#📱┃mobile

1 messages · Page 5 of 1

sonic otter
#

does it work with Mono instead of IL2CPP?

#

you can change scripting backend in player settings

proper depot
#

I'll give that a try here

tired lily
#

making it a static method is the workaround, the second error tells you what you did wrong: qualify it with the type the static method is defined on, not the instance

proper depot
#

qualify it with the type the static method is defined on, not the instance
I'm not exactly sure what the means here? Can you help me out?

tired lily
#

is EnvironmentHandler a type or an instance?

#

Where is the actual method you're trying to marshal defined?

proper depot
#
namespace SK.Libretro
{
    internal sealed class EnvironmentHandler
    {
        private readonly Wrapper _wrapper;
        private readonly retro_environment_t _callback;

        public EnvironmentHandler(Wrapper wrapper)
        {
            _callback = EnvironmentCallback;
            _wrapper  = wrapper;
        }

        public void SetCoreCallback(retro_set_environment_t setEnvironment) => setEnvironment(_callback);

        private bool EnvironmentCallback(RETRO_ENVIRONMENT cmd, IntPtr data) => cmd switch
        {
tired lily
#

so your callbacks are instance methods, which won't work. Did you make them static methods?

tired lily
#

is this your library? are you 100% sure it supports android? it looks suspiciously like it doesn't to me

proper depot
#

I've modified as far as I could for Android, including getting the dynamic linking working on Android

tired lily
#

well all of their instance callbacks aren't going to work as you've found. You can work around it by providing a static delegate instead, and have your instance stuff subscribe to a static event that delegate can raise

proper depot
#

btw what exactly is an "instance callbacks", is that like a function pointer, sorry another dumb question. I'm new the C# world coming from working in the operating system world in C and ASM working in Linux and Zephyr...

tired lily
#

if I have a class A, an instance of A called 'a' and A defines a method 'foo', then

A a = new A();
a.foo(); <-- instance method, requires an instance
A.bar(); <-- static method, qualified by type name
#

so your callbacks will be something like
private static bool EnvironmentCallback(...) { /* raise environment callback event here */ }

sonic otter
proper depot
sonic otter
#

The WebSocketFactory is what I'm talking about, everything is static but it calls a reference to an instance

proper depot
# sonic otter Yeah the workaround for calling an instance from a static call is to make a stat...

ok.... I think I kinda understand it now.... but then how would the callback from the library know which instanceId it is? With public void SetCoreCallback(retro_set_environment_t setEnvironment) => setEnvironment(_callback); how would the instanceId be known if it expects a function pointer to native static callback. How could instanceId be forced in to that callback? I also may be wearing my pants on my head with this code here

namespace SK.Libretro
{
    internal sealed class EnvironmentHandler
    {
        private delegate void CallbackDelegate(int instanceID, RETRO_ENVIRONMENT cmd, IntPtr data);

        private readonly Wrapper _wrapper;
        private readonly retro_environment_t _callback;
        int instanceID;

        public EnvironmentHandler(Wrapper wrapper)
        {
            _callback = EnvironmentCallback;
            _wrapper  = wrapper;
            lock (instancePerHandle)
            {
                this.instanceID = instanceCnt;
                instancePerHandle.Add(instanceCnt++, this);
            }
        }

        public void SetCoreCallback(retro_set_environment_t setEnvironment) => setEnvironment(_callback);

        public class MonoPInvokeCallbackAttribute : System.Attribute
        {
            private Type type;
            public MonoPInvokeCallbackAttribute(Type t) { type = t; }
        }
#
        // IL2CPP does not support marshaling delegates that point to instance methods to native code.
        // Using static method and per instance table.
        static int instanceCnt;
        private static Dictionary<int, EnvironmentHandler> instancePerHandle = new Dictionary<int, EnvironmentHandler>();
        [MonoPInvokeCallbackAttribute(typeof(CallbackDelegate))]
        private static void NativeEnvironmentCallback(int instanceID, RETRO_ENVIRONMENT cmd, IntPtr data)
        {
            EnvironmentHandler instance;
            bool ok;
            lock (instancePerHandle)
            {
                ok = instancePerHandle.TryGetValue(instanceID, out instance);
            }
            if (ok)
            {
                instance._callback(cmd, data);
            }
        }

        private bool EnvironmentCallback(RETRO_ENVIRONMENT cmd, IntPtr data) => cmd switch
        {
pure apex
#

can anyone tell which is best texture compression for android with minimum size?

sonic otter
proper depot
#

But I’ll need multiple instances 😦

sonic otter
#

then add another instance and call it using the int referring to that instance

kind basalt
#

Hi
I’m making a quiz game

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Should I create for each question one scene?

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Which are my possibilities?

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I’m afraid my game will be very heavy

tame halo
#

One scene for EACH question is overkill, but really depends on your game, what will have in the scene in each question

rain leaf
neon thicket
final herald
#

strangely there is this 306949315 file that is taking 4.3MB space in my Android apk file

#

any ideas to locate what it actually is?

sleek eagle
#

@kind basalt check out scriptable objects! Could help you manage questions easily

indigo arch
#

What do you guys see as negative and positive vibration patterns?

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Or feel

kind basalt
#

Thank you guys

dim swift
#

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.

have anyone met this before? adding a screenshot of the androidManifest.xml file

vale canopy
#

anyone know what could be causing this?

tired lily
uncut ingot
glossy sluice
#

Another question comes up in mind How can I Test my game on my android on iMac in unity? Is Therme anything ? And what do i need to do to make up a Good Quality of my game, so the graphics should bei Good tho

neon thicket
copper sleet
#

Can anybody help me rn?

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Do i need a server for an offline game? Someone told me I do so people can install the game

tired lily
#

how are you planning on distributing it?

sonic otter
#

for android all you need is the apk and can transfer it via USB to the phone

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for apple I don't know if you can run unverified unsigned programs

sleek eagle
#

You need to build it from xcode and might need a developer account

floral light
#

I'm having an issue with the game showing real ads when I upload to the google play the internal testing track. Even if I set in my unity editor test settings and on unity project page force test for android.
I'm scared to test the game at this point because I do not want to get flagged or banned.
What I did do wrong? Any suggestions?

tired lily
#

Some advertisers have a test mode that shows production ads, but doesn't credit you revenue for clicks. If you're only using unity ads, your settings look fine to me. It's getting credited for clicking on ads served to you that might get you flagged

#

I wouldn't worry overmuch unless you're trying to defraud them, they're not going to care about a mistake here and there

floral light
elder wren
#

has anyone here been successful in implementing google play services? I've been trying to solve this for 2 weeks and I'm actually willing to pay for help at this point 😭

#

force resolve works, build works, this is the error in logcat:

elder wren
#

from what i read online it's a developer error

tired lily
#

I've seen this error in Firebase using GSI, what are you using?

elder wren
#

im only using admob and google play services

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I think it might have something to do with my google cloud client given the fact that the app resolves and builds properly

tired lily
#

well in my case, it was because the SHA1 fingerprint I had on the Firebase auth side didn't match the one I signed the bundle with

elder wren
#

did u get the SHA1 from ur keystore file or did u use the one that google play console gave you?

tired lily
#

you'll need both. The play store re-signs the app with the app signing key, so I need the keystore one for local debug builds and the play console fingerprint for internal/production builds

elder wren
#

huh?

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where do u input the one u use locally?

tired lily
#

I use firebase, so it's just a project setting there

elder wren
#

oh

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so you havent used google play services at all?

tired lily
#

I use a different auth method for sign in that communicates with play services

elder wren
#

so it still allows the user to sign in and see leaderboards?

tired lily
#

I can't solve your issue directly, but I have seen exactly what you're seeing and it was a configuration issue - so nothing to do with resolving or building. Hoping it might give you some places to look

elder wren
#

okay, I'll keep trying

#

wait did u have to get verification on your OAUTH at all?

tired lily
#

I use a (customized) GSI package that gets an access token, which I then exchange for firebase credentials to sign a user in

elder wren
#

alright, i don't think you'll be able to assist me much here, not because i don't think you're capable, it's just because play services is really annoying to deal with and i need to speak to someone who's dealt with it firsthand

#

thanks for the help tho

glossy sluice
#

Unity gets stuck on "installing temporary apks to deviece"
however the aab does get built. how can i transfer the aab or get the temp apks?

amber matrix
#

Hello All. Im trying to clone player prefab in the game but not be. Im tried with cube object and cloned cube objects but not be player prefab. Please can you tell me why its so ?

fallen compass
#

public GameObject prefab; should be instantiating the assigned object. Have you assigned the player prefab?

fallen compass
#

Im tried with cube object and cloned cube objects but not be player prefab.
Also, this is bad English, so can you confirm the problem is that it appears the player prefab isn't spawning?

limber jasper
#

Hey guys, I have an issue where my UI looks fine on normal on iphone and samsung but on Ipad the UI position is different

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How to make the UI all look consistent through the devices?

sleek eagle
#

Resolution scaling canvas? @limber jasper

limber jasper
#

These are my current settings for the canvas

raven torrent
#

Hello im hear wondering how i could go about making a app that can pair you up with someone in the world using the app. Kind of like tender but for working out and have no clue what software to use

fiery condor
#

How can these logs be turned off?

fast egret
#

hi, I tried implementing unity mediation ads and it created a "Mobile Dependency Resolver" folder then I switched back to the legacy unity ads. I can now delete that folder, right?

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I'm getting a lot of errors when building my game. I think it's from that folder.

lament tinsel
#

Hello, I'm having some issues getting banner ads to show on mobile devices. I get the error "Banner failed to fill" and "No fill for placements" no matter what settings I try. The test ad doesn't show up either. I'm using the example advertising scripts provided by Unity.

tired lily
#

are you using the test ad units? No fill doesn't indicate an error, it just means that the advertiser isn't willing to serve an ad. Normally you'd implement a exponential backoff delay and request a new ad

#

and by error I mean, an actual issue. I guess technically it is an error, but one that doesn't indicate any issue with your code or configuration. Especially low value users just aren't worth advertising to, so there are scenarios where nobody is willing to pay money to show an ad to them and you'll see no fill

lament tinsel
#

Ah that makes sense I guess

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But say once the game is released, how would you actually go about getting more ads then?

tired lily
#

it's based on what the advertisers think the user's value is. If they're worth advertising to, they'll see ads

#

otherwise, the next best strategy is to branch out and use some type of ad mediation instead of a single network. Your chances of having an ad request fulfilled are higher, so it can increase revenue

#

oh, one other thing to check: make sure your app has permission to access the device's advertising id

lament tinsel
tired lily
#

in android, it's declared in the manifest and probably already done for you by Unity ads. In ios though, you need to request permission to access it from the user

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not having access to the ad id won't prevent ads altogether, but it'll hurt your bottom line for sure

craggy ridge
#

Hello

#

IOException: Access to the path '\?\C:\Users\Administrator\Codespace\Unity\Project_Child\Pixel Skate\Library\BuildPlayerData\Editor' is denied.

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Got this error when I build and apk

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Btw I can use remote 5

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But this happened when I build an apk

tired lily
#

What is your question? Hopefully it's clear why that's not working, so the next step is to look at the exception's stack trace to find out what is trying to use that path

craggy ridge
#

Well I cant get an apk build

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With this error

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So how can I do what you said

tired lily
#

click on the exception in the log and find out where it's coming from

craggy ridge
#
System.IO.FileSystem.RemoveDirectoryInternal (System.String fullPath, System.Boolean topLevel, System.Boolean allowDirectoryNotEmpty) (at <75633565436c42f0a6426b33f0132ade>:0)
System.IO.FileSystem.RemoveDirectoryRecursive (System.String fullPath, Interop+Kernel32+WIN32_FIND_DATA& findData, System.Boolean topLevel) (at <75633565436c42f0a6426b33f0132ade>:0)
System.IO.FileSystem.RemoveDirectory (System.String fullPath, System.Boolean recursive) (at <75633565436c42f0a6426b33f0132ade>:0)
System.IO.Directory.Delete (System.String path, System.Boolean recursive) (at <75633565436c42f0a6426b33f0132ade>:0)
UnityEditor.VisualStudioIntegration.DirectoryIOProvider.Delete (System.String path, System.Boolean recursive) (at <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEditor.Build.Player.BuildPlayerDataGenerator.CreateCleanFolder (System.Boolean isEditor) (at <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEditor.Build.Player.BuildPlayerDataGenerator.GenerateForAssemblies (System.String[] assemblies, System.String[] searchPaths, UnityEditor.BuildTarget buildTarget, System.Boolean isEditor) (at <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEditor.Build.Player.BuildPlayerDataGeneratorNativeInterface.GenerateForAssemblies (System.String[] assemblies, System.String[] searchPaths, UnityEditor.BuildTarget buildTarget, System.Boolean isEditor) (at <11d97693183d4a6bb35c29ae7882c66b>:0)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
#

Maybe this?

tired lily
#

Well there you go, now you have a lead

lament tinsel
slow cypress
vale spruce
#

Hi , What is the solution? After adding ads with Mediation the problem appears in xcode

tired lily
slow cypress
#

Hello

tired lily
slow cypress
#

i fixed this one but i got another one

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This time

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It says 1 exception was raised by workers

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with this error message

tired lily
#

looks like you something imports both the androidx and the old version of some library

slow cypress
#

I will look it up and let you know how it goes

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thank you

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I don't think the fix in this link will work as i need the API version to be at least 31 to publish the game and the androidX thing is only for 30 and bellow as it was said in the link.

#

Maybe if i am importing 2 libraries at the same time

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i can delete one and keep the other?

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The problem is that i don't know where the 2 libraries are at

tired lily
#

finding whatever is importing the support library and updating it to a version that uses androidx is the best fix, but might not be possible

slow cypress
#

Hey

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I went to my Assets folder and i saw i have android and androidX files

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i decided to seperate them and remove the androidX ones

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for some reason that made me build the project

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i don't know if it will work but the build was successful

lime violet
#

Ive setup unity ads using mediation, in the project settings ive set levelplay as mediation partner. In the Unity editor the test ads show up but on the android build it doesnt, the IAP does work.

vale spruce
#

When adding the SDK admob, the problem appears

slow cypress
tired lily
# vale spruce When adding the SDK admob, the problem appears

did you edit the podfile at all to get it to work since your last post? this looks like potentially a version mismatch to me. Try editing the podfile to target later or earlier version of admob, assuming that is causing the unresolved externals

lime violet
tired lily
tired lily
slow cypress
tired lily
#

then you should also look at your logs and see when your code is being run or if it's producing an error

lime violet
neon thicket
#

Whatever is plugged in, yes

stray marten
#

Hey guys,
does unity automatically adjust for different resolutions for each mobile device? For example, if i develop with high ppu to account for higher end smartphones, will unity automatically downscale according to the resolution of the phone?

lime violet
#

Also, in unity it says i dont have any configured ad units in my dashboard but on my dashboard i see 6 configured

lime violet
tired lily
#

I use a different ad mediator, but did you set up ad units for this "LevelPlay"? looks like it's part of the IronSource acquisition

lime violet
#

No i havent set that up, didnt think id have to but maybe thats necessary. Ive setup my ads with the code generator stuff

dusk haven
#

Hi, when I run my game on mobile through xcode, it always shows a black screen with this error message:

Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'no storyboard/xib was provided.'

I'm not really sure what this file is and how I can obtain it, as this was built straight from unity. Any idea how to fix? Thanks!

wanton trail
#

y does it not build what am i doing wrong

plain bronze
#

Hi, how do I make mobile management in pun2 so that it works correctly?

brazen birch
#

Follow their tutorials :). We do a ton of networking, as long as you follow the patterns, you'll be fine

#

We probably launch a game on PUN every month, it's fairly solid. But if you hit a specific issue, reach out for help. It's confusing at first

plain bronze
#

My problem is not mentioned in the tutorials, and I do not know how to fix it

brazen birch
#

You haven't shared the problem yet that I know of

#

If you can expand on what the problem is, I am sure someone can try to help

plain bronze
#

when I create a lobby and connect to it myself, the controls and camera work fine. When another player connects to me, his control and camera changes with mine.

#

how can this be fixed?

brazen birch
#

You need to ensure .isMine before allowing the controls to take place. It sounds like the controls aren't player segregated

plain bronze
#

I did a script with such a check, but unity refused to run the game at all with this script

silver pendant
sacred creek
silver pendant
#

no I need to see in a mobile phone

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bc Im not sure about the resolution-quality about the game in mobile

sacred creek
#

Whats the difference? You can scale your emulator to whatever size you want and see how the graphics look. How do you determine the quality of a screenshot?...

silver pendant
#

I mean, I only tested it from Unity Remote by some friends phone, and it looked like 144p

sacred creek
#

Unity Remote is a video stream...

#

Just install an emulator and open it there. Than you at least have the DPI of your monitor. But if you really need to test it on a phone, go get one, cause someone else getting you a screenshot of his phone will again only show the DPI of your monitor when you open it

#

But never rely on Remote for graphics. Its just to test input for example or proportions

silver pendant
#

Okay

thorny gorge
#

I don't know if it's the right section but if not i will move my question to another channel 😉
I need to set up th in app system for a client ( The project is a mobile app ). As a freelancer i have my own organization set up in my unity account. For what i understand i need to indicate the organization for the in app system. But i don't want to use mine because it's the in app et analystic and ... are not for me but for my client ( I don't use the unity analytics, gaming service.... I use Firebase and google)

#

So how to setup the system?

sacred creek
thorny gorge
#

@sacred creek Yes in app purchase 😉

sacred creek
thorny gorge
#

@sacred creek The only things i have before continuing the set up is this sreen

sacred creek
#

I guess they need to make you be part of their organization then so you can work on it. At least thats what I know from like apple store publishing.

thorny gorge
#

@sacred creek thank you i will check that 😉

cyan pelican
#

can some one help me

sacred creek
cyan pelican
#

i try to make mobile game and 2 d

#

and i need help for asset

#

so?

sacred creek
cyan pelican
#

ok

#

ty

hollow rose
#

Hi guys. So I'm making a game for mobile but I might also want it for PC. How do you solve the problems with the different resolutions and manage stuff like UI so that it works for both?

brazen birch
#

Personally, I use the same UI wherever possible and have it scale properly using a canvas scaler. But sometimes it makes more sense to have multiple UIs (one for landscape, one for portrait, one for landscape PC)

fallen compass
hollow rose
fallen compass
#

Using the canvas scalar will allow you to still use the PC version, but it won't be to a releasable standard

stray marten
#

Hey guys,
what should the resolution for my 2d art assets for a portrait mobile game be? I know I should produce art that is high resolution then i think unity will downscale that in according to lower resolution devices but what resolution should i make the art at?

solid quest
#

hey can any people german ? I nead some help

sonic otter
plain bronze
#

hello, how to make a smooth movement of an object in photon pun2?

sleek eagle
#

And prediction if it's a competitive game

wild spruce
#

are tilemaps way more efficient than just using sprites , asking for mobile games

brazen birch
brazen hazel
#

When i run my unity game in simulator iOS device

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Game keeps crashing

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Need help

#

Its in xcode

limber jasper
#

Hey guys! How do you get the reference resolution for each device, iphone, ipad, etc?

sacred creek
limber jasper
#

But I'm assuming it's screen.width and height which is in pixels right?

sacred creek
limber jasper
#

Say the aspect ratio is 4 : 3

sacred creek
#

Just divide it

#

4:3 is nothing else than height = width/4*3

limber jasper
#

So I would do Screen.Width/4*3

#

?

sacred creek
#

What exactly do you want to know, just the aspect ratio like 16:10?

limber jasper
#

Is there a way to use math to get the exact reference resolution for the device

sacred creek
#

What exactly is reference resolution? I do not get what you are actually trying to do. The exact resolution is Screen.width and height

limber jasper
#

On the canvas scaler

#

the reference resolution

#

Or would that again just be screen.width and height

sacred creek
#

the reference solution is a reference for your UI, so it will look the same size no matter resolution

limber jasper
sacred creek
#

Ah got it, so yeah, you could just set the reference solution to your actual solution to try to scale them.

#

Nah wait, no. Somethings off here. The scaler with that setting should be the same "look"

#

Even if the screen is bigger

limber jasper
#

I'll put the actual scaler on hang on

sacred creek
#

So this is like the reference. Unity will try to keep that look for every resolution, you just gotta say what it should match with. I guess your ipad looks different because of portrait/landscape maybe? You can test in game view different resolutions and see how your UI behaves with your settings

limber jasper
#

So would that mean the match should = 1?

#

Also should I still set the values of the reference resolution to screen.width and height

sacred creek
#

if you do portrait, I would go for width, so it will scale with width and not with height.

#

again, the reference resolution is the resolution you take as the startpoint of your UI design. From there unity tries to scale the items depending on the offset to the actual solution. If you set this to the devices resolution, it will look different on every device

#

so if your height is 1920 in reference but your screen is 3840, unity will scale up the UI by 2 to keep the visual look

limber jasper
#

So you're saying Unity handles that by default

limber jasper
sacred creek
#

It should yes. It might just be the match setting being wrong if it looked different, but besides that, it should, depending on the resolution, scale it for you. You gotta keep in mind. Your device can be 2 inch small but 4k or 50 inch big and 1080p. So that might be the reason because your ipad has a way higher DPI, it will just look smaller

limber jasper
#

The image should cover the entire screen for all devices

#

Without it looking stretched

sacred creek
#

If you set your anchors to be always full size, it will cover it. You gotta work responsive then, so things can scale for themselves to fit.

#

The reference is just for the scaling of the UI, not the pixel size of like the canvas. If its screen space, it will always cover the whole screen. If your recttransforms then do not fit correctly, you gotta set them up to be relative to the anchors

#

You might wanna look into the unity learn tutorial or some other recent UI tutorial to understand how anchors and pivots work together

limber jasper
#

I'm using the camera

sacred creek
#

yeah its still screen space, so its covering it

limber jasper
#

I have a script that changes the aspect ratio depending on the device

sacred creek
#

You gotta look into tutorials about responsive ui tbh, trying to rebuild the wheel manually will get you some trouble

thorny gorge
#

Hi everyone, i coming back to you with another question ( and i think a hard one). First of all thank you for you precedent answer it worked perfectly 😉 !
So the question: I have to setup a google sign in option for the app i'am making. But i 'm using Firebase and not Unity Gaming Service. When i setup firebase i get the last package for Unity ant it works fine. I setup the mail authentification et it works.
After reading the doc and watching a lot of tutorials, i understood i needed it the google sign package ( here on github https://github.com/googlesamples/google-signin-unity). I follw the instruction but i have a huge conflic after importing it. The last version of the firebase package and the old sign in packge seem to not want to work together.
In the actual doc of firebase ( https://firebase.google.com/docs/auth/unity/google-signin?hl=fr) The talk about getting a token ( ok) but there not explination how to do that ( exept a link to get it but in java...)
So i need a big help. I dont ask for the solution. But if you have some documenetion who actually works it will be a huge thanks !!!

sacred creek
#

The site you pasted actually explains what to do

thorny gorge
#

Yes but not how to get the token before the firebase auth.
For what i understand here ( in the picture) the google id token is not explained

#

@sacred creek I re re read it and i don't know what you seeing. Can you explain to me please?

sacred creek
# thorny gorge

Depending on your platform, there is the first step linked to Android and iOS docs about how to get the ID 😉

thorny gorge
#

@sacred creek Since it's in java,I assumed it couldn't work ( class....) I will try to make it work. Tnak you

#

*thank you

somber jungle
#

hey guys, a first timer in the group here. Greetings.

Have you encounter any issue trying to build Firebase Auth (latest)+ Storage(latest) + facebook sdk (14.1.0) in version 2020.3.34f1?

knotty cedar
glossy sluice
brazen birch
glossy sluice
#

void OnApplicationFocus(bool hasFocus)
    {
        if (hasFocus) 
        {
#if UNITY_ANDROID
            AudioSettings.Mobile.StartAudioOutput();
#endif

}```
and im testing right now if this will work
glossy sluice
brazen birch
brazen birch
glossy sluice
cobalt bolt
#

What's the best way to implement a map (like Google Maps) into an Android Game for free?

sacred creek
fossil saddle
#

it has been asked a lot I'm sure but how do you install JDK and other modules for Android for LTS builds
The Hub is throwing Unity 2021.3.17f1 is no longer available from the Hub. For a better experience, we recommend the latest LTS (Long-Term Support) version

fossil saddle
#

This is beautiful architecture really... I've gone through 3 different Android SDKs, 2 NDK, 4 JDK versions just to make one build...

sacred creek
#

Cant you update to a newer version of Unity tho with preinstalled jdk sdk parts?

fossil saddle
sacred creek
#

It usually shows the veersion the project was build in

fossil saddle
#

The thing is that even though I did tracked down the SDKs needed, I'm version locked because Unity refuses to work with JDK > 8, and Android refuses to compile with JDK < 12 😦

sacred creek
#

Even if you set Unity to the other version inside the preferences?

fossil saddle
#

I set the JDK version from the preferences to jdk 8 (installed on the unity folder)
I set the Android SDK from a local folder
When I try to build the sdkmanager.bat --list fails

A JNI error has occurred, please check your installation and try again
Exception in thread "main" java.lang.UnsupportedClassVersionError: com/android/prefs/AndroidLocationsProvider has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0
brazen hazel
#

hello need help

#

when i try run game on xcode simulator

#

game keeps crashing

steel pecan
jaunty snow
#

is there a place that breaks down the most expensive calculations for mobile GPUs?

gilded sequoia
#

firebase push notifications do not want to work on iOS if game is minimized, anybody got any idea what may be wrong? Nofication works while in-game. I added push notifications and background mode for remote notifications as permissions

sacred creek
gilded sequoia
#

i did that as well, according to firebase ios instructions

#

not on macos atm

sacred creek
gilded sequoia
#

so cant send screenshot

#

steps 7 and 8 - yeah

sacred creek
#

How are you sending the notification?

gilded sequoia
#
var messageNotification = new Message()
            {
                Android = new AndroidConfig()
                {
                        
                    Notification = new AndroidNotification()
                    {
                        Title = gameOptions.NotificationTitle,
                        Body = bodyNotification,
                        Sound = "default"                     
                    },
                    TimeToLive = TTL,
                    //Priority = Priority.High                    
                },
                
                Token = token,
                Data = data,
                    
            };
#

this is notification object

#

and then
var messaging = FirebaseMessaging.DefaultInstance;
messaging.SendAsync(message).ConfigureAwait(false);

sacred creek
#

I barely can remember the last project last year, I had the exact same issue and I think it was something in sending to the wrong channel or with the wrong values.

#

I think its the wrong type you are sending, let me see if I can find any chat log 😄

#

Not sure about your class up there, but are you sending a display message or a data message?

#

I would google a bit for that issue, there are some suggestions out there 🙂

gilded sequoia
#

i googled for hours

#

anyway its both display and data

#

on android it displays message and when you click it, the game opens in view related to push data if game was closed etc.

sacred creek
brazen birch
#

You can yes

fiery condor
#

do what the error says to do

#

Why not?

#

Go to Assets > Plugins > Android folder
Search for the gradleTemplate file (gradleTemplate.properties)
Change android.useAndroidX from false to true

If you dont have a gradleTemplate file add it using Player Settings > Publishing Settings > Custom Gradle Properties Template

#

Is the Custom Gradle Properties setting enabled as well? (last sentence of previous post)

#

In that case I wouldn't know why the error indicates that this property is set incorrectly.

brazen hazel
#

I don’t have a app store connect right now

#

No error is Coming

#

But When i run Game in simulator its keep crashing

brazen hazel
#

This is What happened when i run the game

void sentinel
#

Hello, my game is having an fps drop spike once a GameObject is spawned on moible/android only, it is working normally on editor, the gameobject is only a sprite with animation, can you please tell me what could the reasons be?

sleek eagle
#

Check the profiler @void sentinel

amber matrix
#

Hello . My game always closing. And i checked logcat logs then when i start my game im taking this error. Please can you help me ?

floral light
#

If I want to do a minimal user acquisition for my first game. When is the best time to do this?

  1. Launch the game and then a few days(cca 5-7) later go for user acquisition
  2. Launch the game with the user acquisition same day

Will it hurt if I postpone the user acquisition until a week later after launch?

brazen birch
brazen birch
opaque anvil
#

Hey everyone I have a big problem trying to integrate google play unity plugin when I build I have duplicate classes error
java.lang.RuntimeException: java.lang.RuntimeException: Duplicate class android.support.customtabs.ICustomTabsCallback found in modules androidx.browser.browser-1.4.0-runtime.jar (:androidx.browser.browser-1.4.0:) and browser-1.0.0-runtime.jar (androidx.browser:browser:1.0.0)
I don't know how to fix or diagnose that
do you have any ideas ?
before that it would'nt even try to compile I had to set up android.useAndroidX = true in a custom gradleTemplate.properties

floral light
brazen birch
floral light
#

I also have a question about the Unity advertisement ads package. I use the 4.2.1 version, and I used the 4.3.0 but then the banner ad position is broken...when I tried to update to the latest 4.4.1 my project gets broken..so my question will the 4.3.1 version be ok for the game?

silent canopy
#

Guysss how do I remove admob from unity

#

What should I remove

#

Bec I wanna put unity ads

#

Like what all I should delete

#

I did deleted google admob in plugin folder

#

But is there anything elss

elder glen
#

"You need to use a different package name because **** already exists in Google Play."

#

does anyone how to change package name? is that something I do in Unity? it's driving me crazy

neon thicket
halcyon moss
#

I have my game published on google play, i'm using the google play services, some new users get this error "UISignInRequired" when they try to login. Any suggestions?

brazen birch
halcyon moss
#

So, that isn't my fault? And what i can do about it, the user has the option to log in but it still getting the same error.

cold sable
#

Yo, what aspect ratio do you guys make your games for portrait games?

#

16:9?

brazen birch
#

All of them? Use a canvas scaler.

cold sable
#

if i use a custom aspect ratio will it look bad on some phones?

#

what do people usually do for legit portrait games to look good on every phone?

hushed garnet
#

They set up the UI so that it can adjust according to screen sizes

cold sable
#

what about the game aspect ratio itself

#

not just the UI

#

like the way the camera sees everything

hushed garnet
#

Depends on the type of game, but generally depending on the screen ratio, you move the camera/change the orthographic size dynamically

cold sable
#

how would i do that?

#

my camera size is 7.5

hushed garnet
#

For perspective you adjust the z position of the camera and for orthographic you change the ortho size. But all games are different, so the way you do it depends on you

#

Every game has their own way (generally)

cold sable
#

because when i try to see the game in 18:9 aspect ratio, it looks weird and squished

#

talking about this setting btw

#

rn i have it 16:9 protrait

#

but when i switch to 18:9 it looks bad

hushed garnet
#

I get that, but again, the solution depends on the game so I can't help you without screenshots

cold sable
#

hmm, im very early into the game so it's barely anything rn

#

ill ask again once i have something to show

fading bronze
#

if in a unity game i don't want to make the screen 'shake' but i want to have one slight click (that you feel, not hear) to indicate clicking a button: is there a way to program this?

for mobile games

coarse raven
#

I have just updated from 2019LTS to 2021LTS in order to target API level 31, and now Android Resolver cant resolve

#

I have been googling for a while but I can't find a solution, the error log says this:
Exception thrown when initializing PlayServicesResolver: System.Reflection.AmbiguousMatchException: Ambiguous match found.

#

I don't know where to start now

amber matrix
#

Hello. i made a game. When i update this game, i want users not to be able to open to the game without updating my game from the play store. How can i do that ?

sacred creek
coarse raven
opaque anvil
coarse raven
opaque anvil
#

yep but somewhere on the forums someone mentioned that unity support only 10.14

coarse raven
#

hmm sounds strange to me, I don't know about that

opaque anvil
#

that's why I ask here, maybe some people know, I tried to integrate this version but I had a terrible time trying to even build the thing :/

sacred creek
#

But as its from google themselves, I guess its the latest you can get. What issues did you have?

opaque anvil
#

duplicate classes when building, it's probably another package that uses the same dependencies but not the same version right ?

sacred creek
#

Google tend to combine packages too, had the issue with google geospatial package, which already imports a version of ARCore, so you dont need the unity one

opaque anvil
#

How did you manage your problem ?

#

maybe custom remove some libs inside the gradle template ?

sacred creek
#

But you gotta be sure it is in there, I just found out in the docs that this was the case

keen sequoia
#

Anyone noticed an increase in build time for android on the latest 2022.2.4f1 release?

coarse raven
#

When I build for android targeting API level 30, my app works perfectly. But when I make a build targeting API level 31 it crashes instantly when you open it, it doesn't even show the splash screen. I tried to find some clues using logcat but it seems that there aren't error messages related to my app. What can I do? 😦

amber matrix
#

Hello all. Im deleted admob in my game and tried to build then im taking enableR8 error. Why its so happen ?

amber matrix
# fiery condor Which error?

The option 'android.enableR8' is deprecated and should not be used anymore. It will be removed in a future version of the Android Gradle plugin, and will no longer allow you to disable R8.

#

@fiery condor This is error message

sacred creek
amber matrix
#

@sacred creek im just deleted googlemobileads plugin

sacred creek
amber matrix
#

@sacred creek im tried some solutions but not solved problem

brisk veldt
#

In subscription system, does the premium feature using SetActive for its access ??

rain leaf
silver musk
#

Hey. I'm currently building an app in Unity for Android devices that's supposed to help navigating a user through some stuff.

I've downloaded the Mapbox Unity SDK, and I'm using the Location Provider Native Android script that comes with said SDK. I made some changes to verify that it's picking up GPS data.

I'm trying to build the app for Android 10. I've run the app on Android 13 for testing, where it works. But when I try to run it on Android 10 the app starts as usual but doesn't pick up the GPS data.

I've seen that there are different ways of requesting Android location data permissions, i.e. as a Unity C# script where it's done at start, another where it's done during runtime, and one way where it's done through the AndroidManifest.xml.

It also looks like these requests are done differently depending on the Android version.

I'd currently like to get it to run from App start on Android 10. Can someone give me any pointers what I can do now? From what I've read in that script it looks like the permissions are requested at start. I can link the full script if required.

sleek eagle
solemn pecan
#

I dont know If this is the right place to ask but has anyone here had a successful mobile game? I have an awesome idea for a mobile game and wanna get some guidance

sacred creek
solemn pecan
#

Yeah that was a vague question I apologise 😂 mainly the steps I should take to developing it, like the order of things. I'm new to this 🤦‍♂️

sacred creek
#

Well, I suggest you look into tutorials tho. Because this is such a huge workflow that can go into so much detail. Like, basic steps. Get idea, prototype idea and research if its fun, if yes, develop your game and test it on real devices, if working, create test builds to have testers be able to play it, when all is good, publish it to the app stores of your liking and get ready to be not approved and change some things to be approved 😉

solemn pecan
#

Legend.

#

Is there a place in here I can find testers?

sacred creek
#

You should look into discord servers for indie devs or in twitch streams where people actually develop games. they often have people and if you ask politely, they might share your link to your game. Ask friends, ask on game discord servers. lot of places

solemn pecan
#

Awesome man I appreciate it

mild burrow
#

Hey fellas
developed a game for android but implementing google ads plugin makes issue and cant resolve dependencies
any help ?

brazen birch
#

I'd scroll up first, about 6 folks have had dependency issues with google for ads in the last while. Chances are the same issue applies. I don't use ads for mobile very often and when I do I haven't seen a dependency issue

rotund dome
#

Is anyone familiar with the error: (libc.so not found)? Thanks to the logcat and stacktrace utility I could catch it, it makes the game crash... also there is more information the lines are marked green so I don't think there is a problem there.

#

If more information is needed I'm happy to provide it 🙂

brazen birch
#

That's an android library missing. Some plugin missing something or out of date

rotund dome
#

So, in the package manager an update should show up?

#

(it doesn't) Where should I check?

brazen birch
rotund dome
#

I am using UnityAds and Ironsource could these 2 be out of date?

#

Yeah, but I already saw this thread

#

They have firebase

#

I don't

#

Could it be related to Player Settings?

#

Btw, I could send you what the stacktrace has captured if that would help you

#

But there aren't many more details...

brazen birch
#

No, it's OK, it's likely caused by Ironsource, but I don't use unityads or Ironsource. So I can't really help more than that

rotund dome
#

Ok, so all I can do is wait for an update?

#

Or find an alternative I guess

#

(Thank you for answering)

brazen birch
#

You could also find or build libc.so and manually add it to the project.

rotund dome
#

To be honest I got no idea what libc.so is, but I will try lmao

brazen birch
#

But I'm not sure what the library is or where it gets stored

rotund dome
#

Yeah, me neither

brazen birch
#

I did see someone with an Ironsource issue here a few days ago that was similar. So might be a bug in their recent version? But I don't want to blame without evidence

rotund dome
#

These might be it

#

But nobody responded 😦

wild verge
#

why i m getting this error

tired lily
#

the dialog tells you why right there

void drift
#

How can I load videos via URL on Android. It works fine via Videoplayer in the Editor,but on my phone it just stays dark

tired lily
#

works same way on device, make sure the url is valid

void drift
#

It is hm :/

void drift
#

i think the problem was that i dont receive my URL as http instead of https

warm adder
#

you should look into your Editor.log file for more details, there should a more specific error there

#

Idk, you can just paste the part with errors maybe

#

or put it on some pastebin and give us linkj

#

java.lang.RuntimeException: Duplicate class com.unity3d.ads.BuildConfig found in modules UnityAds-runtime.jar (:UnityAds:) and com.unity3d.ads.unity-ads-4.5.0-runtime.jar (:com.unity3d.ads.unity-ads-4.5.0:)

#

It looks like maybe you have two different Unity ads packages in project?

#

maybe one from asset store or some other source and one from package manager?

limber turret
#

the error i get is at line 800 btw

limber turret
#

you refer to this?

`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.unity3d.ads.BuildConfig found in modules UnityAds-runtime.jar (:UnityAds:) and com.unity3d.ads.unity-ads-4.5.0-runtime.jar (:com.unity3d.ads.unity-ads-4.5.0:)`

warm adder
#

yeah

#

so how did you install unity ads package?

warm adder
#

Sorry i was commuting back from work. You could try resolving android dependencies and also see if you have UnityAds in your assets folder, whole thing looks like you have UnityAds installed twice for some reason

wild spruce
#

How do you guys work around the problem of multiple mobile resolutions ?
i used letter boxing for my last 2 games but i wish i could use something better.

potent fossil
#

Every time i switch my project's platform to android this error pops up. Does anyone know why?

vapid niche
#

Hello,

Anyone encountered this problem with Apple Review ?

"We found that your in-app purchase products exhibited one or more bugs which create a poor user experience. Specifically, the in-app purchase flow did not trigger during our review. Please review the details and resources below and complete the next steps.

Review device details:

  • Device type: iPad

  • OS version: iOS 16.3"

I am running Unity 2021.3 and Unity IAP 4.5.2.

My iAP has been running smoothly on Testflight.

hoary frost
#

I have an almost completed pc game that's about to get released on deskop and maybe ps4, but I also want to release it on mobile.

How do I set this up so it works for pc, ps4 and mobile?
(Create controller buttons, check at the start of the game which platform it is and disable or enable those buttons?)

brazen birch
#

Pretty much! If you have the time you'll also want to ensure the canvas scalers are all resolution adaptable, and you may want larger text and button UIs on mobile.

#

I have a PlatformManager that manages the platform specific stuff. But you can wire one up easily and give it UnityEvents for each platform.

meager verge
#

to add inside my android/ios game updates from external server instead of upload binary and wait for store to be released, the best solution is remote config?

timid finch
#

Hello, I need help
It's this option
I compile the aab but gradle says me error

#

API 31

#

Configuration

#

Unity 2020.3.4f1

timid finch
limber turret
#

looks like these gradle problems are super common

#

wonder if unity will ever give a [beep]

#

however I managed to fix it by creating a whole new project and reimporting all my assets aside for the android related ones, like adaptive performance and the android stuff in the plug-ins folder and I managed to fix the gradle issues, also, be sure to check those boxes and use the recommended ones that come with unity hub

brazen birch
#

Also go through the errors individually, one should provide better information.

ebon otter
#

Hey guys I'm currently working on a mobile game for android and it works as intended in the Unity editor but when I build it to my phone one of the shaders is missing and a lot of objects and scripts aren't loaded. Does anybody know what is going on here? I can send further details if needed.

glacial quail
#

Hi, I've got a problem when trying to build for android.


Configure project :launcher
WARNING: The option setting 'android.enableR8=false' 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 have tried many things mentioned in this thread: https://forum.unity.com/threads/do-we-have-a-solution-for-warning-the-option-setting-android-enabler8-false-is-deprecated.1250713/ but unsuccessful 
i.e. when i try using a gradle version on my machine (set in external tools) is does not recognise the gradle install.
Anyone know what else i could try or might be doing wrong? I am using Unity 2020.3.42
fallen compass
#

The issue stopping the build won’t be the R8 warning. Read past it and see what else the error says

tranquil plover
sacred creek
#

hey all. I updated to unity 2021.3.18f1 and my android builds are broken now, its telling me that the NDK that shipped with unity is wrong. How do I get it to accept unity's android NDK?

sacred creek
warm adder
#

It sometimes helps if you untick "Android NDK installed with Unity" and leave the same path there. Sounds weird but works sometimes

sacred creek
#

@sacred creek @warm adder I log into my machine and the NDK isn't even part of this install from unity. It just never even downloaded

sacred creek
warm adder
#

Hm you can open your Unity Hub, choose this version and click modify and see there if you have ndk chosen

sacred creek
#

It is added

#

I'm copying NDK from a previous editor version

warm adder
#

if you have it in your previous editor then yeah you can copy it over or just point to it in unity preferences

sacred creek
#

It works now! Turns out unity struggles downloading its own dependencies

warm adder
#

glad to see it works 😉

wild frigate
#

Does anyone have any experience pairing an apple watch with their mobile game? I am trying to find resources at a very base level to just make an iOS app that has a "buzz" button that will make a connected apple watch vibrate, but I haven't found any good resources to do this

sour ledge
#
Execution failed for task ':launcher:packageRelease'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
> com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "C:\Users\USER\.android\debug.keystore": Invalid keystore format```
#

How to fix this

sour ledge
#

okay

#

Solution: Delete debug.keystore file in C:\Users\USER_NAME.android
(save this file for safety)

brazen birch
#

You don't want to use a folder with a . in it for Unity and Android. It gets confused for a file format by the OS sometimes when used by command line operations.

#

You also want to avoid things like $ (which incidentally is used at the OS level to 'delete' a file) and can confuse a command line program.

#

Best rule for projects & keys - only use paths with no spaces, no special characters - that are as shallow as possible

maiden sage
#

yo im not able to export my project to UWP im getting many errors can someone help me out?
ive been trying for the past 9 hours
trying to get it to my windows phone lol

sacred creek
maiden sage
#

yeah i just want to play some game on my phone lol

#

im too broke to buy a new phone

#

just bought this powerhouse of a pc

#

cna anyone try building it 4 me? i can send the project files

sacred creek
#

I can send you my windows phone, if you want 😄 Well, I tbh, I was hoping for it to survive, such a great UI to work with.

maiden sage
#

WDYM

#

add me xD

sacred creek
#

So, to back up again. Your issue is really, that you want to have games on yoru windows phone?

maiden sage
#

yeah

#

another problem is that my phone specifically kinda stinks it only has like 300mb of ram

#

lumia 635

maiden sage
sacred creek
#

Tbh, not sure there are better games for you than your emulator. But Id say, if you can, jsut save some money for the next month or two (dont know your circumstances), and by a super cheap android, you still have a better experience in games and performance Id say

maiden sage
#

nah i got like a lot of student loans and stuff

sacred creek
#

I do not accept DMs, if you mean this.

#

I am an application developer for all platforms, I got android and ios

maiden sage
#

i see

maiden sage
#

so yeah can you just help me like yknow get it running :P

sacred creek
maiden sage
#

ye

#

its like replacing crap with slightly less smellier crap

#

lol

sacred creek
#

I do not think you can actually get it to run with unity to windows phone. Some super old version of Unity was able to build for windows phone, but I never used the workflow

maiden sage
#

but can you help me get it running?

maiden sage
#

like first it told me to install windows developer sdk which i did

#

but after that when i hit "build" it just gave me a lot of errors

#

been awake trying to fix em

#

btw if ur windows phone is good enough you can install android and stuff on it

#

u there

sacred creek
#

I am just here now and then, I am working besides 😄 You should paste your errors, so we, the channel, can look at it

maiden sage
sacred creek
#

Did you try what unity suggested about your visual studio plugins?

maiden sage
#

do you suppose thats what causing all these errors?

sacred creek
#

What options do you have on build and run on?

maiden sage
maiden sage
sacred creek
#

No, what options are in the dropdown

maiden sage
#

wich dropdown/

sacred creek
#

DId you hit build and run or just build when you get those errors?

maiden sage
#

just build

#

should i plug my phone in the click build and run

#

i mean i did build and run just now , same errors

sacred creek
#

Hm, I would google a bit for that error on missing components, I am sure, there are others came across this too

maiden sage
sacred creek
#

You gotta search more. Because thats what I would do, now knowledge from my side to fix that error cause I never had it

maiden sage
#

has anyone here built for it before? can any1 do it 4 me :P

sacred creek
#

At least I would never open a project from a random person of the web 😄

maiden sage
#

:P

#

you can like scan it or something

#

ok what is saying sounds really suspicious

sacred creek
#

Yep 😄 But tbh, I just got no time to debug your project and test out. I am here to quickly help off of my knowledge if possible. Furhter investigation is up to the user

maiden sage
#

np

#

just dont know what to do with the player bugs

sacred creek
#

I would just go by the once you can fix, thats the missing components. Its just a warning, but you never know what hooks into what that maybe stopping it. You could at least show the stacktrace of your error message by clicking it and copy paste your error here from the field below the console list

maiden sage
#

wait wait wait i think i got a diffrent error

#

UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002cc] in <6a4b923691b54d0eb965a9ed2a807ce9>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <6a4b923691b54d0eb965a9ed2a807ce9>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

Build completed with a result of 'Failed' in 15 seconds (14950 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

Error building Player: BuildFailedException: Burst compiler (1.3.4) failed runnin

#

Unable to find player assembly: D:\project\unity vehicle shit\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
UnityEngine.Debug:LogWarning (object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.3.4/Editor/BurstAotCompiler.cs:286)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.3.4/Editor/BurstAotCompiler.cs:163)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

Selected Visual Studio is missing required components and may not be able to build the generated project. You can install the missing Visual Studio components by opening the generated project in Visual Studio.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

sacred creek
#

Please !code

grand windBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

maiden sage
#

oo yeah

sacred creek
#

code tags would have been fine too 🙂 Especially on mobile, which is quite a silent chat most of the time 😄

#

Can you update your bust compiler in the package manager?

sacred creek
#

burst

maiden sage
#

unity registry right?

sacred creek
#

OPen the package manager under the menu item Windows

maiden sage
sacred creek
#

Update it, try again. Be sure to backup your project tho 😄

#

Ohhh

maiden sage
#

backed up

sacred creek
#

what other packages are in your project?

maiden sage
#

simple biccyle physics

sacred creek
#

Hm, does not seem like something special. i would try to update burst and test again

maiden sage
#

yep, its updating

#

restarting editor

#

updating did nothing, same erro

#

error

#

im gonna try making a new project

charred flame
#

Hi everyone! i have a problem with my project when i build. I need help and I was looking for solutions for hours and I did not find any solution, you are my only resource. Thank you very much for the help ❤️

sacred creek
charred flame
#

well, i use another sdk because idk unity sdk not works. in fact I had no problems with the SDK so far

sacred creek
#

Is there more stacktrace on the other errors to checkout? Gradle can be anything in config files or SDK

charred flame
#

sorry, i dont know haha 😦

sacred creek
#

Did you disable the resolver in unity?

charred flame
#

How do I know if it is active? thank you very much for the help you are giving me

#

❤️

sacred creek
#

I have been there for weeks trying to fix gradle issues... still a blackbox sadly with a lot of issues but somehow we fixed it 😄

charred flame
#

ya hahaha

sacred creek
#

Let me check, it should be somewhere in Assets or something inUnity

charred flame
#

thank you so much haha

sacred creek
#

Let me open a mobile project to check

#

Check the settings, if resolving is enabled there

charred flame
#

thanks

sacred creek
#

Now try to build again, worth a shot

charred flame
#

nope

#

not works haha

#

i use Unity 2021.3.16f1 Do you recommend that I continue with that version?

#

Would it be fixed if I change version?

sacred creek
#

Its a stable one from what I know, so that should not be the issue.

#

It would be fixed, if you use unitys own sdk and ndk I guess. But I do not know your setup. Actually you seam to have manually set your SDK/NDKs, so it worked before?

charred flame
#

yes

#

well

#

the problem started for me when i tried to implement unity ads

#

before that i had no problems with sdk or jdk

sacred creek
#

Hm. Did you try to remove it after backing up, just to be sure its not just the package?

#

can you show your package manager of the project?

charred flame
sacred creek
#

Use github 🙂 easy to backup and keep versions

charred flame
charred flame
sacred creek
#

I am sure you can figure out yourself how to open the window package manager 😉

charred flame
#

oh

#

you are right, is easy

#

@sacred creek i have it

sacred creek
charred flame
sacred creek
#

No, just paste it here 🙂 make a screen of the window as part of the screen

charred flame
#

ah

#

i upload it on mediafire haahhaha

#

i send u a screen

sacred creek
#

Just paste the file here, no need to upload 😄

charred flame
#

discord won't let me

sacred creek
#

Hm, weird.

charred flame
#

338mb

sacred creek
#

wth? A screenshot!

#

not the project 😄

charred flame
#

<ahhhh

#

sorry

#

HAHAH

#

wait me pls hahaha sorry

#

@sacred creek sorry sorry for waiting

sacred creek
#

What is that? You can just open Window -> Package Manager

charred flame
#

a

#

sorry again haha

sacred creek
#

like this. You just send me your project files 😉

charred flame
#

sorry sorry

sacred creek
#

Yeah you got two ads packages there. I think, one can be removed, not sure tho. Back it up and try to remove both and just add the ads with mediation

charred flame
#

thanks really

sacred creek
#

No worry, I try to help as long as I can and when work allows it

charred flame
#

@sacred creek it works, thanks you so much. Thank you very much for your patience and sorry for the nonsense haha

sacred creek
charred flame
#

❤️

pulsar isle
#

is the mac mini m2 8gig ram good enough to do ios builds ? Apple ram is ridiculously expensive to upgrade just 8 more gigs. My only concern is the RAM

sleek eagle
#

Should be fine. It will page file when needed.
Id personally say go with 16 if possible, since upgrades after buying are even more expensive, but think the 8gb one is still decent for normal-medium sized projects @pulsar isle

pulsar isle
sleek eagle
#

Apple probably can for a ton of money xD

pulsar isle
#

its freaking 200 extra for 8 gigs of ram, I could get 32 gigs of ram for that price

oak fossil
#

apple tax

river verge
#

hello friends, I need some help from you, I'm developing a coloring game and am creating a prototype in that I use texture paint on a cube-like shown in the image, I want to detect when I complete the painting within the sprite border how to do that?

sleek eagle
# river verge hello friends, I need some help from you, I'm developing a coloring game and am ...

Maybe this'll help?
https://answers.unity.com/questions/1819679/show-the-percentage-of-painted-surface-on-the-wall.html

On reddit there also are some points if you google the issue

dim swift
#

Hey guys! Does anyone has experience with preventing game guardian locally?

sleek eagle
#

The most solid way is to server verify values.
Otherwise probably a lot of checkmarks and storing values in multiple ways and comparing them, but that's not great for memory and performance

#

Probably also are other ways ofc

glossy sluice
#

Hey guys,
Not sure if this is the right channel. Someone knows how to fill out the W-8BEN-E form for Playstore Games with Applovin integration as German company?
Spent hours on it already but kinda difficult to find good informations about it

sleek eagle
wild spruce
#

when making a build for android , what does create symbols.zip do and what is the usual practise regarding that option

gray steeple
#

Hello @jade reef I have lots of questions for you guys
Questions list:

  1. How can I connect and get IMU sensor data in android + ios using unity?
  2. Is possible to get camera access on both android and IOS platforms?
  3. Is there any way to get direct android and IOS platforms services to access using unity?
sleek eagle
sleek eagle
chrome whale
#

Hey, how do I make it harder to minimize the game?

#

On iOS it's very easy to minimize

#

I look at games like Genshin Impact and it's really hard to minimize is, you can't do it by an accident, you have to really try t

#

But my game is literally just one swipe as it is Photos app and not a game

gray steeple
#

Thanks for reply

sleek eagle
silent canopy
#

Guys I am getting error it says
FAILURE: Build failed with an exception.

  • What went wrong:
    Unable to start the daemon process.
    This problem might be caused by incorrect configuration of the daemon.
    For example, an unrecognized jvm option is used.
    Please refer to the User Manual chapter on the daemon at https://docs.gradle.org/6.1.1/userguide/gradle_daemon.html
    Process command line: C:\Program Files\Unity\Hub\Editor\2021.3.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -Xmx4096m -Dfile.encoding=UTF-8 -Duser.country=IN -Duser.language=en -Duser.variant -cp C:\Program Files\Unity\Hub\Editor\2021.3.6f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar org.gradle.launcher.daemon.bootstrap.GradleDaemon 6.1.1
    Please read the following process output to find out more:

FAILURE: Build failed with an exception.

  • What went wrong:
    Could not create service of type ClassLoaderRegistry using GlobalScopeServices.createClassLoaderRegistry().

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

  • Get more help at https://help.gradle.org
    Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

  • Get more help at https://help.gradle.org
    Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

0x00007ff61736930d (Unity) StackWalker::GetCurrentCallstack
0x00007ff61736ffe9 (Unity) StackWalker::ShowCallstack
0x00007ff6182dd613 (Unity) GetStacktrace
0x00007ff61897223d (Unity) DebugStringToFile

#

What should I do?

sturdy cypress
#

Hi i have my project running with all my platforms. Mac PC mobile and VR. However when building to android it wants to run on Gear VR which works but i'm not wanting the xr build but instead a normal android deployment.
It knows the other platforms aren't VR, but with android it cant make the distinction regardless of what i've tried. Short of uninstalling the XR plugins, which defeats the purpose of what i'm trying to do.
The issue seems to be "That the OVRGradleGeneration.cs overrides the automatically generated AndroidManifest.xml and enables VR again, even if its deactivated in Unity on the 2021 lts
The attached photo is from the below forum and they ran into the same issue with unity 2020 LTS.
https://forum.unity.com/threads/player-settings-virtual-reality-supported.664858/#post-5423187

Does anyone know how to build to both without delving into code?

night basalt
#

Anyone have some good stats on what screen resolutions are most games played on? I found some sites but they show under 1000* 1000 as the most popular one in the USA in 2023, and I can't believe that!

#

I want to make sure my game plays well on say the top 5 most popular screen resolutions for mobile. Can't find any good resource

fiery condor
night basalt
#

Thanks. I am not asking about how to test at different resolutions. I am asking for a resources/data that show which are the most popular mobile screen resolutions

sleek eagle
rain leaf
lament lava
#

What is control freak 2 is some have knowledge about cf2 ??

tidal elm
#

Hi!
is possible to make a build for ios (iPhone) from a Windows PC (and release it on app store)?
We already have an apple developer account (this was used for another purpose, an app, by an external development team).
We don't have a mac, and in every info found, no matter what (even using Unity cloud) at some point it seems you need a mac device.

analog plover
#

Every info is correct

#

I'm sure it could be managed somehow with VMs and massive effort but it's not worth it

#

There are cloud services that make the build on their own Macs but I haven't used them for Unity

tidal elm
#

Thanks

tropic shale
#

Hey guys, I am writing here, hopefully someone can help me solve this build error I keep getting and i was not able to find a solution and now I cannot build my mobile game and cannot deliver updates on the play store. It is frustrating 😦

  • What went wrong:
    A problem occurred evaluating project ':UnityDataAssetPack'.

Plugin with id 'com.android.asset-pack' not found.

chrome whale
#

Hey, how do I make it harder to minimize the game?
On iOS it's very easy to minimize
I look at games like Genshin Impact and it's really hard to minimize is, you can't do it by an accident, you have to really try t
But my game is literally just one swipe as it is Photos app and not a game

#

Aslo, dynamic island is visible on iPhone 14 pro and this is related to the same issue I assume

dreamy raft
#

Question: Can you use Unity Personal for Android/iOS games? The site is unclear on mobile

plucky skiff
cedar ginkgo
#

Guys, can someone help me with the baking process of a level? I got pixelated shadows and in some areas the bake is not well defined.

sleek eagle
cedar ginkgo
#

I've did dozens of tries but the result is the same

sleek eagle
#

1024 is quite small yeah, depends on how big the map is

#

If decently big, that's quite low

cedar ginkgo
#

The bake takes me 25 minutes

#

I also got a big cave where the shadows are not baking at all

#

It should be everything dark but that's not the case

sleek eagle
#

Depends how it is setup and if shadow casting is set to both. Can't say anything about that

#

Sounds like you could use multiple scenes for the bakes

#

To have a bake per area

#

Or at least increase the resolution. Having 1 4k resolution isn't as bad since it's just 1 (depending on the hardware of course, but better balr high res and downscale better than the other way around).

Also use GPU baking if not already

sonic otter
#

bake volumes are good

#

bigger games baked lighting isn't feasible since your dev time is wasted re baking so often

brazen birch
#

During testing and design, tone down the settings during development. You can push final light baking to a server. You can use things like bakery instead. But also some areas you actually probably don't really need light baked (i.e. items in the distance). Do keep them static batched though just not necessarily light baked. Especially while debugging lighting in an area.

final herald
#

I'm playing "Vampire Survivors" on Android recently,
somehow the ads have lot of "Unity Ad" logos,
so what's the deal here:

  1. Can you use Unity Ad service without Unity engine?
    or
  2. Maybe you just use the Google Ad, somehow they are provided with Unity Ad
#

because according to Google, "Vampire Survivors" used the Phaser engine

cedar ginkgo
#

It seems that the engine does not recognize the shadows that the cave is casting, because in scene mode it performs well with the area all dark but not baked

fiery condor
rain leaf
cedar ginkgo
rain leaf
#

not sure why you need to send it in private, but try changing the ambient source to color, and make the ambient color full black, it should be in environment tab or something.
also maybe check if the cave model has lightmap uv generated

onyx thorn
#

Hello guys i got an error with building in IOS :
i got an black screen i dont know why and the logs on Xcode is on message.txt

sacred creek
#

What is your app doing? Does iit have special packages or something you use to access system components?

glossy sluice
#

any mobile devs here using a google pixel? if so i would like to hear how the developer experience with that devices is iam unsure if i wanna get the google pixel 7 or an asus rog phone

tropic shale
sick magnet
#

When I try to build my game to my iPhone I just get a black screen, is this due to the issues in the issue finder? I have the deployment target set to iOS 15.6 which is the current version of my phone, however, these “launchscreen-iphone” storyboards seem to dislike this… it looks like the error from the debugger is “unbalanced calls to begin/end appearance transitions for UnityViewControllerStoryboard:” I tried googling with no success. This is my first time using a mac much less Xcode, so any advice helps!

tired lily
#

are you sure it isn't just a crash? That looks like the debugger paused the app to me. And that's just the console window, those messages aren't from the debugger necessarily

north basin
#

Okay Im having an odd issue at this link you can download packages to create in app rating for android, https://developers.google.com/unity/packages#play_in-app_review but for some reason even when I download and install the package it wont allow me to access it and wont let me see the linked namespace og Google.Play.Review. Any idea of why I cant see this namespace?
Im using unity 2020.3.30f1

sick magnet
tired lily
#

look at the stack trace, that's a good first step

tired lily
north basin
#

the project works fine when I pull out the 4 folders it adds

#

I will try the packagecache and library to see if it does anything

#

package cache deletion isnt a fix

tired lily
#

what do you mean it works fine with the folders gone? are there errors?

north basin
#

No, I mean there isnt errors and nothing changes, so it isnt like adding the four folders or removing them changes anything

#

it is like the namespace is encapsulated or somehow now reachable

sonic otter
#

I'm assuming that's a DLL you want in your Plugins folder?

north basin
#

Im not sure I want anything specific, the package they have is a unity package, I saw people using it and it worked, but I dont know if it is something with the new version of the package and version of the unity

sonic otter
#

I've had issues with some packages using the same namespace (i.e. the same DLL) but an older version (LOOKIN AT YOU NEWTONSOFT) that causes Unity to not be happy

north basin
#

Hmm

#

I can look at if there is name space conflicts. could be a google namespace conflict I suppose

sonic otter
#

So like I might have some DLL from google that requires that newtonsoft json DLL as a dependency, which conflicts with Unity's (or another dependency's) version

#

good luck, take some advil if you need it

north basin
#

Hehe no worries, I just wanted a way to make it easier to rate. I was wondering if I could link to rating

#

instead of the popup

timber magnet
#

importing an asset never ends, what can be the cause?

north basin
#

how big is it?

#

Could maybe be corrupted or too long of a path

timber magnet
#

its 60 mb

north basin
#

Hmm then Im not sure, unless it has a massive amount of animations or submeshes

timber magnet
#

file was badly exported

neon thicket
#

Unity has a video player component you can use.

stark quartz
#

Hi guys, I'm using the built in Unity Social feature. However, some of the functions, like LoadUsers or LoadAchievements don't return anything (on iPhone with GameCenter). From what I read on the net, this is a problem with the package ? Is there anything I can do ?

#

I'm also trying to get the total number of players in a leaderboard, is it possible ? I tried ILeaderboard.maxRange but it seems to return only the loaded scores, right ?

sick magnet
#

I am getting this error when trying to build and run my project on iOS, but it doesnt seem to be pointing to anything specific in my project. How can I diagnose what is causing the issue here? "Failure reason: Terminated due to memory issue"

tired lily
#

are you loading giant textures or doing something that wastes a ton of memory?

sick magnet
tired lily
#

well how much memory are you using now? it's not necessarily textures, could be a code issue. I assume you've done some basic debug steps like loading empty scene and so forth

tropic basin
#

Im new in mobile development so I have a few questions 1. How do I detect what player is touching like is it just background or is it a button etc 2. How can I make my game fit every device resolution?

#

for input Im using the new Input system

glossy sluice
glossy sluice
# tropic basin Im new in mobile development so I have a few questions 1. How do I detect what p...

To detect what the player is touching, you can use Unity's event system. First, you need to add a Collider component to your game objects (e.g., background, buttons). Then, you can use the Event System and Input System in Unity to detect when a collider is being clicked or touched. Here are the steps to do this:

a. Create a new Event System GameObject in your scene (GameObject > UI > Event System).

b. Create a new script and add it to your GameObject with the Collider component.

c. In the script, add a function to handle the OnPointerDown event. For example:

java

public void OnPointerDown(PointerEventData eventData)
{
    Debug.Log("Collider clicked!");
}

d. Attach the script to the GameObject with the Collider component.

When you run the game, the OnPointerDown function will be called whenever the player clicks or touches the Collider.

To make your game fit every device resolution, you can use Unity's Canvas Scaler component. The Canvas Scaler can adjust the scale and size of your UI elements based on the screen size and resolution. Here are the steps to do this:

a. Create a new Canvas GameObject in your scene (GameObject > UI > Canvas).

b. Add a Canvas Scaler component to the Canvas GameObject.

c. Set the UI Scale Mode to Scale With Screen Size.

d. Set the Reference Resolution to the resolution you want to design your game for (e.g., 1080p).

e. Set the Screen Match Mode to Match Width Or Height.

f. Set the Match value to 0.5, which will cause the canvas to scale to match the width or height of the screen, whichever is larger.

When you design your UI elements, use anchors and constraints to ensure they are positioned correctly on the screen. The Canvas Scaler will take care of scaling the elements to fit the screen size and resolution.

tropic basin
glossy sluice
tropic basin
#

Ofc

grim grove
#

So I've done the basic of my game and it looks fun. Before expanding it with features and such I wanted to redesign it aesthetically now. The game is meant to be played in portrait mode, how do I decide on sprite dimensions for everything? I'm also confused on how to adjust everything for each device

#

Game will be in pixel art

sleek eagle
#

What do you mean? You work with a camera, not exact pixel sizes (except for canvas, then use the canvas scaler).
You can check out the device simulator feature to see how it looks on different devices @grim grove

subtle kelp
#

hi

lament terrace
#

how can i make my game have an icon

lament terrace
#

I have an issue, the game has an icon, but only on pc, not on mobile tho

faint perch
#

@lament terrace you'll find your answers much faster by googling, but there are some player settings in the build area of unity that allows you to set the icon.

However, if I remember correctly, you have to sign the app and configure it in google play/iOS for the icon to show, and it might take some time for them to approve it on release.

frail hornet
#

Hey every one!
What's the go to solution when someone is trying to restore some consumable IAP products like soft currencies?

#

I mean besides from having my own Server and Database lol

lament terrace
faint perch
silent canopy
#

Ur ndk looks missing

#

Nice

#

Oh okay

tropic vector
#

Hello I'm working at a realistic roleplay game project and I need some people to help me about it if interested pls contact me in dm

fallen compass
grand windBOT
tropic vector
fallen compass
#

nope

tropic vector
#

Ok....

fallen compass
#

Do what it says?

tropic vector
#

I just found it

rich kernel
#

Hello all anyone help greatly appreciated.
I'm using unity 2020.3.32f1 personal

When I build my full game I can't install it as an apk.
Tells me the package appears invalid

However

I can build to pc standalone without error

The apk build completes without error

If I remove a particular scene the game installs
And if I build only the removed scene the apk installs
But together it does not

I've.built this game before plenty of times for testing

The log cat has like ten thousand entries on startup mostly white with a load of yellow and red stuff randomly dotted about

I managed to find something to the tune of checking package and allowed installs false but can't even find the entry in my pc to check it

I've had to do some wierd workaround to get half of my game working but I want the other scene in
It took me ages to build and I don't want this error persisting

brazen hazel
#

Hi . I wanted to show interstitial ad when user press home button. But its not showing ad. Help me . Im not good at coding

fallen compass
#

!code

grand windBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

fallen compass
grand windBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

brazen hazel
#

public void Home()
{
if (CurrentScreenId == homeScreenId)
{

            GoogleMobileAdsScript.Instance.ShowInterstitial();
            PlayingManager.instance.ReplayGame();


            return;
        }

        Show(homeScreenId, true, false);
        ClearBackStack();
    }
brazen hazel
#

Hi i wanted to show interstitial ad when user press home button. Help im not good at coding

grand windBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

brazen hazel
#

C#
public void Home()
{
if (CurrentScreenId == homeScreenId)
{

            GoogleMobileAdsScript.Instance.ShowInterstitial();
            PlayingManager.instance.ReplayGame();


            return;
        }

        Show(homeScreenId, true, false);
        ClearBackStack();
    }
neon thicket
#

@brazen hazel If you're going to continue to ignore what people are showing you about how to post code, you won't be allowed to ask questions here.

tardy spade
#

is the screen.dpi of unity simulator accurate?

meager verge
#

is there any easy solution to make mobile controls to simulate input? i mean, when i press a button in canvas send a message like input.getkeydown(keycode.A))

lavish turtle
#

Hi ^^ I'm trying to put my game on the Play Store, but it is under review. How long does it take ?

neon thicket
#

It can take up to a month. Depends on how busy they are with reviews.

lavish turtle
#

One month ... There are two people ine the world that reviews ? xD

lavish turtle
#

my app will be review each time i make a MAJ ?

neon thicket
#

No

lavish turtle
#

Ok cool. Ty for your respond ^^

sick magnet
#

In Xcode, I keep getting "This application or a bundle it contains has the same bundle identifier as this application or another bundle that is contains. Bundle Identifiers must be unique" This is after rebuilding my project in Unity and then opening in Xcode and trying to deploy on my phone. In signing & capabilities I have automatically manage signing selected for all options...

tired lily
#

did you choose a unique bundle identifier?

novel escarp
#

around 2 days ago

lavish turtle
#

My app was approved at 12h (from Paris)

#

It so annoying to wait

novel escarp
#

My iOS app is a different story though...

#

Rejected for a bad screenshot of trying to submit a Featured IAP, and also they were unable to locate 1 of my IAP's... 😭 (it is my fault I guess for not giving them instructions ahead of time how to access it)

#

Still in queue rn

lavish turtle
novel escarp
#

$100 per year to hold an apple dev account

lavish turtle
#

Ok, I think google play is fine 🤣

#

It good google play, very good

lean knoll
#

hi, my game was lagging when playing in android phone that use processor beside Snapdragon and Mediatek, for example when i tested it with S20 that using exynos processor there's always some lag but when testing it with Oppo reno 5 snap dragon 720 there's no lag, i use OpenGLES3 API, does change it to vulkan could solve this problem? (my game is full 3d and have many particle)

sleek eagle
brazen hazel
#

Hi

#

Im trying to make exit pop up but its not working .

#

How can i solve this ?

fallen compass
#

Solve it by reading the error, understand it (go learn about it), then make the changes required .. which should be clear(er) once you’ve researched the error

regal sigil
#

Hey, so I'm planning on developing a mobile game that I eventually want to port to iOS. I have a Windows computer and an iPhone and was wondering if there was a way to develop and test it without needing to get an Apple Developer License or install XCode. Just want to be able to finish developing and testing the game locally before actually publishing it on the store which is when I'll eventually need to get the license.

warm adder
#

You can use Unity Remote to test how your game looks and works on ios phone (but you won't test performance there, since it runs in Editor and Unity streams it to device.

#

Btw you won't be able to prepare ios build on Windows computer, you either need a Mac or a virtual machine with MacOS installed but not sure how if it works, always worked on proper Mac computer

regal sigil
warm adder
#

yes

regal sigil
#

alright thanks!

fallen compass
#

Unity Remote is not stable (it doesn't always work) and it's streaming a video from your PC to the device, so you're not testing anything iOS related with that. All it's doing is testing layout/ input.. that is the same for Android

#

There's Unity Cloud Build, that will do an iOS build for you.. but I don't know if that requires an Apple Dev account (probably does) or if it's free

tame kettle
#

Does anybody have experience with Apple Bundles (NOT Assetbundles/Addressables)? Essentially I want to load a game within a game

wild spruce
#

how to find android bundle id , thanks^^

halcyon moss
#

Hello! I need some help for sound Import settings. What's the most optimized setting to reduce audio size, CPU and RAM usage on mobile platforms?

rotund dome
#

Does anyone know how to open "debug in-game settings"? It is only available in development mode and it allows you to change render modes, see timings... (Android Build)

river verge
#

how do animate UI object with dotween? here I want to move money to the top panel but the panel is set to pivot to the top right corner so its Rectposition is (0 ,0 ,0) so how can I use DOAnchorPos to move this ui image?

final temple
#

Not sure if i am posting in the right channel but i seem to be getting the error: Not enough storage space to install required resources.

I am using a Samsung S7 FE tablet that is just brand new.

#

Any1 who has a idea what is causing this?

glossy sluice
#

i need help how do i change the apk install location to auto for my game

#

i need help how do i change the apk install location to auto for my game

#

pls help

#

i need help how do i change the apk install location to auto for my game

tired lily
glossy sluice
tired lily
#

what didn't work? What is happening and what do you expect should happen?

sleek eagle
#

@glossy sluice don't ask in multiple channels

wanton trail
#

Guys when i was building my game it was running very smoothly in unity but when i built it and am opening it on my phn it is very bricky and when i enabled show refresh rate on my phn i shows 60 only but the game doesn't feel that way any ideas what is wrong?
Ping me when someone replies

fiery condor
wanton trail
#

What is a bottleneck💀

sleek eagle
#

The part where the performance issue is which slows down the rest @wanton trail

wanton trail
#

Okk

lean knoll
sleek eagle
#

If the difference stays on the latest LTS, you might want to make a bug report with a reproduction project

brazen hazel
#

hi

#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Watermelon;

public class QuestionDialogUI : MonoBehaviour
{

public static QuestionDialogUI Instance { get; private set; }

public float autoLoadDelay = 0f;

private TextMeshProUGUI textMeshPro;
private Button yesBtn;
private Button noBtn;

private void Awake()
{
    Instance = this;

    textMeshPro = transform.Find("Text").GetComponent<TextMeshProUGUI>();
    yesBtn = transform.Find("YesBtn").GetComponent<Button>();
    noBtn = transform.Find("NoBtn").GetComponent<Button>();

    Hide();
}

public void ShowQuestion(string questionText, Action yesAction, Action noAction)
{
    gameObject.SetActive(true);


    textMeshPro.text = questionText;
    yesBtn.onClick.AddListener(() => {
        AdsManager.ShowInterstitial(delegate { });


        Hide();
        yesAction();
    });
    noBtn.onClick.AddListener(() => {
        Hide();
        noAction();
    });
}

private void Hide()
{
    gameObject.SetActive(false);
}

}

#

hi i wanted to add a delay in this script so the interstitial ad load completely then the application quit

spice cairn
#

Hey! I'm looking for a good option/solution for VR on mobile. I'm not doing anything crazy, just basic looking around. Would anyone be able to recommend anything?

#

I was looking into the google cardboard SDK, and because of the discontinuation of Daydream it's not working anymore.

#

This is the Error im getting

sleek eagle
spice cairn
sleek eagle
spice cairn
sleek eagle
#

One issue fixed, 1 to go

#

Does it show any other errors?

#

If not, copy over the full error

#

@spice cairn

#

I'm off for now, feel free to ping me and I'll reply tomorrow if no one else gets go it

spice cairn
#

Heres the full thing!

#

And thank you for your help regardless!

sleek eagle
#

That's the only error?@spice cairn

spice cairn
#

Yeah it is!

sleek eagle
#

Hmm, weird. In Unity, right?

#

Not android studio or something

spice cairn
#

Aye that's unity

sleek eagle
#

You installed android module and both submodules for the 2020 version in unity hub and checked all settings from the guide?

If so, in preferences - 3rd party tools check if 'installed with unity ' is checked for all options possible

And maybe delete the Library folder from the project to rebuild the cache

spice cairn
#

I got the same error again after rebuilding 😰

spice cairn
#

Okay I fixed it, I thought I had 31, But I had 30. Sorry for the hassle and thank you very much for the help!

#

(Im stupid)

wanton trail
#

if my game is working fine like i click start the scene changes but if i build it and the scene does not change and glitches is it my error or a build error?

sleek eagle
#

You have to be more specific than 'glitches'. What happens? What should it do @wanton trail

#

Also what code is running, did you check logcat?

wanton trail
#

Yes so future me

#

The problem was that i had enabled split binary thingy which give obb and apk both and we have to add obb ourselves so i just downloaded the apk and the reason it was enabled was cuz whenever I tried to build my game in unity it gave n error so i usually exported it and build it in Android studios but recently decided to fix the unity error while fixing and found a lot of methods one of them asked me to split binary and many others and yesterday I finally fixed it so yeah now I cn build from unity and i just had to disable split binary now very thing works fine as for the fps problem i found out in the unity docs it's set default to 30 for mobile so i manually changed it to 60 in scirpt and now everything works fine thank you!

#

@sleek eagle

brazen hazel
#

How to add delays?

wanton trail
brazen hazel
#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Watermelon;

public class QuestionDialogUI : MonoBehaviour
{

public static QuestionDialogUI Instance { get; private set; }

private TextMeshProUGUI textMeshPro;
private Button yesBtn;
private Button noBtn;

private void Awake()
{
    Instance = this;

    textMeshPro = transform.Find("Text").GetComponent<TextMeshProUGUI>();
    yesBtn = transform.Find("YesBtn").GetComponent<Button>();
    noBtn = transform.Find("NoBtn").GetComponent<Button>();

    Hide();
}

public void ShowQuestion(string questionText, Action yesAction, Action noAction)
{
    gameObject.SetActive(true);


    textMeshPro.text = questionText;
    yesBtn.onClick.AddListener(() => {
        AdsManager.ShowInterstitial(delegate { });


        Hide();
        yesAction();
    });
    noBtn.onClick.AddListener(() => {
        Hide();
        noAction();
    });
}

private void Hide()
{
    gameObject.SetActive(false);
}

}

#

in this script so the interstitial load completely its a exit pop up

brazen hazel
wanton trail
#

You can use a coroutine

brazen hazel
#

I have tried using thread.sleep

#

But it also Add delay in ad

wanton trail
#

Then use a couroutine
Play ad
Yeild return new waitforsecs(time)
"Whatever u want after that time"

brazen hazel
#

Can You Write this coroutine code because I’m not familiar with it

wanton trail
#

I can't write it with respect to your code because I have not worked with ads but it's not that hard if u want I can send u a tutorial

brazen hazel
#

Ok sure please

wanton trail
# brazen hazel Ok sure please

Hi everyone! 🙂 In this video I will go over IEnumerators and Coroutines in Unity. We use these for multiple reasons, and in this video I will show you how to create them, how to stop them, and how to add a time delay in your game.

Playlist for this course: https://www.youtube.com/watch?v=xw6DR7uuNz0&list=PL0eyrZgxdwhwQZ9zPUC7TnJ-S0KxqGlrN
Downl...

▶ Play video
stark quartz
#

Hi, can I use push notifications (the ones of the Unity dashboard LiveOps) with the Mobile Notifications package ?

glossy sluice
#

hi, how do i build an android apk for vr?

forest nova
glossy sluice
forest nova
#

watch a tutorial, setup is complicated, but you will build the apk like a normal android apk

glossy sluice
#

i already have the game set up

#

i just need to build the apk

forest nova
#

then you should be fine

#

go into build menu, convert to android (if you havent) and build

#

then youll need to put the apk on your quest

sleek eagle
#

Do check the official meta quest dev guide as well if you have issues

wanton trail
#

how can i reduce the vibration duration in handheld.vibrator()?

fast egret
#

Hi, I'm about to publish my game on Playstore, is it okay if the product name under publish settings is different to my App name on Playstore?

sleek eagle
small mica
#

hello, im trying to run a unity project on my iphone with unity remote play 5, i have a silicon mac and i have the phone selected in project settings, but when i run it in the editor it doesnt run on the phone, please help

fallen compass
#

The Unity Remote is just streaming a video from the editor to the device, it has always been troublesome with running. It's not a good way to test performance of your app. The best thing to do is just build and run it on device

burnt nexus
#

How do I register button clicks on an android build? The UI stuff works just fine on the PC build but on Android it doesn't register the clicks. Is it bc OnClick() doesn't register android clicks?

arctic marlin
#

Does Unity can run builds for Risc-V?

sleek eagle
sleek eagle
arctic marlin
sleek eagle
arctic marlin
#

I also would love to support Linux, until it is supported...

sleek eagle
#

That's something else haha
What's your unity version?
Windows ARM support is very new

arctic marlin
sleek eagle
sleek eagle
arctic marlin
#

But I upgrade everything right now.

brazen birch
#

If you do use it - expect crashes, build failures, and unexpected crashes in builds. Most likely inconsistent or broken features during regular use.

#

I know you probably know all that. Just needs repeating sometimes 🙂

kind drum
#

Hi, I'm trying to set up a Unity project using Unity as a Library to build via the command line. That is—in the editor, I can choose Export to export the project as a Gradle project (https://docs.unity3d.com/2022.2/Documentation/Manual/android-export-process.html) and import the project as a library. But I can't seem to figure out a way to do that via the command-line—it exports as stand-alone rather than as a library. Does anyone have any ideas/links?

fast egret