#📱┃mobile
1 messages · Page 1 of 1 (latest)
i got this err now
Reinstall Unity. You got a unity 2020 folder in a unity 2021 folder. Idk how you pulled that off @glossy sluice
alr!
i did what u said but this err now
Delete all unity builds, unity hub and delete any unity folders and then download unity hub again. Idk what is happening to your folders, but this isn't much of a unity issue anynore
ah ok!
I have a game that involves moving a ball to the place where a user touches the screen. It also has a screen space overlay canvas with an image button on it. When the button is clicked, it resets the game. Clicking the button resets the game fine, but I'm finding that it is causing the ball to move to the location of the reset button as well, which I do not want
We are trying to determine the best way to get the current unity rendered frame as a pixel buffer in swift ios, so we can stream it. We are currently using swizzling to do this, but it is very timer heavy and fragile which causes a lot of crashes. any advice/help is much appreciated!
Hello, we are working on a flutter IOS app with Unity integration and we have been facing an issue of app not building on Xcode due a Unity library issue and we are not able to push it for testing. Could anyone possibly help us with this?
Does anyone have experience of publishing flutter app on IOS with Unity integration?
guys can i download android build support after unity has been installed
Modules are installed from the Hub. Make sure you have enough space and Hub is not being blocked.
i have unity hub but i can not find a option to download android support my unity has been installed do i have to reintall the editor
The menu is under the gear on your install in the Hub, select Add Modules
ok
there is no add modules option for me
Then you've installed Unity outside of the Hub. Use the Hub to reinstall it already with modules.
ok
i did it still got errors
Did you install both android modules with the editor?
And are they selected in preferences - external tools?
kemme check
i did for the android moduke
Looks good
Maybe google the new error?
alr i will try
Guys I have a problem with my android game
The touch inputs or the buttons aren't working in the build
But it is working in editor
Any solutions
?
@dull prairiePost code
Then what do you expect us to do?
Also no logs from the phone?
And again, post code
If that was true, it would be working on Android.
You technically could check if the platform was android and if so return 
Hey, Have you fixed the errors?
no!
why?
Hello, i have a RectTransform doesnt display in a Android Build when i set a width at 90000. That display correctly in the PC Build and Editor.
And if i set the width at 5000 the Android Build that display correctly
Someone know why and how to solve that ? Do we have a maximum limit for float/Vector2 for Android Build ? thanks for help
Made in Unity
Imma add a video later on how to use (and maybe make the text boxes a little bigger too)
So technically this is a app that let's you make chatbots by defining how you would like a conversation to go
@wind talon #502171626805133312
Got it thanks
Maybe try this, adjust your target API level to 30 or lower..
@solemn cliff You can post jobs on the Unity forums.
where is the union job posting
Links are in #📖┃code-of-conduct
Could anyone help me with this. We have used unity for AR in our application on IOS.
Ive never used Unity to make a non game app is it good for that or should I go Visual Studio with Xamarin?
what kind of non game app? if it's require constant screen update (like AR app, or camera app) then unity might still good, else, use something else, preferably native (like android studio or xcode)
Kind of constant screen update but not like that, it will have timers that run for different amount of times as a reminder to the user of certain things. But other then that just a basic forms style with drop down choices.
I have experience with Unity and Visual Studio Xamarin so just trying to figure out which will be better for this project. I dont want to learn a new program like Android Studio ect rly
We used it for our Blackfoot Language App as it has AR, same with our Cue Recognize as it is AR as well. It's bigger. A lot more work to get a high quality UI. Some things will run slower. But it works for most cases as long as you have a need for it
If it's just a basic UI app, it would be far more performant, faster to make, etc. To just use a normal cross platform framework like Xamarin
But ionic and react mobile are probably quicker still.. I didn't mind Xamarin but it isn't as flexible as ionic
The problem with using unity for non app game is battery drains, it's fine if the app use camera or update the screen like every 30 fps, but otherwise, user will complain about their battery getting drained, or their phone getting warm from the usage
It's also less usable. You now need plugins to access core native frameworks, and the UI doesn't behave consistently across devices
OK perfect thank you both for your input I will indeed go back to VS for this app 🙂
Could anyone help me with this?
I think you have a missmatch in your xcode project that tries to build both 32 and 64-bit ios app
Hi I am trying to add firebase to my project. I added google services json and imported the sdk for cloud messaging which is what i need, but I am getting a "Firebase" namespace not found error. Am I missing a step? I am following the documentations
Target is Android and API level is 19
did you add a using statement for it?
Hello, I don't know if anyone understands much about the subject, but I hope you can help me.
When uploading my game update to the Play Store I get this error
But I don't know how to solve it, I need to reduce the weight of the aab, I have searched many sites and nothing.
I did. And actually it looks like the packages didn't import properly. I just imported the SDK again and now it seems to be working fine.
reduce your textures and file sizes in general.. there's lots of info on build sizes
how i can reduce this
In this video i show how to reduce at minimum size our Android build size in Unity. Just changing a few settings in the Editor we go from 16.8 MB to just 6.17 MB. I also show how to import the audio files and images correctly to reduce their size at more than 80% of their original size without lose too much quality.
Check our Sites:
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In this video, I will show you how you can investigate your unity build size by investigating the unity build report.
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Do people in general use remote(via wifi) building for Android or just USB connection ?
Does anyone know how to implement FPS camera rotation for mobile devices?
Hi, I get this error when I try to publish a game on the Play Store
I am using version 2021.2.7f1
I have scoured the internet and couldn't find a fix
Any idea on how to solve this?
can someone give me a gues why is it not registering any installs?
i checked everything and it all seems good
Never mind, I installed version 2021.3.6f1 and the problem was solved
anyone?
Hi, I need help with a weird issue.
I'm building a VR application for Meta Quest, which is an android device, I have a custom manifest and when I upload the apk on the Oculus dev software, it does tell me that I use a camera permission that is not compatible :
But I don't have any permissions asking for the camera :
Is there anywhere else it could be as an android ? Somewhere to analyse my own application permissions ?
Ok so I found out, there was a script in a SDK I'm using that was asking for the permission, it was in the example folder so I wasn't aware of it :/
Hey yall
idk who wanted to know this but if you have a published game, i found a good analytics tracker for it. it works good for ios especially
its called MIKROS, https://developer.tatumgames.com/
it does tracking and gives analytics and stuff
MIKROS is built by game developers for game developers, and helps identify insights about user behavior, improve engagement, retention and increase revenue with real-time data.
does anyone have an idea why it doesnt ping installs?
it can take about 2-3 days until installs get updated, just sit back and dont worry too much about it
whats that network? it can take 2/3 days as the previous message says, depending on the network
looks like Facebook, it could take even a week sometimes
idk much abt gradle, anyone wanna help rq? don't know what to do exporting to apk. realized i can't put on iOS my first intention when they got a yearly sub, need mac, didn't wanna publish publicly..
so exporting to apk gives these problems, on top of it, galaxy s21 won't remote test with error D:
I don't understand most of that - but if you click on the error that says "2 failures" it will tell you why gradle failed inside the error message.
It says previous posts here that gradle 6.1.1 is for the current builds, so i downloaded that, idk how to put it so i just drag drop the whole folder with 999+ errors lol
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...
wow that worked :3 thanks a bunch lol was already doing part of that b4 that vid
hi im unable to connect my device with unity remote 5 to the ediotor
so i am able to connect and display the screen but im unable to interact. im guessing the errors on install are the reason why remote isnt interacting. is there anywhere i can find a fix for this?
im unable to interact with the game with touches. no where. not on buttons or player. unity remote build
i see i wuld assume it works fine? this is what it shows when i start the game in unity
i wuld assume it works
and yeah its facebook
Check this out:
Hello guys, i have a question regarding building the bundles. I have 4 hour long creation of bundles that are separated but have dependencies among each other, and changing one scene will result in redoing all bundles. I mention i am using unity 2020.3.26f1 and Adressables. Can i somehow improve the build time ? Are further unity version faster on bundle building ? Thank you
Hi , which AD system do you advice and why ?
I hear Google ADMob have a better remuneration than Unity ADS and seem very easy to implement
this is my game icon and this is how it appears when installed, why is that?
because that's how Android does it's icons
It doesn't shrink your image to fit
and not all versions of Android have the same shape. It differs between vendors. Google's Android is a circle, IIRC and Samsung is that ^
if you want a official template on how to position / scale icons
https://developer.android.com/distribute/google-play/resources/icon-design-specifications#download_design_templates_resources
Anyone know how to debug an ios app without rebuilding each time?
so i installed java 8 1.8 etc. cus problems which got fixed but now java wants to update, shuld i update?
its again java 8 but i guess a diffrent version?
anyone ever had this issue when publishing to ios?
this is suddenly an issue and i cant figure out why
nothing has changed since my last update
and its annoying because they dont specify what the corrupted binaries and all that is screwing me up
ive built probably 20-30 different ones trying different things and no luck
Just catching up, still having that stupid android.enableR8=false in my gradle properties everytime Unity builds for android
and the d8.bat + d8.jar files needing to be renamed to dx.bat and dx.jar
unity pls fix
I'm using Screen Space - Camera canvas thus and a UI Camera to display all the uis
However how would I adjust to all kinds of different mobile resolutions
Any android developers here? What should i choose? I dont understand what is it.
Have you got ads?
Yes, Unity Ads
Go and find out if Unity Ads uses the Ad tracking Id
the Id that identifies a user
Unity Editor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <44a70d1b13cf47e29810e30f45ffae08>:0 at UnityEditor BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <44a70d1b13cf47e29810e30f45ffae08>:0 Unity Engine GUIUtility:ProcessEvent (int,intptr bool&)
How can I solve this ☝️☝️☝️
Click on the error for more info..
Always start by reading and fixing the first error, not the last
Check out the video.
Which video ?
I switch the platform Android to window then try then it's work but then I switch again to Android but it's not work on Android
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...
I do same thing know mu unity is not opening
It's open
I think it's working.......
Scale to screen size
Problem solved
Thanks
Could someone help with animations not working in mobile build? Thanks.
None of my animations on my camera work when I build my 3D game on mobile. Another animated object just disappeared. What could cause this?
Hello, Just a quick Q. on unity game window my EXTREMELY simple game runs smooth but on remote and as an actual application it lags. Any fix to make android games run better?
you'll have to profile it and figure out why it's running slowly
Remote is a stream, not a real test of the game. You need to build it.
Even the build is laggy
Then you profile at that point
ok ty
So i get this when i try to build for my ios mobile game
but i have tried to install the adaptive performance pack but
i still get this error
It says that there is no adaptive performance for this platform (ios)
how do i fix that?
hello help please just a question how long mostly to review the android game in google console for public release ?
A week or less, depends..
try to remove AP Samsung Android package and install Adaptive Perfrmance package
the system was failing, sorry for late reply
a week? wow and i thought apple was slow
apples system i assume?
it did eventually fix. but i used git to go back to a previous commit when it did work and it was fixed. now im not sure if its good timing or if it actually did the trick.
on weekends, its probably a day or day. weekdays is less than a day. for me its been within a few hours @final otter
it also might depend on how new your account is
even apple has gotten faster these days
used to be a few days to a week, now its < 12 hours
Guys, I'm having a problem using unity's Input field on android. When you press the "back" button, the field gets reseted and you lose what u've typed...
Is there any solution for this issue?
It didn't work it still just says that there are no adaptive performance on IOS
My IAP package is up to date on package manager but i still keep getting this error on play console
We've detected this app uses an unsupported version of Play billing. Please upgrade to Billing Library version 3 or newer to publish this app.
internetreachablity doesnt work with unity ads why ?
Hi! I'm a beginner and im trying to make an app for mobile. But when i try to build it i get this errors. And i dont know what to do.
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <44a70d1b13cf47e29810e30f45ffae08>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <44a70d1b13cf47e29810e30f45ffae08>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
what do you mean by that ?
internetreachablity says you are online but ads dont load ?
Click on the error for more details
Try this btw, 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...
Hello guys , i want to upload screenshots on app store for app publishing, i developed this app on windows and build on virtual machine xcode, virtual machine cant run simulator couse of reasons, so i cant take screenshots there, nor have real devices. now i want to try take screenshots in unity, i have code for taking screenshot, but i found one problem there. apple wants screenshots on 2nd and 3rd generation ipads, those two have same resolutions, but thing is when first time i uploaded screens i took them on my friends laptop and they look different on these two ipads couse of botom line
how do you think will apple take same screenshots for those two?
or i should photoshop bottom line
or there is no easy way, i have to take screenshots on real device or simulator?
All that matters is the dimensions are correct. It doesn't really matter where you take them.
We've done our screenshots inside of Unity despite having the device, it's just easier.
Thanks for quick answer ❤️ ❤️ ❤️
yeah, apple servers were launching that error for eveybody who was trying to build , us too.
i see
Is there any way to keep the keyboard on android after submitting text? This is a bad work around now, but the keyboard still despairs for a second
From all I can find is that there is no way...
Hi fam, so does anyone have an idea where to delete an duplicate class
Duplicate class (whateverclass) found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
How did solve this now?
where can i "cry" about this? 🙂 is there any place apple responses to the bugs like this?
Contact the appstore support team I think you have a link to the contact form in the page header.
thanks
np
Nice to meet everyone i got a quick question anyone publish a mobile live service game? Like a gacha one
I’m tryin to learn more about how they fail and what it takes to run one if anyone got a youtube vid or article for me^
Hi guys im getting an error when i try to run my application on Android and iOS im getting this error:
2022-07-28 10:39:56.774 24694-24979 E/Unity: -------- GLSL link error: The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0).
2022-07-28 10:39:56.774 24694-24979 D/Unity: Note: Creation of internal variant of shader ‘Particles/Standard Unlit’ failed.
Some element are invisible since im getting this error, in the editor they work fine, i updated my unity engine to the 2020.3.37f1 to try to solve this error with out any luck.
I think the problem is the native shader ‘Particles/Standard Unlit
Is there any similar shader I can try to test?
Hello again, unity 2020.3.2f1 cant build for api level 31 and 31+, one problem for me is what to do with old apps when it comes time to update them, but that is problem for future, now i want to choose new unity version for new game, and looks like LTS means not much for unity (at list with current information in my hands) so what is the best version with your experience to build simple mobile Android/iOs games without having problems with new api build and similar things. If you don't know either maybe you know best way to choose new version and show me the way
I'd say the latest 2020 lts. Latest 2021lts if you need any of the new features
im working on a mobile game but i have some problems with my player. its glitching through the ground:
Uh i need help at building a project
when i open Build settings this appears in the console:
I don't know how to fix it
I installed the JDK
in preferences it shows me that
if you know a solution it would be nice if you ping me ^^
Click on the first error for more info
There is this
Does anyone have any idea why my Unity 2021.3.3f1 does not have the 4.x version of Unity ads? I just clicked the update button bottom left. The Google Play Store complains about Unity Ads v3.x for compliancy reasons and tells me to upgrade to 4.0.1 or higher
Someone can help about Build the executable for Android Version?
I'm confuse about a thing
You can ask a question and find out if anyone can
Right
How can I build Android version for v7, m64 and x86?
if I "build and run" but install fails, is there a way to re try that without re-building?
try copying the apk and install it manually? (that said, I'm not sure if the apk is updated when install fail, but you can just check the file update date to make sure)
This works? installing doens't do more than just copying the file?
it should work, installing is different from just copying ofcourse
Try older hub maybe
Oh I gtg, if you haven't gotten it tomorrow. I might try to help you again
Hello help please I'm new to google console. if it's rollout started it means it's pending for release ?
......
It means it has been released
thank you for the rply
hello please help anyone I just published my game a minutes ago. how long it takes for it to be visible on playstore ??
In my experience it depends, from 1-2 hours up to 24 hours, I think it depends on the region you are located in but it's just my guess
Thank you kind sir for informative answer.
np, where all here to help eachother the best way we can 😉
Is unity installed in a custom directory?
I'm on ubuntu and unity is installed in the home directory
Upgrade to the latest 2021 lts and try again. Otherwise just change the packages manifest file to manually add the package
Ah, don't know enough about linux. Seems to be unity can't access certain folders?
Get the latest LTS of 2020 or 2021 versions, then go to player settings and enable them.
@white needle maybe ask on the forums for linux btw
Thank you \o
i installed the sdk and jdk manually and used that but then i get 11 other errors
I often reinstalled the editor and it didn't work
Did you include android support and submodules as well?
We have an oldish app (ProjectA).. that I inherited when I joined the company. It's poorly made with a lot of technical debt.. so, I remade it from scratch (ProjectB) to be maintainable and re-usable as a template for future projects.
It's getting to a point now where the published builds on Android/ iOS (built from ProjectA) will need replacing with builds from ProjectB.
Is this as easy I hope? Can I just set the package name in B the same as A? Use the same keystore (for Android) and then upload to the stores..?
Yeah, I don't see why that wouldn't work.
Oh good, cheers!
I was trying to install Device Simulator (using 2021.3.7), but I could not find it from the package manager. I enabled the pre-release packages and all but nothing. So I dediced installed it trough manifest.json by adding "com.unity.device-simulator": "3.0.3-preview". After Unity recompiled, the Device Simulator package now throws me compiler errors.
Has someone else encountered this or managed to get the Device Simulator working with the newer versions?
I got this working by uninstalling the whole Unity version then closing the Unity Hub, opening it again as administrator and installing the whole Unity version again. It is a long process but it worked for me.
Yea sure
Always tell which errors occur
Might be dependencies you also need preview for. Can you check the dependencies of the regular version in the package manager?
What do you mean with "regular version"? 🤔
My bad, didn't know there hasn't been a stable version.
Does it show anything in the manager about dependencies?
Is using and used by is "none"
Screenshot?
I guess there's no way around this bug im asking just in case.... the first version of the ios app i sent to appstore had not the version checker implemented (its a simple line i check the current version from the db and compare with the user's version and if the new one is newer i show a dialog)
Since the first version didnt have this line, now i have some users playing the first version without knowing there are new ones.... Is there anyway i can let those users know ? I'm guessing i dont have any way just wanted to be sure.
What location is your unity installed? Looks like permission was denied, not too sure tho'
I will try to install unity somewhere else
Wonderfull people, im working on a mobile app, and i am struggling with this:
already gave permission in settings and placed a built in pop up (makes the default android one pop)
Has anyone tried calling Type.GetType(string) on iOS? I'm unable to get the type of a class that is in the same assembly
This works perfectly in Editor and Android
Helping @glossy sluice with APK installation failed in thread
I am trying to build to android on 2021.3.6f1 and i get this:
i just cant stand i cant request access to local storage withPermission.RequestUserPermission
windows builds work fine
i tried building a completely blank project and it didn't work either
Fixed the issue. I had to grab some Android files from an older version of Unity witch for some reason weren't included in the version of Unity that I am using for it to successfully build.
anyone knows why it doesnt go 1 folder up?
@balmy stone you can also use files from the same version to avoid further building issues.
Here is the fix: https://youtu.be/RVtAD_q0Jtw
We need more info and more resolution
im not at work anymore, ill provide
hello help just a question anyone. how long does it take to receive the money? when for example someone bought your app from playstore ?
How do i solve this error? can Someone help me ?
Try the latest lts @glossy sluice
Which?
The latest 2021 release
I don't have enough data
In case someone is wondering this, my fix was that I switched from 2021.3.7 to 2020.3.37 after that everything went smoothly.
I have exported my project to android studio, now this is showing. How do i fix it? please help me
Dont export to android studio. Android studio is not needed for unity and you should use the sdk/ndk installed from unity hub
ok then
So, im trying to go some folders up in my directory, but i keep getting this error:
basically says it is unauthorized, wich comes from the directory not existing
zooming in:
The way i did it was defining a string path to Application.persistentDataPath, and right after using Path.Combine(path, "..", "..")
So weird its happening when i deploy to my phone
anyone has any clues?
No, it comes from access being unauthorized
the app has access to the persistent data path but not its parents
but the path doesnt exist, when it does it is authorized, i tested it
its so weirdddd

Hi fam, so does anyone have an idea where to delete an duplicate class
Duplicate class (whateverclass) found in modules classes.jar (:GooglePlayBilling:) and classes.jar (:billing-3.0.1:)
Please gonna help me
im trying to build and run my game for Android but i get an error saying "gradle build failed"
im new to mobile and not sure whats happening
Maintemplate.gradle not found? @bold tendon
Send the full error and your unity version
Ah nice!
yeah had to change the minimum android version lower
hi guys
ı have a problem with market transactions
Has anyone been interested in the play store?
@everyone
my problem is "The Android App Bundle was not signed", I tried "export and upload a key from java keystore" but it didn't work
what is wrong here
What Unity version?
2020.3.13f1
Maybe try the latest 2020.3 lts
i tried puting the apk on a emulator
but it did not work
so i am convinced the sdk is at fault
@sterile quarry
Listen to my advice and try the latest 2020 version. Make sure to include the android module and both submodules
yes i am doing so
i have been installing the version
did not work
Are the android, sdk, and ndk modules all checked and installed in unity hub?
@sterile quarry
If so, send a screenshot of the sdk and ndk section in external tools in preferences
Try build, and manually copy to your device?
It says that on your device or unity?
device
Have you tested on another device?
Oops
any solution ?
Hey, is there any solution to avoid freezing the game while watching ADS? (UnityAds). When user is watching ad the game is "suspended" and nothing is doing in the background and when user will close the ad or finish its starting from the place where user started watching the ad
Isn't that supposed to be the expected behavior for ads, you want your game to be playing while user is watching ads?
I want my socket to still send heartbeats to the server and I'm running it on main thread.
how do i get the advertisement id and device name from my android? i mean to copy and paste directly either from the unity editor or android studio
this
even correctly spelling it in resulted in invalid id
im unable to add test device for ads
there is no ad id in the editor obviously, otherwise on your device go to settings -> google -> ads and you will see your device's ad id
i did, i had to type it in manually
i messed up 5x b4 typing it in correctly
it took 1 hour
now my eyes burn, im upset that i scould just copy and paste instead
as for actually getting and logging it, we use a package https://github.com/Mini-IT/AdvertisingIdentifierFetcher since Unity changed Application.RequestAdvertisingIdentifierAsync in 2020
ah good thankyou. just what i was looking for this past hour
can someone send me their android jdk, sdk, and ndk files
How do you solved this error
i posted right under that saying:
yeah had to change the minimum android version lower
@glossy sluice
im using admob ads on my mobile app
when an ad fails to load i have a method that catches it
but how can i get the name of the ad unit that failed to load?
i couldnt find it in the admob documentation
{
Debug.Log("HandleRewardedAdFailedToLoad event received with message: "
+ args.ToString());
Debug.Log(HOW CAN I GET THE AD UNIT NAME???);
}```
It's common for my game to look normal on PC but really low resolution on phone?
Does anyone know what might be happening?
Is it because I'm using Remote5?
Yes, Remote isn't "on the phone". It's just streaming the editor. You need to make a proper build to do proper testing.
Ok, thanks 👍
Wait so in what situation would you use Remote? Functionality would be the same since it's just showing what the computer sees, testing graphics would be unreliable, the only scenario I can find is testing something with touch, but it's not exactly something you do all the time...
I've never had the need to use Remote and personally don't see the use in it.
Hello help please I'm new to google console. how the payout works? so I published my app to playstore and couple people bought it now how to get the money that I earned? or how it works?
.....
A quick google search could have answered you an hour ago:
https://support.google.com/googleplay/android-developer/answer/137997?hl=en#:~:text=Monthly payouts and reporting,bank to credit your account.
Buyer cancellations
Buyers will have two hours to cancel after purchasing an app or game from Google Play. After this cancellation period expires, Google automatically charges the card and initiates
Google Play Console shows that Redmi 9 is uncompatible.
Why?
It has android 10/11
hdrp is for high-end graphics, so i think yes
i see
strange that it doesnt impact performance
i guess it does work extra hard for it
HDR != HDRP
When testing very simple animation (with Update() method) on device the animation is kind of janky. Can I turn off some debug settings to get the more realistic result or what is up with that?
whats the diffrence
You could just google it..
HDR = High Dynamic Range
HDRP = High Definition Render Pipeline
I have an issue where changing platform from PC to Android takes about 15 minutes, while changing from Android to PC takes about 20 seconds. While switching to Android, my RAM gets maxed out. I'm on 2019.4.21f1, using Asset Pipeline V2
Is this normal? Is there a way to bring the switch time to Android down to match the switch time to PC?
how I create a link or where I found a URL privacy policy template for posting my app on google play
this happened after i installed the mediation ads package
guys any one know about camera error when build il2cpp ? i have a code can change some attribute of camera, then i built mono the camera worked perfectly but when i built il2cpp the camera didn't work, it can change position but rotation and others is not
sr my english is bad
im installing a new version of Unity (2022), and my install for android build support keeps failing
is there a way to add android build support after installing the new version?
How can i make my game stay in landscape mode all the time? And the screen wont rotate?
@wispy ocean im pretty sure you can set it under Project Settings > Player
under Other Settings if im not mistaken
somewhere in there at least
It's under 'Resolution and Presentation'
What the size of SDK and JDK
https://i.imgur.com/hZRtgjc.png
Is this normal? I am experiencing this since upgrading to Unity 2021.3.7f1 . Before that the Project was on Version 2020.3.36f1 and nothing unsual was there. This is just Resources.Load. Any Idea from what this could come or how to fix it? Oh and it is on Android
Project Name: the open-world game (will be changed during development)
Role Required: Character Artists, Modeler,
company name: ResengalStudio
My Role: Programmer and animators
this is the game i have made:https://play.google.com/store/apps/details?id=com.ResengalStudio.FEARMAN
Split%: Up for discussion and hoping to work together more once the project is finished!
TEAM SIZE: the need for 5 member
Project Length: (Long-term)
Game Engine using : UNITY
Responsibilities: We've all got a lot going on so things will be pretty relaxed. Once we're really getting things rolling, I'll be giving more time to the project.
Project Description: In short, the game is an Open world of inspiration from GTA. We are focused on the story of the game with very good graphics, and gameplay and the game will be for android.
Status: Open 🟢
Contact Method: just DM Me!
There is no collab posts allowed on this server. Links to the forum where you can post are in #📖┃code-of-conduct
Why is the animation on mobile so "not smooth". The framerate is 30fps. How do you raise it to 60fps on the settings - i tried this Application.framerate but it is not working.
This is by default - animating a simple shap
sape
shape
On your phone, with Unity remote ?
Android phone - with cable
debug
Just hitting Build and run with no settings touched
And animating LateUpdate()
the unique solution for me is to connect your cable behind your pc
but im not sure if they are working
Guys PLS HELP. I was building my game for Google Play and I got these errors. Im using Unity 2021.3.7f1. Please someone help I need to publish it!!
im having trouble getting android module to work
i tried pressing "Install with Unity hub"
it all installed except for the SDK and NDK
I read the payout im more confused now. Help plz So if someone bought my app on playstore lets say August 3. What date will i get the money to card ? Or bank ? Help plz anyone.
.....
TLDR, the payout will be initiated once it reach certain threshold, minimum $100
thx
how I sign the app with the same digital key I use the first time?
I am trying to find a way to delete a folder during a post-build script. This comes as adding the facebook SDK produces an 'Unallowed framework' when uploading to the app store and I need a way of deleting this folder (the fix) programmatically as opposed to manually. I would appreciate any pointers in the right direction
How I can make something change at 5 seconds in code,without affect the update function with the framerate
that s what I mean
How much time does PlayStore examination take these days? I remember arround Christmas it was 2-3 days
Hello guys, I'm building an applicatiosn that uses AR. I have an alembic animation that I would like to play in VR from mobile, however nothing appears.
It is working in the editor and everything works fine and I can see the animation, but in the application I see nothing.
Does anyone know what is happening here? Thank you
do banner ads work with mediation?
so unity mediation does have a way to implement banner ads in editor
i get this error in the editor but the ad displays all right.
however, nothing on mobile
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.
URP with 2D Renderer
couple of different Android phones, Arm32bit Arm64bit both included
Build running result :
30 fps with Vulkan or OpenGLES3
60 fps with OpenGLES2
empty scene doing nothing
also still drops frames base on the cap when interact with small things like moving sprites
Unity 2021.3.5f1c1
The above is the 2D Renderer result
you can check the unity profiller
I'm not that familiar with mobile
so just thought would ask first
to see if this is a common config issue or what
might be the weaker hardware of the mobile
like i said, you can check the profiler. either plug in with usb or send over wifi, and see the results in profiller
ok i will go to see how to do that
Is there a way to separate CSharp files based on platform. I have a native plugin that uses some auto generated PINVOKE code which references the dllimport library name. With the static link requirement of IOS I endup with two copies of these files. The documentation discusses wrapping the function decorators with pre-processor statements which is one solution, but I noticed you can filter your DLLs and C code by platform in the plugin folder and I was hoping there might be away to do the same thing with CSharp files
Application.targetFrameRate = 60;
put this in your code
I'm making a mobile game and when I build the game and play it on my phone the text (the amount of coins collected) suddenly appears in the middle of the screen. When testing the game using the unity remote app this doesn't happen .
This is what it looks like in the mobile build
The 1 being the coins collected
This is what it looks like in unity
The 5 being the coins collected
Ope I figured it out
didn't you see "60 fps with OpenGLES2" ?
no
but It work with GLES2 too
I use it for my project
what i mean is the framerate is not capped by the phone's system because it is running 60 fps on GLES2
make sure your text is anchored top left, not center
how I can make a cube go to the closest cube it finds
I am compiling a large unity project (24 gigabytes) for android. The whole compilation goes fine until the last stage of the build gradle project. Player settings: il2cpp, arm64. The error itself: java.lang.illegalargumentexception: value (6702647363) > 0x00000000ffffffffl. I don't understand at all what he's swearing at, please help! Unity: 2019.2.17f1
24GB is quite large for mobile game, but you might want to try building an empty project first, just to make sure if your android modules are properly installed
guys does any one know how to fix this error ? I'm trying to build IL2cpp android apk on my Mac
Mono.Cecil.PE.ImageReader.ReadImage () (at <a6860a9f6366437387ebdc1f225b7fd4>:0)
Mono.Cecil.PE.ImageReader.ReadImage (Mono.Disposable`1[T] stream, System.String file_name) (at <a6860a9f6366437387ebdc1f225b7fd4>:0)
Mono.Cecil.ModuleDefinition.ReadModule (Mono.Disposable`1[T] stream, System.String fileName, Mono.Cecil.ReaderParameters parameters) (at <a6860a9f6366437387ebdc1f225b7fd4>:0)
Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) (at <a6860a9f6366437387ebdc1f225b7fd4>:0)
Mono.Cecil.AssemblyDefinition.ReadAssembly (System.String fileName, Mono.Cecil.ReaderParameters parameters) (at <a6860a9f6366437387ebdc1f225b7fd4>:0)
UnityEditor.AssemblyReferenceChecker.CollectReferences (System.String path, System.Boolean collectMethods, System.Single progressValue, System.Boolean ignoreSystemDlls) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Utils/AssemblyReferenceChecker.cs:128)
UnityEditor.AssemblyReferenceChecker.GetScriptsHaveMouseEvents (System.String path) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Utils/AssemblyReferenceChecker.cs:325)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)```
unity compiles an empty project for android, the problem arises in another project (24gb).
The project is 24gb or the build is 24gb?
That's probably nothing to do with the gradle error anyway. Which usually spits out a few separate logs.. read each one and find the things that are google-able
as I understand it, this gradle Compiler error appears due to the fact that somehow the apk is generated 32bit and there is an overflow of some variable. I don't understand why it generates 32bit if arm64(64bit) is set in player settings. Maybe there is a hidden setting somewhere?
How to compile only 64x on android?
unitck ARMv7, no?
it doesn't help
Then that isn't your issue.
yah pretty sure thats the way it's meant to be
unity remote isnt made to look perfect
remember having the same issue a while back
and this was the explanation i found online
My apk doesn't installing. This is the logcat error. How do I fix it?
Does it build in unity to apk at all?
And has your phone usb debugging on and allowed access to the device you dev on?
Yes it was built in unity (v 2021.3.1f).
Yes.
I am using custom gradle property file to comment r8 in unity.
Maybe try the latest 2021 lts without custom gradle?
Ok
can it be 64k zip(apk) limit?
Hello!
I have uploaded a game in google play console
and
it crashes on launch
it says java.lang error
I really need some support
"java.lang" is a very common error. most of the time it doesn't mean anything. In my case; "Google Ad ID" was entered incorrectly. If you are using it, I suggest you check it out. @timber wadi
hey guys, i tried asking this question somewhere else but got no replies. I cant seem to find any tutorials on how to make the mobile keyboard appear when the player selects an input field.
Sadly I have already removed the ads
it still doesn't works
Btw
I used unity ads
it automatically appears?
it is not 😦
Are you using text mesh pro?
yeah, the new unity versions default to the TMP input fields for some reason
and btw did u switch to mobile platform
idk if that is apart of the problem.
Hello!
I have uploaded a game in google play console
and
it crashes on launch
it says java.lang error
I really need some support
I've been using the unity remote to test out my game and sometimes there is massive delay between the input on the unity remote and the code actually running (there isn't any delay on the build) (I test things out every time I make the smallest change so building every time I need to test isn't an option). Could this be due to having a slow usb cable?
That's possible. Or bad drivers, bad PC, too many variables to say what's the issue
My laptop isn't too bad. I could send specs if you want. Idk what I could do about bad drivers.
Give more info in 1 informative post.
unity version, when does it crash, any specific special things you do, etc?
Ok
Unity Version: 2021.3.6f1
When crashes: Before Splash screen
Platform: Android
What have i tried: Removed ads didn't worked
Did it worked before: yes
Did I remove the update and try again: Yes
And also searched a lot
and no solutions
@sleek eagle
What graphics API?
The andoird Lolipop 5.1
This graphics api works fine with my other game
What graphics api is selected in unity?
Please answer
Oh
Vulkan
and
OPENGLES3
Remove vulkan
Ok
OpenGL is a bit more stable in 2021 with certain settings and more devices support opengl either way
Ok
Vulkan is more future oriented however, but it has some issues rn
It should work now?
Oh alr! ty for the info!
Test it
Ok!
It doesn't works
With only OpenGLES3 enabled for android?
Could you screenshot your player settings?
Here it is
And one more thing it shows this
@sleek eagle I found the cause of it but still don't know how to solve it it is because of null pointer dereference
Any help will be appreciated
@sleek eagle
private Touch mytouch;
private Touch nullTouch;
private int cameraControlAreaTouchId;
private void Start()
{
cameraControlAreaTouchId = -1;
Input.multiTouchEnabled = true;
nullTouch = default(Touch);
}
private void Update()
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Began && cameraControlAreaTouchId == -1 && touch.position.x >= (float)(Screen.width / 2))
{
cameraControlAreaTouchId = touch.fingerId;
mytouch = touch;
}
if (touch.phase == TouchPhase.Moved && touch.fingerId == cameraControlAreaTouchId)
{
mytouch = touch;
}
if (touch.phase == TouchPhase.Ended && touch.fingerId == cameraControlAreaTouchId)
{
cameraControlAreaTouchId = -1;
mytouch = nullTouch;
}
if (touch.phase == TouchPhase.Stationary && touch.position.x >= (float)(Screen.width / 2))
{
mytouch = nullTouch;
}
}
}```
Does anyone know how I can port this to the new input system?
I'm, currently following Sam's Swipe detection tutorial (https://www.youtube.com/watch?v=XUx_QlJpd0M&list=PLKUARkaoYQT1Xwd9Az_cx-YbdvdUDNN5I&index=2) but I don't know how I can apply it to my camera controller
Detect swipes and it's direction with the new input system in Unity 2020. I also show how to add a trail renderer for a cool swipe effect.
📥 Get the Source Code 📥
https://www.patreon.com/posts/45726030
🔗 Relevant Video Links 🔗
ᐅHow to use Touch with NEW Input System - Unity 2020 Tutorial
https://youtu.be/ERAN5KBy2Gs
ᐅGet Object from Mouse Cl...
Amd the cause issss
Null pointer dereference
And I couldn't fix it
so I am remaking the game
Build fails with, ⬇️ , what can i do?
`Note: E:\Unity3DPortals-master\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\java\com\unity3d\player\UnityPlayerActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':launcher:mergeDebugNativeLibs'.
A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
More than one file was found with OS independent path 'lib/arm64-v8a/libopenxr_loader.so'. If you are using jniLibs and CMake IMPORTED targets, see https://developer.android.com/studio/preview/features#automatic_packaging_of_prebuilt_dependencies_used_by_cmake
-
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. -
Get more help at https://help.gradle.org
BUILD FAILED in 28s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
`
now it's the regular deprecate error, this happens when i disable or enable R8, if i hash it out from manifest.json, this appears instead.
`FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':launcher:mergeDebugNativeLibs'.
A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
More than one file was found with OS independent path 'lib/arm64-v8a/libopenxr_loader.so'. If you are using jniLibs and CMake IMPORTED targets, see https://developer.android.com/studio/preview/features#automatic_packaging_of_prebuilt_dependencies_used_by_cmake
-
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. -
Get more help at https://help.gradle.org
BUILD FAILED in 4s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
`
Found this:
If you have access to the build.gradle file, add the following block so it picks the first file it finds, ignoring any duplicates
android {
// ...
packagingOptions {
pickFirst '**/*.so'
}
}
gotcha, i saw something similar but longer and it didn't work, let me try this one
this is how my main build.gradle looks
i feel like it's not right
or is this it?, this is located in:
Unity3DPortals-master\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build.gradle
Yeah in there
`apply plugin: 'com.android.library'
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation(name: 'UnityAds', ext:'aar')
implementation(name: 'billing-3.0.3', ext:'aar')
implementation(name: 'UnityAdsAndroidPlugin', ext:'aar')
implementation(name: 'common', ext:'aar')
implementation(name: 'OVRPlugin', ext:'aar')
}
android {
compileSdkVersion 30
buildToolsVersion '30.0.2'
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
defaultConfig {
minSdkVersion 23
targetSdkVersion 30
ndk {
abiFilters 'arm64-v8a'
}
versionCode 1
versionName '1.0'
consumerProguardFiles 'proguard-unity.txt'
}
lintOptions {
abortOnError false
}
aaptOptions {
noCompress = ['.unity3d', '.ress', '.resource', '.obb', '.bundle', '.unityexp'] + unityStreamingAssets.tokenize(', ')
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:.*:!CVS:!thumbs.db:!picasa.ini:!*~"
}
packagingOptions {
doNotStrip '*/arm64-v8a/*.so'
}
}`
this is the full code, can you show me an example of how it should look like with the pick first block?
i'm not sure i understood the format of this
android {
// ...
packagingOptions {
pickFirst '**/*.so'
}
}
Replace android/packagingOptions/doNotStrip with pickFirst
gotcha Thanks!
nah man.. it doesn't work, maybe i didn't modify the correct gradle? idk it's too complicated for me
this error made me waste 7+ hours.
sorry for pinging, just let me know if you give up or have any remaining idea
so i don't wait for nothing
Okay, good luck
Ty
Hi! I've installed the Starter Assets Pack to use controllers on Desktop and Mobile. Everything works great except that on Mobile, the Look Joystick is linked also to all the screen so when we use the Left Joystick to control the character, the camera moves also. How can I change that to be able to use only the Right Joystick to look around?
Anyone Knows if its possible to make unity bridge with ios. So i use ios UI in unity app? if you do can someone help? 😱
Yes you can.
Dunno how.
Heya! I don't know if this is the right place to ask, but i coudn't find another channel so this is the most appropriate one i think... I have issues with the compiler and the API Level on Android. I'm using unity version 2021.1.7f1 with the highest api level being 30, i installed the android studio sdk and plopped it into the \platforms folder but i just got a bunch of errors. I googled some and found out i needed a higher Java version? So now i can't upload ANY game to the play store because i can't build higher then api level 30... I'm sorry if this is not the right channel, and if it isn't just say and i'll delete the message! And these are the errors: https://pastebin.com/7596Qi6J
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hi everyone. Can anyone help me on this one. I'm making an iOS game where the character can change between many combinations of outfits. But I'm unsure what is most performant on mobile. To use skinned mesh renderer for each new item and load them only when needed, or to have all meshes inactive on the character and simply activate the meshes I want to show and make them inactive again when not needed?
kind of a tradeoff between cpu/disk/memory used
Just put all objects there with regular meshes per character and enable them. Skinned meshes are harder to run.
Does use more memory but it's probably easiest and fine unless you have a crap load of stuff
What do you mean with ios UI?
As in the device simulator Unity has or streaming or something else?
Thanks for the advice. Yeah, skinned mesh options feels cleaner because I can add new cloth and items, without having to update the entire character file. The character will wear 5-7 items max.
Then it's definitely doable!
If you have more you can have 1 mesh per body part and then change out the mesh filter and material when you swotch
Weird thing happening. A while back, I had an android build done. It was looking good. Now after a while I did another android build, which I assume are the same settings, but the quality of the game is not as great. As if the resolution scale has gone down. Was wondering if someone knew what was going on? I've already checked URP resolution scaling and have resolution scaling disabled in the player settings. So any help or ideas on this would be helpful.
How could i vibrate an android device. I know about Handheld.Vibrate() but i dont see anywhere to specify how long to vibrate for. Is there any way to do this? (Preferably without plugins)
I am getting this error while making an il2cpp build. How do i find which dependencies are causing this error.
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':launcher:mergeReleaseNativeLibs'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
> More than one file was found with OS independent path 'lib/arm64-v8a/libFirebaseCppAnalytics.so'. If you are using jniLibs and CMake IMPORTED targets, see https://developer.android.com/studio/preview/features#automatic_packaging_of_prebuilt_dependencies_used_by_cmake
If I use pickFirst, app throws error that dll file is missing
Heya!
Anyone knows why apk builds fail if there's "Script Debugging" enabled? I'm trying to debug a script on my quest 2 and build fails with this error:
Building Library\Bee\artifacts\Android\d8kzr\libil2cpp.so failed with output:
Library/Bee/artifacts/Android/87lik/02ga_tils0.lump.o: In function `WriteToHandle(il2cpp::os::FileHandle*, char const*)':
C:/Program Files/Unity/Hub/Editor/2022.1.12f1/Editor/Data/il2cpp/libil2cpp/utils/Output.cpp:13:(.text._ZN6il2cpp5utils6Output13WriteToStdoutEPKc+0x1c): relocation truncated to fit: R_AARCH64_CALL26 against symbol `strlen@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2022.1.12f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/22/libc.so
...
...
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
Hey I have a question on how do I want to make gem can only insert at green but not at red and the coin can insert to red but not at green ?
https://www.youtube.com/watch?v=I17uqTxbWK0&list=PLOQjd5dsGSxKDdeXx7azBO2BDf73FWJ3P&index=1
Let's make a complete Drag & Drop system in Unity, working on both Computer and Mobile (Android, iOS) with extra features such as:
- Avoiding overlapping items by repositioning in the closest valid position
- Snapping inside another item if the drop is valid
- Going to the starting position if the drop is not valid
This video will start from...
Hey guys, can anyone help me with Buttons on Android? I'm using the New Input System but want to have seamless swapping between movement buttons
For example if you hold the right button here, without releasing your finger off it, it will remain pushed, is it possible to drag your finger off of it and activate the left? What part of the component is responsible for that?
I get missing textures when I switch platform from windows to android
how can I fix that?
Provide more info.
What device, what unity version, what does it show, how is it supposed to look, etc
I am unsure if unity UI automatically can do this. If not, just keep track of the touch position and see if it alligns with a button
People aren't going to follow along a guide for you.
This can probably be done with checking tags
my bad
Ok so the creator give me a solution but im not quite understand what he means
I don't know how and where to assign is it in the comparetag or just in ontriggerenter2d
Here is my code
void OnTriggerEnter2D(Collider2D other) { Draggable collidedDraggable = other.GetComponent<Draggable>(); if(collidedDraggable != null && _dragController.LastDragged.gameObject == gameObject){ ColliderDistance2D colliderDistance2D = other.Distance(_collider); Vector3 diff = new Vector3(colliderDistance2D.normal.x,colliderDistance2D.normal.y)*colliderDistance2D.distance; transform.position -= diff; } if (other.CompareTag("loriplastic")) { _movementDestination = other.transform.position; } else if (other.CompareTag("lorikayu")) { _movementDestination = LastPosition; Handheld.Vibrate(); } else if (other.CompareTag("lorialu")) { _movementDestination = LastPosition; Handheld.Vibrate(); } }
How can i use the phone movement to move an object (no ARcore)
You already got comparetags there. Use that system to have custom functionality
Please be more specific. Do you use another AR system?
nnope
just wanna use the devices motion
for stuff
my game is first person and i want the camera to move in the 3d envrionment as the player walks around
theres no AR involved
ok thanks
Accelerometer and gyroscope is what you have access to without camera tracking
Yep, but 6DoF movement will be inaccurate probably. You can also use AR in the background but just don't show the camera feed. That way you still have good positional data
Can someone help, i'm using the localisation package from unity and i setup 3 languages, with 2 filled up. Being dutch and english. But when i build and play the game on android it doesn't find ANY locals...
My android build on real device has half bottom screen black, but input is still correct. Editor simulator work fine. Please help
What device?
What unity version?
What render pipeline?
What graphics api?
my target platform is android, I tested on oppo and huawei devices. Unity 2021.3.7f1, URP, auto graphics api
Maybe try switching to opengl if it's on vulkan?
Does it also happen when building to desktop?
Please can someone help on this
3D model's back stretched in Android Build
For generic 3D model all animations looks fine in Unity but on making android build, in walk animation model's back get stretched.
It's super weird and I tried many solutions like applying 4 bones etc, please help
I am using URP and have two projects. In working project it's not working, but in new URP project it's working fine. I tried matching all player settings but still it's same
Unity 2021.3.1f1
I (might) have similar problem once, not exactly the back get stretched but the model seems like it's only using 2 bones weight on android, even if I'm using 4 bones, the culprit iirc is the open gl es 3.0 that's doesnt play nicely on my phone, the solution was to force using open gl es 2 (by removing es 3 and vulkan)
any screenshot?
Thanks @rain leaf for reply. My problem is also solved
Actually I exported URP Quality settings and all profiles from new project and applied it in working project.
So more or less it was due to rendering
thanks for your replay, i export whole project to package then import in fresh project, then it works ok
I have some performance issues on mobile (surprise!), but I'm a bit lost now on light baking. I'm using URP. I've used Baked Global Illumination with Baked Indirect. After a while of playing the my iPhone 10 starts lacking and lowering the lights. Then I tried to switch to all lights baked and using only light probes for dynamic objects, but to my surprise that didn't seam to change anything. I expected at least a little change. I have a few dynamic characters and objects but very little and i keep the scene a low poly as possible (tris count total 56k). A few tips would be greatly appreciated.
Are all the lights set to baked or are they mixed/realtime still?
Objects have a limit of usually 4 lights per object (I think it can be increased to 8 or maybe more with forward+ or deferred). Do the flickering objects have more lights than that running on them?
I have only one directional light set to "mixed" so my dynamic objects receive and cast shadow. All other lights are static and baked. It's the whole scene that drops in frame rate after some time. When I just launch the scene everything runs smooth at 60 fps.
What did you mean with lowering the lights?
If it's a performance issue, set fps to 30 on mobile devices if it doesn't need competitive response times to keep down heat and power draw.
For the rest check temperatures and performance in the profiler
@real elm
Sorry, I meant the screen light is lowering. Ok, I just find 30fps not so smooth but I get it that it might be that. It's a platformer kind of game some precision is needed.
How would you set up the frame rate. I have a script that tries to keep the framerate at 60, but I guess I could us that same script to keep it at 30.
Without sharing code I can't help much.
Does it also change the visuals if you play in editor?
In editor it also starts lacking a bit over time.
@sleek eagle
I use this:
public class FrameRate : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
// Make the game run as fast as possible
Application.targetFrameRate = 60;
}
// Update is called once per frame
void Update()
{
}
}
hey guys, i m trying to build into android but this error is showing up
what to do here
Scroll down to the jdk section (and also maybe put visual studio as external script editor)
Also, did you add both android submodules in unity hub?
Yeah then you can just replace the 60 into 30
Then debug that
yes, both of them were installed
And how does the jdk part look?...
Can you send a screenshot of the installed modules in unity hub for that version?
yea its working now, thanks
Nice
Hi guys, does someone have experience with implementing Admob ads to unity?
Hi again. Just wanted to say thank you for pointing me to this very obvious solution of simply downgrading my fps. I was so locked on the smoothness of 60. But 30 actually runs very stable too. Been scaling everything else down from shaders to polycount so I guess I just got myself some extra frames now to add back more juice. Cheers
hello is it possible for someone to recommend to point me to how to refresh the mediastore with a plugin creation tutorial? i am required to refresh media store to show my images but i do not know how. thank you for your help and assistant
Can anyone steer me into the right direction with the New Input System and Android controls? I need the button to be released when the users finger is moved off of the button
Hi all, I'm making a game and I'm running into issues with Google Admob specifically on Android. I have installed GoogleMobileAds-v7.1.0.unitypackage and when I build an iOS version, the ad banner appears just fine.
However, on Android, the banner does not appear. The MobileAds.Initialize() call fails. Here is the code to see that:
{
private BannerView bannerView;
public void Start()
{
AddLog("Google Ads Manager - Start");
// Initialize the Google Mobile Ads SDK.
try {
MobileAds.Initialize(initStatus => { });
}
catch (Exception e)
{
AddLog("Exception caught: " + e);
}
AddLog("Requesting Banner");
this.RequestBanner();
}
And this is the error that shows up:
I have googled and googled but besides "Force Resolve the android dependencies", which does not help for me, I haven't found any solutions. Does anyone have any suggestions?
I am building with Unity, not with Android Studio, and haven't (yet) changed any build settings:
Using Unity 2021.3.7f1 (recently upgraded my project to this version)
missing class might indicate it's getting stripped out by proguard. You didn't have any failures resolving dependencies right?
I also tried this solution: https://stackoverflow.com/questions/53977246/unity-admob-classnotfound-com-google-unity-ads-unityadlistener but that 1) did not help and 2) caused the Play Console to complain that I'm using an outdated version of Unity (!) Ads
Force Resolve completed without errors after a few minutes
It works fine on iOS so it must be something during the android build I assume
The GoogleMobileAds.Android.dll file is present in Assets/GoogleMobileAds
it's not the dll, you're missing a jar or aar (or the aar is having something important, like the UnityAdListener class, stripped out incorrectly)
when you tried the solution from that post, did you enable the custom proguard file under build settings?
I did, yes
should there be a lib<something>.so file for Admob in the built .aab file?
hmm I just imported the package into an empty project and am able to load test ads with it. Did you try an empty/sample project?
Are you referring to test ads when running the project in the IDE?
That works fine for me:
When building for iOS, ads also appear correctly after installing the app from the App Store
Just the Android build is having this problem
I haven't tried building an empty project + admob to the Play Console yet no
no, I was able to build to an actual device
What Unity version, and what API level are you targeting? I tested with 2021.3 LTS and API levels 28, 31, and 33
Did you do that through the play console or link your device via USB to your computer?
usb
Ah I guess I should figure out how to do that as well, would make debugging much faster
min api level 28, targeted api level 30. Unity 2021.3.7f1
what versions of play-services are you resolving to? maybe you have a dependency conflict, and EDM is pulling in some unexpected aar versions. I'm seeing play-services-ads-21.0.0 for the relevant aars in an exported project on my version that runs
How can I see that? This is unfortunately all new territory for me
By the way, I really appreciate your extensive help
I guess com.google.android.gms.play-services-ads-21.0.0.aar is what you mean?
look in Assets/Plugins/Android, they'll all be there (as well as the proguard-user.txt file if enabled)
yeah
com.google.android.gms.play-services-base-18.0.0.aar
I see a bunch of 18 and a bunch of 21 there
com.google.android.gms.play-services-ads-base-21.0.0.aar
com.google.android.gms.play-services-ads-identifier-18.0.0.aar
com.google.android.gms.play-services-ads-lite-21.0.0.aar
com.google.android.gms.play-services-appset-16.0.1.aar
com.google.android.gms.play-services-base-18.0.0.aar
com.google.android.gms.play-services-basement-18.0.0.aar
com.google.android.gms.play-services-measurement-base-20.1.2.aar
com.google.android.gms.play-services-measurement-sdk-api-20.1.2.aar
com.google.android.gms.play-services-tasks-18.0.1.aar```
are those all the ones related to play-services you have?
it matches mine so far, as long as you have play-services-ads-21.0.0.aar in there
com.google.android.gms.play-services-ads-21.0.0.aar yes
So I guess all the necessary files are there, but during the Android build, they are not included?
they should be there, look in the libs folder of unitylibrary when you export a project to android studio
I tried targeting the same api levels, changing scripting backend, and varying managed code stripping levels without any issue. So maybe a conflict in your dependencies, or something is resolving incorrectly. I hate to suggest this, but I assume you tried the obvious delete resolved libraries -> force resolve?
I haven't deleted the resolved libraries before, just a force resolve. I'll give that a try
Are you using the Unity Remote app on your Android device?
no
@tired lily Delete + Force Resolve appears to have solved the problem! Thank you for your patience and your help
really? haha, it's always the simplest things
Is it normal to have (much) bigger install size compared to built(APK)size? 25MB/60MB. What is happening on install that makes the game a lot bigger? What can I look at to reduce installed size?
I'm having the same issue. Apk is only about 59mb but after installing it's about 130mb
It's getting unpacked on the device. The APK itself is compressed. There's not much you can do about it, aside from reducing the overall build size.@glossy sluice
Thank you. I see. I thought Unity converted the files when it compressed them, but it's only for the build then. I went through increasing the canvas of my sprites to make them POT, just for the compression but I guess that just makes the final installation bigger while the install file gets smaller. Is that about right?
No, it should affect both the build and the installation.
Does APK really compress the build that much? That unpacked it will increase double?
could increase double*
I don't know about actual numbers, but yeah, that's how installation files usually work. When you install a game on PC the installation files are several times lighter than the actual installed game, right?
true
I guess I reacted because I thought I saw an anomally compared to other games I made. It seems the compression I did pretty much did nothing for the end result. As the difference in build size was pretty big. I dunno man, I'm confused
What is the size of all your assets?
Well, it's not a linear relationship. There's some minimum size that the build will always occupy, since there are the engine files. The more and heavier assets you have, the more effective the compression would seem.
Yes it is true it will occupy some space. But let me just try and clarify this for me if you don't mind. You're saying the compression I setup to my files in Unity gets compressed in the build. Then all those files gets packed (compressed again?) into an APK?
Hey! Would anyone know why a certain sprite is visible on certain Android devices and not on others? Stackoverflow/Unity forum answers point to max size issue(that has not changed in the project).
The issue started appearing with the addition of the following asset: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/auto-exposure-mobile-color-grading-107079#description
I've been checking the code/shaders but nothing stands out. Any help would be appreciated.
Working on Samsung S6 and Pixel 6
Not working on Samsung S21 and One+ 8 Pro
What the game ?
Thank you
Yes. That's correct. At least that's how I understand it.
Anyone really good with mobile optimizations and would be willing to help me a bit? 😃
its 2d game with URP
Hello Friends, need help again. I still cant solve my errors.
em like for instance, what is the problem between those:
2frames drawing same things and second one is not SRP compatible, how do I check what is causing it?
how do I make it so that my game on google play sends a notification to the people that have my game to left them know that there is an update.
um there's a firebase messaging, the only one I used for now
Periodically "Build and Run" will stop working. It will throw a random error about something in my project but the error is always different. The build button will still work and I will have to do it that way for a while, and then build and run will eventually start working again. Anyone else run into this behavior?
I am building for iOS.
can anyone help me with making a game like this? go in dm if you can.
thank you all in advance for helping me
What specifically are you looking for help with?
i will explain in dm
@pure adder This discord is for asking questions, not for seeking personal help. You need to ask a proper question.
Same materials for each?
Do you access or change anything about the materials in script?
oh
sorry i just wanted someone to help me with starting
If you're looking to collaborate with someone then, use the forums for non commercial postings. #📖┃code-of-conduct
They might both be incompatible, it's just that for one of them there's an additional reason for not batching. Perhaps using lights 2d breaks the batching. See if it works with light disabled.
Please, how to fix this? Eveything is normal in editor, but when i build to my android devices, the screen is wrong
e regconize, when unity let me select localtion to build, there is 2 scenarios:
- 1: it let me name apk file, which will build normal scene
- 2: it let me select a folder, which cause half scene like above
never had scenario 2 when building for Android
anyone know how to fix the flickering issue while using official On-Screen Stick script from Input System?
fixed by moving my MoveCharacter function from FixedUpdate to Update
Hello,
How can I create File Browser for Android?
Is there a reason you cannot rely on users picking their own files/images etc?
I've made a plugin which can grab Mouse & Keyboard input just like on PC (which is missing in Unity3D). Once you enable Mouse/Pointer capture you then would add a custom cursor to your game.
https://assetstore.unity.com/packages/tools/input-management/mobile-input-capture-221017
On Android & iOS/iPadOS there is no mouse position & iOS it doesn't even show up at all.
Mouse comes in as a velocity which can then be used to create a PC like cursor if thats your goal.
It seems like android:screenOrientation in AndroidManifest.xml has been stealth changed to userLandscape in Unity 2021 (it used to be sensorLandscape in 2020). Anyway to revert it?
Using "Custom Main Manifest" does not work because it gets overridden.
Anybody experienced with accessing Android cameras in Unity? I'm using WebCamTexture API and for some reason it only detects the selfie camera and the ultrawide camera -- I want to look through the main rear camera. But the API thinks I only have two cameras and not four.
device[0] is front facing, device[1] is ultrawide, device[2] and device[3] have no display
you could create an editor script that implements IPostGenerateGradleAndroidProject and manipulate the manifest yourself
[Unity] [iOS] [Firebase]
Hi guys!
Looking at iOS Firebase/Crashlytics report of our game, I can see some entries that are basically some NullReferenceException. The strange part, and the reason why I'm asking here, is that the report says "100% app in background".
I can understand if some our game flow is bugged and lead to a NullReference. But how this can happen when the app is in background? Why some coroutine is stepping while our app is in background?
Have you ever faced similar problems?
What's really going on below when an app is put in background on iOS? The crashes are not appearing on Android.
Hi, I am trying to make my game be playable in landscape mode but I have to enable rotation on my phone in order for it to rotate upside down.
All of the games I've played so far don't require this in order to flip them, here is the code:
private void Awake()
{
Screen.orientation = ScreenOrientation.LandscapeLeft;
Screen.orientation = ScreenOrientation.AutoRotation;
Screen.autorotateToPortrait = false;
}
So I have added unity ads in my game
And everything works fine if testmode is enabled
But if I turn it off then banner ads never show up
But interstitial and rewarded ads work fine
{
BannerLoadOptions options = new BannerLoadOptions
{
loadCallback = OnBannerLoaded,
errorCallback = OnBannerError
};
// Load the Ad Unit with banner content:
Advertisement.Banner.Load("Banner_Android", options);
}
public void OnBannerLoaded()
{
if (Advertisement.Banner.isLoaded)
{
Advertisement.Banner.Show("Banner_Android");
Debug.Log("Everything working");
}
else
{
Debug.Log("ERROR");
StartCoroutine(LoadBanners());
}
}
IEnumerator LoadBanners()
{
yield return new WaitForSeconds(1f);
ShowBanner(); ```
This is my code for banner ads
Its in the player settings
There you can force landscape
If anyone can help then please ping me
I am well aware of that and the only problem with that is that some of my scenes need to be in portrait mode
this is just for the level editor where it's pointless to use it in a portrait mode and that can't be the only solution
Oo
I really wanna see your game now
I haven't heard about a game which switches between landscape and portrait mid game
I don't really have a lot yet because I just started but here:
It's a rhythm based game where you need to press left/right to avoid obstacles(levels are premade with the editor I am making rn)(Picture 1) and the level can be in either portrait or landscape(chosen by the creator of the level you are currently playing Picture 2, 3 and 4)
Just to be clear this isn't exactly what the final game will look/behave like it's just some early code and sketches that I have
Now I would really appreciate someone helping me do this^
hi, I just made a test build of my application for android but I cannot see any UI elements on my android device.. although they seem to be there because I can navigate using the (invisible) touch joystick. so it seems that my UI is there and functioning but not rendering. anyone ever had that before?
Anyone knows why some sprites that are animated look like this, on mobile (not in computer)
How important is it to stay in the safe zone? This is the iPhone 11
Does anyone know what to write in the privacy policy for Google Play? My game itself doesn't access any personal data, but I have Unity Ads that does. I'm just not sure what data it collects. Therefore I don't know what to write. I've seen others that just link to this website: https://unity.com/legal/privacy-policy as their privacy policy. I tried that, but Unity still wouldn't approve my game. Hope someone can help :)
Does anyone have a link to a guide which uses a JoyStick on Android responsible for movement and aiming? Preferably for a 2D platformer style game
any fix for building game for android? everything works fine in editor but I cant build it
(using xinputdotnet)
Is that on Android using URP? If so what unity version are you using.
Tell me pls how to put a video so that the object is on the entire screen on any device
What do you use that asset for?
Does UI elements support video?
Otherwise use a quad with the aspect ratio you need with an offset from the camera
I am getting Banner_Android Placement Banner_Android failed to fill
anyone knows how to fix this?
no
Then see the second thing I said
does anyone knows about this??
Hi. One question, I'm building for the quest 2 and at some point in the scene my fps drop to around 45 but the GPU nor the CPU are maxed out. Does anyone know what could be doing that please? Like, what else can drop fps?
No, we cannot magically know what is going on with your game. You need to profile it.
I did profile but when the frame dropped all I could see was that something called "EarlyUpdate.XRUpdate" was taking 20ms in some cases, and I don't even know what that's for exactly and why it takes so long when I was looking at some objects. I ended up testing a bunch of things and found that using a "simple lit" material instead of a "lit" one solved it in some degree, but I don't really understand why sorry
Don't crosspost @lilac hearth
Holy moly. With Unity 2021.3.8f1 and API target level 21 APK is so much bigger. Is this a mistake? Does anyone have a fix?
Excuse me, is there a way to change done button to next on soft keyboard? If yes, how do we navigate to next input field when press next button?
actually, videoplayer can render to rendertexture, and rawimage in canvas can display rendertexture, so...
How do you manage getting write permission for Android? I'm making an app with the ability to save an image file, and I've successfully made it request permission to access files (using Android.Permission), but after that it just won't download. I'm putting in some more debug checks to see if permission is being denied, but I'm asking here in case someone already knows what the problem might be.
Thanks!
okay nevermind they're downloading but to a directory that can't be accessed easily on the phone itself, I found the images by looking through my phone files while it was plugged in to my computer
noob here, does NullReferenceException behave differently on Android platform?
in editor the game is fine except just missing some sprites,
but on Android the whole game just freezes
and logcat only shows a NullReferenceException error that related to the sprite code
i didn't try Desktop build so maybe I should ask does it behave differently between in Editor and in Builds
If the code throws errors, you have to fix them either way. The behavior of the game is unpredictable at that point.
of course I just null checked everywhere, when it is null I just don't set anything
but I'm just more curious about this problem
and you can't fix any code when majority of the logic is depending on your designers colleagues' data sheets

Hello friends i still have the same problem
How do you expect anyone to know what the problem is, without re-stating it or linking to where you previously gave all the required information?
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
hey everyone, I was wondering if there was a way to control the external music of an android device through a unity application, for example, an app that can control the spotify music in the background, I apprecciate every reply, if anyone has any idea please type it, would mean a lot!
Hey ive just updated for the new ads package
Google playstore policy is changing wnd stuff
But now my ads are not showing
So im just giving up, and making my game to be paid, but you cant change in playstore from free to paid
So i think i will have to upload one more app, i would like some help on that, i just need to change the package\id name?
What do you mean? Then change it
I was not sure if thats all it takes to upload a new version for playstore
anybody using this ?
Gamekit plugin crashes when trying to load leaderboards 🤦♂️
Didn't know it existed.
Prefer using an asset of the store that does both Android and iOS though
they released 3 months ago, on the last wwwc
ah, didn't watch or read about
which one are you using '
i was using ios native pro but its full of bugs and no support
Voxel Busters 'Essential kit'
btw i think i saw you on their fourm
iOS Native pro is shite and the devs don't update it/ support it properly
I have posted on there yeah
Even reported/flagged the asset as unsupported - which made the devs be a little more active
same here
ESK though, the devs are active and have a good, active, discord server
How to properly upgrade the agp (android gradle plugin) version used by unity? I suppose it is easy, just one or two lines, but cannot find any documentation about it
Hello I have a problem where my phone doesn't show animation of hands moving trash but editor show the animation..tq in advance
Hey
I came across this error
while building
for mobile
apk
Solved it by restarting the unity editor
Does anyone here have experience with iOS? I'm trying to get Multi-Display to work, and it just won't.
I'm trying to display two different videos using Video Players, one to my iPhone and one to an external display. But every time, the external display just mirrors the phone.
My code: https://hastebin.com/bobiluxopa
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
Most of it is straight from the documentation
Did you call Display.Activate()?
Yep, tried that. Didn't make a difference.
Just making sure, did you also set the camera’s display parameter?
From the inspector
Hey! Im trying to build my app and this:
Update: turns out it's a bug with Unity
No **cking way!
Yep! Affects Android too
Hahaha
I feel vindicated
Guess there’s just not many people making multi-display mobile apps 😅
hello, one quick question, does RuntimePlatform.IPhonePlayer include IPads?
Yes
Definitely the first time I hear about it! What are you making if I may ask?
Visuals for a halloween costume! Using ARKit and Lidar to control interactive visuals on a wearable TV head
Anyone here has exprience with using OBB on android ? Quest specificly ?
I need to use a OBB for my app.
If i build a single APK everything is working
if i split binary, i get my apk and obb
but when i run the app im getting Open XR issues
(Should have mentioned that i need to use OpenXR because we want to support different headsets)
I find it hard to understand what unity puts in the OBB binary, i was able to open the obb with a archive tool and saw that there are some OpenXR manifest in there.
Thats my current troubleshooting route
Thanks, its been like 2 days im on this i need mental support HAHAHAHA
💌
Hello,
I am currently setting the parameters to build my Android game and I don't know what to set for Player settings -> Publishing settings -> Minify. I guess I have to set something in "Release" but I don't understand what the different options ("Gradle (experimental)", "Proguard" and "None") mean. Could anyone help me?
I tried looking on Internet but couldn't find a clear answer to what these options mean and what I should do.
Unity doesn't name the OBB correctly. For mobile - when you upload the OBB to the Play Store, google names the OBB file correctly. I cannot remember what ti should be. I assume this is the same for Quest, as it's still Android
Hi, I'm planning on making a space invaders game for android just for learning. Are there some resources I could use or maybe some reference? This is the first time I'll be working with unity.
see pinned msgs in #💻┃unity-talk and #💻┃code-beginner
surprised there aren't any in here tbh
Thanks
I happen just made a quick tutorial on how to make a joystick for Mobile in Unity, if you need any help let me know : https://youtu.be/Zgrif2z3_DY
Hey ! I hope you found the video useful !
If you do so, feel free to Subscribe for more :).
I also plan on making extended versions of these, if you think that would be even better, please let me know !
Thanks for taking the time to read this !
Hi, thanks for the answer i figured this and i fixed it, but now im having the open XR issue
I think my issue is related to having a single OBB that is over 4GB
anyone here has experience splitting OBB ? i know unity can only output one
could i split it myself ?
Would the unity binary be able to find stuff in a patch OBB ?
Does anyone have experience with using Admob mediation and Applovin adapter for bidding and waterfall that could help me understand why waterfall doesn't work?
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
How can i solve?
Trying to use admob for the first time. For Android. I downloaded the sample from the Unity package that you need (Hello World and a game or something idk). Sample works fine in editor, but tried to build and run to android device, no test ads.
I followed this person’s tutorial: https://youtu.be/e-q_CPfu0M0
Well, I basically imported the assets, resolve, and the app test id.
Not sure what to do
The goal of this video is to be the best guide for adding AdMob to your Unity Game.
Google AdMob guide: https://developers.google.com/admob/unity/quick-start
Support this Channel: https://www.patreon.com/SmartPenguins
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Also tried making a test project by following the “Get Started” guide from admob.
No ads on Android still
Heyo;
If I use "clear cache" option on an application, will data saved by 'PlayerPrefs' survive?
In other words, is Playerprefs stored in cache?
Or would it instead be effected by the "clear data" option on many android devices.
Edit: Nvm found the answer 😉
Hey there 👋 Is it possible to publish portrait game on Unity Play, so friends can try it out without installing on Android/Apple device?
I tried it here, but it doesn't work well when screen width is bigger than height
https://play.unity.com/mg/other/build-wpd
Here is an example with WebGL export of 450x800px.
Hello does anyone can help me?
Good Day Devs, I am looking at the possibilities of using Unity cloud content delivery service.
In that, I would like to know whether the CCD system supports updating of Scripts along with the assets and prefabs...As this was the downfall in the Assetbundle system.
The reason for this is, We are looking to develop a container application which should be able to download new experiences (With newer / updated scripts) in to it...Using Assetbundle in the system was blocking us to not push any script based updates.
Nothing (as far as I'm aware) can add new code to a build. If you're adding new code (scripts) then you have to update the build.
I'm trying to install Unity 2021 but it keeps saying my Android build tools are missing even though the hub shows they are installed?
It says make sure all tools are installed in the SDK manager...I have no idea what this means...I'm assuming I need Android Manager?
ok, nm. i reinstalled using the latest unity hub as an administrator. hopefully that error won't pop up again 🤞
Hmm ok...So its just a glorified assetbundle / asset delivery system then...
man, you are awesome 👉 👉
Hi, the Touch Screen in Unity Remote 5 is not working for me. Anyone know of possible fixes? Touch works when i use actual Android build, but not when using Remote. I'm checking this with UI buttons.
Hi folks! We have very weird case -- on launch of a mobile game with more than 20,000 installs - some users are experiencing "black screen" before even the Unity Logo! Reproduction rate around 1 of 100 launches, seems it doesn't matter if Android of iOS -- does anyone have any directional idea, what it can cause it or how to catch it? Nothing on the unity forums...
Any way to simulate and test Android back button functionalities in editor?
Hi, one question, how i can implement the haptic in unity? i like that do make that active the haptic an seconds with small power.
I'm trying to figure out a good tactic to record the screen during runtime, that's native to the game. But there are heaps of factors in determining how to do it. The current code (that I'm trying to adapt) for recording on Android is meant to use the Android device's native screen recording functionality.
But I tested it and I got errors essentially saying that the function names weren't recognised, and then I googled it out of curiosity and the actual framework seems to be completely different. So I can't tell if I'm a chump for trying to make it work without researching it, or not because I'm trying to efficiently make use of existing code that happened to be written by a chump.
Plus I'm not even sure if it's able to selectively record the things I want. I'm pretty sure it would also record GUI elements, which I don't want. I may need to make/adapt a system that works completely within Unity, so I can select specific cameras and ignore GUI canvases.
both
What's a good screen resolution setting for a landscape-mode game?
Every phone has their own screen resolution
There's no standard screen resolution that fits all phones??
No? Have you have never seen a phone that is thinner/larger, than your phone?
Or even held a tablet for that matter?
If you want to show the art at the same scale across phones, then you need to reposition the camera so that it does. But this means empty space on some devices (called letterboxing).
Use the device simulator
Hey Hello. It is said that although I signed the application, I did not sign it. Has anyone encountered this issue before?
How?
so, "device simulator" is a key phrase, and it's un relation to Unity.. so what you want to do is open up google and type "unity device simulator" then press enter, and read.
👍
hey all, noob question, I’m new to Unity and I’m trying to build my mobile project for iOS. It doesn’t seem to pick up the latest changes unless I rebuild the xcode project, is this normal or is there a better way?
Hey my closed testing is done but on most of the phones I tried to download it it says that the device is not compatible with this version
How else would you build it?
Making changes in Unity doesn't update an XCode build, you have to actually build it again
Use device simulator in Unity to fix the alignment of everything
maybe you would care to share what it looks like in Unity, and what it looks like in a build
ah ok, hoped I could go directly to a simulator or something rather than going through the extra build step again
You mean send it to you?
Device simulator in Unity .. but if you want it on device, then build
... no.
Take screenshots/ videos (whichever makes sense to do..) and share them here..
It's your UI layout/ alignment/ anchors
Or possibly need to change the 'canvas scalar' to 'scale with screen size' and play around with the height/width slider
And where is that located?
on your canvas
Yea I tried it and it just scatters everything anywhere
I found something
When I change the resolution on the game menu from 1920x1080 to 2160x1080 it causes the same thing as on the phone
How can I force that first resolution?
What options should I put the canvas scaler on?
I don't have one to hand, there's like 3 or 4 things on it.. play around with it until you see some resolution to change..
I am trying to achieve the same block stacking and disposing system as in the mobile game Stone Grass. However I wasn't sure of what way I could do it: The system consists of when you collect a money block it gets thrown on top of the stack (following the last element). I tried to do it using forces and rigidbodies by changing each time to last element of the stack but there's clearly a faster way and I don't know if it has to do with some sort of complex animation where each collected block follows its animation curve to the top of the stack. I think that's the main system I want to achieve and I think the rest (disposing the money) would be the same concept. So if anyone can help me it would be much appreciated.
also idk if i should ask here but id thought its related to mobile
please if anyone can help
Guys, How I can optimize my unity 3D project?
@deft plover Don't cross-post
ok
Can I ask something, whenever I try Ldplayer build and run it's always closing at the start but when I try it on my mobile device the apk is working? what do you think is the problem?
Excuse me, my problem is, on some android devices, when I press ok button on soft keyboard, TMP_InputField is focused again which cause soft keyboard show again, some other devices don't
Hi folks! We have very weird case -- on launch of a mobile game with more than 20,000 installs - some users are experiencing "black screen" before even the Unity Logo! Reproduction rate around 1 of 100 launches, seems it doesn't matter if Android of iOS -- does anyone have any directional idea, what it can cause it or how to catch it? Nothing on the unity forums...
Most often the case happens after initial instalation
You can create your game intro on the black screen to save on the black screen time
I've experienced this too, like a 7 second black screen
What's the "correct" way of sending text into clipboard so players can paste and share the text?
I'm seeing both GUIUtility.systemCopyBuffer and TextEditor ways being suggested.
Does anyone know to to prevent the auto rotate to happen. I have a game/app that need to stay up all the time.
In the player settings you can define the orientation.
ok, thanks
Sprite Masks from a prefab don't work in the Android build
Hello ! I am trying to make a mobile clicker game, but I have an issue when I'm runing the game. The UI looks so weird.
Phone view
I mean the button looks so weird
@jagged grove how is the canvas and the button setup?