#š±āmobile
1 messages Ā· Page 48 of 1
It shouldn't have to use any ip at all as it is connected through usb
Yes, and I have it running
I do now have some errors
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.
Hi, Iām trying to get my Unity project to work on iOS. When I try to build it in Xcode I get āUndefined 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)
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
Can I not build unity ios apps on windows and test them?
Im trying to make the project build for android and I have this error. Does anybody have the solution?
I don't get it. Why does a standalone build work properly and android not? Is android known to have script execution order problems? And, I don't think its that, because when I try to move some gameobjects through a script that sets their transform, they are sent to positions not laid for them. Everything is fine in the editor and other builds, just not Android.
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/
We are swapping over to the new input system for OpenXR, and taking a look at performance on Quest device, the numbers don't look too great - roughly...
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.
But now I cant publish to Google Play...
Just to be sure, you can use android's adb to see the log in the build, or use unity's logcat viewer, and see why things doesnt work as expected on android
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.
Yeah I've been trying to get adb going all night, I can see the logs in the bash terminal, its just stopping the flow to find the ones that matter. Good news though, for some reason when I switched back to IL2CPP and build for android, it works on my phone perfectly. I can now publish to Google Play. I am content with that.
Show the full errors, specifically this one
click on it to open the full error message
@neon thicket or other mod im presuming this is a scam š
Is it possible to deploy iOS app to appstore without actually owning a Mac and only iPhone? Using macOS virtual machine?
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'.
- 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:
- 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.
That i Send over to the technical support without results
Have you tried googling the error message?
Sure. No way. U cant even imagine how happy am i about your help. It drives me crazy
Glad I could help
Even im a girl i put many efforts into it
It would great
does google play require il2cpp?
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
so i cant change anything about the game project settings
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
Apparently is something with the new version of unity. This fixed the problem for me. I can't believe it
yeah
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?
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
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
.android.billingclient.api.BillingClientStateListener found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
Its too long can i send u a link via Google drive
?
Duplicate class (whateverclass) found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
āļø this, check if you have duplicate classes.jar, remove one if you do
Iām looking for an app that will let me 3D model, and import it into Unity .. Does anyone know any good suggestions?
Blender? Maya? Houdini? Modo? Etc
Iām working with an Ipad, is there one that particularly works well with ipad?
I canāt seem to find any of those in the app store
Sorry my friend, I don't use apple, I cannot help
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
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
Thank you. So Do I have to remove it from Unity imports or on dest?
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
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
Can word 'new' be problem?
Yeah, it would seem that's what it's referring to regarding "status"
The overall problem with that is that it reads like a release note instead of an app description
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
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
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
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.
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...
It definitely has to do with assembly definitions...
Assemblies are precompiled and the preprocessor directives are compile-time so the assemblies use the directives that they were compiled with
I believe these are JIT compiled. I can remove the conditional #if statement and it works...
So the directive seems to work with it
but all UNITY_... are undefined
This the script that I'm having issue with
It's compiled when the editor is run or a build is made...
Maybe not JIT but not precompiled
Are you maybe thinking of plugins? Definitely precompiled...
Hello how i can fix this when i build
i download Sdk, JDk , and ....
but not work
How to get current pressed UI button in Android
You need to click on the exceptions in that list to see what the full error is
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)
im trying to connect my unity android app to mongodb and it doesnt seem to work, does anyone know why?
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?
That will vary, a lot, between devices.
I understand, but would there be an average for minimum?
Like can I say if I base it on 0.03s then I would be mostly safe?
I guess it is bad practice if the code depends on it, I will try something else then.
Is there anyone to help?
Download android toolset from unity hub
i use a urp
Translation results
Could this be the problem?
No
Do you have any other unity version?
yes
2020.3.6f
and 2021.3.6f
i try but not work
It fails when you try to build on 2020.3.6f?
yes
What does the build error say there?
I build , when build finish i see this console error
The same error as 2021.3.6?
yes
Check if "mainTemplate.gradle" exists here: C:\Program Files\Unity\Hub\Editor\2021.3.6f1\Editor\Data\PlaybackEngines\AndroidPlayer
Check for the other version too..
I try
Did you find the file there?
in 2021.3.6f i havent this but in 2020.3.6f i have
i copy it
Okay, since the file is available in version 2020.3.6, it shouldn't be showing the same error as in 2021.3.6.
No need
Do this instead:
In your 2021.3.6, browse(img) to the gradle folder path in your version 2020.3.6.
OK
I see this
agin
Click on the error for more details
Hope you're building with internet connection is turned on?
connection is on but i try
not work
The same errors?
this error
.
Okay.
Thanks Very mach
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?
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?
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?
@muted tendon my understanding is that itās 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.
Does anyone know how to resolve this issue for Unity in Swift? Header 'UnityFramework-Swift.h' not found?
Unity version: 2021.3.6f1
XCode version: 13.3.1 (13E500a)
Every time when purchasing something using codeless in-app purchases 4.3.0v, purchase still says that purchase completed but this error is displayed
happend when merged from 3.X to 4.x
Ok, thanks!
I don't understand what you are trying to do with a render texture there, but the answer is probably resolution and scaling
No because it works fine in editor and pc build just black for android
omg i should've just scrolled up ...
could be anything, you should start by checking for errors in the logcat or else you'll just shooting blindly in the dark
hello
i have a question about adaptive icons
how can i have just a flat image as an icon? without having two layers
How do i make the camera goes back to show the lines
well this app is updated version of other app which is still live, so description kind of does it's job, but looks like googles bot doesn't like it anyway
yeah changed new to improved and everything is ok now
Either change camera position ( move back on z axis) or play with the camera setting like Field of view
should i put a limit to amount of ads shown with ad mob?
is there a benefit to doing that?
like maybe 15 ads per hour?
im asking about rewarded ads btw
What sort of touch input delay should I expect on an android? Is new or old input faster?
Be specific..
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.
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)
Update: I got past this with this stackoverflow answer: https://answers.unity.com/questions/1679066/unity-20192-build-stuck-on-scene-0.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
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.
hi i'm exporting for android and when the export finished this error came up
You can use the Safe Area to work out where the notch is
https://docs.unity3d.com/ScriptReference/Screen-safeArea.html
scroll up, find the first error. Read it + google it
Do you have another unity version installed?
nope
Build with another unity version, maybe try 2021.3.0
should i download another one?
Yes, or you can just download the android build tools for that version
alr!
mainTemplate.gradle file is missing in v2021.3.6
it gets added when you tick the box
Custom gradle template?
oh wait i'm using visual script
So?
2020 doesnt has visual script built-in right?
I think so
no version of Unity has visual scripting built in, it's a package
it is auto included in a new project
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.
I dont think it has anything to do with gradle failure either
Anyone knows how to use Unity Remote with IOS mic enabled ?
Or just .. Unity with IOS mic.. Iām trying to do something with blow detection ( kinda like blow at the screen and candle will blow out)
when i disable these plugins to compile or whatever for android, which is my platform im building for
i get this error
when i enable them for any platform
i get an error that there are plugins with same architecture alredy in use
or whatever
and i have no idea what on earth to do about it
any ideas?
in google i find some issues but theyr more random then concrete
and nothing works
this is when i enable them for editor and standalone...
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.
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...
If not, please state what the error is
@rotund knot@glossy sluiceHere is the fix for the gradle issue if needed
how can i save data to a text file or json or something on mobile?
and then read it
Yeah I found that in this thread too, super annoying.
https://forum.unity.com/threads/cant-build-for-android.1306098/#post-8263302
I've done a clean re-install of 2021.3.6f and done that fix only to find this error instead
New project or old one?
Application.persistentdatapath
Brand new with a scene called "yes" that includes a camera and a light
But it's about the project settings, not the scene. Is the project new or upgraded?
You can check the r8 settings etc in project settings - Player - publishing (or other, forgot)
The project is brand new yes, messing with the R8 setting changed nothing, I tried building with it on and off
Does this tell you anything?
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
Still about R8 reading it
Looks similar to this one
Do you have the latest sdk etc installed from the unity hub for that specific unity build?
And that selected in preferences - external tools?
You mean these?
Yep. Is the default checkbox enabled in preferences - external tools as well?
I'm out of ideas for this one, sorry
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 š
Also try a blank project!
How do I prevent people from using Lucky Patcher to buy inapp purchases and block ads?
Expand the middle error message, that's the relevant one
Man anyone willing to compromise the entire security of their phone to an app that allows for code injection deserves to not watch ads
try reinstalling/repointing unity's java SDK
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?
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?