#📱┃mobile

1 messages · Page 2 of 1

neon thicket
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This isn't a quick explanation solve, you need to learn how UI works in Unity by researching and tinkering.

To get you started

#💻┃unity-talk message

jagged grove
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I will try, thanks PepeLoveU

hoary frost
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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?

sleek eagle
hoary frost
# sleek eagle You could pause the game yourself when it is not in focus (screen off) and start...

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.

sleek eagle
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Ohhh

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So if you press home you need to fill your login?

hoary frost
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yes, when you press your home button, then you get the lock screen from your phone.

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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.

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I think the development build does this.

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anyways, thnx for your help

sleek eagle
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Ah nice, glad it's fixed!

jagged thorn
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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?

sleek eagle
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Nope, not anymore thanks to apple :p @jagged thorn

jagged thorn
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I hate apple

wraith temple
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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
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do anybody knows how to fix this error

rotund knot
wraith temple
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but playstore requires api level 31 otherwise i'm not able to update my game

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@rotund knot so api level 31 is must , is there any other way ?

sleek eagle
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Maybe update unity @wraith temple

jagged thorn
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😐

wraith temple
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@sleek eagle on which version should i update unity currently I'm using unity 2020.3.21

sleek eagle
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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

rotund knot
brazen birch
brazen birch
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Failing that, you can manually install the Android SDK, and/or go into the Unity editor versions folders to manually update the Android SDK.

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That way you can manage the versions without Unity getting in the way

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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.

tired pike
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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..

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Like the older version used to build in 1 min approx.
Now newer version finish building in over 7 mins..

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I switched due to sdk problems when building and targeting API 31 (due to google play store requirement)

brazen birch
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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)

tired pike
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I hope I didn't switch tbh

brazen birch
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Hopefully someone else can weigh in 🙂

tired pike
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I like the older version.. it is just the stupid sdk problems to build while targeting API 31+ 🥲

brazen birch
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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

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It also doesn't help that Unity devs tend to leave the requirements change to the last minute 😄

sleek eagle
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Unity hasnt even updated the build process for IOS builds last time I checked -_-
Apple also can be a b*ch about things

rotund patrol
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Hi, how raise the copy in the vr chat game?

sleek eagle
fallen compass
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Don't cross post, delete from here and wait for a reply in the correct channel ( #📲┃ui-ux )

real surge
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Sure, didnt know what was the correct channel

wraith temple
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anyone know the fix of this error

opaque quail
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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

simple berry
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How to play a wav file that was saved on PersistentDataPath, on Android?

wanton smelt
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Hey guys, does anyone have a tutorial on Mobile joystick responsible for movement and aiming? Thanks 🙂

sleek eagle
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Looked on YouTube already? @wanton smelt

autumn jackal
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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?

livid yew
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hey how can i enable installs on play store so it shows how many people downloaded it

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?

neon thicket
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You can get analytics for your game from your games dashboard

livid yew
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yea but like other apps show how many downloads it has but mine doesnt

analog plover
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You don't have enough downloads, most likely

livid yew
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oh ok same fore reviews?

analog plover
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probably

crimson orbit
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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

sonic otter
crimson orbit
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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?

fallen compass
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Only need 1 project

sonic otter
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1 project, I would add input listening for both types

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a mouse touch and a finger touch are the same, just a vec2 position on the screen

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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)

crimson orbit
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Thank you

dusk sage
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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.

lethal fractal
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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.

twin moss
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Does anyone here use device simulator?

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If so, what device performa the lowest?

sleek eagle
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It's a simulator, not emulator

sleek eagle
twin moss
sleek eagle
lethal fractal
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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

twin moss
sleek eagle
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for 2D canvas will be used for everything screen related for my projects. Then I use that scaling canvas to match it properly

sleek eagle
twin moss
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If I turn on post processing on simulator it slows the player down compared to normal game view

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so it might actually does have the performance change depending on the selected device

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Idk I'm confused that's why I'm asking here

lethal fractal
crimson orbit
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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?

fallen compass
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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

crimson orbit
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thanks!

vast thistle
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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

tired lily
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have your game fetch those settings at runtime. One option is Firebase's RemoteConfig

misty crest
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hey there, is it possible at all for daggerfall unity to be ported to andriod?

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im porting over another game, seems to be going smoothly, i'll update though if it fails

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so the other app is fine, but has controller issues, dont kno y Daggerfall dont run

glossy sluice
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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?

sleek eagle
lethal fractal
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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.

lethal fractal
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@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

Reading Time: 11 minutes When creating a mobile game the hardest part is to make your game look the same on all screen sizes. In this post we are going to learn one neat trick that will help you make your game look the same on all mobile screen sizes

grand widget
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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?

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Also, can Android Studio profile for both GPU and CPU or do I need different tools?

sleek eagle
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I profile all my games within unity products and on-device stats

grand widget
lethal fractal
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@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.

grand widget
sleek eagle
sick lagoon
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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

sleek eagle
sick lagoon
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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?

sleek eagle
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Never heard of it, sorry

sick lagoon
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It also handled videos and what not

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Ah, it may be NatDevice now

jagged grove
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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 ! PepeLoveU

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Looks weird that I have to download 2 more things before exporting.

neon thicket
jagged grove
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Unity asks me for android JDK path when I'm trying to build my game

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Can I download it from unity hub ?

neon thicket
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Yes, that will be installed and configured via the build support in UnityHub.

jagged grove
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Build support ?

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I mean

neon thicket
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Yes, under the modules for your Unity version.

jagged grove
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In build settings I selected Android as platform

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Ooh, I will check tomorow

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And I will export an APK, right ?

neon thicket
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Or AAB depending. But by default, APK yes.

jagged grove
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And how will my friend play the game ?

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I send him the APK

neon thicket
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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.

jagged grove
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Ooh, cool

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Thanks for help 🤗

final herald
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uh, ESL ( English Second Language ) here,
what's the term for
"switch to another app" "switch back to game"
sort of behaviors on mobile?

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trying to find some related issues with that but don't know the English term

ripe rune
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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

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Sry if I in the wrong channel

fallen compass
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Are you using the Unity remote?

ripe rune
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ya

fallen compass
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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.

ripe rune
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ok didnt know this thank you i will check

glossy sluice
slate axle
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I keep getting this error when trying to build to android

slate axle
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I installed the recent unity version with the android modules and I'm getting these errors now

glossy sluice
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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.

lost rose
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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.

tired lily
silent canopy
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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

tired lily
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you didn't show what the errors were. Click on them and see what's broken

sleek eagle
balmy stone
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i have no clue whats wrong please help 😅 (unity android build attempt on 2021.3.6f1)

balmy stone
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i tried a blank project and it worked

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no clue whats happening

balmy stone
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it builds for pc just fine

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it worked about a month ago

balmy stone
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☹️

final herald
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Screen Flickering ( and somehow it's a saved pre in-game screenshot ) whenever switching back to the game

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Guarantee will happen after had opened another app

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Unity version: 2021.3.5f1c1

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I'm testing other versions right now but just wonder if anybody has run into this issue before

dawn compass
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can someone help me

plush hatch
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What do you need help with

royal ice
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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

neon thicket
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It's entirely up to you and whatever is easier for you to organize.

outer mirage
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I'm not sure how exactly I can fix content labelling or touch target size issues in unity, google only provides standard android solutions.

crisp plaza
silent canopy
silent canopy
glossy sluice
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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

glossy sluice
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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

lilac herald
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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.

tawny cliff
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Hey guys i make my first game for mobile

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But it kinda suck xd
i guess this can improve more in future

silver sierra
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Congrats

sacred creek
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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.

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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
sacred creek
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Still getting il2cpp.exe'' finished with non-zero exit value 4, anyone?

echo ore
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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!

sacred creek
echo ore
bright pewter
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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?

bright pewter
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Oh, I figured it out. It was because of input manager automatically creating a new player when a new input is detected

lunar siren
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Hey. Anyone know if VFX Graph particles work on URP mobile?

neon thicket
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They do on capable phones, older phones won't.

lunar siren
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is gpu compute the only requirement? If not do you know of a list of compatible handsets? thanks

neon thicket
lunar siren
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thanks

lusty star
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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

sonic otter
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kinda depends on how you're doing it and if the phone is super old but usually not

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I've had large xml files parsed on a galaxy S7 that took about a second

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with schema validation

royal ice
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Is depth texture and opaque texture costs heavy performance?
If for a mobile game, do I avoid using it?

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?

quartz kernel
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Do you perhaps have a non-Unicode letter in the path you're building to @glossy sluice?

quartz kernel
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That can crash gradle. So try to try to a different path with just unicode letters and no spaces

glossy sluice
quartz kernel
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Just C:\Test

glossy sluice
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This are my errors after trying to export and build google gradle so apk

quartz kernel
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What is the path you are building to now?

still nimbus
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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

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plz any one help me out

glossy sluice
fallen compass
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spaces :E

glacial light
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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 ?

ivory mirage
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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.

brazen birch
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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.

exotic perch
#

Does anyone know how to convert your game to 64 bit devices?

rotund knot
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For mobile? I think there's an option for that in player settings

glossy sluice
glossy sluice
quartz kernel
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No not this weekend really. But you still have spaces in your build path

balmy stone
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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)

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After Gradle update:

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(Windows builds work fine)

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some help would be very appreciated because i cant find anything online

latent violet
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Hello guys

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Just wanna know... Is URP project good for mobile?

neon thicket
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Yes

latent violet
# neon thicket Yes

Alright.. Thanks, was curious to know if it was going to be too heavy on my upcoming mobile game

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I think it's high time i stop using the built-in pipeline and advance to using URP instead

glossy sluice
silent canopy
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I once faced same issue I solved by correcting gradle,sdk, jdk path

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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

rain summit
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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?

balmy stone
glossy sluice
quartz kernel
#

Just build to a different path that does not have spaces in it

balmy stone
silent canopy
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U can't put the path on ur own

balmy stone
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then what path do i put?

silent canopy
#

First remove that path

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Tick and untick

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And put gradle file on default path

balmy stone
#

alright one sec

silent canopy
#

I mean put it on tick

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Gradle

balmy stone
#

👍

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lemme try building now

silent canopy
silent canopy
balmy stone
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I replaced the "lib" folder that was at this path

silent canopy
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Press copy path

balmy stone
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i did that

silent canopy
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And put on file explorer

balmy stone
silent canopy
#

Ok wait

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Which unity version are u using

balmy stone
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2021.3.6f1

silent canopy
#

And also show the console like what error it is showing

silent canopy
silent canopy
#

Check ur jdk

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Is ur file path on jdk correct?

balmy stone
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it should be, this is the default:

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this only happens when Ad Mob is installed

silent canopy
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Yea Ik

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I was u weeks ago

balmy stone
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ah

silent canopy
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That jdk folder

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Check same for sdk and ndk

balmy stone
# silent canopy So it's in correct path right

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

silent canopy
#

Yep right

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Which version of gradle u downloaded?

balmy stone
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7.5.1 full

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the latest

silent canopy
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I think u should try with lower version

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Wait let me check

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I downloaded with lower version

balmy stone
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which version?

silent canopy
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6.1

balmy stone
#

alright one sec

silent canopy
#

Replace with older version

balmy stone
#

its extracting

silent canopy
#

Okay

balmy stone
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i gotta restart unity i guess, i didnt have to earlier

silent canopy
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U have to close unity i think

balmy stone
#

restarted and replaced

silent canopy
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Okay

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And check

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Build

balmy stone
#

alright

silent canopy
#

How long have u been stuck on this problem?

balmy stone
#

couple of days to a week

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and now im back to where i started

silent canopy
#

Same I was stuck for week

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Show the console

balmy stone
#

is on the final stage

silent canopy
#

Wait let me see

balmy stone
#

and i dont think its because i forgot to set my app id

silent canopy
#

Wait did u put app id

balmy stone
#

at the moment. no. but before, i did.

silent canopy
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Put that

balmy stone
#

k

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building...

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faled on run backend phase

silent canopy
#

One error got reduced

balmy stone
#

i dont get the ID error anymore

silent canopy
#

Yea

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1 min I am checking my same project setting

balmy stone
#

k

silent canopy
#

Is this tick?

balmy stone
silent canopy
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All these are there right

balmy stone
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yup, Could it be because i am building to a different drive than what unity is installed on?

silent canopy
#

What different drive

balmy stone
#

Unity is installed on the C: drive. My project and build is on the E: drive

silent canopy
#

Build on c drive try

silent canopy
#

Is there more errors up?

balmy stone
balmy stone
silent canopy
#

Ohh

balmy stone
#

and this

silent canopy
#

Okay that isn't problem

balmy stone
#

alright

silent canopy
#

One min I am trying to recall what I did

balmy stone
#

👍

silent canopy
#

Do u have android studio

balmy stone
#

no

#

but i can get it

silent canopy
#

Yes dew it

#

I installed files from android studio

#

Those sdk and all

balmy stone
#

just the main download right?

silent canopy
#

Yep

balmy stone
#

alright

silent canopy
#

While ur waiting did u made key in keystore?

balmy stone
#

what? Im not sure what that is sorry

silent canopy
#

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

balmy stone
#

no not yet

silent canopy
#

Make sure u nvr lose it

balmy stone
#

alright

#

anyway:

silent canopy
#

Yes open it

balmy stone
silent canopy
#

Yep

balmy stone
#

back to waiting

silent canopy
#

Is it open?

balmy stone
silent canopy
#

Okay

balmy stone
#

alright

silent canopy
#

Click more in action

balmy stone
silent canopy
#

Select sdk manager

balmy stone
silent canopy
#

And go to sdk tools

balmy stone
silent canopy
#

Untick hide obsolete

balmy stone
#

alright

silent canopy
#

Tick that android sdk tools obselete

#

Obsolete

#

And click ok

balmy stone
#

downloading...

#

done

silent canopy
#

Scroll down do same for ndk obsolete

balmy stone
#

downloading...

#

done

silent canopy
#

Also I am not sure if ticking google admob ads sdk obsolete works but I downloaded that

#

Download that

balmy stone
#

downloading...
done

silent canopy
#

After that build

#

Try

balmy stone
#

k

#

building...

silent canopy
#

Ah I was sending gif

balmy stone
balmy stone
silent canopy
#

Show console

balmy stone
#

should i restart unity?

silent canopy
#

I don't think it's required

#

Where did u download jdk

#

from main site right

balmy stone
#

you mean gradle?

silent canopy
#

No

#

Openjdk

balmy stone
#

the jdk is the default one from unity

silent canopy
#

Ohh

#

My case it was missing so I had to download from official site

#

Which version it is

balmy stone
#

1.8.0 i think

silent canopy
#

Okay its right

balmy stone
#

i could redownload it

silent canopy
#

Wait show that open jdk file

#

This

balmy stone
silent canopy
#

Hm everything is in place

#

Go to project setting

#

Under publishing settings

#

Tick main gradle

#

Main gradle template

#

And custom main manifest

balmy stone
#

like this?

silent canopy
#

Yep

balmy stone
#

alright

glossy sluice
#

I have this problems too

silent canopy
#

Does it look like this

glossy sluice
silent canopy
#

In file manager

balmy stone
silent canopy
#

Wait it's missing

#

Like bin And all

balmy stone
#

yea

silent canopy
#

Wait I will send u files here

balmy stone
#

k

silent canopy
#

It will take some

#

Time

balmy stone
#

k

silent canopy
#

Try this

#

And then build

#

Tell me if it works

silent canopy
balmy stone
balmy stone
#

nice image?

silent canopy
#

Wait it's not allowing me to send link

balmy stone
#

just dm it to me

glossy sluice
silent canopy
#

Ok

glossy sluice
silent canopy
#

Are these sdk ndk gradle on correct path?

silent canopy
glossy sluice
tired lily
#

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

balmy stone
glossy sluice
# tired lily it's weird to me why this is so common, but you know there is more information i...

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?

silent canopy
#

Same goes to all jdk sdk ndk

tired lily
balmy stone
#

@silent canopy

silent canopy
#

Wait

#

Untick those main gradle template and main manifest in publishing setting

#

After that try

#

It should work now

balmy stone
#

not even a fail message

#

just this

#

no apk

silent canopy
#

Now it's reduced to 2 error

balmy stone
#

ah my gradle isnt valid

#

what?

silent canopy
#

Are u building as apk or app bundle

balmy stone
silent canopy
#

Tick build app bundle

balmy stone
#

but im not releasing it yet

silent canopy
#

Ik

#

Just tick it

#

Are u going to send to tester?

balmy stone
#

not this build, no

silent canopy
#

Ok

#

Can I send all ndk sdk and gradle?

#

In video Description

balmy stone
#

still didnt work btw and fine

balmy stone
silent canopy
#

Wait i am sending u files

glossy sluice
tired lily
#

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

glossy sluice
#

Ok

balmy stone
glossy sluice
tired lily
#

I don't know what's in your project, so I have no idea

glossy sluice
#

Ok

#

Im coding with imac

naive wharf
#

hello, to publish an unity game in apple store, do u need a mac ? or with unity and windows u can publish ?

neon thicket
#

@glossy sluice Don't crosspost

glossy sluice
terse imp
#

if i am making an app with ar functions which templates should i be using?

sleek eagle
polar leaf
#

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?

eager scaffold
#

need help

sacred creek
#

Hey android people. is there a way to completely remove Android Resolve from Unity?

covert canopy
#

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]'“

brave vigil
#

Does anyone know how i could make touch movement like tempelrun(Only go from left to right)

pseudo pond
#

Hey can anyone help me with the code for registering a screentouch im finding it all a bit confusing

cursive parrot
#

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?

white edge
#

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.

cursive parrot
#

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

steady stratus
#

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?

nova imp
#

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?

blazing ravine
#

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?

proven vapor
# blazing ravine Hey, guys this is my first shot at making a android game, I just wanted to know,...

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.

blazing ravine
proven vapor
#

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

#

I dont work with the background image as base, I use a portrait or landscape resolution and work with the canvas.

sacred creek
#

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.

lost terrace
#

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!

tired lily
#

is it getting stripped by proguard maybe?

glossy sluice
#

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
tired lily
#

post what the errors are

final herald
#

Does Android logcat include Debug.log() ?
because I'm browsing all the output from logcat at Android Studio and there are none

mossy ginkgo
#

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

sacred creek
mossy ginkgo
#

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.

sacred creek
glossy sluice
#

Error expanded

tired lily
#

well, is your gradle.properties missing an entry for unityStreamingAssets? Are you using any custom templates?

sacred creek
rotund knot
glossy sluice
glossy sluice
nova imp
#

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)?

proud urchin
#

Did anyone else get Admob undefined symbol error in xcode when trying to build

silk topaz
#

Hey guys! Anyone got any good tips for matchmaking for mobile games using Unity?

hollow coral
glossy sluice
#

hello

#

i need help

sleek eagle
#

@glossy sluice as it says, check the console and if you cannot fix it send the errors here

glossy sluice
#

hello

#

i am not able to fix

#

anybody can look into

#

these eror

fossil field
#

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

sleek eagle
#

@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...

▶ Play video
sleek eagle
fossil field
#

Just standard system package

sleek eagle
fossil field
#
  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

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)

fossil field
#

it says cannot find timezone "/usr/bin/Pacific Standard Time" (something like this, can't remember full directory)

#

it errors on the pst assignment

analog plover
#

"Pacific StandardTime" is not a valid timezone id

fossil field
#

sorry mis typed but I meant Pacific Standard Time

brazen birch
glossy sluice
#

problem same after reinstall

fossil field
#

@brazen birch i get same error

sleek eagle
#

Seems to be a samsung sdk issue

dapper sorrel
#

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.

fallen compass
#

Probably haven't removed the ads fully

dapper sorrel
#

@ember jetty How do I open the App Bundle Explorer?

fallen compass
#

I mean, you haven't removed the ads properly (maybe).

dapper sorrel
fallen compass
#

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

dapper sorrel
#

I also removed that now

glossy sluice
sleek eagle
#

And don't ping random people

slow cedar
#

what's a null pointer dereference?

brazen birch
#

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

slow cedar
#

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

latent violet
#

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

lost terrace
tight widget
#

Someone can help me? I getting this errors when I build to Android

brazen birch
#

You need to click on the error with '5 Errors' and look at the bigger description to see what is happening.

ember jetty
#

That will contain all the released App Bundles you published till yet

#

You can see which Bundles are still active there

latent violet
#

Anyone here uses toony colors pro on their URP project? .. I need help on setting up outline

frank folio
#

hi guys i have a issue in ar .I was unable to get the apk for android

polar widget
#

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 😦

polar widget
clever ridge
#

what....

#

how is.....

polar widget
oak urchin
#

Technically considered a mobile platform lol

clever ridge
#

damn my whole life is a lie.

clever ridge
polar widget
echo ore
#

Anyone have experience with AdMob? Ads work in test mode but not production.

brazen birch
#

You need to wait. Production ads won't start for quite some time, sometimes a week

echo ore
stuck turtle
#

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.

brazen birch
#

Chances are they are mostly trying to disable ads, disable in-app, and cheat at player growth

latent violet
#

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

fiery condor
stuck turtle
lone moth
#

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)?

fiery condor
glossy sluice
#

hello

#

anyone here???

#

i need help

neon thicket
#

@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.

amber marten
#

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?

amber marten
brazen birch
#

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

fossil field
#

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

primal raft
#

is there a way to get the google app store on a windows device?

primal raft
brave cedar
fluid fog
#

hey everyone, does anyone have some tips how to improve UX for Android ? The Input fields are really terrible..

odd mesa
#

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 arrow
#

@odd mesa Don't ping admins/moderators with non-server issues.

glossy sluice
#

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

rotund knot
brazen birch
#

Sometimes they come from custom plugins that get added to your project. Making it hard to edit their manifests

#

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...

▶ Play video
tired lily
#

now click on the errors for the details

odd mesa
#

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?

dense hollow
iron acorn
dense hollow
#

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'

iron acorn
#

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.

rotund knot
brazen birch
old shoal
#

hi , what resolution textures should i bake for a unity game , for small props like drawers

lofty needle
#

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?

true whale
#

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

fallen compass
#

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

true whale
#

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

odd mesa
#

??

brazen birch
#

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.

rotund knot
true whale
brazen birch
odd mesa
#

??

rotund knot
final herald
#

🍗 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?

rotund knot
#

It happens on my side too

mint gulch
#

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?

unkempt gull
#

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

olive ice
#

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

rotund knot
#

Maybe add unity ads reference in your asmdf(assembly definition) file.

olive ice
#

Thanks so much

#

It works now

stark locust
#

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

wanton smelt
#

Any recommendations on an easy Database to use for Android games? 🙂

stark locust
fallen compass
#

No one is gonna risk downloading your project 😄

silver musk
#

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

fallen compass
#

Get the logcat package .. run that with your device connected and it'll display logs as they happen

vapid dirge
#

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?

vapid dirge
#

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

fallen compass
#

You need to check if the Input.touch is hitting UI before doing it's functionality

stark locust
# fallen compass Get the logcat package .. run that with your device connected and it'll display ...

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 !!

tired lily
stark locust
tired lily
#

check 'export project' in unity and build in android studio if you aren't filtering for your app with logcat

stark locust
stark locust
#

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)

solemn plume
#

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

tired lily
stark locust
#

emulator

tired lily
#

build to a device to test it first. Emulators add another layer of complexity and aren't officially supported afaik

stark locust
indigo condor
left shell
#

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

left shell
#

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.

wanton smelt
#

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 🙂

sacred creek
#

SQLLite could be something if you want a easy solution

proven zenith
#

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?

junior stratus
#

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

latent violet
junior stratus
latent violet
#

Or to make it easy you can use app-ads.txt site

junior stratus
latent violet
#

Use the app-ads.txt site

#

It works for everyone

#

Check up the video i sent

junior stratus
#

Thanks!

latent violet
#

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

junior stratus
#

@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

latent violet
#

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

junior stratus
#

How do you get downloads then?

latent violet
#

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

junior stratus
#

what is ASO?

latent violet
# junior stratus 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

junior stratus
#

Very cool. Thanks a lot for the tips! I will definitely do some more research round this!

latent violet
#

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

iron acorn
timber wadi
#

Hey

#

I get this error for some reasons

timber wadi
#

Hello Everybody my game crashes before the splash screen in unity

#

it is for android

candid grotto
#

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...

▶ Play video
candid grotto
#

wait never mind i fixed it

iron acorn
lone field
#

Im tweaking a model for VR chat quest and i cant get these 4 errors to go away

tired lily
#

I assume you tried doing what the error messages say to do, right?

brazen birch
minor moth
#

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?

latent violet
brazen birch
#

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

green scarab
#

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

fluid pier
sacred creek
#

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?

tawny radish
#

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

latent violet
latent violet
sacred creek
#

com.unity.nuget.newtonsoft-json

junior meteor
#

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

sacred creek
junior meteor
sacred creek
junior meteor
# sacred creek Even on mobile you can throw a lot on devices these days. If you have 18 objects...

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?

sacred creek
#

Why not just use PBR? Did you test performance?

glad wing
#

Can someone explain to me the keystore?

robust lintel
#

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.

brazen birch
# junior meteor It's a backgammon game so generally the game isn't that busy and hands are not a...

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

bright veldt
#

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?

bright veldt
#

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

proven lintel
#

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?

analog plover
#

The input field has an on value changed event that's meant for that kind of thing

proven lintel
analog plover
#

Leave in the characters after the space instead of clearing all of it out

#
inputField.text = Regex.Replace(inputField.text, @".* ", "");
proven lintel
wise nebula
#

I duplicated the file of my game the error comes from the

#

?

fallen compass
#

what you just said makes no sense.

wise nebula
#

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

fallen compass
#

@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

wise nebula
#

I ave resolved the error

proud crater
#

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.

warm adder
#

From my experience, first production roll out review can take from couple of hours to even couple of days (2-4)

lost rose
#

Hello I am new to unity and I hardly understand this

#

what should I do, please help

warm adder
#

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

lost rose
#

how can I reduce it?

lost rose
warm adder
#

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

lost rose
warm adder
#

nice, glad to hear that 😉

void sentinel
#

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

warm adder
#

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

verbal scarab
#

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

verbal scarab
#

error finally fixed

eternal rover
#

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?

latent lantern
#

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?

gaunt hill
#

ayo anyone knows this issue?

#

i cant run a ARMv7 emulator on android studeio

#

that's why i'm using x86

green scarab
#

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?

tired lily
#

probably ShowLeaderboardUI is throwing an exception. Look at logcat output

green scarab
#

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 
tired lily
#

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

green scarab
#

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

tired lily
#

looks malformed, maybe some formatting got eaten

#

add this to proguard-user and see if it helps
-keep class com.google.android.gms.** { *; }

#

in terms of formatting anyway, you'd add the com...PlayGames class at least since it seems to be missing from yours

frosty sorrel
orchid grove
#

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

tired lily
#

if those are the actual ad units you put, they are not correct

tired lily
orchid grove
#

isn't that the Ad Unit Id?

tired lily
#

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)

orchid grove
#

yeah, I see nothing like that

tired lily
#

did you create those names? Maybe that is how Unity's setup works

orchid grove
#

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

odd arrow
green nova
#

Thought it can also be here since it’s related to mobile

#

But if you say so

#

Really sorry again

odd arrow
#

It's not engine related question

green nova
#

Yeah mb

orchid grove
orchid grove
tired lily
#

game id to init the service, ad unit id when requesting ads

orchid grove
#

yeah, i think that was the problem

#

I'll continue testing

#

thanks a lot mate!

robust lintel
#

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

fast tiger
#

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

sleek eagle
glossy sluice
#

Hello I still need help. Does anyone can help me?

west cobalt
#

whats it?

magic stump
#

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

glossy sluice
west cobalt
#

maybe it is allowed ...but better u text your prblm here

glossy sluice
west cobalt
#

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

glossy sluice
west cobalt
#

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

glossy sluice
west cobalt
#

mention not

glossy sluice
west cobalt
#

well.. did u find "classpath com.android.tools.build:gradle:3.4.0"

glossy sluice
west cobalt
#

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

glossy sluice
west cobalt
#

yes

glossy sluice
#

Ok

#

Hope it will not delete something

west cobalt
#

and make sure u have proper internet connection when building

glossy sluice
#

I never did this before

west cobalt
#

then just make a backup copy of your project ..why so worry

glossy sluice
#

Ok i do thank you

west cobalt
#

no prblm

glossy sluice
#

Ok I changed to 3.4.3

#

No I try to reopen the same project

glossy sluice
#

The errors appears after i try to build an apk for google so a bundle.

west cobalt
#

no succesful build yet?

glossy sluice
#

Where can i find?

#

Same erros appears.

#

Anotherguy told me this but how it works? The steps?

glossy sluice
west cobalt
#

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?

west cobalt
#

good luck

glossy sluice
west cobalt
#

copy this path

#

and go to the folder

#

open the environment variable settings over it

glossy sluice
#

Ok I copied my friend.

west cobalt
#

now go to a random folder

glossy sluice
west cobalt
#

paste it

#

paste that adress u just copied

glossy sluice
#

Ok i open note

#

I did

#

And now?

west cobalt
#

u have found just a not on this folder?

glossy sluice
#

What do you mean?

#

I paste it in note

west cobalt
#

no

#

just right click on it

#

well..i found the issue

#

are u using mac os?

glossy sluice
#

Yes