So the solution I found:
Re-build the project with GDX setup
added the following to the build.gradle in the project root under
the "android" dependencies and the "core" dependencies section.
Select all gradle projects, right click on them, gradle->refresh
That sorted it for me...
compile fileTree(dir: '../libs', ...
The section you have here is ironSource telling you how to get Google Mobile Ads implemented in Unity. They seem to be behind the times, because Google’s recommended way of doing this is using the Jar resolver instead. I don’t think any of the stuff listed there is actually necessary. That is, you shouldn’t need to create a custom Gradle template just for ...
I was updating the wrong build.gradle. I was updating the gradle of the package within the "app". So having updated my build.gradle file (Module: app) to include the following last dependency:
compile fileTree(dir: 'libs', include: ['*.jar'])
compile group: 'com....
Try this command for explicit refreshing
but I guess your ide should resolve it after you save the gradle file.
You also can press Sync Now (not exactly sure what it does); it's on top right on your screenshot.
The command was taken from here:
From the Terminal, run: gradlew --refresh-dependencies
Also, in the Gradle tool window, you can refresh all Gradle projects, though you should only need to do this if you make changes to your Gradle scripts:
Like Khopa has stated, use Android Studio.
I still a beginner bit of a beginner to libgdx, but so for I have found that Android Studio covers all of my needs. You can even run the desktop version from A.S. and on the plus side, you can easily emulate an android device using the built in intel HAXM, only works with intel cpu's. For AMD use genymotion, which A....
As workaround, I personnaly use Android Studio which is based on Intellij Idea when developping LibGdx app for Android. Just import build.gradle in Android Studio, and you should be ready to edit your core, desktop and Android libGDX project without any further configuration.