#📱┃mobile

1 messages · Page 1 of 1 (latest)

sonic otter
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over ethernet or wifi

glossy sluice
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i got this err now

sleek eagle
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Reinstall Unity. You got a unity 2020 folder in a unity 2021 folder. Idk how you pulled that off @glossy sluice

glossy sluice
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alr!

glossy sluice
sleek eagle
glossy sluice
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ah ok!

austere elbow
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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

knotty vessel
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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!

gaunt spire
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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?

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Does anyone have experience of publishing flutter app on IOS with Unity integration?

grand yarrow
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guys can i download android build support after unity has been installed

odd arrow
grand yarrow
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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

odd arrow
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The menu is under the gear on your install in the Hub, select Add Modules

grand yarrow
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ok

grand yarrow
odd arrow
grand yarrow
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ok

sleek eagle
glossy sluice
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kemme check

glossy sluice
sleek eagle
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Looks good
Maybe google the new error?

glossy sluice
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alr i will try

dull prairie
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Guys I have a problem with my android game

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The touch inputs or the buttons aren't working in the build

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But it is working in editor

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Any solutions

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?

sleek eagle
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@dull prairiePost code

dull prairie
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There is no error in code

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Its working perfectly in editor

analog plover
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Then what do you expect us to do?

sleek eagle
brazen birch
sleek eagle
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You technically could check if the platform was android and if so return bigbrain

rotund knot
glossy sluice
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no!

glossy sluice
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why?

glacial light
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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

wind talon
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Made in Unity

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Imma add a video later on how to use (and maybe make the text boxes a little bigger too)

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So technically this is a app that let's you make chatbots by defining how you would like a conversation to go

odd arrow
wind talon
rotund knot
neon thicket
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@solemn cliff You can post jobs on the Unity forums.

solemn cliff
neon thicket
gaunt spire
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Could anyone help me with this. We have used unity for AR in our application on IOS.

twin oak
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Ive never used Unity to make a non game app is it good for that or should I go Visual Studio with Xamarin?

rain leaf
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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)

twin oak
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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.

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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

brazen birch
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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

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But ionic and react mobile are probably quicker still.. I didn't mind Xamarin but it isn't as flexible as ionic

rain leaf
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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

brazen birch
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It's also less usable. You now need plugins to access core native frameworks, and the UI doesn't behave consistently across devices

twin oak
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OK perfect thank you both for your input I will indeed go back to VS for this app 🙂

gaunt spire
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Could anyone help me with this?

wooden basin
jolly tulip
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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

jolly tulip
vocal stone
glossy sparrow
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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.

jolly tulip
vocal stone
vocal stone
# glossy sparrow 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:
Facebook: ht...

▶ Play video
glossy sparrow
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thx

vocal stone
# glossy sparrow how i can reduce this

In this video, I will show you how you can investigate your unity build size by investigating the unity build report.

▶ Play video
formal mason
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Do people in general use remote(via wifi) building for Android or just USB connection ?

twin moss
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Does anyone know how to implement FPS camera rotation for mobile devices?

forest marsh
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Hi, I get this error when I try to publish a game on the Play Store

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I am using version 2021.2.7f1

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I have scoured the internet and couldn't find a fix

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Any idea on how to solve this?

tender summit
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can someone give me a gues why is it not registering any installs?

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i checked everything and it all seems good

forest marsh
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Never mind, I installed version 2021.3.6f1 and the problem was solved

tender summit
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anyone?

finite tendon
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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 :

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But I don't have any permissions asking for the camera :

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Is there anywhere else it could be as an android ? Somewhere to analyse my own application permissions ?

finite tendon
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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 :/

forest shadow
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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.

tender summit
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does anyone have an idea why it doesnt ping installs?

rain leaf
civic sluice
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looks like Facebook, it could take even a week sometimes

glossy sluice
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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:

brazen birch
glossy sluice
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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

rotund knot
# glossy sluice idk much abt gradle, anyone wanna help rq? don't know what to do exporting to ap...

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...

▶ Play video
glossy sluice
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wow that worked :3 thanks a bunch lol was already doing part of that b4 that vid

glossy sluice
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hi im unable to connect my device with unity remote 5 to the ediotor

glossy sluice
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srry for the drawing. i just got bored and even forgot i did that 2 mins ago

glossy sluice
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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?

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im unable to interact with the game with touches. no where. not on buttons or player. unity remote build

tender summit
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i wuld assume it works

tender summit
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and yeah its facebook

cedar wyvern
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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

glacial light
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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

storm stream
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this is my game icon and this is how it appears when installed, why is that?

fallen compass
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because that's how Android does it's icons

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It doesn't shrink your image to fit

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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 ^

steel pecan
mortal meteor
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Anyone know how to debug an ios app without rebuilding each time?

tender summit
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so i installed java 8 1.8 etc. cus problems which got fixed but now java wants to update, shuld i update?

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its again java 8 but i guess a diffrent version?

covert rampart
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anyone ever had this issue when publishing to ios?

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this is suddenly an issue and i cant figure out why

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nothing has changed since my last update

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and its annoying because they dont specify what the corrupted binaries and all that is screwing me up

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ive built probably 20-30 different ones trying different things and no luck

sonic otter
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Just catching up, still having that stupid android.enableR8=false in my gradle properties everytime Unity builds for android

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and the d8.bat + d8.jar files needing to be renamed to dx.bat and dx.jar

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unity pls fix

final herald
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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

crude goblet
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Any android developers here? What should i choose? I dont understand what is it.

fallen compass
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Have you got ads?

crude goblet
fallen compass
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Go and find out if Unity Ads uses the Ad tracking Id

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the Id that identifies a user

tribal bison
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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 ☝️☝️☝️

rotund knot
tribal bison
fallen compass
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Always start by reading and fixing the first error, not the last

rotund knot
tribal bison
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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

rotund knot
# tribal bison Which video ?

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...

▶ Play video
tribal bison
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I do same thing know mu unity is not opening

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It's open

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I think it's working.......

tribal bison
tribal bison
candid sail
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Could someone help with animations not working in mobile build? Thanks.

candid sail
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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?

potent berry
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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?

tired lily
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you'll have to profile it and figure out why it's running slowly

neon thicket
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Remote is a stream, not a real test of the game. You need to build it.

potent berry
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Even the build is laggy

neon thicket
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Then you profile at that point

potent berry
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OK ty

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Even when its completely fine in the preview?

neon thicket
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Well your computer is not your phone, so yes.

potent berry
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ok ty

jagged drum
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So i get this when i try to build for my ios mobile game

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but i have tried to install the adaptive performance pack but

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i still get this error

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It says that there is no adaptive performance for this platform (ios)

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how do i fix that?

final otter
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hello help please just a question how long mostly to review the android game in google console for public release ?

rain leaf
indigo condor
indigo condor
covert rampart
covert rampart
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it also might depend on how new your account is

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even apple has gotten faster these days

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used to be a few days to a week, now its < 12 hours

dry plover
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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...

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Is there any solution for this issue?

jagged drum
mild pasture
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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.

molten belfry
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internetreachablity doesnt work with unity ads why ?

wispy ocean
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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&)

steel pecan
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internetreachablity says you are online but ads dont load ?

rotund knot
rotund knot
# wispy ocean Hi! I'm a beginner and im trying to make an app for mobile. But when i try to bu...

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...

▶ Play video
tawny radish
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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

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how do you think will apple take same screenshots for those two?

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or i should photoshop bottom line

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or there is no easy way, i have to take screenshots on real device or simulator?

neon thicket
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All that matters is the dimensions are correct. It doesn't really matter where you take them.

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We've done our screenshots inside of Unity despite having the device, it's just easier.

tawny radish
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Thanks for quick answer ❤️ ❤️ ❤️

indigo condor
covert rampart
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i see

errant furnace
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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

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From all I can find is that there is no way...

glossy sluice
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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:)

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How did solve this now?

tawny radish
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where can i "cry" about this? 🙂 is there any place apple responses to the bugs like this?

wooden basin
wooden basin
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np

sharp nimbus
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Nice to meet everyone i got a quick question anyone publish a mobile live service game? Like a gacha one

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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^

quartz ferry
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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.

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I think the problem is the native shader ‘Particles/Standard Unlit

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Is there any similar shader I can try to test?

tawny radish
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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

sleek eagle
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I'd say the latest 2020 lts. Latest 2021lts if you need any of the new features

fiery rover
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im working on a mobile game but i have some problems with my player. its glitching through the ground:

white needle
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Uh i need help at building a project

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when i open Build settings this appears in the console:

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I don't know how to fix it

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I installed the JDK

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in preferences it shows me that

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if you know a solution it would be nice if you ping me ^^

rotund knot
white needle
fresh hull
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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

tight widget
#

Someone can help about Build the executable for Android Version?
I'm confuse about a thing

neon thicket
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You can ask a question and find out if anyone can

tight widget
#

Right
How can I build Android version for v7, m64 and x86?

tribal ledge
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if I "build and run" but install fails, is there a way to re try that without re-building?

rain leaf
tribal ledge
rain leaf
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it should work, installing is different from just copying ofcourse

rough wagon
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Try older hub maybe

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Oh I gtg, if you haven't gotten it tomorrow. I might try to help you again

final otter
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Hello help please I'm new to google console. if it's rollout started it means it's pending for release ?

final otter
#

......

analog plover
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It means it has been released

final otter
final otter
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hello please help anyone I just published my game a minutes ago. how long it takes for it to be visible on playstore ??

wooden basin
final otter
wooden basin
#

np, where all here to help eachother the best way we can 😉

sleek eagle
white needle
sleek eagle
sleek eagle
sleek eagle
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@white needle maybe ask on the forums for linux btw

white needle
sleek eagle
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Ahhh

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Does it work if you let unity hub install them?

white needle
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I often reinstalled the editor and it didn't work

sleek eagle
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Did you include android support and submodules as well?

fallen compass
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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..?

neon thicket
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Yeah, I don't see why that wouldn't work.

fallen compass
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Oh good, cheers!

brisk furnace
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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?

brisk furnace
# white needle in preferences it shows me that

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.

white needle
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I did it 3 times

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And it didnt worked

brisk furnace
sleek eagle
#

Might be dependencies you also need preview for. Can you check the dependencies of the regular version in the package manager?

brisk furnace
sleek eagle
brisk furnace
sleek eagle
brisk furnace
indigo condor
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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.

rotund knot
white needle
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I will try to install unity somewhere else

wide peak
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Wonderfull people, im working on a mobile app, and i am struggling with this:

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already gave permission in settings and placed a built in pop up (makes the default android one pop)

mild socket
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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

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This works perfectly in Editor and Android

rough wagon
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Helping @glossy sluice with APK installation failed in thread

balmy stone
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I am trying to build to android on 2021.3.6f1 and i get this:

wide peak
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i just cant stand i cant request access to local storage withPermission.RequestUserPermission

balmy stone
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i tried building a completely blank project and it didn't work either

balmy stone
wide peak
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anyone knows why it doesnt go 1 folder up?

sleek eagle
sleek eagle
wide peak
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im not at work anymore, ill provide

final otter
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hello help just a question anyone. how long does it take to receive the money? when for example someone bought your app from playstore ?

glossy sluice
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How do i solve this error? can Someone help me ?

sleek eagle
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Try the latest lts @glossy sluice

glossy sluice
sleek eagle
glossy sluice
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I don't have enough data

brisk furnace
glossy sluice
sleek eagle
glossy sluice
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ok then

tender summit
#

how to make glow for mobile

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HDR doesnt work

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im with URP

wide peak
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So, im trying to go some folders up in my directory, but i keep getting this error:

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basically says it is unauthorized, wich comes from the directory not existing

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zooming in:

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The way i did it was defining a string path to Application.persistentDataPath, and right after using Path.Combine(path, "..", "..")

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So weird its happening when i deploy to my phone

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anyone has any clues?

analog plover
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the app has access to the persistent data path but not its parents

wide peak
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but the path doesnt exist, when it does it is authorized, i tested it

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its so weirdddd

glossy sluice
#

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

bold tendon
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im trying to build and run my game for Android but i get an error saying "gradle build failed"

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im new to mobile and not sure whats happening

sleek eagle
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Maintemplate.gradle not found? @bold tendon

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Send the full error and your unity version

bold tendon
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i got it working

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thx tho

sleek eagle
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Ah nice!

bold tendon
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yeah had to change the minimum android version lower

lapis star
#

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

sterile quarry
#

what is wrong here

sleek eagle
sterile quarry
sleek eagle
sterile quarry
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i tried everything but it keeps giving the same result

sterile quarry
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i tried puting the apk on a emulator

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but it did not work

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so i am convinced the sdk is at fault

sleek eagle
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@sterile quarry
Listen to my advice and try the latest 2020 version. Make sure to include the android module and both submodules

sterile quarry
#

i have been installing the version

sterile quarry
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did not work

sleek eagle
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Are the android, sdk, and ndk modules all checked and installed in unity hub?
@sterile quarry

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If so, send a screenshot of the sdk and ndk section in external tools in preferences

sterile quarry
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here mate

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one sec

rotund knot
sterile quarry
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tried did not work

#

it said something went wrong please try again later

rotund knot
sterile quarry
#

device

rotund knot
sterile quarry
#

on a virtual device

#

i dont have any other

rotund knot
sterile quarry
hollow sluice
#

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

rotund knot
rotund knot
hollow sluice
glossy sluice
#

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

#

even correctly spelling it in resulted in invalid id

#

im unable to add test device for ads

tired lily
glossy sluice
#

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

tired lily
glossy sluice
#

ah good thankyou. just what i was looking for this past hour

sterile quarry
#

can someone send me their android jdk, sdk, and ndk files

glossy sluice
bold tendon
#

i posted right under that saying:

yeah had to change the minimum android version lower

#

@glossy sluice

proud urchin
#

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???);
        
    }```
radiant anchor
#

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?

neon thicket
radiant anchor
#

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...

neon thicket
final otter
#

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?

final otter
#

.....

neon thicket
warm flare
#

Google Play Console shows that Redmi 9 is uncompatible.

#

Why?

#

It has android 10/11

glossy sluice
#

How fixed this errors

#

help pleas

tender summit
#

hey

#

does using HDR cause my phone to heat up

#

like it gets warmer then usual

warm flare
tender summit
#

i see

#

strange that it doesnt impact performance

#

i guess it does work extra hard for it

fallen compass
#

HDR != HDRP

indigo arch
#

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?

tender summit
fallen compass
#

You could just google it..

HDR = High Dynamic Range
HDRP = High Definition Render Pipeline

lunar iris
#

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?

glacial magnet
#

how I create a link or where I found a URL privacy policy template for posting my app on google play

glossy sluice
glossy sluice
#

this happened after i installed the mediation ads package

glossy sluice
gaunt basin
#

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

bold tendon
#

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?

wispy ocean
#

How can i make my game stay in landscape mode all the time? And the screen wont rotate?

bold tendon
#

@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

fallen compass
#

It's under 'Resolution and Presentation'

hollow elbow
#

What the size of SDK and JDK

glossy sluice
#

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

tawdry lynx
#

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!

This is Indian Horror Game name FEAR MAN

fallen compass
indigo arch
#

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

karmic frigate
indigo arch
#

Android phone - with cable

#

debug

#

Just hitting Build and run with no settings touched

#

And animating LateUpdate()

karmic frigate
#

the unique solution for me is to connect your cable behind your pc

#

but im not sure if they are working

indigo arch
#

aha

#

Hmm - some phones do not allow more than 30fps? I mean it is quite new phone.

karmic frigate
#

???

#

have you try to connect your cable behind your pc

placid arch
#

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!!

bold tendon
#

im having trouble getting android module to work

#

i tried pressing "Install with Unity hub"

#

it all installed except for the SDK and NDK

final otter
#

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.

final otter
#

.....

rain leaf
glacial magnet
#

what s wrong here?

rotund knot
glacial magnet
#

thx

glacial magnet
#

how I sign the app with the same digital key I use the first time?

mortal meteor
#

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

glacial magnet
#

How I can make something change at 5 seconds in code,without affect the update function with the framerate

#

that s what I mean

storm stream
#

How much time does PlayStore examination take these days? I remember arround Christmas it was 2-3 days

glacial magnet
#

the same time now

#

and for update uploading..like 30 min

dawn tartan
#

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

glossy sluice
#

do banner ads work with mediation?

glossy sluice
#

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

glossy sluice
final herald
#

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

glossy sluice
final herald
#

so just thought would ask first

#

to see if this is a common config issue or what

glossy sluice
#

like i said, you can check the profiler. either plug in with usb or send over wifi, and see the results in profiller

final herald
#

ok i will go to see how to do that

vast quail
#

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

glacial magnet
#

put this in your code

vestal sable
#

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

final herald
glacial magnet
#

but It work with GLES2 too

#

I use it for my project

final herald
#

what i mean is the framerate is not capped by the phone's system because it is running 60 fps on GLES2

fallen compass
glacial magnet
#

how I can make a cube go to the closest cube it finds

languid ruin
#

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

rain leaf
gaunt basin
#

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)```
languid ruin
fallen compass
#

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

languid ruin
languid ruin
#

How to compile only 64x on android?

fallen compass
#

unitck ARMv7, no?

languid ruin
fallen compass
#

Then that isn't your issue.

ancient violet
#

unity remote isnt made to look perfect

#

remember having the same issue a while back

#

and this was the explanation i found online

glossy sluice
#

My apk doesn't installing. This is the logcat error. How do I fix it?

sleek eagle
glossy sluice
sleek eagle
#

Maybe try the latest 2021 lts without custom gradle?

glossy sluice
#

Ok

languid ruin
timber wadi
#

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

tribal jacinth
#

"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

blazing dune
#

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.

timber wadi
#

it still doesn't works

#

Btw

#

I used unity ads

blazing dune
#

it is not 😦

timber wadi
#

Are you using text mesh pro?

blazing dune
#

yeah, the new unity versions default to the TMP input fields for some reason

timber wadi
#

and btw did u switch to mobile platform

blazing dune
#

idk if that is apart of the problem.

timber wadi
#

Hmm

#

It should appear automaticlly

timber wadi
#

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

vestal sable
#

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?

sleek eagle
vestal sable
timber wadi
#

Can someone help me?

#

No one is helping me :C

sleek eagle
timber wadi
#

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

timber wadi
sleek eagle
timber wadi
sleek eagle
#

Remove vulkan

timber wadi
#

Ok

sleek eagle
#

OpenGL is a bit more stable in 2021 with certain settings and more devices support opengl either way

timber wadi
#

Ok

sleek eagle
#

Vulkan is more future oriented however, but it has some issues rn

timber wadi
#

It should work now?

timber wadi
sleek eagle
timber wadi
#

Ok!

timber wadi
sleek eagle
#

With only OpenGLES3 enabled for android?
Could you screenshot your player settings?

timber wadi
timber wadi
#

@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

timber wadi
#

Can anyone help me Please

timber wadi
#

@sleek eagle

twin moss
#
    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...

▶ Play video
timber wadi
#

And I couldn't fix it

#

so I am remaking the game

sleek eagle
#

Give the full error

#

This doesn't say much

lusty hamlet
#

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&)
`

lavish burrow
#

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' 
    }
 }
lusty hamlet
#

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

lusty hamlet
lavish burrow
#

Yeah in there

lusty hamlet
#

`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' 
    }
 }
lavish burrow
#

Replace android/packagingOptions/doNotStrip with pickFirst

lusty hamlet
#

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.

lusty hamlet
#

so i don't wait for nothing

timber wadi
#

In ue5

sleek eagle
#

Okay, good luck

timber wadi
#

Ty

noble gazelle
#

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?

minor cave
#

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? 😱

fallen compass
#

Yes you can.
Dunno how.

glossy sluice
#

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

real elm
#

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?

sonic otter
#

kind of a tradeoff between cpu/disk/memory used

sleek eagle
sleek eagle
real elm
sleek eagle
copper wyvern
#

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.

dark compass
#

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)

gray hedge
#

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
gray hedge
#

If I use pickFirst, app throws error that dll file is missing

ashen marlin
#

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)
humble frost
#

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:

  1. Avoiding overlapping items by repositioning in the closest valid position
  2. Snapping inside another item if the drop is valid
  3. Going to the starting position if the drop is not valid

This video will start from...

▶ Play video
wanton smelt
#

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?

tulip crest
#

I get missing textures when I switch platform from windows to android

#

how can I fix that?

sleek eagle
sleek eagle
sleek eagle
humble frost
#

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();
        }
    
}
gloomy wing
#

How can i use the phone movement to move an object (no ARcore)

sleek eagle
sleek eagle
gloomy wing
#

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

quartz kernel
sleek eagle
#

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

glossy sluice
#

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...

mortal narwhal
#

My android build on real device has half bottom screen black, but input is still correct. Editor simulator work fine. Please help

sleek eagle
mortal narwhal
sleek eagle
warped glacier
#

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

rain leaf
warped glacier
#

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

mortal narwhal
real elm
#

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.

sleek eagle
real elm
sleek eagle
#

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

real elm
sleek eagle
#

Without sharing code I can't help much.
Does it also change the visuals if you play in editor?

real elm
#

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()
{
    
}

}

dawn ravine
#

hey guys, i m trying to build into android but this error is showing up

#

what to do here

sleek eagle
# dawn ravine 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?

sleek eagle
sleek eagle
dawn ravine
sleek eagle
#

And how does the jdk part look?...

dawn ravine
#

requires update

#

oh wait

sleek eagle
#

Can you send a screenshot of the installed modules in unity hub for that version?

dawn ravine
#

wait it now showing new 10 things

#

on the android install thingy

dawn ravine
#

yea its working now, thanks

sleek eagle
#

Nice

kindred nexus
#

Hi guys, does someone have experience with implementing Admob ads to unity?

real elm
# sleek eagle Then debug that

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

bold acorn
#

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

wanton smelt
#

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

fresh hull
#

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)

tired lily
#

missing class might indicate it's getting stripped out by proguard. You didn't have any failures resolving dependencies right?

fresh hull
#

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

tired lily
#

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?

fresh hull
#

I did, yes

#

should there be a lib<something>.so file for Admob in the built .aab file?

tired lily
#

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?

fresh hull
#

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

tired lily
#

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

fresh hull
#

Did you do that through the play console or link your device via USB to your computer?

tired lily
#

usb

fresh hull
#

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

tired lily
#

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

fresh hull
#

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?

tired lily
#

look in Assets/Plugins/Android, they'll all be there (as well as the proguard-user.txt file if enabled)

#

yeah

fresh hull
#

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```
tired lily
#

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

fresh hull
#

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?

tired lily
#

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?

fresh hull
#

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?

tired lily
#

no

fresh hull
#

@tired lily Delete + Force Resolve appears to have solved the problem! Thank you for your patience and your help

tired lily
#

really? haha, it's always the simplest things

cobalt peak
#

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?

glossy sluice
#

I'm having the same issue. Apk is only about 59mb but after installing it's about 130mb

iron acorn
cobalt peak
iron acorn
cobalt peak
#

could increase double*

iron acorn
cobalt peak
#

true

cobalt peak
cobalt peak
iron acorn
cobalt peak
velvet ermine
#

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

Add depth to your project with Auto Exposure Mobile Color Grading asset from ALIyerEdon. Find this & more VFX options on the Unity Asset Store.

iron acorn
timber slate
#

Anyone really good with mobile optimizations and would be willing to help me a bit? 😃

#

its 2d game with URP

fallen compass
glossy sluice
#

Hello Friends, need help again. I still cant solve my errors.

timber slate
#

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?

buoyant field
#

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.

timber slate
#

um there's a firebase messaging, the only one I used for now

left shell
#

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.

pure adder
#

can anyone help me with making a game like this? go in dm if you can.

#

thank you all in advance for helping me

left shell
pure adder
neon thicket
#

@pure adder This discord is for asking questions, not for seeking personal help. You need to ask a proper question.

sleek eagle
pure adder
#

sorry i just wanted someone to help me with starting

neon thicket
#

If you're looking to collaborate with someone then, use the forums for non commercial postings. #📖┃code-of-conduct

iron acorn
mortal narwhal
#

Please, how to fix this? Eveything is normal in editor, but when i build to my android devices, the screen is wrong

mortal narwhal
#

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
fallen compass
#

never had scenario 2 when building for Android

unborn sandal
#

anyone know how to fix the flickering issue while using official On-Screen Stick script from Input System?

unborn sandal
regal dragon
#

Hello,
How can I create File Browser for Android?

sleek eagle
hollow salmon
#

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

Get the Mobile Input Capture package from Reign-Studios and speed up your game development process. Find this & other Input Management options on the Unity Asset Store.

#

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.

polar leaf
#

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.

merry prairie
#

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

tired lily
ruby hazel
#

[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.

astral fable
#

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;
    }
dusty locust
#

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

dusty locust
#

There you can force landscape

dusty locust
astral fable
#

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

dusty locust
#

Oo

#

I really wanna see your game now

#

I haven't heard about a game which switches between landscape and portrait mid game

astral fable
# dusty locust I really wanna see your game now

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

astral fable
astral ember
#

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?

glossy sluice
#

cs

#

cs1

lament kettle
#

Anyone knows why some sprites that are animated look like this, on mobile (not in computer)

marble depot
#

How important is it to stay in the safe zone? This is the iPhone 11

cobalt bolt
#

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 :)

Unity

These FAQs provide a handy entry point to our longer and more comprehensive Privacy Policy (see Section 2 below). They are intended to enhance rather than replace the important notices

wanton smelt
#

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

brave arch
#

any fix for building game for android? everything works fine in editor but I cant build it

#

(using xinputdotnet)

pulsar isle
deft plover
#

Tell me pls how to put a video so that the object is on the entire screen on any device

sleek eagle
sleek eagle
dusty locust
#

I am getting Banner_Android Placement Banner_Android failed to fill
anyone knows how to fix this?

sleek eagle
deft plover
#

ok

#

i'll try

dusty locust
fair ruin
#

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?

fallen compass
fair ruin
#

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

neon thicket
#

Don't crosspost @lilac hearth

cobalt peak
#

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?

mortal narwhal
#

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?

rain leaf
# deft plover no

actually, videoplayer can render to rendertexture, and rawimage in canvas can display rendertexture, so...

maiden kernel
#

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!

maiden kernel
#

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

final herald
#

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

analog plover
#

If the code throws errors, you have to fix them either way. The behavior of the game is unpredictable at that point.

final herald
#

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

glossy sluice
#

Hello friends i still have the same problem

fallen compass
glossy sluice
# fallen compass How do you expect anyone to know what the problem is, without re-stating it or l...

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

formal fulcrum
#

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!

manic breach
#

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?

cobalt peak
manic breach
#

I was not sure if thats all it takes to upload a new version for playstore

indigo condor
#

anybody using this ?

#

Gamekit plugin crashes when trying to load leaderboards 🤦‍♂️

fallen compass
#

Didn't know it existed.

#

Prefer using an asset of the store that does both Android and iOS though

indigo condor
fallen compass
#

ah, didn't watch or read about

indigo condor
#

i was using ios native pro but its full of bugs and no support

fallen compass
#

Voxel Busters 'Essential kit'

indigo condor
#

btw i think i saw you on their fourm

fallen compass
#

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

fallen compass
#

ESK though, the devs are active and have a good, active, discord server

nocturne kernel
#

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

humble frost
#

Hello I have a problem where my phone doesn't show animation of hands moving trash but editor show the animation..tq in advance

timber wadi
#

Hey

#

I came across this error

#

while building

#

for mobile

#

apk

#

Solved it by restarting the unity editor

vale pollen
#

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.

#

Most of it is straight from the documentation

vale pollen
restive nest
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From the inspector

snow cape
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Hey! Im trying to build my app and this:

vale pollen
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Update: turns out it's a bug with Unity

snow cape
vale pollen
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Yep! Affects Android too

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Hahaha

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I feel vindicated

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Guess there’s just not many people making multi-display mobile apps 😅

serene vine
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hello, one quick question, does RuntimePlatform.IPhonePlayer include IPads?

quartz kernel
vale pollen
snow ruin
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Anyone here has exprience with using OBB on android ? Quest specificly ?

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I need to use a OBB for my app.

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If i build a single APK everything is working

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if i split binary, i get my apk and obb

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but when i run the app im getting Open XR issues

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(Should have mentioned that i need to use OpenXR because we want to support different headsets)

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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.

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Thats my current troubleshooting route

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Thanks, its been like 2 days im on this i need mental support HAHAHAHA

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💌

regal idol
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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.

fallen compass
# snow ruin if i split binary, i get my apk and obb

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

west hare
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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.

fallen compass
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surprised there aren't any in here tbh

west hare
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Thanks

crisp plaza
# wanton smelt Does anyone have a link to a guide which uses a JoyStick on Android responsible ...

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 !

▶ Play video
snow ruin
snow ruin
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I think my issue is related to having a single OBB that is over 4GB

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anyone here has experience splitting OBB ? i know unity can only output one

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could i split it myself ?

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Would the unity binary be able to find stuff in a patch OBB ?

cobalt peak
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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?

glossy sluice
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Here I have the error.

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

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

FAILURE: Build failed with an exception.

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

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

How can i solve?

brisk haven
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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

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Also tried making a test project by following the “Get Started” guide from admob.
No ads on Android still

balmy meteor
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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 😉

brisk haven
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Admob sample but the sample doesn't work lmfao

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Makes sense

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Nice sample

fringe thistle
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Hey there 👋 Is it possible to publish portrait game on Unity Play, so friends can try it out without installing on Android/Apple device?

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Here is an example with WebGL export of 450x800px.

glossy sluice
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Hello does anyone can help me?

kind orbit
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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.

fallen compass
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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.

violet warren
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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?

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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?

violet warren
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ok, nm. i reinstalled using the latest unity hub as an administrator. hopefully that error won't pop up again 🤞

kind orbit
mellow fulcrum
inner rain
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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.

river cosmos
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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...

polar leaf
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Any way to simulate and test Android back button functionalities in editor?

echo beacon
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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.

maiden kernel
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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.

fallen compass
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both

wind quail
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What's a good screen resolution setting for a landscape-mode game?

neon thicket
wind quail
neon thicket
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No? Have you have never seen a phone that is thinner/larger, than your phone?

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Or even held a tablet for that matter?

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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).

fallen compass
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Use the device simulator

charred aspen
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Hey Hello. It is said that although I signed the application, I did not sign it. Has anyone encountered this issue before?

wind quail
fallen compass
# wind quail 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.

prisma wasp
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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?

livid yew
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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

livid yew
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The one device that worked all the game objects are misaligned

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What should I do

fallen compass
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Making changes in Unity doesn't update an XCode build, you have to actually build it again

fallen compass
livid yew
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Yea it worked fine there

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But it's all over the place in the released version

fallen compass
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maybe you would care to share what it looks like in Unity, and what it looks like in a build

prisma wasp
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ah ok, hoped I could go directly to a simulator or something rather than going through the extra build step again

livid yew
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You mean send it to you?

fallen compass
fallen compass
livid yew
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First one is what it should look like

fallen compass
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It's your UI layout/ alignment/ anchors

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Or possibly need to change the 'canvas scalar' to 'scale with screen size' and play around with the height/width slider

livid yew
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And where is that located?

fallen compass
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on your canvas

livid yew
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Yea I tried it and it just scatters everything anywhere

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I found something

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When I change the resolution on the game menu from 1920x1080 to 2160x1080 it causes the same thing as on the phone

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How can I force that first resolution?

fallen compass
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Set the resolution on the Canvas scalar

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and always use the device simulator.

livid yew
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What options should I put the canvas scaler on?

fallen compass
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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..

livid yew
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It's OK I think I found it

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Thank you so much for helping

dire cliff
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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.

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also idk if i should ask here but id thought its related to mobile

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please if anyone can help

deft plover
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Guys, How I can optimize my unity 3D project?

odd arrow
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@deft plover Don't cross-post

deft plover
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ok

arctic jay
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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?

mortal narwhal
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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

river cosmos
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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...

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Most often the case happens after initial instalation

wind quail
polar leaf
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What's the "correct" way of sending text into clipboard so players can paste and share the text?

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I'm seeing both GUIUtility.systemCopyBuffer and TextEditor ways being suggested.

plush hatch
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Does anyone know to to prevent the auto rotate to happen. I have a game/app that need to stay up all the time.

neon thicket
simple berry
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Sprite Masks from a prefab don't work in the Android build

jagged grove
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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.

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Phone view

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I mean the button looks so weird

sleek eagle
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@jagged grove how is the canvas and the button setup?

jagged grove
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Default setup, I didnt modify anything

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@sleek eagle orientation is portrait, i did not modify any setting