#šŸ“±ā”ƒmobile

1 messages Ā· Page 48 of 1

spark lynx
#

do you have Itunes installed?

willow bison
#

It shouldn't have to use any ip at all as it is connected through usb

willow bison
#

I do now have some errors

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I went and fixed those but was left with the warning xcrun (an Xcode tool) was not found. This is necessary to bake ARKit-specific data into an XRReferenceImageLibrary. XRReferenceImageLibrary assets will not work in asset bundles.

royal hatch
#

Hi, I’m trying to get my Unity project to work on iOS. When I try to build it in Xcode I get ā€œUndefined symbols for architecture arm64 _utilityBundle versionā€ and several more errors like that. Any ideas how to fix these errors? (Also if this is not the right place to ask please lmk)

rain leaf
#

sounds like scripts execution order problem, even if you set it up in the editor, the script execution order is not always working right in builds, thats why I usually avoid using it, and depends more on using Awake or making start as coroutine

willow bison
#

Can I not build unity ios apps on windows and test them?

fast acorn
#

Im trying to make the project build for android and I have this error. Does anybody have the solution?

dire bobcat
obtuse meteor
#

Hi all,

I'm trying to figure out what input system to use for mobile.

I've really come to like New Input and how context callbacks work, but I'm reading that ReadValue<float>() can take up to 11ms all by itself on an Android device.

I suppose this delay is fine on a desktop, but is anyone out there using New Input for mobile?

Is it correct to say that New Input is unusable for mobile devices?

I haven't taken the time to benchmark things myself, but I've come across a few threads now:

link 1) https://forum.unity.com/threads/new-input-system-performance.1208785/
link 2) https://forum.unity.com/threads/preformance-issues-with-the-new-input-system.1003480/

dire bobcat
#

I ended up playing in the player settings and got it the Android version to work flawlessly. I changed "scripting backend" under "other settings" to Mono instead of IL2CPP and voila! No more UI bugs, or gameobject buffoonery.

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But now I cant publish to Google Play...

rain leaf
glossy sluice
#

Hi, how do I solve following erros it appears due to building an Apk gradle for google. Meanwhile I asked the technical support of unity but they are not permitted to help me through cause im not upgraded.

dire bobcat
analog plover
#

click on it to open the full error message

dark compass
#

@neon thicket or other mod im presuming this is a scam šŸ‘†

hollow sluice
#

Is it possible to deploy iOS app to appstore without actually owning a Mac and only iPhone? Using macOS virtual machine?

glossy sluice
# analog plover Show the *full* errors, specifically this one

Starting a Gradle Daemon, 1 stopped Daemon could not be reused, use --status for details

Configure project :launcher
WARNING: The option setting 'android.bundle.enableUncompressedNativeLibs=false' is experimental and unsupported.
The current default is 'true'.

  1. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
    Note: /Users/pascaldilan/Desktop/AntiBobsUnity BackUps/AntiVirusGame 3 Kopie 12/Coroni/Temp/gradleOut/unityLibrary/src/main/java/com/unity3d/player/UnityPlayerActivity.java uses or overrides a deprecated API.
    Note: Recompile with -Xlint:deprecation for details.
    Note: /Users/pascaldilan/Desktop/AntiBobsUnity BackUps/AntiVirusGame 3 Kopie 12/Coroni/Temp/gradleOut/unityLibrary/src/main/java/com/unity/androidnotifications/AndroidNotificationCenterExtensions.java uses unchecked or unsafe operations.
    Note: Recompile with -Xlint:unchecked for details.

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:transformResourcesWithMergeJavaResForRelease'.

More than one file was found with OS independent path 'billing.properties'

  • Try:
  1. CommandInvokationFailure: Gradle build failed.
    /Applications/Unity/Hub/Editor/2019.4.20f1/PlaybackEngines/AndroidPlayer/OpenJDK/bin/java -classpath "/Applications/Unity/Hub/Editor/2019.4.20f1/PlaybackEngines/AndroidPlayer/Tools/gradle/lib/gradle-launcher-5.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "bundleRelease"

stderr[
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Note: /Users/pascaldilan/Desktop/AntiBobsUnity BackUps/AntiVirusGame 3 Kopie 12/Coroni/Temp/gradleOut/unityLibrary/src/main/java/com/unity3d/player/UnityPlayerActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Note: /Users/pascaldilan/Desktop/AntiBobsUnity BackUps/AntiVirusGame 3 Kopie 12/Coroni/Temp/gradleOut/unityLibrary/src/main/java/com/unity/androidnotifications/AndroidNotificationCenterExtensions.

glossy sluice
analog plover
#

Have you tried googling the error message?

glossy sluice
#

Sure. No way. U cant even imagine how happy am i about your help. It drives me crazy

analog plover
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Glad I could help

glossy sluice
glossy sluice
sonic otter
glossy sluice
#

hey so, im making an app for my game but i click into the project settings and im in the android notifications but then when i try to click on the player tab it crashes unity

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so i cant change anything about the game project settings

potent berry
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I tried exporting to android, and I got this error:

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any idea?

naive mulch
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Hi, I published a game on Oculus store. Is just a simple apk. Well I am having problems with unity accepting the password even though is correct. The keystore was built and used on Unity 2020.3.4f1 and is still working there. But when I use it on 2020.3.6f1 it says the password is wrong. Is the same keystore and the same password. All searches online suggest to just change the keystore or change the password. But I don't want to go through the hassle if this happens again. Wondering why the unity version would affect this? I figured on mobile channel would get more experience from this vs VR

naive mulch
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Apparently is something with the new version of unity. This fixed the problem for me. I can't believe it

dire bobcat
dry spindle
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Hi! My team and I are working on an IAP implementation for a mobile app, both for Android and IOS. Right now we're validating all purchases in device through the Purchasing API, but we're looking to make the transaction more secure by sending the receipts to our custom backend server and have the server validate the purchases, however we're running into issues when validating the Android purchases there, with a response that says "the product purchase is not owned by the user". Has anyone attempted something similar and have some pointers?

hollow flicker
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Does anyone have a rough idea how long google play credentials take to filter through after setting them? My game will sign in using a Debug key that I added to Google OAuth credentials and assigned to the app in Google Play Console. But after entering the SHA1 for the Unity signing key then building with that key/sha1 the game doesn't login to Play Services - I'm using GPGS 10.14 as it is known to work with Unity

glossy sluice
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Here I have the error.

CommandInvokationFailure: Gradle build failed.
/Applications/Unity/Hub/Editor/2019.4.20f1/PlaybackEngines/AndroidPlayer/OpenJDK/bin/java -classpath "/Applications/Unity/Hub/Editor/2019.4.20f1/PlaybackEngines/AndroidPlayer/Tools/gradle/lib/gradle-launcher-5.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "bundleRelease"

stderr[
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:checkReleaseDuplicateClasses'.

1 exception was raised by workers:
java.lang.RuntimeException: Duplicate class com.android.billingclient.BuildConfig found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
Duplicate class com.android.billingclient.api.AccountIdentifiers found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
Duplicate class com.android.billingclient.api.AcknowledgePurchaseParams found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
Duplicate class com.android.billingclient.api.AcknowledgePurchaseParams$Builder found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
Duplicate class

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.android.billingclient.api.BillingClientStateListener found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)

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Its too long can i send u a link via Google drive

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?

rain leaf
steady scarab
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I’m looking for an app that will let me 3D model, and import it into Unity .. Does anyone know any good suggestions?

brazen birch
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Blender? Maya? Houdini? Modo? Etc

steady scarab
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I’m working with an Ipad, is there one that particularly works well with ipad?

steady scarab
brazen birch
brisk nebula
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Can u help me, how I can add 3d model on my player, and give him weapon, and give him shooting, for android, in unity

barren lagoon
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Hi I have a question im testing my mobile game on my iphone and when i use the resolution i used in the editor to test it gets squished but when i use the simulator on every device in the simulator it scales fine and while in simulator on my phone when i pick my model it scales fine wich leaves me asking if I would build it as it is would it be scaled like in the simulator builds or would it be squished and wouldn't look how i wanted

glossy sluice
hollow sluice
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Any ideas what I have to do to fix this? Its refering to UnityAds which I'm using but running out of ideas and no results from google when searching for it

tawny radish
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Hello anyone has an idea what's wrong with my short description??
New Joker 2022 can be played with one hand - (app name is Joker 2022)

got this warning

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Can word 'new' be problem?

neon thicket
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Yeah, it would seem that's what it's referring to regarding "status"

analog plover
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The overall problem with that is that it reads like a release note instead of an app description

past crow
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Hello. I own the Nreal Community server and I come to you hoping you can help us in some way.
Nreal is a company that produces AR glasses and has the SDK for Unity [NRSDK] -Andoid.
Several applications for glasses have been created and we are experiencing performance problems. Is there a way to debug while running the application? Or let's see what causes that lag?
Thank you

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I think remote profiling at the moment with NRSDK doesn't work.

You can do it previewing your app in Unity, but not on the actual device.

I tried very hard to get this working, and after a lot of fighting managed to get my app to build in debug / development mode, however when running it on my dev kit unit the following happened:

  • My app did not visibly launch in my glasses
  • Instead, when I ran scrcpy it showed my app running like a normal Android app, displaying my AR scene with a black background
barren lagoon
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Hi I have a question im testing my mobile game on my iphone and when i use the resolution i used in the editor to test it gets squished but when i use the simulator on every device in the simulator it scales fine and while in simulator on my phone when i pick my model it scales fine wich leaves me asking if I would build it as it is would it be scaled like in the simulator builds or would it be squished and wouldn't look how i wanted

jagged mesa
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Does anyone know why, UNITY_ANDROID would be false in Visual studio in one project and true in another when both are set to Android platform? The only difference is that I know of is that the one that is false is using Assembly Definitions and the other is not.

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The reason I say it's false in one case is that when I'm in Visual Studios, the code that is surrounded by #if UNITY_ANDROID is greyed out...

jagged mesa
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It definitely has to do with assembly definitions...

analog plover
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Assemblies are precompiled and the preprocessor directives are compile-time so the assemblies use the directives that they were compiled with

jagged mesa
#

I believe these are JIT compiled. I can remove the conditional #if statement and it works...

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So the directive seems to work with it

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but all UNITY_... are undefined

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This the script that I'm having issue with

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It's compiled when the editor is run or a build is made...

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Maybe not JIT but not precompiled

jagged mesa
unkempt socket
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Hello how i can fix this when i build

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i download Sdk, JDk , and ....

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but not work

molten belfry
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How to get current pressed UI button in Android

brazen birch
zenith storm
#

can somebody help me understand this stacktrace


backtrace:
#00 pc 000000000004e178 /apex/com.android.runtime/lib64/bionic/libc.so (abort+168)
#00 pc 0000000000552064 /apex/com.android.art/lib64/libart.so (art::Runtime::Abort(char const*)+2260)
#00 pc 0000000000013990 /system/lib64/libbase.so (android::base::SetAborter(std::__1::function<void (char const*)>&&)::$_3::__invoke(char const*)+76)
#00 pc 0000000000012fb4 /system/lib64/libbase.so (android::base::LogMessage::~LogMessage()+320)
#00 pc 000000000038410c /apex/com.android.art/lib64/libart.so (art::JavaVMExt::AddGlobalRef(art::Thread*, art::ObjPtr<art::mirror::Object>)+268)
#00 pc 000000000039671c /apex/com.android.art/lib64/libart.so (art::JNI<false>::NewGlobalRef(_JNIEnv*, _jobject*)+632)
#00 pc 00000000041b24b4 /data/app/~~B7OIo8HRogb5Zg_6VmNHQg==/com.google.android.trichromelibrary_506007134-oE83wSZoDOuMabVyzsJ0PA==/base.apk!libmonochrome_64.so (offset 0x890000)
idle ocean
#

im trying to connect my unity android app to mongodb and it doesnt seem to work, does anyone know why?

old solstice
#

Help

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URP render texture always black in camera]

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its pitch blackk

versed obsidian
#

Hello, I have a question. According to Microsoft "The length of the time slice depends on the operating system and the processor. Because each time slice is small (approximately 20 milliseconds), multiple threads appear to be executing at the same time." https://docs.microsoft.com/en-us/windows/win32/procthread/multitasking

And in my research I found out that The length of the time slice in Windows is 0.0156s, 0.01s in OSX. But I couldn't find the average for IOS and Android devices. Anyone know anything about this?

brazen birch
versed obsidian
#

I understand, but would there be an average for minimum?

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Like can I say if I base it on 0.03s then I would be mostly safe?

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I guess it is bad practice if the code depends on it, I will try something else then.

unkempt socket
rotund knot
unkempt socket
#

but not work

unkempt socket
#

Translation results
Could this be the problem?

rotund knot
unkempt socket
#

2020.3.6f

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and 2021.3.6f

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i try but not work

rotund knot
unkempt socket
rotund knot
unkempt socket
rotund knot
unkempt socket
rotund knot
# unkempt socket yes

Check if "mainTemplate.gradle" exists here: C:\Program Files\Unity\Hub\Editor\2021.3.6f1\Editor\Data\PlaybackEngines\AndroidPlayer

rotund knot
unkempt socket
rotund knot
unkempt socket
#

i copy it

rotund knot
rotund knot
unkempt socket
#

?

#

i coppy and build and i see this

rotund knot
#

Do this instead:
In your 2021.3.6, browse(img) to the gradle folder path in your version 2020.3.6.

unkempt socket
rotund knot
unkempt socket
rotund knot
unkempt socket
rotund knot
unkempt socket
unkempt socket
rotund knot
unkempt socket
muted tendon
#

what is the best way to deal with compatibility between Pods, and the fact that one of them could be deprecated and not allowed for a testflight build?

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A team mate tried to generate those with Unity but it was broken so did it manually. Do this fail automatically depending on buggy Unity versions?

sullen folio
#

Is anyone here able to run their Unity applications in the Xcode 13 simulator on an Apple M1? In my Unity Project Settings, I'm forced to build to x86_64 when making a Simulator SDK build. But then when I try to build and run in Xcode, it fails because Xcode only has the ARM64 simulator SDKs.

This has been happening for months now. When will Unity fix their iOS Simulator builds?

burnt edge
#

@muted tendon my understanding is that it’s best to build for lowest mobile version you can get away with and then do some feature checks/fallbacks for anything that could be broken in earlier versions.

solar nacelle
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Does anyone know how to resolve this issue for Unity in Swift? Header 'UnityFramework-Swift.h' not found?

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Unity version: 2021.3.6f1

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XCode version: 13.3.1 (13E500a)

hollow sluice
#

Every time when purchasing something using codeless in-app purchases 4.3.0v, purchase still says that purchase completed but this error is displayed

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happend when merged from 3.X to 4.x

solar nacelle
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Does unity even support XCode13????

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Do I need to downgrade to XCode12?

old solstice
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Why does the render texture not work in build but in editor android?

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Help please

brazen birch
#

I don't understand what you are trying to do with a render texture there, but the answer is probably resolution and scaling

old solstice
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No because it works fine in editor and pc build just black for android

solar nacelle
rain leaf
old solstice
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But no errors? I did not ise scripts

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Either

glad helm
#

hello
i have a question about adaptive icons
how can i have just a flat image as an icon? without having two layers

red geyser
#

How do i make the camera goes back to show the lines

tawny radish
hardy pawn
pearl osprey
proud urchin
#

should i put a limit to amount of ads shown with ad mob?

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is there a benefit to doing that?

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like maybe 15 ads per hour?

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im asking about rewarded ads btw

obtuse meteor
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What sort of touch input delay should I expect on an android? Is new or old input faster?

glossy sluice
#

Hi

#

I have a problem with building android projects

rotund knot
cobalt quarry
#

Hello, I am struggling to build my Android app bundle. I'm trying to use IL2CPP as a backend because Google Play wants 32-bit and 64-bit together, but when I use IL2CPP (and the Android SDK from Android Studio because Unity won't install the latest SDK), the build gets stuck on building my scene 0 (I left it overnight and it went for 22 hours). I've tried removing unused assets from my scene, clearing the library, and exporting my project to build in AS, but I get the same result every time. Sometimes instead of scene 0 it gets stuck on packing the sprites. I'm using Unity 2020.3.23f1 and compiling for Android SDK 33.

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This is the last thing in the log every time:

Opening scene 'Assets/Scenes/MainMenu.unity'
Unloading 18 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene 'Assets/Scenes/MainMenu.unity'
    Deserialize:            244.388 ms
    Integration:            113.048 ms
    Integration of assets:  0.366 ms
    Thread Wait Time:       -0.012 ms
    Total Operation Time:   357.789 ms
System memory in use before: 150.4 MB.
System memory in use after: 131.1 MB.

Unloading 168 unused Assets to reduce memory usage. Loaded Objects now: 4608.
Total: 17.682800 ms (FindLiveObjects: 0.480300 ms CreateObjectMapping: 0.140700 ms MarkObjects: 12.278900 ms  DeleteObjects: 4.782000 ms)
cobalt quarry
mellow oriole
#

Any easy way to scale the game scene of my mobile game to any kind of device?
Sometime there is an annoying bump on top of the device that have a camera in the middle or something, which blocks the UI.

glossy sluice
#

hi i'm exporting for android and when the export finished this error came up

fallen compass
rotund knot
glossy sluice
rotund knot
glossy sluice
#

should i download another one?

fallen compass
#

it's nothing to do with the version of Unity

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fix the gradle error

rotund knot
rotund knot
fallen compass
#

it gets added when you tick the box

rotund knot
glossy sluice
rotund knot
glossy sluice
#

2020 doesnt has visual script built-in right?

rotund knot
fallen compass
#

no version of Unity has visual scripting built in, it's a package

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it is auto included in a new project

shy geode
#

Hi, I'm trying to make a build for Android. With scripting backend Mono it succeeds, but with IL2CPP as Backend, to support the required x64 Builds it fails with the following:

Building Library\Bee\artifacts\Android\iz17e\umb4_unity.webp.o failed with output:
..\Library\Bee\artifacts\Android\il2cppOutput\cpp\unity.webp.cpp(7167,3): error: void function '_pad7_e__FixedBuffer_get_Item_mA1EE3C599E1F6A26BAF7D116B74977B450C3FD65' should not return a value [-Wreturn-type]
                return (void**)(((intptr_t)il2cpp_codegen_add((intptr_t)((uintptr_t)L_1), ((intptr_t)il2cpp_codegen_multiply(((intptr_t)L_2), (int32_t)L_3)))));
                ^ 
In file included from ../Library/Bee/artifacts/Android/il2cppOutput/cpp/unity.webp.cpp:1:
In file included from C:/Program Files/Unity/Hub/Editor/2022.1.0b16/Editor/Data/il2cpp/libil2cpp/pch\pch-cpp.hpp:6:
// and some more
C:\Program Files\Unity\Hub\Editor\2022.1.0b16\Editor\Data\il2cpp\libil2cpp\codegen\il2cpp-codegen-common-small.h(34,20): warning: implicit conversion from 'long long' to 'int' changes value from -9223372036854775808 to 0 [-Wconstant-conversion]
            return INT64_MIN;
// and some more conversion warnings
1 warning and 1 error generated.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Couldn't find something on google or here in discord that's linked to webp but some other similar sounding issues where it was suggested to use Fast (smaller) builds as code generation, but this didn't fixed it.
I'm on Unity 2022.1.0b16.3019. I attched the 'Other Settings'

As these aren't errors in my code I'm not sure what I could probably do to fix this.

rain leaf
glossy sluice
#

Anyone knows how to use Unity Remote with IOS mic enabled ?

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Or just .. Unity with IOS mic.. I’m trying to do something with blow detection ( kinda like blow at the screen and candle will blow out)

tender summit
#

when i disable these plugins to compile or whatever for android, which is my platform im building for

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i get this error

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when i enable them for any platform

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i get an error that there are plugins with same architecture alredy in use

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or whatever

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and i have no idea what on earth to do about it

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any ideas?

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in google i find some issues but theyr more random then concrete

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and nothing works

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this is when i enable them for editor and standalone...

glossy sluice
#

Yo, I've been trying to build a blank new project via almost all of the Unity versions and none of the LTS ones seem to work due to some gradle issue or another. Just a small sanity check, am I the only one?
I literally just installed all of these (in the photo) and only the Beta can build an android project with no issues for me.

sleek eagle
# glossy sluice Yo, I've been trying to build a blank new project via almost all of the Unity ve...

If it's about maintemplate.gradle, follow this guide:
https://youtu.be/RVtAD_q0Jtw

Unity 2021.3.6f1 and other Unity versions get the error when building to Android Devices:
"FileNotFoundException: Failed to find $C:/Program Files/Unity/Hub/Editor/2021.3.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\GradleTemplates\mainTemplate.gradle"

In this video, I will show you how to fix this issue to build to your Android.

Origin...

ā–¶ Play video
#

If not, please state what the error is

#

@rotund knot@glossy sluiceHere is the fix for the gradle issue if needed

lament terrace
#

how can i save data to a text file or json or something on mobile?

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and then read it

glossy sluice
sleek eagle
glossy sluice
sleek eagle
glossy sluice
#

The project is brand new yes, messing with the R8 setting changed nothing, I tried building with it on and off

sleek eagle
#

Not really sadly.
Maybe make a forum post (tag me when you have a solution tho)

glossy sluice
# sleek eagle Not really sadly. Maybe make a forum post (tag me when you have a solution tho)

I think I've made progress, I did what Midward suggested here in this thread https://stackoverflow.com/questions/69179597/unity-2020-3-xx-gradle-build-failed
But now I've just got a different, more fun error

sleek eagle
#

Do you have the latest sdk etc installed from the unity hub for that specific unity build?
And that selected in preferences - external tools?

sleek eagle
#

Yep. Is the default checkbox enabled in preferences - external tools as well?

glossy sluice
#

Yes

sleek eagle
#

I'm out of ideas for this one, sorry

glossy sluice
#

All good, I suspect this may have been caused by the unity hub update that I did this morning so I'll just try to uninstall all unity related things from the pc tomorrow and do a complete full reinstall šŸ™ƒ

sleek eagle
#

Also try a blank project!

stable coral
#

How do I prevent people from using Lucky Patcher to buy inapp purchases and block ads?

timber lark
#

guys how do i fix this please?

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thats when me trying to export it to android

analog plover
#

Expand the middle error message, that's the relevant one

timber lark
#

please anyone?

timber lark
#

now i got this

sonic otter
#

Man anyone willing to compromise the entire security of their phone to an app that allows for code injection deserves to not watch ads

sonic otter
tribal ledge
#

Android debugging issue: When running on android and attatching VS debugger to it, the android app stops on break points, but it does not show up in the VS debugger. The app freezes and acts like it should but I cannot control it from VS.

Reset and reloaded all the VS projects etc, I have usb debugging for vs installed but using WIFI.

Any ideas or suggestions for things to try?

latent sandal
#

Hey everyone:

#

i've installed unity alongside the android build support module with SDK and NDK tools using the latest version of unity hub, and for some reason, the editor's download wheel is stuck at 6% for hours now, and the mbps meter is also stuck at 800 kbps, it doesn't want to download, how can i fix this?