#📱┃mobile
1 messages · Page 2 of 1
I will try, thanks 
I have a strange thing with my mobile project.
If I close my phone while the game is running, then it pauses, what's good, but when I open or start my phone again, then the game starts running without I've logged into my phone.
Is this normal or do I have to change smt in the settings?
You could pause the game yourself when it is not in focus (screen off) and start it again when the user touches the screen in-game.
I do not think this can be fixed easily. You could make a bug report for it and see what happens
no, wait you get me wrong. if you press on the power button on your phone, then your phone will close itself, The game will pause and stuff, that works. When you open (so press the power button again) it, then the game is running without I logged in on my phone. So the game pops up when you open your phone, normally the lock screen from your phone does.
The pause and resume works, that's not the problem. That the game pops up before the lock screen from the phone is the problem.
yes, when you press your home button, then you get the lock screen from your phone.
it's like the game is running and the phone knows it. maybe this has smt to do with the development build options or smt, idk.
ah, wait I found someone who also had this problem.
https://forum.unity.com/threads/game-is-preventing-the-lock-screen-from-appearing.205632/
I think the development build does this.
anyways, thnx for your help
Ah nice, glad it's fixed!
Hello! I am currently trying to build a small unity project for my younger sibling's ipad. The only problem is I don't have an apple device other than the ipad. Is there still a way to build the project?
Nope, not anymore thanks to apple :p @jagged thorn
I hate apple
FAILURE: Build failed with an exception.
- What went wrong:
Could not determine the dependencies of task ':unityLibrary:GoogleMobileAdsPlugin.androidlib:compileReleaseAidl'.
Installed Build Tools revision 33.0.0 is corrupted. Remove and install again using the SDK Manager.
- Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug
do anybody knows how to fix this error
Erhmm, lower your target API level, maybe try <= level 30
but playstore requires api level 31 otherwise i'm not able to update my game
@rotund knot so api level 31 is must , is there any other way ?
Same. Just having an ios device isn't enough. You also need a mac and a $100/year license
Maybe update unity @wraith temple
😐
@sleek eagle on which version should i update unity currently I'm using unity 2020.3.21
The latest 2020 lts
If that doesn't work try a blank project and copy the settings over from your old project to see if that gives the issue as well.
If no, copy over segments of your assets to see if that causes the issue
2020.3.15 was the last stable 2020 LTS we had test clear.
.35, .36, and .37 all have bad issues. I would not use them.
.38 (latest) has so far tested clean for us, but I won't be sure until I see the results next week.
You can change / set this API level in the build settings.
Failing that, you can manually install the Android SDK, and/or go into the Unity editor versions folders to manually update the Android SDK.
That way you can manage the versions without Unity getting in the way
You will likely hit this error anyway on .36 I believe, as we found it installed with corrupted android gradle on 3 of 3 test machines.
I just switched from 2020.3.8f1 to 2021.3.9f1
Noticeable notes: building the same project takes... x10 time than the older version? whether using Build or clean build..
Like the older version used to build in 1 min approx.
Now newer version finish building in over 7 mins..
I switched due to sdk problems when building and targeting API 31 (due to google play store requirement)
We haven't moved to 2021, we haven't had a build pass our QA yet. But I know some other devs swear the latest 2021 LTS is stable in the Unity Slack group (we havented test it since June, so I can't verify)
I hope I didn't switch tbh
Hopefully someone else can weigh in 🙂
I like the older version.. it is just the stupid sdk problems to build while targeting API 31+ 🥲
Google drives me nuts, as they kind of seem to arbitrarily keep changing their build requirements every 4 months...
You should be able to change the target API without updating unity though. But sometimes Unity messes up the Gradle and Android SDK and you need to do it manually - not fun
It also doesn't help that Unity devs tend to leave the requirements change to the last minute 😄
Unity hasnt even updated the build process for IOS builds last time I checked -_-
Apple also can be a b*ch about things
Hi, how raise the copy in the vr chat game?
What?
Don't cross post, delete from here and wait for a reply in the correct channel ( #📲┃ui-ux )
Sure, didnt know what was the correct channel
Hello, can someone help me with my publication to google play?
I have the game signed from Player Settings, but google does not accept the signature and google tells me to "change application signing key", but it only gives me Java key options
How to play a wav file that was saved on PersistentDataPath, on Android?
Hey guys, does anyone have a tutorial on Mobile joystick responsible for movement and aiming? Thanks 🙂
Looked on YouTube already? @wanton smelt
Hey everyone Im gonna lose my mind.
How can I get the Unity Remote 5 to work with my iphone? Itunes is installed, recognize my phone and everything. I have installed the unity IOS package, selected it in the build settings, but I still have nothing in Project Settings > Editor > Device.
Could anyone help me please? I tried everything. Is there a hidden thing to do?
hey how can i enable installs on play store so it shows how many people downloaded it
?
You can get analytics for your game from your games dashboard
yea but like other apps show how many downloads it has but mine doesnt
You don't have enough downloads, most likely
oh ok same fore reviews?
probably
hey yall quick question, if i wanted to make the same game for mobile and for pc, should i make 2 copies of them? or is there a better solution
Do you mean the source code or the compiled code after? You will need to compile your source code for every platform you intend to target
Yep but I mean it like this: in one copy of the game the controls are made for mobile and in the other one the Controls are for PC. Whats the best solution for that? Should I really make 2 copies of my game and edit them separately?
Only need 1 project
1 project, I would add input listening for both types
a mouse touch and a finger touch are the same, just a vec2 position on the screen
if you have more complicated functionality, you may have to recreate it for each platform--but still just do it in one project (unless you really want 2 projects)
Thank you
When i am setting google license key in In-App purchasing settings it saying this to me. But i set this in dashboard and error still not gone, even after refreshing unity.
Hello guys, may i ask a question about screen fit multiple resolutions on mobile, to do it i can only scale the background and anchor game objects is there any other way to keep them fit ? , i am curios how big company solve this, and also this is only for 2D mobile game, what about solutions for 3D mobile game ? thanks for reading my question.
I think it's just about the visual, and not performance. Correct me if I'm wrong
It's a simulator, not emulator
With a canvas?
What issues are you having
I don't think so, every time I switch devices the performance adapts too (?) dunno if that makes sense but it's not just for simulating UI differences
Probably because they have different resolutions. How big is the change?
no i am not having any issue i just thinking anchor each object is not very fast, put them all in canvas ? i will test that out thanks you
It goes from 15 FPS to 60 FPS and the size doesn't even change that much
for 2D canvas will be used for everything screen related for my projects. Then I use that scaling canvas to match it properly
It's resolution, not size. There are phones with 720p and 1440p screens
If I turn on post processing on simulator it slows the player down compared to normal game view
so it might actually does have the performance change depending on the selected device
Idk I'm confused that's why I'm asking here
yep now that i just rethinking, anchor the object did not change the scale of the object for different reso but put them all in canvas then scale the canvas will do
How can i make my game suit multiple resolutions? for example one people downloads my game with a resolution of 1920x1080 and another one with 2400x1080?
1- use the Unity device simulator package
2- Set the "Canvas Scalar" to "Scale with screen size" and set a resolution on that to what matches your designs
3- Design your UI so it is anchored correctly to move/ position correctly
thanks!
Guys do you know of an existing solution of how I can control game settings without reuploading a new build to the store? EXAMPLE: change banner ad display from bottom to top
have your game fetch those settings at runtime. One option is Firebase's RemoteConfig
hey there, is it possible at all for daggerfall unity to be ported to andriod?
im porting over another game, seems to be going smoothly, i'll update though if it fails
so the other app is fine, but has controller issues, dont kno y Daggerfall dont run
Hello there, since upgrading from Unity 2020 to Unity 2021 the game has some weired lags when moving the camera. In Profiler i cant see any spikes so it seems to be not performance related. its not like heavy lags, just very short but often. Any of you guys have an Idea what could fix this?
If using the new input system set input checks to dynamic update if not already?
Otherwise not sure if the profiler does not say anything
The Device Simulator is intended primarily for viewing the layout of your application.
The Scale with screen size option is only for the UI, @crimson orbit is asking for the whole game , scale the UI did not scale your gameobjects this is too different parts, you have to create code to scale from the camera and also code to anchor gameobjects and scale your gameobjects too, there are few scripts online if you want to use just google them and pick what fit best for you.
So what should I use?
@crimson orbit i am currently using script from https://awesometuts.com/blog/support-mobile-screen-sizes-unity/ , this only cover the background scale and the gameobjects anchoring, you will have to find or make some code to scale your gameobject to fit the different screen reso, but please be aware i am a student too so i don't know weather this is the best practice or not but it is the only option i found
Hello everyone! I'm trying to figure out how to perform profiling on Android, both for GPU and CPU, but I don't know what I'm doing wrong, I can't find anything that help me understand how to do it. Does anyone can redirect me to some resources? Afaik, Unity do not have a in-build profiler for Android, some people apparently use Android Studio, but how to you make it work with Unity?
Also, can Android Studio profile for both GPU and CPU or do I need different tools?
When building check autoconnect profiler and you have acces to quite some data
I profile all my games within unity products and on-device stats
Wait, I just need to connect my phone, enable development build, enable autoconnect profiler, hit Build & Run and I can do profiling?
Yep
Over USB or over wifi
@sleek eagle yesterday you told me about putting all stuff in canvas, i tried and it work but in exchange the game performance is much much lower and when i look for more info people said this is not a good practice because doing so will make the game design and scripting getting much more complicated and the old UI system is not optimize for putting all game sprites in it, doing this will even mess up something when you put particle in, but still testing it out was a very fun xp, btw your youtube vids bro are very informative and amazing, please keep making more and sr for my crap English.
Thanks a lot, I'll try that
Ah sorry for the misinformation. My games did not need much scaling so all scaling was done by UI. Texture atlassing is great for performance for UI and 2D both btw.
A few messages up someone posted a script that might help
Hi there. Does anyone know if there's alternatives for the old NatCam package? Looking to take pictures with the camera, and looking to see if there's a premade package somewhere, but not having a lot of luck
What part are you stuck on?
Sounds like 2 steps to me:
- Get access to the camera and show it on screen
- Save image to (render) texture
It's not that I'm stuck on anything, mainly looking to save time by using a pre-made solution that handles some device specific things as well. And I remember back in the day there was NatCam, but it seems like that has disappeared?
Never heard of it, sorry
Hey guys ! I made a mobile game and I wanna export it and give it to a friend to test it a bit. I was looking for a simple tutorial of how to do it and I found this : https://m.youtube.com/watch?v=j0L3SDYyMJI . Is it good to follow ? This is my first mobile game experience. Thanks ! 
In this video I show you how to export your unity game or app as an APK with the right settings for it to be published on the Play Store
Links -
https://docs.unity3d.com/Manual/android-sdksetup.html
https://developer.android.com/ndk/downloads/older_releases
https://developer.android.com/studio
Looks weird that I have to download 2 more things before exporting.
All you should need is to install the android build support (and the two things listed below it) from Unity Hub. You don't need Android Studio.
Unity asks me for android JDK path when I'm trying to build my game
Can I download it from unity hub ?
Yes, that will be installed and configured via the build support in UnityHub.
Yes, under the modules for your Unity version.
In build settings I selected Android as platform
Ooh, I will check tomorow
And I will export an APK, right ?
Or AAB depending. But by default, APK yes.
You have them turn their phone into developer mode so that it allows side loading APKs. Then you send it however you want, they download and install it.
uh, ESL ( English Second Language ) here,
what's the term for
"switch to another app" "switch back to game"
sort of behaviors on mobile?
trying to find some related issues with that but don't know the English term
So I making mobile game and all the ui and the player look very very bad and when I move with the play some of is part disappear and come back after I in the same position
Look you can see it in the video
Sry if I in the wrong channel
Are you using the Unity remote?
ya
Unity remote is streaming a video from the editor to your device. It's a low quality video stream. To see what it actually looks like, do a build and install it on your phone.
ok didnt know this thank you i will check
?
I keep getting this error when trying to build to android
I installed the recent unity version with the android modules and I'm getting these errors now
I want to know 2 things about connection interrupts, and how the mediation ads sdk handles the situation;
-when ads are initialized at the beginning when the user has internet turned off, but later during the session the internet is reconnected
-when internet connection is abruptly lost mid session after initialization, but is reconnected later on
I tried running the above scenario myself a few times, once the connection is lost, I was unable to reconnect and load new ads. (I have yet to test this out a few more times and inspect debug logs, and hopefully it was just a matter of luck that I did not get ads.) I additionally have questions on how I can customize these behaviors;
-how to fetch new ads when ads have been shows and no new ad is loaded
-how to check for internet, and send a call to reconnect if connection was disrupted.
Does anybody knows who can I stop Unity to rewrite android manifest? After every build It rewrite it and the app store does't take it anymore coz it add many other permission which are not required.
You can use this callback https://docs.unity3d.com/ScriptReference/Android.IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject.html to manipulate the manifest
Hello I am using unity 2021 and when I press add key In keystore manager it throws an error that says unable to create keystore please make sure the location is valid
Pls help me
Can someone please help
you didn't show what the errors were. Click on them and see what's broken
Does the path have any special characters?
i have no clue whats wrong please help 😅 (unity android build attempt on 2021.3.6f1)
☹️
This issue begins with Unity 2020:
Screen Flickering ( and somehow it's a saved pre in-game screenshot ) whenever switching back to the game
Guarantee will happen after had opened another app
Unity version: 2021.3.5f1c1
I'm testing other versions right now but just wonder if anybody has run into this issue before
can someone help me
What do you need help with
Can someone suggest me....is it good to have each level in one scene. Or multiple levels in one scene? The levels are small in size
It's entirely up to you and whatever is easier for you to organize.
Yeah, Just noticed that 🤔
I'm not sure how exactly I can fix content labelling or touch target size issues in unity, google only provides standard android solutions.
Hey guys, I've made my first Udemy Course and it's free for the first 100, I wanted to share it with you.
If you're interested, have a look :). Feedback appreciated :
https://www.udemy.com/course/unity-mobile-game/?couponCode=FREELAUNCH
Solved the error gradle file path was missing
I suggest each level with one scene because it would be easier to code and will have least bugs
can anyone help me?
I have tried different things, when i try to build in the android I get a 'graddle' build failed and get these errors
I'm using Unity mediation SDK. When ever I try to build my game it show Duplicate class error. How do I fix this. someone Please help me
hi, i have a question. I only want my touch control buttons to show when the game is running on mobile. The problem is that my game is built on webgl.
Set the controls as active or not based on:
https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
Hey guys i make my first game for mobile
But it kinda suck xd
i guess this can improve more in future
Congrats
Anyone here firm with android development? Somehow, my unity just freaked out and now all I get is
Execution failed for task ':unityLibrary:BuildIl2CppTask'.
I checked the folder for SDKs as well as trying to use the build in unity one and my own Android Studio SDKs path.
It is crying about this line ```
exec {
executable workingDir + "/src/main/Il2CppOutputProject/IL2CPP/build/deploy/il2cpp" + executableExtension
args commandLineArgs
environment "ANDROID_SDK_ROOT", getSdkDir()
}
even tho the file is there
Still getting il2cpp.exe'' finished with non-zero exit value 4, anyone?
Google play console is asking for 7in tablet screenshots. I don't have one and am wondering if there is an app out there that can simulate different screen sizes. Or should I just change the screen resolution in unity and snip a pic from that? Thanks!
If you are on the correct platform, the game window willg ive you resolutions typical for that platform
I just made a virtual device in Android Studio. Will see if that works than I'll try using Unity's game window. Thanks!
I have a question in regards with the simulator.
The player controls a AA gun on a boat, but for some reason, when I activate the mobile simulator and play the game, it spawns a new turret in the scene instead of just using the one on the boat. And I do not have anything in the code that instantiate anything. Does someone know what could be the issue?
Oh, I figured it out. It was because of input manager automatically creating a new player when a new input is detected
Hey. Anyone know if VFX Graph particles work on URP mobile?
They do on capable phones, older phones won't.
is gpu compute the only requirement? If not do you know of a list of compatible handsets? thanks
This might help
https://forum.unity.com/threads/effects-created-using-vfx-graph-not-showing-on-android.841465/
I create a small game prototype to check the new Unity features.
URP and Post Effects are working well but VFX (Compute Shader) do not display at all,...
thanks
hi. does loading and saving data from file take a noticeable amount of time on android? assuming it's a not a huge save file. lets say one word page worth of text
kinda depends on how you're doing it and if the phone is super old but usually not
I've had large xml files parsed on a galaxy S7 that took about a second
with schema validation
Is depth texture and opaque texture costs heavy performance?
If for a mobile game, do I avoid using it?
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?
Do you perhaps have a non-Unicode letter in the path you're building to @glossy sluice?
Yes. Bit what does it mean?
That can crash gradle. So try to try to a different path with just unicode letters and no spaces
So do you have an example, especially for this?
Just C:\Test
Ok. Im building with imac so what u mean?
This are my errors after trying to export and build google gradle so apk
What is the path you are building to now?
hi i am facing an issue rigarding facebook in unity test ads are runnning fine but live app with orignal ad ids ara not running at all
plz any one help me out
My path as follow:
/user/pascal/desktop/projektordner Unity Games/Game 3 Kopie 21/baggie
spaces :E
Hello, i have an issue with Google AdMob, that works fine with the Editor but i have this error in Android build :
Someone know what is the problem ?
So I am working on a project for mobile platform now the question is should I make my game in Unreal or Unity which engine would provide my game with more optimized performance coz I feel like Unreal Scripting language would just make my code bigger and the performance would drop(I may be wrong tho). I am more familiar with Unreal but still if unity gives better performance for mobile platform I am willing to learn it.
If you are going for maximum performance, it depends on the game you are making, but if performance is #1, neither engine
If you want cross platform support (I.e. XR, mobile, console, desktop, web), Unity is AOK.
If you want high end console, Unreal is great.
If you want web only, phaser, BabylonJS are great.
If you want 2D mobile, Godot, etc is great.
If you don't mind platform switches, you should decide what you want to make first, and pick the best engine for it.
Does anyone know how to convert your game to 64 bit devices?
For mobile? I think there's an option for that in player settings
?
Are you there?
No not this weekend really. But you still have spaces in your build path
Im trying to build for android but Ad Mob is causing problems. I get this error, I did some research and it resulted in me updating my Gradle version. But after I did that, I get a DIFFERENT error. I get Gradle Build Failed. (I am on Unity 2021.3.6f1)
After Gradle update:
(Windows builds work fine)
some help would be very appreciated because i cant find anything online
Yes
Alright.. Thanks, was curious to know if it was going to be too heavy on my upcoming mobile game
I think it's high time i stop using the built-in pipeline and advance to using URP instead
Thank you but how can i delete this spaces?
Make sure ur gradle build path is correct
I once faced same issue I solved by correcting gradle,sdk, jdk path
I just realized guys most build error in Android comes when gradle or sdk or jdk or ndk file path are missing make sure its there
Is there any way how to add stuff referenced in custom manifest in Plugins/Android like @array/ or @drawable/ with just Unity and not using any additional projects in Android Studio or so?
Alright I will try that when I get the chance
What u mean?
Thank you but how can i delete this spaces?
Just build to a different path that does not have spaces in it
this is the Gradle path i have set, downloaded directly from gradle's website
That's incorrect path
U can't put the path on ur own
then what path do i put?
alright one sec
I mean this in preference
Did u put gradle file in correct path?
Press copy path
i did that
And put on file explorer
2021.3.6f1
And also show the console like what error it is showing
Exact version I am using lol
ah
So it's in correct path right
That jdk folder
Check same for sdk and ndk
it should be, the file explorer screen shot is what is in the folder. This is the full path: C:\Program Files\Unity\Hub\Editor\2021.3.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
I think u should try with lower version
Wait let me check
I downloaded with lower version
which version?
6.1
alright one sec
Replace with older version
its extracting
Okay
i gotta restart unity i guess, i didnt have to earlier
U have to close unity i think
restarted and replaced
alright
How long have u been stuck on this problem?
is on the final stage
and i dont think its because i forgot to set my app id
Wait did u put app id
at the moment. no. but before, i did.
Put that
One error got reduced
i dont get the ID error anymore
k
Is this tick?
nope
All these are there right
yup, Could it be because i am building to a different drive than what unity is installed on?
What different drive
Unity is installed on the C: drive. My project and build is on the E: drive
Build on c drive try
didnt work
the only things that are above are warnings about my icons
Ohh
and this
Okay that isn't problem
alright
One min I am trying to recall what I did
👍
Do u have android studio
just the main download right?
Yep
alright
While ur waiting did u made key in keystore?
what? Im not sure what that is sorry
They key is like password for the project like padlock so that only u can access it is compulsory to have key otherwise u can't update ur game
It's in project setting
Under publishing setting
This
no not yet
Make sure u nvr lose it
Yes open it
Yep
back to waiting
Is it open?
nope
Okay
alright
Click more in action
Select sdk manager
And go to sdk tools
Untick hide obsolete
alright
Scroll down do same for ndk obsolete
Also I am not sure if ticking google admob ads sdk obsolete works but I downloaded that
Download that
downloading...
done
Ah I was sending gif
i saw
Show console
should i restart unity?
you mean gradle?
the jdk is the default one from unity
Ohh
My case it was missing so I had to download from official site
Which version it is
1.8.0 i think
Okay its right
i could redownload it
Hm everything is in place
Go to project setting
Under publishing settings
Tick main gradle
Main gradle template
And custom main manifest
like this?
Yep
alright
I have this problems too
Does it look like this
In file manager
no
yea
Wait I will send u files here
k
k
Also for u which version of unity editor are u using?
the rar is broke
nice image?
Wait it's not allowing me to send link
just dm it to me
Unity version 2019.1
Ok
Sry 2019.4.20
Are these sdk ndk gradle on correct path?
So should it look as yours?
it's weird to me why this is so common, but you know there is more information if you actually click on the errors, right? @glossy sluice @balmy stone So post what the actual error(s) is/are, and not the "there was an error" messages
i did know that but most of the time i didnt understand it
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?
Is gradle on correct file path
Same goes to all jdk sdk ndk
you have two copies of GooglePlayBilling in your project somewhere. First try re-resolving your dependencies (delete resolved libraries then force resolve). Then look at your gradle config to see if dependencies are pulling in multiple versions
@silent canopy
Wait
Untick those main gradle template and main manifest in publishing setting
After that try
It should work now
Now it's reduced to 2 error
Are u building as apk or app bundle
apk
Tick build app bundle
but im not releasing it yet
not this build, no
still didnt work btw and fine
found a new error
Wait i am sending u files
Where can i delete all? Will my game crashed after delete?
you need to find them and make sure you don't have extra copies. And your game currently doesn't even build, so crashing is a non issue atm
Ok
updated the gradle and got a NEW error
Will be there exact the same dependixies?
I don't know what's in your project, so I have no idea
hello, to publish an unity game in apple store, do u need a mac ? or with unity and windows u can publish ?
You need a mac
@glossy sluice Don't crosspost
ok
if i am making an app with ar functions which templates should i be using?
The AR template?
AR is very broad, we have no idea what you wanna do
What do you guys do for OAuth integration?
Google's for example, disallows both Android and iOS webviews (which I assume is for security reasons) so none of the webview based solutions will work.
The easiest way is to open OAuth in a separate browser and deep link redirect back to the app, but that would affect UX.
Alternative would be to diving down to each platform specific solutions like iOS SFAuthenticationSession (which apparently is deprecated already and have to use ASWebAuthenticationSession for iOS 12+, except I still want to support iOS 11 players) but that seems like massive headache.
Is it worth going down that path just to have better UX, or do you just say opening in browser and deep link redirecting back is good enough?
need help
Hey android people. is there a way to completely remove Android Resolve from Unity?
Hi guys, I'm having a problem with my Unity Ads. It loads and shows the advert just fine but at random points whilst showing the (been at the start, middle, end, even after closing the ad) the program crashes. It works fine in Unity, it only happens on iOS devices.
My script: https://pastebin.com/k7bNsifX
My Error in Xcode: “Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[__NSPlaceholderArray initWithObjects:count:]: attempt to insert nil object from objects[0]'“
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Does anyone know how i could make touch movement like tempelrun(Only go from left to right)
Hey can anyone help me with the code for registering a screentouch im finding it all a bit confusing
i'm completely new to android dev in unity, but can anyone explain to me why my gui, designed in 16:9 looks so weird in 2340x1080? How does this work?
I'm really new don't judge me if i'm wrong please. The A50 vertical has a lower scale. Maybe you just need to bring it up to 1.
i dont think thats the problem, however I'm not sure
using the 19:9 scale i should get this
this is the scale of the a50
i'm getting this error after Updating from Unity 2020 to 2021.3.10f1 and attempting to upload to Google Play:
You uploaded an APK or Android App Bundle which has an activity, activity alias, service or broadcast receiver with intent filter, but without the 'android:exported' property set. This file can't be installed on Android 12 or higher. See: developer.android.com/about/versions/12/behavior-changes-12#exported
i have opened AndroidManifest.xml and added the android:exported="true" property to the activity tag, but i still get the same error trying to upload
is anybody familiar with this error?
How can I have same signed key for an app in different markets? (android)
The app has been released in google play and I would like to publish it in the native market as well
Can I update/change the signed key in google play?
Hey, guys this is my first shot at making a android game, I just wanted to know, what size do I need to create my background image for lets say the "main menu" of a game?
make sure its a multiple of 2 and set the config of Crunsh Compression to the image or place it in an Atlas. Those are the most important things, the size of assets themselves will depend on the kind of game you are doing.
For example if you want to do a casual game, its a good idea to have your final app size a similar size to your peers in the play store.
When you build a new version of the game, open the editor log, scroll to the end and you will se the size each asset that gets included in the build. From there you can optimize.
So i'm making a Idle game, and basically I just need to get the make my background image right so I can then Make all buttons correctly scaled to that image.
for mobile devices take a look at screen sizes and stuff, you need to be able to adapt to most screen aspect ratios as there are many android devices with different screen sizes
This tutorial/guide will show you how to resize your Unity UI canvas, GameObjects, text, button and images. You will learn:
- How to fix Unity UI for every resolution
- How to adapt UI for mobile devices
- How to change Unity UI canvas scaling
💜 Join our Discord: https://discord.gg/hNnZRnqf4s
Timestamps:
0:00 - Intro
0:20 - Fixing main UI
3:23...
I dont work with the background image as base, I use a portrait or landscape resolution and work with the canvas.
Has anyone experience with react native and Unity, precisely with ARCore extensions. I got some weird issue, that Unity is disabling all inputs when attached to RN as a UnityView. Seems to be an iOS issue, as it is calling some iosSupportManager when running on iOS.
Hi All, I'm having issues with the Mobile Notifications package for Android, I've installed the package and it is "Up to date", I have implemented a simple notification test using the code from: https://docs.unity3d.com/Packages/com.unity.mobile.notifications@1.4/manual/Android.html.
However, whenever the code attempts to communicate with Android, I always get an AndroidJavaException
java.lang.NoSuchMethodError: no static method with name='getNotificationManagerImpl'
I've found plenty of StackOverflow posts with similar issues, and I've implemented plenty of suggestions, but now I am at a loss.
If anyone could help, it would be very much appreciated!
is it getting stripped by proguard maybe?
I'm having build errors when building to android. I'm using unity editor 2021.3.1f. it started showing when used unity mediation. then i returned to Unity Ads. but there was no errors! but in the game builded, ads were not showing, but fine in editor. then i switched again to Mediation, i got duplicate class error. Today i tried with custom Main Gradle then i got thers errors: BuildFailedException: Incremental Player build failed! UnityEditor.Modules.BeeBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at <1135c66e5f4c41a7831fa5798849d8b6>:0) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <1135c66e5f4c41a7831fa5798849d8b6>:0) UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <cef18509d2a64c60b8ff238a98d49698>:0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <1135c66e5f4c41a7831fa5798849d8b6>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) can someone help me to solve this errors ? Please. I'm using ``` Unity Servise Core, Analytics, Authenthication, Remote config, remote config runtime, backtrace , addressables, localization, playfab, lootlocker
Please help me
post what the errors are
Does Android logcat include Debug.log() ?
because I'm browsing all the output from logcat at Android Studio and there are none
Anyone know if there's a way to detect if a physical keyboard is attached? My game can technically run on a Steam Deck and I'd like to keep it that way, but it does require the keyboard (you cannot type fast enough to play the game on a virtual keyboard) so I want to make sure I warn the player of that.
Probably not strictly related to mobile but, eh, steam deck is a handheld PC, I think it counts
I can reliably detect the deck itself by looking at what Unity reports the CPU as, but that's only half the battle
You might have to look into different APIs to check different platforms. So on mobile you can check if a keyboard is up I think. On SteamOS, there might be an API for Input, that handles all controllers. But why not warn the player always? Just put that warning up in a loading screen or something, if it is that important for your game.
I do not want it to be annoying. I personally get really annoyed at dialog boxes telling me how to do something I already know how to do or just annoying messages in general.
But the game will break without a keyboard. You just need to be able to type fast.
Then you have to dig into APIs depending on your platform. Windows has some virtual keyboard unity should be able to recognize, maybe there is something on steamos too. Just make platform dependent code and update accordingly
well, is your gradle.properties missing an entry for unityStreamingAssets? Are you using any custom templates?
You need to set JAVA_HOME to your installed Java Version
Yes it does, set 'tags' to unity
Yes I'm. And has the property.
I will try it .
How can I have same signed key for an app in different markets? (android)
The app has been released in google play and I would like to publish it in the native market as well
Can I update/change the signed key in google play?
Android: SystemInfo.deviceUniqueIdentifier always returns the md5 of ANDROID_ID. (See https://developer.android.com/reference/android/provider/Settings.Secure.html#ANDROID_ID). Note that since Android 8.0 (API level 26) ANDROID_ID depends on the app signing key.
We have used device id as a login/register procedure. Also, we would like our players can log in to both markets with same account. The problem is device id depends on signing key.
Can we change the released app sign key (google play)?
Did anyone else get Admob undefined symbol error in xcode when trying to build
Hey guys! Anyone got any good tips for matchmaking for mobile games using Unity?
#archived-unitytips is not for questions. Do not cross-post
@glossy sluice as it says, check the console and if you cannot fix it send the errors here
Hi, is there a way to get timezones working for android?
Trying to create a 24hr countdown for the PST timezone but android can't seem to find the timezone specified in the c# code
It works on windows tho
@glossy sluice
https://youtu.be/RVtAD_q0Jtw
Try this or update to the latest LTS
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...
What package/code are you currently using?
Just standard system package
Share code maybe
If you are specific I can help more easily
private void UpdateCounter()
{
var utc = DateTime.UtcNow;
var pst = TimeZoneInfo.FindSystemTimeZoneById("Pacific Standard Time");
var pacificTime = TimeZoneInfo.ConvertTimeFromUtc(utc, pst);
var timeLeft = nextMidnight - pacificTime;
if (timeLeft.TotalSeconds == 0)
{
RetrieveStore();
nextMidnight = DateTime.Today.AddDays(1);
}
countdown.text = $"{timeLeft:hh\\:mm\\:ss}";
}
this function is run in the update loop
on android I get an error saying it cant find the timezone but on windows it works fine
@sleek eagle
Does it give an error or just no vakue being filled? (If the first what error, otherwise what value is not getting filled)
it says cannot find timezone "/usr/bin/Pacific Standard Time" (something like this, can't remember full directory)
it errors on the pst assignment
"Pacific StandardTime" is not a valid timezone id
sorry mis typed but I meant Pacific Standard Time
@brazen birch i get same error
I am getting this error when trying to upload to the google play store
The weird thing is I never uploaded version code 4 to the google play store, and I have removed the ads package in newer versions of the game
Your app version code 4 includes SDK com.unity3d.ads:unity-ads or an SDK that one of your libraries depends on, which collects personal or sensitive data that includes but may not be limited to Advertising ID, Android ID identifiers. Persistent device identifiers may not be linked to other personal and sensitive user data or resettable device identifiers as described in the User Data policy.
Probably haven't removed the ads fully
What do you mean?
@ember jetty How do I open the App Bundle Explorer?
I mean, you haven't removed the ads properly (maybe).
How can I remove it properly then?
by finding if there's anything left over and removing it
also, when you do a build, don't overwrite the last one.. do a completely new clean build
I do that
Only some stuff in the Library folder
I also removed that now
which folder where
can you help me bro
ok, i don't know to ask this question in #📱┃mobile or #🥽┃virtual-reality but, i'l testing my app on the oculus quest and i'm getting a "null pointer dereference" crash
what's a null pointer dereference?
That's a deeper C issue. Put on full debugging, Android logcat and see what's happening. But it's very likely a bug in your unity version or the oculus SDK
ahok
i'm going to try to strip as much as i can from my project
and try to build
worse case scenario, i'll just start over
I've gotten this problem before bro
You have to make sure you have good internet connection when building to update the gradle
And also set the minimum api target to 6.0
Try that, if it still doesn't work DM me
You've no idea the stress you've saved me! Thank you!
This fixed my issue for anyone having the same issue.
Someone can help me? I getting this errors when I build to Android
You need to click on the error with '5 Errors' and look at the bigger description to see what is happening.
There is App Bundle Explorer in Google Play Console website
That will contain all the released App Bundles you published till yet
You can see which Bundles are still active there
Anyone here uses toony colors pro on their URP project? .. I need help on setting up outline
hi guys i have a issue in ar .I was unable to get the apk for android
Hey guys! I desperately need assistance for my Unity VR project which I'm struggling with a problem.
Everything is normal and rendering okay when I press play in Unity.
I am attaching the images for you to see.
But when I deploy it to my Oculus Quest 2, It fails to render a lot of things like water shaders, skybox, scene objects, etc and there are a lot of dots of the object edges.
I tried trillion of things: decimated geometries, baked merged meshes, even changed the water shaders, assets.
I made it all render by tweaking the render queues once but when I add a game object to the scene for the game, it failed all over again. So it was not the viable way.
What am I missing? It is not heavy on gpu or there are almost no lag.
I'm about to lose my mind please help me 😦
don't think this is a mobile problem. #🥽┃virtual-reality
Quest 2 is a mobile platform but who am I to judge 😊
Yes, it works on Android OS
damn my whole life is a lie.
i apologize.
No problem man 😊
Anyone have experience with AdMob? Ads work in test mode but not production.
You need to wait. Production ads won't start for quite some time, sometimes a week
I was hoping this was the reason they were not working. Thanks!
Hi.
Recently we noticed in our Game Analytics that we had some amount of unknown users from China.
Also the game had a version, that we never pushed.
Seems someone takes our game and resubmits changing some versions.
Is there any way of securing the APK?
So even when they take the APK, they couldn't use the code base.
Another problem is the fact that we pay for some services per user.
In this case we must pay also for that unknown users.
Yes, this happens more often than people know. Solutions vary depending on the platform and the services you are paying for however
Chances are they are mostly trying to disable ads, disable in-app, and cheat at player growth
Anyone has any experience in using toony color pro asset for a URP project?
Am trying to enable outline using the hyper shader 2, but i don't understand the documentation on how to set it up
What kind of platform do you use to publish your apk?
Google Play.
hey guys, anybody know why every time i tried to integrated the game to a application on android/ios (irl selling parts) the graphic got downgraded or not even exported to the game (the lightning environment got so dark)?
You could look at this
https://developer.android.com/google/play/integrity
Thanks.
@glossy sluice That's not how this discord works. Don't bait people into helping you. You can just ask a question and if anyone wants to answer, they can.
My unanswered question
Hi guys, So I'm building a Unity XR project and was facing huge build sizes from unoptimised assets. I checked the build report and optimised the assets as needed. Now the total asset size has came down from 1.6 GB to 577.4 MB. However the apk is only 1 GB from 1.6 GB. Where is the extra size coming from?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Unpack the APK and find out.
But you could let them download that 250mb of lidar scans instead of stuffing it into the build. Or cleanup and optimize that lidar.
Depending what is in that folder could vary a lot from paltform to platform
The size is almost certainly the lidar, 3d models and any light baking - remember that asset formats vary between platforms, and so do the sizes and compression methods
Hi, is there a way to get timezones working for android?
Trying to create a 24hr countdown for the PST timezone but android can't seem to find the timezone specified in the c# code
It works on windows tho
is there a way to get the google app store on a windows device?
first result btw
ok ill try that just seems a little sketchy
or the best way is just get something like Bluestacks https://www.bluestacks.com
ok thanks
hey everyone, does anyone have some tips how to improve UX for Android ? The Input fields are really terrible..
doea anyone know how to get rid of these comands pls?
- android.permission.RECORD_AUDIO
- android.permission.MODIFY_AUDIO_SETTINGS
pls anyone
<@&502880774467354641> can u help also sorry if i annoyed with the ping
<@&502884371011731486> <@&502880774467354641> pls help me
@odd mesa Don't ping admins/moderators with non-server issues.
hello i am getting eror not able to buil android apk
i unistall and install unity more than 5 time
same eror gradle build faild
is there any one who know how to setup android unity
i am very beginner
What's your error saying? You should click on the error for more details
You need to find where they are being added from, and remove them from the manifest.
If building for the quest, create a custom manifest.
Sometimes they come from custom plugins that get added to your project. Making it hard to edit their manifests
A shotgun approach to the problem
https://answers.unity.com/questions/1031823/how-to-remove-android-permissions-1.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
If after the submission to App Lab, your application has been rejected for this reason "VRC.Quest.Security.2: Your app is asking for the following excessive or inappropriate user permissions: [Record Audio / Access the microphone]" and you are confused because actually, you have never requested that permission, you are on the right place.
In th...
now click on the errors for the details
i did it and it works but now this shows up
OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE
ERROR:
The package name is already in use for another application. Every application must have a unique package name.
help?
Hi guys this is my code for Google play services. I am just trying to use google authentication but I cant even make a build. My build always gets stuck on the scene with this code
using System.Collections; using System.Collections.Generic; using UnityEngine; using Go - 5fbcab02
As I said in the other channel: provide meaningful info on the issue.
Im really sorry but I dont know what else to say
The most I can say is
when I run this using Unity remote. I get the message 'Failed Canceled'
You said that the build fails, but you don't provide any errors.
Unity remote does not build the game, neither it runs it on the device. It runs it in the editor and transmits the screen and input into/from the device.
Click on the first error for more details
That's self explanatory. Change the package ID.
hi , what resolution textures should i bake for a unity game , for small props like drawers
Hi,I need to connect android to PC by using Unity.In detail,my design is like this:
(1)get certain information from android mobile by unity.I have made it.
(2)send the information from android to PC unity terminal.How to achieve this step?Can anybody give me some hint?
Hello everyone! I'm trying to solve a problem that is happening with my game and the problem is, on the computer/unity editor the game saves my gameData after I close the game, so I don't lost any progress, however, in the android this file does not generate and my progress is lost every time I reopen the game, is there something that I can do? I tried modify a AndroidManifest.xml File, adding the uses-permission, but it didn't work neither
There are a plethora of ways to save/ load things. You have not shown how you are saving anything.. perhaps help us to help you, by sharing your code
So these three first prints are about the code that the game uses to save/load data.. And the last one is where I'm saving that data.
On the android It should save here, but I'm not finding nothing here on my phone
I'd google how to change a package ID in Unity for Android and go from there
That's now Unity 101 stuff. You need to take some unity mobile tutorials. I'm a worse teacher, and less patient, than anyone you'll find on YouTube.
Check if your android logcat reports any issue at the point of saving and loading
So, I'm really beginner in this android world and If I searched and understood it correctly, I will need to use the Android Studio Tool, right?
No, it helps, but not really. Unity has a built in Android compiler (Gradle). You may want the Android tools though to do manual ADB commands so you are able to pull logs, install and remove and manage things without using Unity
can u help with this?
ERROR:
An APK has already been uploaded with version code 1. Please update the application manifest's version code to 2 or higher and try again.
??
Player settings > other settings > identification > bundle version code, increase that number
🍗 I asked this twice now but I will ask again,
starts from Unity 2020, Android builds will have this issue:
the very first couple of frames will be flickering a previous in-game cached image when switching back to the game from other app,
I can't be the only one that is having this problem, can I?
I have reported a bug but haven't got any response yet
if you look really hard or use a video editor, you can see the very first frames are previous colors
or at least can someone try it as well then let me know it is indeed a common issue?
It happens on my side too
Hi all, I have a problem, I want to write a file from an iPhone app that can be accessed from the files app, does anyone know how to do this?
why is building for android such a niiightmaaaare
just one long chain of version incompatibilities from unity to the play store
now what is this
there is no advertising in my app
Another question: how do I generate symbols when going through gradle?
https://docs.unity3d.com/Manual/android-symbols.html says When you build your exported project from Android Studio, Gradle generates the libil2cpp symbol file and places it within the unityLibrary/symbols/<architecture>/ directory alongside the libmain and libunity symbol file., but that's not what I need for the google play.
The linked google support page says 'add the following to your app's build.gradle': android.defaultConfig.ndk.debugSymbolLevel = 'FULL'
But is that the project build.gradle, or the submodule? and in which brackets?
oh, that's with a later version of gradle
This is my first time trying to enable ads in my game. I have my built platform set to Android and enable Ads services in Unity. I have also downloaded the Advertisement package from package manager. Still it shows this error
Things I have tried to solve the error -
- Turning of ads service then saving project and then reopening unity and turning back ads service back on
- Deleting the library folder and reopening Unity
Please Help
Maybe add unity ads reference in your asmdf(assembly definition) file.
Projects crash with new GoogleAd plugin (GoogleMobileAds-v7.2.0)
Who knows how to solve the problem? Crashes on android even an empty project. Everything works in the editor.
Unity 2021.3.9f1
Any recommendations on an easy Database to use for Android games? 🙂
An example of a project that works in the editor but crashes on android devices https://dropmefiles.com/dufKi
No one is gonna risk downloading your project 😄
Hey I'm trying to use Mapbox for a mobile android app, but whenever I start the app it just closes immediately after the Unity splash screen. I'm not seeing any error messages coming up or alike.
Can someone tell me where I would find a log? I want to figure out what causes the crashes
Get the logcat package .. run that with your device connected and it'll display logs as they happen
Thanks
HI, I have a problem. The purple screen is where I can get my touch.input to rotate my camera. But when I use my Joistick, Its mooving with the screen and I dont really want that How can I fix this?
Make smaller touch screen..
yes but 1) if you drag the joyistick it will take the input 2) its better to have all screen space to move around
here is the code for the touch input
You need to check if the Input.touch is hitting UI before doing it's functionality
aand if yes
then execute
2022.10.13 08:50:09.031 3301 3569 Warn WifiTransportLayerUtils getApplicationCategory - IOException com.googlecodelabs.admob.appopen
2022.10.13 08:50:09.065 3301 3301 Debug CustomFrequencyManagerService FrequencyrequestList.getNextCStateDisableRequest, index: 7
2022.10.13 08:50:09.067 3301 3301 Debug CustomFrequencyManagerService releaseDVFSLockLocked : Getting Lock type frm List : DVFS_MIN_LIMIT frequency : 1586000 uid : 1000 pid : 3301 tag : AMS_APP_HOME@CPU_MIN@43
2022.10.13 08:50:09.069 18484 19952 Error BatteryFasDaoImpl This app com.google.android.googlequicksearchbox is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.069 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10073 com.google.android.googlequicksearchboxis disabled now, so we skip !!
2022.10.13 08:50:09.187 18484 19952 Error BatteryFasDaoImpl This app com.microsoft.skydrive is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.187 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10041 com.microsoft.skydriveis disabled now, so we skip !!
2022.10.13 08:50:09.196 18484 19952 Error BatteryFasDaoImpl This app com.google.android.apps.tachyon is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.196 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10148 com.google.android.apps.tachyonis disabled now, so we skip !!
2022.10.13 08:50:09.206 18484 19952 Error BatteryFasDaoImpl This app com.google.android.apps.maps is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.206 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10113 com.google.android.apps.mapsis disabled now, so we skip !!
2022.10.13 08:50:09.230 18484 19952 Error BatteryFasDaoImpl This app com.microsoft.office.powerpoint is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.230 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10015 com.microsoft.office.powerpointis disabled now, so we skip !!
2022.10.13 08:50:09.235 2867 17320 Info display [PrimaryDisplay] [DYNAMIC_RECOMP] HWC_2_GLES by low FPS(0)
2022.10.13 08:50:09.266 18484 19952 Error BatteryFasDaoImpl This app ru.yandex.searchplugin is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.266 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10144 ru.yandex.searchpluginis disabled now, so we skip !!
2022.10.13 08:50:09.279 18484 19952 Error BatteryFasDaoImpl This app com.facebook.katana is disabled now, so we do not insert this app to FAS table
2022.10.13 08:50:09.279 18484 19952 Error BatteryFasDaoImpl traverseFasDatabase : 10098 com.facebook.katanais disabled now, so we skip !!
those don't look like your app. Filter by your app. Did you set the app id? I don't use your particular package, but I use a mediation layer that does and without the app id set to something I know it crashes on startup on Android
I can't select an id because the app crashes on startup. But these errors appear at this moment.
check 'export project' in unity and build in android studio if you aren't filtering for your app with logcat
How? Unitу3D are exported in *.unitypackage format. Can it be done differently?
2022-10-13 16:56:32.531 1530-2393/com.google.android.gms E/NetworkScheduler.ATC: Trying to release unacquired lock: com.google.android.gms/.phenotype.service.sync.PhenotypeConfigurator
2022-10-13 16:56:36.895 1530-3333/com.google.android.gms E/GCM: Missing checkin config file
2022-10-13 16:56:36.896 1530-3333/com.google.android.gms E/GCM: Missing checkin config file
2022-10-13 16:56:36.901 1530-3333/com.google.android.gms E/WakeLock: GCM_HB_ALARM release without a matched acquire!
2022-10-13 16:56:37.426 1530-3352/com.google.android.gms E/GCM: Missing checkin config file
2022-10-13 16:56:37.427 1530-3352/com.google.android.gms E/GCM: Missing checkin config file
2022-10-13 16:56:37.430 1530-3352/com.google.android.gms E/WakeLock: GCM_HB_ALARM release without a matched acquire!
2022-10-13 16:57:07.954 457-457/? E/netmgr: qemu_pipe_open_ns:62: Could not connect to the 'pipe:qemud:network' service: Invalid argument
2022-10-13 16:57:07.954 457-457/? E/netmgr: Failed to open QEMU pipe 'qemud:network': Invalid argument
2022-10-13 16:57:08.063 475-475/? E/wifi_forwarder: qemu_pipe_open_ns:62: Could not connect to the 'pipe:qemud:wififorward' service: Invalid argument
2022-10-13 16:57:08.063 475-475/? E/wifi_forwarder: RemoteConnection failed to initialize: RemoteConnection failed to open pipe
2022-10-13 16:57:17.221 1530-2161/com.google.android.gms E/HeterodyneSyncTaskChime: Sync task failure [CONTEXT service_id=51 ]
anfl: 29504: Network error
at anih.a(:com.google.android.gms@201817022@20.18.17 (040700-311416286):477)
at anih.a(:com.google.android.gms@201817022@20.18.17 (040700-311416286):758)
at anih.a(:com.google.android.gms@201817022@20.18.17 (040700-311416286):704)
Google Play is throwing this to me when uploading the build:
You uploaded an APK or Android App Bundle which has an activity, activity alias, service or broadcast receiver with intent filter, but without 'android:exported' property set. This file can't be installed on Android 12 or higher. See: developer.android.com/about/versions/12/behavior-changes-12#exported
are you building to an actual device, or an emulator?
emulator
build to a device to test it first. Emulators add another layer of complexity and aren't officially supported afaik
I don't even know what to look for in these logs 🙂
To all Jetbrains Rider developers, please upvote this issue, since you might come across to it soon or later:
https://youtrack.jetbrains.com/issu...aks-and-game-freezes-for-IL2CPP-on-iOS-device
I am working on a 2D UI for my mobile game. I have a bottom panel with a height of 300 that I want to slide up from the bottom to view and down below the canvas to hide it. So I Lerp up 300 and down 300. Works great... until I change to a different resolution. Then the 300 becomes relative and the panel ends up too high or too low.
Any ideas how to approach this?
I have scale with screen size checked on the canvas
Eh... I didn't have all my Rect Transforms set up all the way up my hierarchy. I think I got it figured out now by anchoring all the parent objects to the same place.
Hey guys, any suggestions on using an Embedded database in an Android game? Would rather do a database compared to a json / local file, thanks all 🙂
SQLLite could be something if you want a easy solution
Hey, is anyone familiar with android builds crashing when using URP+Vulkan+PostProcess? Unfortunately stack trace doesn't show much:
Error AndroidRuntime signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xa1b94988
Error AndroidRuntime r0 a1b94800 r1 00000000 r2 00000006 r3 00000000
Error AndroidRuntime r4 9c1bf300 r5 00000000 r6 00000000 r7 00000088
Error AndroidRuntime r8 00000000 r9 b7ebaa70 r10 9c23300c r11 b4f01ae0
Error AndroidRuntime ip e868c18c sp ad1bbd90 lr e8608d4f pc af363c8e
Error AndroidRuntime
Error AndroidRuntime backtrace:
Error AndroidRuntime #00 pc 00082c8e (lib/hw/vulkan.adreno.so not found) /vendor/lib/hw/vulkan.adreno.so (BuildId: 57050be912379147e23a702a853247ba)
Error AndroidRuntime
Error AndroidRuntime at vulkan.0x82c8e(Native Method)
This happens only on some devices, if I switch to OpenGL ES 3 then crash doesn't occur
I'm able to reproduce this on almost empty project - all I have is a camera with PostProcess enabled and script that reloads scene every few seconds, crash occurs within ~1 minute
I already submitted bug to Unity but maybe someone has experienced something similar and found a workaround?
Hi there. I'm having some issues with my app-ads.txt for my iOS app.
I have set up a file in the Unity Dashboard with the message Your app-ads.txt file is up-to-date. No action needed at this time.
However when I try to verify my app through Facebook, I'm getting the following error.
I have added **Facebook **to the app-ads.txt file
You have to make sure the app-ads.txt file is in your website and that website is linked to your game in app store
Is this supposed to be in the Marketing URL field on App Store Connect? I dont have my own website for the game, but perhaps I can link the file here?
Yeah... Tho i don't know how app dev account works since i don't have one but am sure when submitting your game, there's a place for you to put in your website or something(maybe it's called the marketing URL don't know) but put in the link there
Or to make it easy you can use app-ads.txt site
Thats what I did. I'll try just adding the URL in there then. Thanks a lot!
Please Support our Channel by giving Likes, Subscribe and Share to make it grow and be useful for more people ..
To implement ads on an APK that is published through the Google Play Console, publishers must include the website address of the developer that has app-ads.txt, but not a few developers who do not have an official website address, fo...
Use the app-ads.txt site
It works for everyone
Check up the video i sent
Thanks!
Create an account after that, put your app link in the second step, then third step put the data of the app-ads.txt... Which is facebook.com, FB app ID, RESELLER, c3e20eee3f780d68
@latent violet Any tips on advertising your games? I feel like I'm not gonna make my money back if I spend hundreds on advertisements
My advice is... Don't do it
I've tried it before, Friends i know have tried it before but it's 50-50% thing
You're likely to lose alot of money.... Alot
How do you get downloads then?
There are various ways to get downloads
You can get downloads via advertising(which Is not recommended for solo devs except you're a big/medium company), you can get downloads via ASO(which is a good way for solo/indie devs because they don't have to spend a dime but it takes some time before the downloads start kicking in based on the keywords in app descriptions and app title plus the graphics(app icon/app screenshots) , You can also get downloads when your game gets featured by app store/play store, you can get downloads when a popular YouTuber plays and stream your game and lastly you can get downloads when your game is viral
There's no easy way to do it... All the method listed above isn't easy to achieve but it's possible
what is ASO?
App store optimization, it's a system where you try to tackle the app store or play store algorithm on Ranking up in search
You can watch YT about ASO, you'll see alot
And to do ASO, you'll need a ASO tool for that
Tho the recommended ASO tool I'd advise to use is "App tweak" but it's not free just so you know
Very cool. Thanks a lot for the tips! I will definitely do some more research round this!
Can anyone help me out!
In unity, i added a material to the ground, a white color material...but in mobile it's having this weird things in it
This is the one in unity:
So can anyone know what the problem is?... Am on URP
How big is the face(polygon) of that road? Mobile GPUs have issues if a face is too big.
Oh
does anyone know how to stop the backwards accelerometer movement and when i go backwards the object stops (car endless runner)
https://www.youtube.com/watch?v=XZWNXsjIvrE&t=4s&ab_channel=Unity
Watch this video in context on Unity's learning pages here: http://unity3d.com/learn/tutorials/modules/beginner/platform-specific/accelerometer-input
Modern mobile devices have a built in accelerometer which allows them to know their orientation in 3D space. We can use the devices orientation to control objects in our games. In this video you wi...
wait never mind i fixed it
What do you see in the logs?
I assume you tried doing what the error messages say to do, right?
It looks like it might be Z fighting to me
Question about locaton based, maybe someone is already dealed with this issue - Google has discontinued Google Maps package for Unity, what solution you suggest to use instead of that?
Z?
Two faces overlapping and fighting to display.
If you tried to place a quad floor on top of a cube, it is going to fight to decide if the cubes face or the quads face needs to be shown, and does that effect
The precision is different on mobile, so it may appear fine in the editor at times but you see z fighting on mobile
Hey my android arcade game is in need of playtesters. I'm not sure how much I can say here so if you want more info dm me. In the mean time, here is some gameplay
Check the Lighting
That looks really fun, what I would add is
Background music
The walking arrows turning slightly darker when touched
And eyes on the character
Someone in here knowledgable about Unitys implementation of ReplayKit on iOS and knows, if there is a hidden delegate or something to hook into cancellation? Maybe another tip how to get the Cancel event of the iOS recording overlay?
Where to get Newtonsoft.Json with il2cpp build support, there are many and most of them not working, need someone experienced to save my time on not testing each of them
But it's only a cube, i just extended the cube
Not sure if it's lighting
You can just use the standard inside unity
com.unity.nuget.newtonsoft-json
Can someone give me some advice on how to deal with metallic and roughness passes on mobile?
The objects are hand accessories including rings, watches and bracelets.
I'm trying to avoid PBR because of performance issues so what I decided to do is to have 2 materials for each model (a bumped diffuse and a bumped specular) and since the models are low poly and all accessories of same type share the same texture, it's gonna be only 2 draw calls for all rings in the scene (which can come to 18 objects at a time)
Is there another method I could go with which helps more with performance and visuals?
PS: Please let me know if my question belongs in another channel
So you already have performance issues with 18 objects and 2 drawcalls in materials?
Well no not really, but I was wondering if I can somehow use metallic and roughness maps on mobile instead of what I'm doing right now without getting a huge performance hit
Even on mobile you can throw a lot on devices these days. If you have 18 objects , in low poly, with only 2 materials. Thats not gonna harm any device
It's a backgammon game so generally the game isn't that busy and hands are not always visible so it's probably gonna be alright
But using 2 different materials instead of using pbr metallic/roughness map is kinda limiting for our artist specially in bigger objects like watches that have more details
I'm wondering if there's a way to somehow "fake" a pbr material-like functionality to include metallic and roughness maps on mobile?
Why not just use PBR? Did you test performance?
Can someone explain to me the keystore?
Does TouchScreenKeyboard show up on the unity editor? TouchScreenKeyboard.Open() doesn't seem to want to show up for me, even when using the simulated device windows. And, unfortunately the documentation of this stuff is barebones like most other Unity documents.
Faking PBR by adding those to a shader, is just creating a PBR shader, only without all of the fancy optimizations Unity did to it.
I'm not saying you can't, to do that you would just add those passes to the shader and use the existing PBR shader as a reference, or, create a new one using one of the many shader makers.
Just be aware, for performance reasons, the Unity PBR for mobile has limits on what you can do with their metallic input (should you decide to use that as a reference).
I do think it is valuable learning how to add that for the sake of learning however
hi, i have a strange issue with app icons on ios that i'm unsure how to resolve.
i have a mobile app for android and ios, and i've created a bunch of app icons for it, and they work fine on android, but on the ipad i'm testing on there's artifacts where the icon is supposed to be transparent.
googling the issue, i found posts that said artifacts appear because unity is trying to scale the icon with the nearest size to the one the ipad is using, and it doesn't always get it right. the solution was to check the generate mipmaps option for my icons, and i did that (used the default mipmap settings), however it doesn't do anything.
does anyone have any pointers?
took a bit of digging, but i discovered that ios app icons can't have transparency. i ended up generating all the necessary app icons using https://appicon.co/ and setting them in my project. after building again, the game icon looks fine now
My TextMeshPro Inputfield seems to be laggy when I try to update the text property via code.
Project Info: ||I'm building a mobile typing test prototype: the player types words that appear on the screen, once they press space, the word gets confirmed and the user has to type the next word. Speed is important and while an HTML inputfield on mobile is very responsive, the TMP Inputfield feels laggy when clearing the inputfield after the user presses space; if you type quickly the first letter after pressing SPACE is often times swallowed up/not appearing in the inputfield => it works fine when playing in the editor.||
public TMP_InputField inputField;
...
public void Update()
{
// Listen for space inside inputfield
if (inputField.text.Contains(" "))
{
inputField.text = "";
}
}
If a user types quickly after pressing SPACE, the first letter is oftentimes swallowed/not appearing.
Is there a better/more performant way of processing user input?
The input field has an on value changed event that's meant for that kind of thing
I have the same issue using the onValueChanged method inputField.onValueChanged.AddListener(UpdateInputField);
Leave in the characters after the space instead of clearing all of it out
inputField.text = Regex.Replace(inputField.text, @".* ", "");
I appreciate the suggestion, though it sadly has the same outcome. It appears to me that the inputfield is blocked for a while (feels like 50-200ms) after I overwrite/clear the text. This only happens when I build for mobile (tested on Pixel 4a as well as Pixel 7) and works as expected in the editor.
what you just said makes no sense.
I duplicated the file of my game
you've got duplicate classes .... ok how to unduplicate the classes
pls
Starting a Gradle Daemon, 1 incompatible and 2 stopped Daemons could not be reused, use --status for details
Configure project :launcher
WARNING: The option setting 'android.enableR8=true' is deprecated.
It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8
I ave a incopatible gradle ???
icompatible
in
you've got duplicate classes .... WHAT ????????????
How to solve this problem
@fallen compass Carwash ?????
How to resolve it
you've got duplicate classes.. meaning you've got the same thing in twice. Find out what it is... and use mobile
google all these errors
@wise nebula
1- don't cross post, keep it all in here.
2- don't send friend requests, it's against server rules - I'll just decline anyway
3- I'm not here constantly to help you.. start a thread in here with all the relvant information and others will probably jump into help too
4- Gradle issues are a pain in the arse, there is no single fix.. as they can be caused by a plethora of things, you NEED to get good at troubleshooting them
I ave resolved the error
Anyone know how long this takes?
Had to wait for them to verify my identity and now the app is in reviews. Such a long process.
From my experience, first production roll out review can take from couple of hours to even couple of days (2-4)
As it is written, your apk file is too big
It is 1.2GB while allowed size is 1.1GB, don't know what your game is about but 1.2GB for mobile game is a lot
how can I reduce it?
what this suggestion means, "If you need to support larger apps, please extract the extra content to Asset Files or OBB"
I'm not familiar with Asset files. OBB is an "extension" file for your apk. so you have your .apk file which is small and additional obb file with all the graphics etc. You can prepare it by choosing "split application binaries" or something like that in build or player settings
however I would advise you to reduce the size, you can access unity editor log at %appdata%/Local/Unity/Editor and there is Editor.log file in which, after build, you have a build report that shows why that size is so big. Don't know your game but changing import settings of big textures is a good start for reducing size
reducing texture worked for me, 1.2gb to 600mb
nice, glad to hear that 😉
Hey guys, after I implement unity ads to the project and try to initialize the ad through code, OnInitializeComplete is not being called
using UnityEngine;
using UnityEngine.Advertisements;
public class AdsInitializer : MonoBehaviour, IUnityAdsInitializationListener
{
[SerializeField] string _androidGameId;
[SerializeField] bool _testMode = true;
private string _gameId;
void Awake()
{
InitializeAds();
}
public void InitializeAds()
{
_gameId = _androidGameId;
Advertisement.Initialize(_gameId, _testMode, this);
}
public void OnInitializationComplete()
{
Debug.Log("Unity Ads initialization complete.");
gameObject.GetComponent<RewardedAdsButton>().LoadAd();
}
public void OnInitializationFailed(UnityAdsInitializationError error, string message)
{
Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}");
}
}
I followed the unity documentation
If you copy the warning visible in facebook settings and paste it to google there should be a few solutions, I remember having this one as well but I'm not sure how I fixed it. You can try to uncheck "Android SDK Tools installed with Unity" and then pasting the same path there. Or you can also see if you have your JAVA_HOME environmental variable set correctly
Do you know where that variable is, i ve never created its probably in the SDK
The uncheck thing is what i find online but it doesnt fix that
well wait
It kinda did the thing if i manually put it there
I m getting a new error "Your android debug keystroke is missing! You can create new one by creating and building empty Android project in eclipse" ??
I just created a new keystroke and i dont even know what it does
error finally fixed
I am trying to build a mobile game for ios. After I build my project in Unity then try to open it in Xcode, Xcode will not open the project and ends up not responding. I have to force quit Xcode. I have not had this problem before. Any ideas on how to solve this?
Does anyone know what I am looking at here? A search for Thread 1: EXC_BREAKPOINT (code=1, subcode=0x10a25757c) says this is an exception, and I should check the logs, but the logs are empty, right?
ayo anyone knows this issue?
i cant run a ARMv7 emulator on android studeio
that's why i'm using x86
Hey I'm having a really odd issue with a mobile game I'm working on. I'm using Google Play Game Services and am trying to display a leaderboard but its not working, so I'm setting a textmeshprougui to the error code, here's the code:
PlayGamesPlatform.Instance.ShowLeaderboardUI(GPGSIds.leaderboard_weekly_leaderboard, (success) => {
string code = "";
if (success == UIStatus.InternalError) code = "Internal Error";
if (success == UIStatus.NetworkError) code = "Network Error";
if (success == UIStatus.NotAuthorized) code = "Not Authorized";
if (success == UIStatus.Timeout) code = "Timeout";
if (success == UIStatus.UiBusy) code = "Ui Busy";
if (success == UIStatus.UserClosedUI) code = "User Closed UI";
if (success == UIStatus.Valid) code = "Valid";
if (success == UIStatus.VersionUpdateRequired) code = "Version Update Required";
leaderboarddata.text = code;
Debug.Log(code);
});
When I try to display a leaderboard in the editor it says "Not Authorized", which is expected. The issue I'm having is that when I export it to an apk and run it on my phone, pressing the button seemingly does nothing. Any ideas?
probably ShowLeaderboardUI is throwing an exception. Look at logcat output
Ok I setup logcat (if I'm being honest I didn't know that was a thing), and its saying leaderboard not found
which is quite odd
And I'm getting this error
AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
make sure you have that dependency in your project, and if you are using proguard make sure that class isn't getting stripped out of your build
ok I have a custom proguard-user text file, here is what I put in it:
-keep class com.google.android.gms.games.leaderboard.** { }
-keep class com.google.android.gms.games.snapshot.* { }
-keep class com.google.android.gms.games.achievement.* { }
-keep class com.google.android.gms.games.event.* { }
-keep class com.google.android.gms.games.stats.* { }
-keep class com.google.android.gms.games.video.* { }
-keep class com.google.android.gms.games. { }
-keep class com.google.android.gms.common.api.ResultCallback { }
-keep class com.google.android.gms.signin. { }
-keep class com.google.android.gms.dynamic.* { }
-keep class com.google.android.gms.dynamite.* { }
-keep class com.google.android.gms.tasks.* { }
-keep class com.google.android.gms.security.* { }
-keep class com.google.android.gms.base.* { }
-keep class com.google.android.gms.actions.* { }
-keep class com.google.games.bridge.* { }
-keep class com.google.android.gms.common.ConnectionResult { }
-keep class com.google.android.gms.common.GooglePlayServicesUtil { }
-keep class com.google.android.gms.common.api. { }
-keep class com.google.android.gms.common.data.DataBufferUtils { }
-keep class com.google.android.gms.games.quest. { }
-keep class com.google.android.gms.nearby. { }
I got it from this thread: https://issueantenna.com/repo/playgameservices/play-games-plugin-for-unity/issues/3154
I have also made sure the googleplaygamesplugindependencies file is pointing to the right place, and have force resolved more times than I can count
Unity version: 2021.3 LTSGoogle Play Games Plugin for Unity version: 0.11.01I configured everything in the right way, it...
looks malformed, maybe some formatting got eaten
add this to proguard-user and see if it helps
-keep class com.google.android.gms.** { *; }
this is what your file should have looked like:
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/Assets/Public/GooglePlayGames/com.google.play.games/Proguard/games.txt
in terms of formatting anyway, you'd add the com...PlayGames class at least since it seems to be missing from yours
Does anyone know why when I start my game the sound I put is not heard?
Hello guys! I just made my first game for mobile and putted ads with Unity Mediation. I have my Intern Test done, but when i play it (downloading it from the play store), no ads seems to work. In the Unity editor the placeholder seems to work perfectly. Any idea? Thanks!
also, I'm using this script, idk if here I should put that, or if I should put my Android Game ID/IOS Game ID
if those are the actual ad units you put, they are not correct
looks like you muted audio (upper-right of game view, click speaker icon)
how so?
isn't that the Ad Unit Id?
I don't use Unity mediation exactly, but those look like they're either placeholders or test ad units
did you click the button next to them? Normally an ad unit looks like a string of numbers and characters (depending on the network)
yeah, I see nothing like that
if you mean the "Interstitial_Android" they came by default
sadly there's not much info of unity mediation, so this is kinda being in a jungle hahah
@green nova Don't cross-post. Keep it in #archived-game-design
Thought it can also be here since it’s related to mobile
But if you say so
Really sorry again
It's not engine related question
Yeah mb
btw see this: there were 41 Requests, which makes sense actually considering that many friends of mine played the game, but none of them received the "ad", so i could assume that it's working, but that some kind of thing was missing
which i think, the missed thing was that before, I've putted in here my Android game ID, and not the Android Ad unit ID
game id to init the service, ad unit id when requesting ads
How would I go about trying to estimate the screen space that a touchscreen keyboard takes up on each device?
Would be nice if the simulator feature displayed them
Hi, i changed target platform from desktop to mobile Android, then the unity editor scene is glitched like (ie the game objects have glitchy dots all over), when i turn back to desktop it works fine, any idea how to fix it?
Btw when i build it and run it, it works fine + the other guy who i work with don't get this bug
Uodate GPU drivers
Update to the latest unity LTS version
Delete library folder
Update project to that version
If it still happens try in a new project
If it's then fixed compqre settings etc
Hello I still need help. Does anyone can help me?
whats it?
anyone encountered this error when exporting to Android device, i did upgrade unity from 2019 to 2021:"Exception: OBSOLETE - Providing Android resources in Assets/Plugins/Android/assets was removed, please move your resources to an AAR or an Android Library. See "AAR plug-ins and Android Libraries" section of the Manual for more details."
i tried to delete Assets folder on android but it didn't help
If its possible to call? Or is it not allowed to do so?
maybe it is allowed ...but better u text your prblm here
Ok. Well, I‘ll post as follow. Hope you‘ll help me through
is that a AR project?
pretty old error
just go to Player Settings > Publishing Settings > and then tick "Custom Base Gradle Template
save the setting
close unity
now u r gonna find new generated file in this the location " assets / plugins / Android / baseProjectTemplate.gradle
then open the baseProjectTemplate.gradle file
Ok. I‘ll. Its for mobile android. Yes right.
change the classpath value of com.android.tools.build:gradle:3.4.0 to classpath 'com.android.tools.build:gradle:3.4.3
then restart unity
start building ...and check if it works or not
Ok. I‘ll. Thank you for quick respond
mention not
I open it and now?
Where can i change?
well.. did u find "classpath com.android.tools.build:gradle:3.4.0"
I withdraw the button in Settings custom based Right?
yeah...can u see classpath 'com.android.tools.build:gradle:3.4.0 in the script?
just replace it by classpath 'com.android.tools.build:gradle:3.4.3
save it ...close it and restart unity
and then try to build
Shall i change right there in the gradle as we see in the photo?
yes
and make sure u have proper internet connection when building
I have but im afraid to lose some
I never did this before
then just make a backup copy of your project ..why so worry
Ok i do thank you
no prblm
Now i try to build an apk again
The errors appears after i try to build an apk for google so a bundle.
no succesful build yet?
Where can i find?
Same erros appears.
Anotherguy told me this but how it works? The steps?
I hope youwknow the answer
Enable base gradle template option in publishing settings of Player Settings and update the android gradle plugin version in that file
is that kept enabled in your project?
Many thanks. I‘ll try.
I‘ll come back soon.
good luck
Where can i find the android gradle plugin?
here
copy this path
and go to the folder
open the environment variable settings over it
now go to a random folder
Where is it?
u have found just a not on this folder?
Yes