#📱┃mobile
1 messages · Page 5 of 1
I'll give that a try here
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
I'm targeting the ARM64 arch, apparently it won't let me do that 😦
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?
is EnvironmentHandler a type or an instance?
Where is the actual method you're trying to marshal defined?
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
{
so your callbacks are instance methods, which won't work. Did you make them static methods?
They are defined here:
https://github.com/Skurdt/SK.Libretro/blob/master/Scripts/Core.cs
Environment Handler is here:
https://github.com/Skurdt/SK.Libretro/blob/master/Scripts/EnvironmentHandler.cs
So should I make https://github.com/Skurdt/SK.Libretro/blob/cf14f8392a40119542a9e0d66a89d096ec4aa4db/Scripts/Core.cs#L69 static?
is this your library? are you 100% sure it supports android? it looks suspiciously like it doesn't to me
I've modified as far as I could for Android, including getting the dynamic linking working on Android
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
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...
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 */ }
Yeah the workaround for calling an instance from a static call is to make a static function that returns the instance type of the class
is there an example of this somewhere?
The one I remember was made for WebSocket https://github.com/endel/NativeWebSocket/blob/master/NativeWebSocket/Assets/WebSocket/WebSocket.cs
The WebSocketFactory is what I'm talking about, everything is static but it calls a reference to an instance
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
{
can anyone tell which is best texture compression for android with minimum size?
This is shenanigans territory. My first idea is to make the instance static const (only one instance)
But I’ll need multiple instances 😦
then add another instance and call it using the int referring to that instance
Hi
I’m making a quiz game
Should I create for each question one scene?
Which are my possibilities?
I’m afraid my game will be very heavy
You can have a Panel (Canvas) for each on, with the question and buttons/answers I believe. Just active and deactivate the panels on the fly. You can use the UnityEngine.Pool library to help you with the panels pooling
One scene for EACH question is overkill, but really depends on your game, what will have in the scene in each question
Same scene, questions & answer from database or json or scriptableobjects
@uncut ingot You can use the forums for job postings. #📖┃code-of-conduct has the links.
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?
@kind basalt check out scriptable objects! Could help you manage questions easily
Thank you guys
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
anyone know what could be causing this?
inspect the merged manifest file in Android Studio, something is probably adding an activity (or editing yours)
hey @neon thicket I barely see any replies in the forum. Could you consider making a channel for jobs?
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
We would need to implement a bot to help manage it to make it worth dealing with. Since that would be unlikely to happen here, we're probably not going to have a job channel. There are other discords that have them though you can use, like GDN and Work With Indies.
Can anybody help me rn?
Do i need a server for an offline game? Someone told me I do so people can install the game
how are you planning on distributing it?
for android all you need is the apk and can transfer it via USB to the phone
for apple I don't know if you can run unverified unsigned programs
You need to build it from xcode and might need a developer account
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?
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
Thank you @compact current I'm using only unity ads. I'm new to game dev. trying to make it as a game dev.
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:
from what i read online it's a developer error
I've seen this error in Firebase using GSI, what are you using?
im only using admob and google play services
I think it might have something to do with my google cloud client given the fact that the app resolves and builds properly
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
did u get the SHA1 from ur keystore file or did u use the one that google play console gave you?
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
I use firebase, so it's just a project setting there
I use a different auth method for sign in that communicates with play services
so it still allows the user to sign in and see leaderboards?
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
I use a (customized) GSI package that gets an access token, which I then exchange for firebase credentials to sign a user in
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
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?
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 ?
public GameObject prefab; should be instantiating the assigned object. Have you assigned the player prefab?
Yes i did
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?
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
How to make the UI all look consistent through the devices?
Resolution scaling canvas? @limber jasper
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
How can these logs be turned off?
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?
I'm getting a lot of errors when building my game. I think it's from that folder.
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.
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
Ah that makes sense I guess
But say once the game is released, how would you actually go about getting more ads then?
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
How would I go about doing that? I’ve noticed they seem to work completely fine on android, it’s just iOS that has problems (I’ve tried 2 different iPhones)
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
not having access to the ad id won't prevent ads altogether, but it'll hurt your bottom line for sure
Hello
IOException: Access to the path '\?\C:\Users\Administrator\Codespace\Unity\Project_Child\Pixel Skate\Library\BuildPlayerData\Editor' is denied.
Got this error when I build and apk
Btw I can use remote 5
But this happened when I build an apk
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
click on the exception in the log and find out where it's coming from
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?
Well there you go, now you have a lead
Thanks, I’ll give that a try a bit later on
Hey I've been trying to build my game but the build keeps failing with the error error: cannot find symbol import com.unity3d.mediation.BannerAdView; here is the full error https://pastebin.com/W7TzEk6b
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hi , What is the solution? After adding ads with Mediation the problem appears in xcode
were you able to resolve dependencies? Looks like you're outright missing something
Hello
did cocoapods succeed? Is there any error in the console?
i fixed this one but i got another one
This time
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
It says 1 exception was raised by workers
with this error message
looks like you something imports both the androidx and the old version of some library
I will look it up and let you know how it goes
thank you
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
i can delete one and keep the other?
The problem is that i don't know where the 2 libraries are at
some guy saying it's for 30 and below means nothing, only the official documentation matters https://developer.android.com/jetpack/androidx/migrate
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
Hey
I went to my Assets folder and i saw i have android and androidX files
i decided to seperate them and remove the androidX ones
for some reason that made me build the project
i don't know if it will work but the build was successful
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.
Hey i managed to get my game on my phone and everything works except the system for saving and loading data. It works when i run it in unity but on mobile it doesn't work at all. Here is the code of the DataManager where all of the data related stuff is: https://pastebin.com/VCLc4ML3
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
any errors in logcat?
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
Whats logcat?
nothing looks wrong here. Could be script execution order is different. Does it fail if you run it twice?
are you looking at the logs produced by your device? https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.3/manual/index.html
No. I've also heard that the method i use to save the data on quit (onApplicationQuit) doesn't work well with android and ios so i changed it with onApplicationPause. Same issue tho
then you should also look at your logs and see when your code is being run or if it's producing an error
Oh I dont have this package, does it give logs from all android devices in unity?
Whatever is plugged in, yes
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?
Also, in unity it says i dont have any configured ad units in my dashboard but on my dashboard i see 6 configured
oh wait it does, nvm lol
Anyone has an idea why it could do this? I've used with mediation before but its the first time ive had this issue
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
No i havent set that up, didnt think id have to but maybe thats necessary. Ive setup my ads with the code generator stuff
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!
y does it not build what am i doing wrong
Hi, how do I make mobile management in pun2 so that it works correctly?
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
My problem is not mentioned in the tutorials, and I do not know how to fix it
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
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?
You need to ensure .isMine before allowing the controls to take place. It sounds like the controls aren't player segregated
I did a script with such a check, but unity refused to run the game at all with this script
are there anyone can download this game on android and send me some screenshots, I don't have any android..
https://play.google.com/store/apps/details?id=com.FStudio.NationBuilder
you can use android studio and an emulator perhaps
no I need to see in a mobile phone
bc Im not sure about the resolution-quality about the game in mobile
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?...
I mean, I only tested it from Unity Remote by some friends phone, and it looked like 144p
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
Okay
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?
Whats "in app system". In app purchases or what exactly?
@sacred creek Yes in app purchase 😉
You should be able to pass in the correct ID of your Apple Team for example or Google play Store Dev account to be used, if I am not mistaken
@sacred creek The only things i have before continuing the set up is this sreen
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.
@sacred creek thank you i will check that 😉
can some one help me
Not gonna help you with your habit of crossposting everywhere
bro its in topic
i try to make mobile game and 2 d
and i need help for asset
so?
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?
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)
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/script-CanvasScaler.html
Setting this to ScaleWithScreen at 0.5 x 0.5 is a quick way to ensure the UI is always on screen
You'd be best off having 2 sets of UI, one for mobile and one for PC
I was afraid that might be the case. As I'm not sure about PC yet I'll start with developing one for mobile and use the scaling method recommended above to make sure I can at least test properly on PC.
Using the canvas scalar will allow you to still use the PC version, but it won't be to a releasable standard
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?
hey can any people german ? I nead some help
Sie könnten Ihre Frage über Google Translate ausführen.
hello, how to make a smooth movement of an object in photon pun2?
interpolation
And prediction if it's a competitive game
are tilemaps way more efficient than just using sprites , asking for mobile games
There is also an asset specifically for that in the store. But yeah interpolation is good enough for most folks
When i run my unity game in simulator iOS device
Game keeps crashing
Need help
Its in xcode
Hey guys! How do you get the reference resolution for each device, iphone, ipad, etc?
You mean like the Screen resolution?
Yeah so that I can get the correct reference resolution for each device
But I'm assuming it's screen.width and height which is in pixels right?
Yep, thats what its for 🙂
Is there a way to convert aspect ratio to screen resolution
Say the aspect ratio is 4 : 3
What exactly do you want to know, just the aspect ratio like 16:10?
Quick google... https://forum.unity.com/threads/get-aspect-ratio.211255/
Say you have the aspect ratio
Is there a way to use math to get the exact reference resolution for the device
What exactly is reference resolution? I do not get what you are actually trying to do. The exact resolution is Screen.width and height
On the canvas scaler
the reference resolution
Or would that again just be screen.width and height
the reference solution is a reference for your UI, so it will look the same size no matter resolution
When I build it though the image is shrunken on the ipad for example
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
I'll put the actual scaler on hang on
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
The app is always in portrait
So would that mean the match should = 1?
Also should I still set the values of the reference resolution to screen.width and height
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
So you're saying Unity handles that by default
and I don't really have a need to do this
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
This is what I'm trying to prevent
The image should cover the entire screen for all devices
Without it looking stretched
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
yeah its still screen space, so its covering it
I have a script that changes the aspect ratio depending on the device
You gotta look into tutorials about responsive ui tbh, trying to rebuild the wheel manually will get you some trouble
Alright
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 !!!
I guess you are using two different things here that try to handle the same. Logging into google. I am quite sure, firebase already has a function to log into google without your signin unity package
The site you pasted actually explains what to do
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?
Depending on your platform, there is the first step linked to Android and iOS docs about how to get the ID 😉
@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
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?
How do I achieve this input cursor drag effect in Unity? Unity seems to just highlight the texts when I try.
can anyone help me out here, audio does not resume on my samsung a21, does it work for you? https://forum.unity.com/threads/android-audio-on-samsung-a21-stops-working-on-application-refocus-build-with-unity-2021-3-4f1.1391215/
I downloaded it. Playing with sound, watched video, and when it returned the sound resumed. S22.
thank you a lot. I added a line cs
void OnApplicationFocus(bool hasFocus)
{
if (hasFocus)
{
#if UNITY_ANDROID
AudioSettings.Mobile.StartAudioOutput();
#endif
}```
and im testing right now if this will work
no my solution did not work, but thank you for testing it, and now i know that it works on other devices. thank you very much. Just wondering, did touching the barrier yellow boundary result it a weird glitch where the tank disappears and the camera shakes?
I don't think I touched the barrier to be honest
This may help
https://forum.unity.com/threads/android-completely-mute-after-unity-ads-is-show.397991/
I read the forum. the bug occurs on a few devices, and my phone type happens to be one of these few one. Thank you for helping me test. thanks very much
What's the best way to implement a map (like Google Maps) into an Android Game for free?
Either use a webbrowser plugin to just show google maps or use something like openstreetmaps or similar, there are some plugins around, not sure which one is the most stable
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
This is beautiful architecture really... I've gone through 3 different Android SDKs, 2 NDK, 4 JDK versions just to make one build...
Cant you update to a newer version of Unity tho with preinstalled jdk sdk parts?
I was handed a project which was made with Unity2020, but since it is in LTS I was expecting to either the automatic downloads to work (through hub), or at least to show which versions I need to manually install. But it fails spectacularly in both
It usually shows the veersion the project was build in
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 😦
Even if you set Unity to the other version inside the preferences?
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
what error do you get?
did you build the game with the Device or the simulator sdk in the player settings
is there a place that breaks down the most expensive calculations for mobile GPUs?
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
you need to add the correct iOS frameworks in Xcode to it be able to recieve push notifications
How are you sending the notification?
via asp.net core web server
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);
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 🙂
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.
iOS is acting differently then Android. And let me tell you, I worked on that issue for days to find out 😄 so if you send display too, I think it is being ignored on iOS if the app is in background. I would try to send a plain data and check whats happening on both
You can yes
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.
I make build with simulator sdk
I don’t have a app store connect right now
No error is Coming
But When i run Game in simulator its keep crashing
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?
Check the profiler @void sentinel
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 ?
If I want to do a minimal user acquisition for my first game. When is the best time to do this?
- Launch the game and then a few days(cca 5-7) later go for user acquisition
- Launch the game with the user acquisition same day
Will it hurt if I postpone the user acquisition until a week later after launch?
Log it again without -s Unity, the log you are showing isn't showing anything
If you launch a game on Google Play, and not many users install it during the first week, it will be deprioritized. And most likely if you try and search the name in Google Play - it won't even appear.
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
Thank you for your fast reply. Ok, so it is kind of mandatory to launch and go for user acquisition on the same day. Thank you for info
I'd strongly recommend it. Once you get deprioritized it takes a lot more to build back up
Thank you sir 😄
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?
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
"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
Asked your question in Google:
https://forum.unity.com/threads/where-is-package-name-setting.318839/
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?
SignInStatus.UiSignInRequired is returned when silent sign in fails or when there is no internet connection.
The only place is see that is here: https://github.com/CloudOnce/CloudOnce/blob/main/source/PluginDev/Assets/Extensions/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs
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.
All of them? Use a canvas scaler.
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?
They set up the UI so that it can adjust according to screen sizes
what about the game aspect ratio itself
not just the UI
like the way the camera sees everything
Depends on the type of game, but generally depending on the screen ratio, you move the camera/change the orthographic size dynamically
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)
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
I get that, but again, the solution depends on the game so I can't help you without screenshots
hmm, im very early into the game so it's barely anything rn
ill ask again once i have something to show
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
if vibration is what you are looking for, check this: https://gist.github.com/aVolpe/707c8cf46b1bb8dfb363
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
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 ?
Just compare the version number of your installation to the one on the store either by google or your own server
Thank you 🙂
I have fixed this problem and all the errors by updating first from unity 2019 to 2020 and then from 2020 to 2021
hey do you know if the latest https://github.com/playgameservices/play-games-plugin-for-unity/releases/tag/v0.11.01
works with unity ?
it is made for unity so, it should work 🤔
yep but somewhere on the forums someone mentioned that unity support only 10.14
hmm sounds strange to me, I don't know about that
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 :/
Last changes 10 months ago, well that could be an issue
But as its from google themselves, I guess its the latest you can get. What issues did you have?
duplicate classes when building, it's probably another package that uses the same dependencies but not the same version right ?
Yep. Maybe you use package manager but also have it inside your assets somewhere?
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
How did you manage your problem ?
maybe custom remove some libs inside the gradle template ?
Just removed the unity package of ARKit and ARCore and reinstalled the google package.
But you gotta be sure it is in there, I just found out in the docs that this was the case
Anyone noticed an increase in build time for android on the latest 2022.2.4f1 release?
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? 😦
Hello all. Im deleted admob in my game and tried to build then im taking enableR8 error. Why its so happen ?
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
Well, you should not use that. did you accidentally update your settings or something?
@sacred creek im just deleted googlemobileads plugin
maybe they had a fix or something that handled this. just google for that setting and see where it gets set
@sacred creek im tried some solutions but not solved problem
What solutions?
In subscription system, does the premium feature using SetActive for its access ??
This should be just a warning, I think it can be ignored.
The error must be somewhere else
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.
Make sure you use no custom gradle templates in project settings - player settings - publishing (android tab)
And make sure in preferences - 3rd party tools all the checkboxes with use version installed with unity are selected
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
Guidance on what? Release pipeline, developing it, figuring out the idea? 😄
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 🤦♂️
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 😉
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
Awesome man I appreciate it
Hey fellas
developed a game for android but implementing google ads plugin makes issue and cant resolve dependencies
any help ?
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
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 🙂
That's an android library missing. Some plugin missing something or out of date
So, in the package manager an update should show up?
(it doesn't) Where should I check?
Might be related
https://forum.unity.com/threads/bug-android-libc-so-java-lang-errors-effecting-hundreds-of-users-since-unity-and-firebase-upgrade.1324266/
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...
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
Ok, so all I can do is wait for an update?
Or find an alternative I guess
(Thank you for answering)
But I'm not sure what the library is or where it gets stored
Yeah, me neither
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
why i m getting this error
the dialog tells you why right there
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
works same way on device, make sure the url is valid
It is hm :/
i think the problem was that i dont receive my URL as http instead of https
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?
the error i get is at line 800 btw
uh is there a way to check? i'm pretty sure this project doesn't
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:)`
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
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.
Every time i switch my project's platform to android this error pops up. Does anyone know why?
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.
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?)
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.
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?
Hello, I need help
It's this option
I compile the aab but gradle says me error
API 31
Configuration
Unity 2020.3.4f1
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
Also go through the errors individually, one should provide better information.
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.
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
The issue stopping the build won’t be the R8 warning. Read past it and see what else the error says
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?
Did you install the android ndk with your version installation?
It sometimes helps if you untick "Android NDK installed with Unity" and leave the same path there. Sounds weird but works sometimes
Yeah I did
I'll try this today
@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
Then you need to add the module in the hub
Hm you can open your Unity Hub, choose this version and click modify and see there if you have ndk chosen
if you have it in your previous editor then yeah you can copy it over or just point to it in unity preferences
It works now! Turns out unity struggles downloading its own dependencies
glad to see it works 😉
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
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
okay
Solution: Delete debug.keystore file in C:\Users\USER_NAME.android
(save this file for safety)
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
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
Windows Phone? That is a dead bet Id say. Like there is no support at all anymore, right?
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
:P
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.
So, to back up again. Your issue is really, that you want to have games on yoru windows phone?
yeah
another problem is that my phone specifically kinda stinks it only has like 300mb of ram
lumia 635
the games selection really bad and for me only a gameboyadvance and nes emu work
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
nah i got like a lot of student loans and stuff
which one do ya have
dms? e
I do not accept DMs, if you mean this.
I am an application developer for all platforms, I got android and ios
i see
well i still live with my parents soo like idk how im gonna explain this to them lol (if you do send it)
so yeah can you just help me like yknow get it running :P
The sending was a joke, wouldnt help you get another windows phone 😄
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
but can you help me get it running?
no the build option is there, im just getting build errors the build option is for UWP which includes windows phone 10, windows 10,11 pc's and xbox
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
I am just here now and then, I am working besides 😄 You should paste your errors, so we, the channel, can look at it
okay you bet lemme just reopen the project gimme a few minutes
Did you try what unity suggested about your visual studio plugins?
this? idk how
do you suppose thats what causing all these errors?
What options do you have on build and run on?
here
here v2
No, what options are in the dropdown
just build
should i plug my phone in the click build and run
i mean i did build and run just now , same errors
Hm, I would google a bit for that error on missing components, I am sure, there are others came across this too
i cant really find anything :*(
You gotta search more. Because thats what I would do, now knowledge from my side to fix that error cause I never had it
has anyone here built for it before? can any1 do it 4 me :P
At least I would never open a project from a random person of the web 😄
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
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
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&)
Please !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.
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?
bust?
burst
unity registry right?
OPen the package manager under the menu item Windows
backed up
what other packages are in your project?
Hm, does not seem like something special. i would try to update burst and test again
yep, its updating
restarting editor
updating did nothing, same erro
error
im gonna try making a new project
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 ❤️
Is there a reason to use another sdk then the one provided with unity? could using them be an option, or rather not?
well, i use another sdk because idk unity sdk not works. in fact I had no problems with the SDK so far
Is there more stacktrace on the other errors to checkout? Gradle can be anything in config files or SDK
Did you disable the resolver in unity?
How do I know if it is active? thank you very much for the help you are giving me
❤️
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 😄
ya hahaha
Let me check, it should be somewhere in Assets or something inUnity
thank you so much haha
Let me open a mobile project to check
Check the settings, if resolving is enabled there
Now try to build again, worth a shot
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?
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?
yes
well
the problem started for me when i tried to implement unity ads
before that i had no problems with sdk or jdk
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?
its funny, i dont have a back up hahaha, well, i have but is so old
Use github 🙂 easy to backup and keep versions
how do i do it?
thanks hahaha
I am sure you can figure out yourself how to open the window package manager 😉
Great, still waiting for you to show it 😄
dm?
No, just paste it here 🙂 make a screen of the window as part of the screen
Just paste the file here, no need to upload 😄
discord won't let me
Hm, weird.
338mb
<ahhhh
sorry
HAHAH
wait me pls hahaha sorry
@sacred creek sorry sorry for waiting
What is that? You can just open Window -> Package Manager
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
thanks really
No worry, I try to help as long as I can and when work allows it
@sacred creek it works, thanks you so much. Thank you very much for your patience and sorry for the nonsense haha
Great we could figure it out 🙂 Happy coding
❤️
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
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
I didn't think you could change the RAM in those after its said and done.
Apple probably can for a ton of money xD
its freaking 200 extra for 8 gigs of ram, I could get 32 gigs of ram for that price
apple tax
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?
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
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Hey guys! Does anyone has experience with preventing game guardian locally?
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
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
Best to contact a lawyer or something since there are a lot of variables depending on country, kind of company, company size, type of app/game, etc
when making a build for android , what does create symbols.zip do and what is the usual practise regarding that option
Hello @jade reef I have lots of questions for you guys
Questions list:
- How can I connect and get IMU sensor data in android + ios using unity?
- Is possible to get camera access on both android and IOS platforms?
- Is there any way to get direct android and IOS platforms services to access using unity?
Dont tag random people
- What do you mean with IMA? Like gyro, accelerometer, etc? If so, yes
- Yes, many AR games are made in unity
- You have to be more specific, I don't see why not if you setup your project properly
https://docs.unity3d.com/Manual/android-symbols.html
I leave settings like this disabled/default untill I find a need for them
oki
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
Do you even hear about jio glass?
Thanks for reply
No
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?
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?
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
You could use the unity device simulator to see how it looks at other resolutions while using the editor.
https://docs.unity3d.com/Packages/com.unity.device-simulator@3.1/manual/index.html
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
Check which are the most popular phones and look up the resolution.
As said, the device simulator has exactly that
You can check it here, but it's limited to screen size, not screen ratio
https://developer.android.com/about/dashboards
What is control freak 2 is some have knowledge about cf2 ??
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.
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
Thanks
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.
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
Question: Can you use Unity Personal for Android/iOS games? The site is unclear on mobile
Yes, you can and it's free up until you make $100K revenue
same issue as here https://forum.unity.com/threads/setup-play-asset-delivery.1161842/ ?
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.
Thanks man!
What resolution is it baked to? Did you change the lightmap scale on smaller objects?
Lightmap resolution is set to 1024, and yes, I changed the scale on smaller ohjects
I've did dozens of tries but the result is the same
1024 is quite small yeah, depends on how big the map is
If decently big, that's quite low
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
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
bake volumes are good
bigger games baked lighting isn't feasible since your dev time is wasted re baking so often
Reduce Quality -> Shadow Distance from ~150 to ~40.
For the cave area, check that it has proper lightmap UVs, and that it has a reflection probe, light probe, and the light can reach the cave itself.
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.
I'm playing "Vampire Survivors" on Android recently,
somehow the ads have lot of "Unity Ad" logos,
so what's the deal here:
- Can you use Unity Ad service without Unity engine?
or - Maybe you just use the Google Ad, somehow they are provided with Unity Ad
because according to Google, "Vampire Survivors" used the Phaser engine
Have the dev ask for support
I've put everything static and I got reflection probe added to the scene, simply the cave is completely light
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
yes, you could use unity ads outside of unity engine. There is an integration document for adding unity ads only, but using mediation from Google AdMob for example you could add unity ads as one of the providers too. But in every case you need some credentials of the service
ok thanks a lot
maybe the ambient light? any screenshot?
I sent them to you in private
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
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
What is your app doing? Does iit have special packages or something you use to access system components?
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
Hi, yes, similar to that, but now I am encountering another error...Attribute application@icon value=(@mipmap/app_icon) from AndroidManifest.xml:4:49-80
is also present at [:unityLibrary:myLibrary.androidlib] AndroidManifest.xml:23:9-42 value=(@drawable/app_icon). So, now trying to figure out this one😢
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!
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
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
I do think its a crash, but i don't know how to diagnose it...
look at the stack trace, that's a good first step
if you're sure the package is installed properly, the next steps would be: regenerate project files, then delete packagecache in library, then delete library in that order
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
what do you mean it works fine with the folders gone? are there errors?
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
I'm assuming that's a DLL you want in your Plugins folder?
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
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
Hmm
I can look at if there is name space conflicts. could be a google namespace conflict I suppose
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
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
importing an asset never ends, what can be the cause?
its 60 mb
Hmm then Im not sure, unless it has a massive amount of animations or submeshes
file was badly exported
Unity has a video player component you can use.
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 ?
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"
are you loading giant textures or doing something that wastes a ton of memory?
how much do i need to compress the textures? Im using crunch compression... do i need to change max size?
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
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
hey i can anwser your questions dm me
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.
Wow thx for the clear explanation and sorry for doubting you lol as its very rare for someone to reply question through dm and its pretty sus for me
Yeah sure, if you have more questions dm me
Ofc
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
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
hi
how can i make my game have an icon
I have an issue, the game has an icon, but only on pc, not on mobile tho
@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.
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
So i should worry about that when releasing?
The game icon would probably be one of the last things I would work on in a project.
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
Recruitment is not allowed on this server. !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
Yep thanks can you help me with this error ?
nope
Ok....
Do what it says?
I just found it
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
Hi . I wanted to show interstitial ad when user press home button. But its not showing ad. Help me . Im not good at coding
!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.
??
!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.
public void Home()
{
if (CurrentScreenId == homeScreenId)
{
GoogleMobileAdsScript.Instance.ShowInterstitial();
PlayingManager.instance.ReplayGame();
return;
}
Show(homeScreenId, true, false);
ClearBackStack();
}
Hi i wanted to show interstitial ad when user press home button. Help im not good at coding
!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.
C#
public void Home()
{
if (CurrentScreenId == homeScreenId)
{
GoogleMobileAdsScript.Instance.ShowInterstitial();
PlayingManager.instance.ReplayGame();
return;
}
Show(homeScreenId, true, false);
ClearBackStack();
}
@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.
is the screen.dpi of unity simulator accurate?
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))
Hi ^^ I'm trying to put my game on the Play Store, but it is under review. How long does it take ?
It can take up to a month. Depends on how busy they are with reviews.
One month ... There are two people ine the world that reviews ? xD
my app will be review each time i make a MAJ ?
No
Ok cool. Ty for your respond ^^
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...
did you choose a unique bundle identifier?
https://docs.unity3d.com/ScriptReference/Input.GetTouch.html
Input.GetTouch(0)
My app got approved on Playstore in 2 days.
around 2 days ago
Nice!
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
RIP, does it cost to publish on IOs ?
$100 per year to hold an apple dev account
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)
- If your questions is 'if I do X, does it work?', just try. The only way to find out. Guessing it won't help but who knows.
- Attatch the profiler via the target device and find out what causes the issue
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
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.
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
but if i use unity remote i should be able to test it out without a mac right
yes
alright thanks!
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
Does anybody have experience with Apple Bundles (NOT Assetbundles/Addressables)? Essentially I want to load a game within a game
how to find android bundle id , thanks^^
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?
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)
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?
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?
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
google: "unity3d apk install location"
it didnt work
what didn't work? What is happening and what do you expect should happen?
@glossy sluice don't ask in multiple channels
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
You could try this to see if there are any bottlenecks: https://docs.unity3d.com/Manual/profiler-profiling-applications.html
Scroll down to Profiling on mobile devices
What is a bottleneck💀
The part where the performance issue is which slows down the rest @wanton trail
Okk
i mean, i can just delete all of my NPC in scene and reduce the particle (already doing that and both fix the lag), what make me curious was why the snapdragon 720 have better performance than exynos 990
Drivers, device optimization, thermals, snapdragon optimization, bugs, anything.
A good test is to try vulkan indeed, but without a lot of info or project access it's hard to say where the issue lies
If the difference stays on the latest LTS, you might want to make a bug report with a reproduction project
i see,thanks for the respon
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
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
@spice cairn
- Which unity version?
- Did you follow this guide: https://developers.google.com/cardboard/develop/unity/quickstart
They state a pretty modern 2020LTS version
I'm using 2021.3.19f1 and aye I did follow that guide, But it's giving me errors 😰
Does it work in 2020? (if it does, please make a bug report from the 2021 version as it should not stop your project from building)
I changed it to 2020.3.36f1 and im getting a gradle error
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
Heres the full thing!
And thank you for your help regardless!
That's the only error?@spice cairn
Yeah it is!
Aye that's unity
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
I did install everything. Deleting the library folder now!
I got the same error again after rebuilding 😰
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)
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?
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?
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
How to add delays?
In what?
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
This script
You can use a coroutine
Then use a couroutine
Play ad
Yeild return new waitforsecs(time)
"Whatever u want after that time"
Can You Write this coroutine code because I’m not familiar with it
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
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...
Hi, can I use push notifications (the ones of the Unity dashboard LiveOps) with the Mobile Notifications package ?
hi, how do i build an android apk for vr?
for things like cardboard vr? or actual quest 2 vr
quest 2
watch a tutorial, setup is complicated, but you will build the apk like a normal android apk
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
Do check the official meta quest dev guide as well if you have issues
how can i reduce the vibration duration in handheld.vibrator()?
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?
Should be fine yeah. Many games got a different name under the app as on the play store
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
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
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?
Does Unity can run builds for Risc-V?
It it the default UI buttons? Those should work on android just fine. Which unity version you using?
I don't think so, maybe with their enterprise plans, but not in the normal version afaik
What do you mean with Enterprise plan?
https://docs.unity.com/#Premium Runtimes
Stuff like Linux arm support is behind these, maybe also risc
I'm tryharding to get my Unity games work on an raspberry Pi...
(In my case, I already installed Windows 11 ARM on the Pi)
I also would love to support Linux, until it is supported...
That's something else haha
What's your unity version?
Windows ARM support is very new
I have a very old 2023 installed right now, but I update it to the beta because my game always crashes...
https://forum.unity.com/threads/unity-arm-64-linux-build-support.1366353/
Here's the answer on arm linux btw. Not supported unless using those premium runtimes with probably a big paywall
Ah yep, get the latest. Also try both il2cpp and mono
I think one of them didnm't work back then with my Unity version:
2023.1.0a24
But I upgrade everything right now.
That is an alpha version, it's not expected to work normally, or be stable.
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 🙂
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?
Thanks so much!! I slept after I posted the question 😄