opening **Almedia → Settings** from the menu bar; the window creates the asset if it is not present.

**Android build fails with "duplicate class" or D8 dexing errors.**
A conflicting version of an AndroidX or Kotlin library is likely present. Most often this means another plugin pulled a newer `androidx.datastore:datastore-preferences` past the SDK's 1.0.0 pin — inspect the generated Gradle output (Library/Bee/Android) and check the resolved version. If a stale `// >>> almedia-link deps` block from an older SDK version is still in `Assets/Plugins/Android/mainTemplate.gradle`, delete it (the SDK no longer manages that block — deps come from `AlmediaSDK.androidlib`). If EDM4U is in use, force a re-resolve via **Assets → External Dependency Manager → Android Resolver → Resolve**.

**iOS build is missing `NSUserTrackingUsageDescription`.**
The SDK's post-build hook adds a default value on every iOS build (unless the host or another SDK already set it). If it's still missing, confirm another post-processor isn't stripping it; you can always set the key explicitly via **Player Settings → iOS → Other Settings → Custom Info.plist entries**.

**Status never leaves `NotInitialized`.**
Confirm `OnErrorOccurred` is not firing first with `InvalidConfiguration`. If both are silent, subscribe to `OnLog` and look for `Initializing SDK` / `Status changed: …` lines. When the log shows `Status changed: NotInitialized` but nothing else, the native HTTP request has not returned. The most common causes are an offline device or an integration key from a different environment.

**The status never leaves `NotInitialized`, and `OnLog` reports that a GameObject named `[Almedia SDK] Bridge` already exists.**
Another GameObject in your project carries the name the SDK reserves for its callback receiver. Native code delivers every callback to that name, and Unity may hand it to your object instead of the SDK's, so `OnStatusChanged` never arrives and nothing appears. The log line names the object and its scene. Rename your object; the SDK's own object is created for you and needs no setup.

**Notifications never arrive after the player links.**
Confirm the player's status is `Linked`. Polling only runs for linked accounts. In the Editor, the mock bridge emits sample notifications on a timer; on device, a real linked Freecash account with issued rewards is required.

**The notification card appears too low or overlaps the bottom HUD.**
The `NotificationCard` prefab has a Bottom Padding field in the Inspector that controls how far above the bottom edge the card rests. To shift it permanently, create a Prefab Variant (see [Customize the UI - Level 2](https://docs.almedia.dev/technical/integration-guide/customize-the-ui.md#level-2-prefab-variants)) and adjust the value or the RectTransform anchors.

For anything not covered here, see the [API reference](https://docs.almedia.dev/technical/api-reference/almedia.md) or contact your Almedia integration manager.


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