#📱┃mobile

1 messages · Page 7 of 1

glossy sluice
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Ok i did it

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Still cant see?

tired lily
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well your task now is to debug it

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there are no console errors?

glossy sluice
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Just warnings

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Overriding the exist ED may break links…

tired lily
#

uh, why?

#

you shouldn't have anything that references anything in that folder

glossy sluice
#

I resinstalled aggain and deleted the previous one first

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Playservice is missing?

fiery condor
glossy sluice
#

Thank you

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Strange. I can’t find ED under assets to make up force resolve but why is that missing?

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This in my project maybe I missing some?

tired lily
#

are you sure you didn't turn off errors or something in the console?

glossy sluice
#

Yes

fiery condor
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Already tried restarting editor?

glossy sluice
#

Yes. Restart unity hub

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Now I have it under assets

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I restart again

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What shall I do now?

unreal flint
#

Hello everyone, I have two problems, when I export in apk, Google Play Games services work,
but when I export in AAB to upload it to a closed test on Google Play, Google Play Games services do not work.
And another problem is that the Unity IAP does not work when I export it to apk.
if you could help me I would appreciate it very much 😄

tired lily
tired lily
unreal flint
#

ohhh ok that must be it

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you mean this signing key?

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do i have to change the key to the key i use in unity?

tired lily
#

did you add the fingerprint for your unity key anywhere? you'll have to add the play store signing key fingerprint there too

unreal flint
#

Thanks, I solved it, I put the google signature in the google cloud.

ebon vapor
#

Hi all, has anyone else run into the Android Dependency Resolver reaching 100% but then never actually finishing?
Its just sat maxing a thread and slowly filling the ram up?
I've been trying to migrate to levelplay https://developers.is.com/ironsource-mobile/unity/unity-migration-sdk/#step-1 which after working around several issues over the last week has left me with this one and I'm fresh out of google results for it. UnityChanSleepy

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For context: Unity 2021.3.22f1 (LTS Latest) JDK,SDK,NDK are all installed through unity and I believe are latest versions. I have been running into the Win32Exception missing gradlew.bat issue shown here https://youtu.be/SBtfuWEN5qk?t=379 and currently have to apply the workaround shown there every time unity is started.
The game runs fine in the editor but won't build for android, it hangs on either Building player data or building scene 0 (Pretty sure its actually Android Dependency Resolver never finishing in the background causing it)

Hey everyone!

How to add Unity Levelplay to my game?
Unity Levelplay tutorial

This tutorial video will show you how to integrate the new Unity Levelplay mediation, a collaboration between Ironsource and Unity. We will guide you through the process of initializing the SDK, setting up the dashboard to incorporate Ironsource and Unity Ads, and te...

▶ Play video
devout spade
#

When I build the game on my phone, Google log-in works, but if I download from Google Play Games, I can not log-in anymore.
can anyone help?

tranquil scarab
#

I am about to animate the hand for the grenade throwing animation.
Should I remove the grenade prop from the hand?
I the grenade needs to be a seperate object right, because it has physics and bounces off walls and zombie bosses, and I need to write in C# for the grenade to have a force on it for it to leave the hand fast after the hand has done its animation, is this correct?
I made the hand for the grenade its ready to animate the hand throws so fast you can barely see it.
ill animate it in unity
So the guns are in hand, player presses grenade sprite, guns disappear by going below the screen really quick, then the hand throws the grenade then after the guns come back real fast.

devout spade
sleek eagle
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Attatch via usb and open logcat window?

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The apk isn't different if you download via play

devout spade
meager dagger
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Does anyone know if there's a good way to develop for iOS on PC without the extremely inaccurate unity remote? I have an M1 macbook that I could use as a compile host, but it's absolutely useless for editing the 3D scene or compressing assets. I don't really want to use unity cloud build

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I'm thinking the best way may be to hack together a CI pipeline that uses a local file watcher, pushes the generated xcode project to the mac, builds and returns the IPA file. But that seems really hacky and wondered if there was anything more official.

mellow brook
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Hello, I have a very strange bug..
I have finished my game and I have implemented achievements and leaderboard.
I exported the game in APK and tested in mobile and everything is working good, is automatically signed in, if I press button to show achievements or show leadeboard also works fine.

Now I export again to AAB format, the game is automatically signed in but if press button to show achievements or leadeboard. NOTHING HAPPEN.

I'm lost... why in APK works, but in AAB don't ??

burnt flint
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My project

tired lily
devout spade
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Yes thanks, fixed it

tired lily
tired lily
meager dagger
tired lily
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What issue in particular? I dev on an M1 and it works great for me (with an external 4k monitor)

verbal frigate
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any chance i might be able to get some beginners help over here 😅

tired lily
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cloud build would work but clunky unless you have a pipeline around it, and definitely much slower than a local build

meager dagger
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Base M1 or one of the more powerful variants?

verbal frigate
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is there any way to fix the grid being off centre

tired lily
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13 inch macbook pro, 16GB

meager dagger
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Aah ok. I’ve got the 13in 8GB. I just notice that any kind of 3D scene gets the fans going at 100%, even if it’s a scene with like 5 objects in it and <200k polys total

tired lily
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I don't suppose you have some cat hair or something jammed into it? Mine is dead quiet most of the time, although it sounds like my scenes are less complex than yours (mobile apps)

meager dagger
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Actually that is exactly my situation, a fur sim makes up most of those polys.

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OH wait you mean in the macbook fan? 😂

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Nah the airflow is clear. It plays WoW pretty well

mellow brook
tired lily
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What is 'google builder panel'? I'm talking about the apk atm, not the bundle. Your first step is to get it onto an actual device and see if anything wrong is happening using logcat

mellow brook
tired lily
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and when you build the apk, are you building with development checked or not?

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if unchecked and it still works, build the bundle and look at logcat (not just Unity) logs

mellow brook
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04-09 22:24:13.966 10908 10953 E Unity   : Caused by: java.lang.ClassNotFoundException: com.google.android.play.core.review.ReviewManagerFactory
04-09 22:24:13.966 10908 10953 E Unity   :      ... 9 more
04-09 22:24:13.966 10908 10953 E Unity   :   at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in <00000000000000000000000000000000>:0
04-09 22:24:13.966 10908 10953 E Unity   :   at UnityEngine.AndroidJNISafe.FindClass (System.String name) [0x00000] in <000000000000000000000000000
04-09 22:24:20.314 10908 10953 E Unity   : AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
04-09 22:24:20.314 10908 10953 E Unity   : java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
04-09 22:24:20.314 10908 10953 E Unity   :      at java.lang.Class.classForName(Native Method)
04-09 22:24:20.314 10908 10953 E Unity   :      at java.lang.Class.forName(Class.java:454)
04-09 22:24:20.314 10908 10953 E Unity   :      at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
04-09 22:24:20.314 10908 10953 E Unity   :      at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
04-09 22:24:20.314 10908 10953 E Unity   :      at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:83)
04-09 22:24:20.314 10908 10953 E Unity   :      at android.os.Handler.dispatchMessage(Handler.java:102)
04-09 22:24:20.314 10908 10953 E Unity   :      at android.os.Looper.loopOnce(Looper.java:226)
04-09 22:24:20.314 10908 10953 E Unity   :      at android.os.Looper.loop(Looper.java:313)
04-09 22:24:20.314 10908 10953 E Unity   :      at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
04-09 22:24:20.314 10908 10953 E Unity   : Caused by: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
tired lily
#

definitely looks like a proguard issue to me. You have a proguard-user.txt to preserve those classes, right?

mellow brook
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nope, is my first game, I already published the game once, and I didn't need proguard text, now I created a new update adding google play achievements and leaderboard. I thought that the export process will be the same.

mellow brook
#

I added a custom proguard:

-keep class com.example.myapp.MyApplication { *; }

# Keep classes for Google Play Games Services authentication and achievements/leaderboards.
-keep class com.google.android.gms.auth.api.signin.internal.SignInHubActivity
-keep class com.google.android.gms.games.** { *; }

# Keep classes for sending scores to leaderboards and unlocking achievements.
-keep class com.google.android.gms.games.internal.api.ScoresImpl
-keep class com.google.android.gms.games.internal.api.AchievementsImpl
-keep class com.google.android.gms.games.internal.api.GamesMetadataImpl
-keep class com.google.android.gms.games.internal.** { *; }
-keep class com.google.android.gms.playlog.** { *; }

# Keep classes for reviewing the app.
-keep class com.google.android.play.core.review.** { *; }

# Keep any class annotated with @Keep.
-keepclassmembers class * {
  @androidx.annotation.Keep <methods>;
  @androidx.annotation.Keep <fields>;
}

# Keep classes used by the Google Play Services SDK.
-keep class com.google.android.gms.** { *; } 
#

builded with google builder (android app bundle) , still not working 😦

tired lily
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any new errors in the logs?

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also, how are you distributing your bundle? Deploying locally or through an internal test track?

mellow brook
tired lily
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so the error is still there? Did EDM4U resolve all your dependencies without issue?

mellow brook
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I think I solved the issue, I still need to do more test to see that everything is working fine.
I added a new line on proguard and now when I press button to show achievements and leaderboard it works correctly
-keep class com.google.games.bridge.** { *; }

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thank you @tired lily for helping me!

safe finch
#

I'm currently having an issue with TMP Input fields on Quest 2 not registering changes after build
inputfield.text always returns empty even though it's visibly not empty
Any thoughts on what may be causing this behavior?
Everything works as expected when built to PCVR

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public void UpdateUsername()
{
//string username = inputField.textComponent.text;
if(filter())
{
// Set username
PhotonNetwork.NickName = inputField.text;
PlayerPrefs.SetString("Username", inputField.text);
nameDisplaybook.text = "Current name: " + inputField.text;

        // Clear error message
        errorDisplay.text = "";
    }
}
#

As you can see, I'm just doing .text to get the value of the input field
Even when the input field has text in it, .text is returning empty

fiery sparrow
#

Heyy i hope everyones have a good day/night

i was wondering if anyone has run intot he problem where the game builds (in my case android) but after installing it it wont run

sleek eagle
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Check logcat got errors @fiery sparrow

fiery sparrow
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i found that, it was my app id, now my current problem is:

flint flame
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Unity Hub "installs" the Android SDK tools but they're missing in Unity.

odd arrow
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Then reinstall.

flint flame
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Nope, nothing 🤷‍♀️

odd arrow
#

Also installing into non-system drive/directory to make sure nothing wrong with permissions

flint flame
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Nope, same issue

odd arrow
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Did you remove the old installation completely? Last time I had issues clean install solved it.

flint flame
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Yes

odd arrow
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Then you still have something preventing it from configuring itself

tranquil scarab
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and I made the grenade a child of the empty game object,
Where should I put the empty game object as a child in the Unity Starter Assets FPS Controller?
The wall has a box collider on in and a mesh collider

wicked zealot
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What's the proper way to store data about InApp Purchases? I know about the workflow, but I'm currently saving to the devices file system, and if a user tryhards he can easily delete the files, hence loosing the purchase

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I mean, obvious would be to have a dedicated server to store that data, but that's not in my scope and capabilities

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Is there a way to integrate googles api and save data on their end?

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Or to fetch the purchase hierarchy of the user for my app from Google Play?

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Or, other question, could i legally free myself of that responsibility to recover lost purchases due to file editing? It's Google only, the Restore requirements don't grab

dapper dirge
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I am integrating google ads in my unity project but when i want to create a build it give the classpath error.
Anyone can help me ??

warm adder
#

Scroll down to find the error message

dapper dirge
warm adder
#

still not here, you probably got a couple of errors in console, one of them should contain "error" or "exception" or something like this, it usually gives you a hint about what went wrong and why build failed

dapper dirge
night slate
#

Hey, my android logcat is getting spammed with these errors (screenshot)
Anyone knows where it comes from ? I've been searching the internet for quite a long time and no one is talking about it, no forum is about it, the only things I found that were kind of related didn't have answers

tranquil scarab
#

ChatGpt told me to make the empty gameobject that holds the grenade as its fired, and put it as a child of the Unity Starter Assets Fps Controller, and a child of the Capsule collider.
So ill start making the arm, and arm throwing animation, as a child of the capsule, and make the grenade start traveling at the right time as the arm is throwing?

gloomy zodiac
#

how to fix this error

FAILURE: Build failed with an exception.

  • What went wrong:
    A problem occurred configuring project ':launcher'.

Could not resolve all artifacts for configuration ':launcher:classpath'.
Could not find com.android.tools.build:gradle:6.1.1.
Searched in the following locations:
- https://dl.google.com/dl/android/maven2/com/android/tools/build/gradle/6.1.1/gradle-6.1.1.pom
- https://jcenter.bintray.com/com/android/tools/build/gradle/6.1.1/gradle-6.1.1.pom
Required by:
project :launcher

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

  • Get more help at https://help.gradle.org

BUILD FAILED in 1s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

nova imp
#

Dudes, I have faced this error when building for android platform in my new laptop. It is really annoying.
I have installed jdk 1.8, ndk and sdk and all path are assigned in unity preferences
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
Unity 2021.3
C:\Program Files\Java\jdk1.8.0_202 C:\Users\ISATIS\AppData\Local\Android\Sdk\ndk\21.3.6528147
29,30,33 build tools and platform.
I have installed jdk and jre 11 as well, it is not fixed.

nova imp
nova imp
#

jdk1.8.0

sleek eagle
# nova imp Has Unity changed the jdk version?!

Not sure.
But in unity hub, install a unity version (reinstall the one you have if you did not get it from the hub), then click the gears icon, add modules, and add android support and both submodules.
If you do, simply tick the 'installed with unity' box in external tools

nova imp
#

I want to install unity 2021.3.15. I do not see it in official releases. So, I should go to archive and download unity installer and then install it using it, right?

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Should I uninstall it first or I can install it without unsintalling unity?

sleek eagle
#

I suggest to just pick up the latest.
If you click on your project without that version installed it lets you download that version, or upgrade

Otherwise in the archive press unity hub on the desired version. Do not use the standalone installer

I think they force the hub for easier service integration and verification etc. Opinions on it definitely differ

nova imp
#

I should pick it as well

nova imp
sleek eagle
#

Delete the installed editor version if it's noy installed via the hub

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And update hub if available btw

nova imp
#

Finally, I saw the module window thanks 🙂

sleek eagle
#

Nice!

nova imp
#

Should I uninstall the old editor or not required? It can be replaced

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Because unity 2021.3.15 has been installed before

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If downloading editor outside unity hub does not work and I cannot add android module and correct jdk why unity has placed it in its site :/ I don't understand.

glossy sluice
#

The best thing about unity is it’s so easy to use especially for beginners

sleek eagle
swift yew
#

does anyone know why im getting an android project instead an apk when i build?

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export project is not ticked

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and i got these file when build done

fallen compass
#

there's a tickbox somewhere to build an Android project .. maybe, can't find it so perhaps I'm imaging that

honest hazel
#

Hi, this is a general question related to in app purchases. When my app wasn't reviewed on the Google Play Store I tried out an IAP and it worked like it should. The product is 1,99€
Now that the app is reviewed, the product has a "Test" label, the tester paid 2,39€ and no taxes ; and the estimated revenue is 0€. Is that the normal behaviour ?

I wonder if it's because the purchase was made from internal testing ?
But why isn't the user paying the defined price ?

nova imp
halcyon moss
#

Hello! I have some issues with Codeless IAP, if a player purchase something and the transaction is slow, he may left the game and the transaction will be canceled.
How I can handle the pending transactions?

fallen compass
#

don't use codeless IAP

halcyon moss
#

@fallen compass Thank you! What should I use instead of Codeless IAP?

fallen compass
#

code your own

#

use the IAP docs to create your own

fiery sparrow
#

Heyy, sorry. but does anyone have any idea why i might be getting this from google console despite having "<uses-permission android:name="com.google.android.gms.permission.AD_ID" />" inside my android manifest?

I'd really appreciate any help at all

tired lily
#

where are you putting your manifest? Check the merged manifest and make sure it's right

fiery sparrow
#

androidmanifest.xml

tired lily
#

okay, export your project to an android studio project and look at the merged manifest. Also make sure you've declared it in the right place

fiery sparrow
tired lily
#

no, they'll all be merged into one final one

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you want to look at that final manifest and see what's in it in case something went wrong

fiery sparrow
#

is it named differently? cause i just see three android manifests in different folder 🤔

tired lily
#

open the one in unityLibrary/manifests/AndroidManifest.xml and switch to merged manifest tab

fiery sparrow
#

oh wait i found it in src\main it has both manifests in one

tired lily
#

make sure your permission appears there, and it is a descendant of the root (manifest) and NOT application

fiery sparrow
#

my unity library just has libs, src and googlemobileadsplugin.androidlib (the third manifest i have is inside of src) which seems to be containing all the code form both other manifests

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incidently does not have the "<uses-permission android:name="com.google.android.gms.permission.AD_ID" />"

ill tryt adding it

tired lily
#

your .androidlib should be included in there with its own manifest which will be merged in

fiery sparrow
tired lily
#

hmmm, are you sure you uploaded the right build? If so, build to a local apk and unpack it to look at the manifest there

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the permission is correct and in the right place, so something must be going on elsewhere

fiery sparrow
#

ill give it a go, thanks so much for the assit btw

fiery sparrow
#

ahhhh okay update, i tried it on my redmi note 9 plus, no ads.... my old oppo R11s, i get ads

tired lily
#

does your redmi have android 13? makes sense if the os is zero'ing out your advertising id, probably getting a lot of no fill

fiery sparrow
#

android 10, hmmm. maybe lower the target?

tired lily
#

you could target api level 31 and ignore the error for now

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from what you've shown me, everything looks right so far

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did you look at the actual manifest in the apk?

fiery sparrow
#

hmm sorry uno momento porvorrrr

fiery sparrow
tired lily
#

it's a zip file

fiery sparrow
#

mmm, i might have done it wrong, i generated a signed apk as debug. in the output destination i got the debug apk and a metadata json

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ahh i found this: (launcher\build\intermediates\merged_manifests\debug) this manifest does not have the advertising ID permission

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okay update to the update, it does have the permission within the merged manifest but only once and not where i was first looking

tired lily
#

everything seems like it's in order then, not sure what to say. Did you try targeting api 33 directly?

fiery sparrow
#

should i go back and do that in unity or can i do that directly in gradle within android studio?

tired lily
#

yes, do it from unity

high token
#

Hellooo, is worth to use unity levelplay this time ? Or I should use other mediation like applovin

fiery sparrow
#

okay targeted 33 and built a aab, can i just say Wow Android studio makes a bundle far faster than unity

fiery sparrow
#

nah, play console still saying i dont have advertising ID in my manifest, i'll keep trying to fix it. but thank a lot for trying to help @tired lily really appreciate it

tired lily
#

:( well good luck, I would be interested in knowing what the solution is when you find it. If you're pressed for time, the workaround is to target api 31 which doesn't have this requirement. You'll be forced to upgrade it sometime this year though

fiery sparrow
#

ill keep tinkering, i might try updating google sdk etc, i was trying to avoid doing that cause it dishes up so many errors of its own 🙄

rain leaf
quasi sable
tired lily
#

his problem isn't ad units, it's a special permission that lets the os know the app wants access. It can be used to track users, which is exactly why you want it for ads and why getting all zeroes will heavily impact ad revenue

fiery sparrow
#

im still working on a solution, but thanks everyone for trying to help, its not a bad community on here (overall)

fickle wing
#

Hello! I'm trying to build my apk for release but I am getting this issue that my custom manifest is getting ignored during the manifest merge and I end up with a manifest with a bunch of permission I do not wish to include.
Is this ignoring an expected behaviour, a known bug, or just that I have to do something else for it to work?
I'm using 2022.2, this always worked fine in 2021.3

fickle wing
sleek eagle
#

Maybe try the latest bugfix version?

fickle wing
#

I intended to find out if it is actually a bug, but I guess I could try.
Would that version that you mention be 2022.2.14 o 2022.2.1 with a diferent fX number?

fallen compass
#

the f number can be ignored, it just depicts how many release candidates there were before the final release. There's never multiple f versions of a release

fickle wing
#

Right, thanks. Will try that and post an update

haughty osprey
#

who know about google play console can dm me ?

tired lily
#

just ask your question here

fiery sparrow
#

look ignore the typos i just woke up, still sipping my coffee

rain leaf
fast egret
#

why are we getting an error "App not installed as package appears to be invalid" when installing Android app built for API level 31(.apk)?

#

I tried to exclude api level 31+ and no problem installing the apk.

fiery sparrow
#

having shit timew with api 31 too youre not alone

#

been trying to fix this shit for 8 hours

night slate
fiery sparrow
fiery sparrow
#

this is what im dealing with now: Caused by: com.android.ide.common.workers.WorkerExecutorException: 1 exception was raised by workers:

legit just that with no description at all

#

got so desperate i asked chat gpt

fiery sparrow
#

what do people reccomend the best version of android studio??

fiery sparrow
#

yeah fuck game dev i quit

night slate
south apex
#

Hi. I try to mirror my game to unity remote on my iPhone, Dev'ing on windows. My phone is connected via USB and Unity Remote is started. However, my ProjectSettings->Editor is only showing "Any Android Device" for the Unity Remote/Device section. Current build target platform set is iOS. Can someone hint me to why "Any iOS device" is not an available option for me for Remote?

sleek eagle
#

Because ios needs to be built via MacOS @south apex

#

Unity remote just runs the editor screen on the phone, it's not the same as testing on device

south apex
sleek eagle
#

Then build target doesn't matter. Never had great experience with unity remote so cannot help with this

limber jasper
#

Hey guys, so I try to build for android and I have it resolved and everything but it won't let me build and gives these errors.

#

I did External Dependency Manager -> android resolve -> force resolve and it still didnt let me build

tired lily
#

well it says there's an error with texture format, so dependencies probably aren't the problem, or aren't the only problem

sonic otter
#

I'd recommend building an empty or simple project in android studio before attempting to migrate an older project

#

The new version did make some changes, it is understandably frustrating

rotund flume
#

Anyone has any idea why an Android game would present an old frame when the app regain focus? It shows the game title screen briefly while the app is regaining focus, as if it had saved the frame or something

rain leaf
night slate
sturdy rock
#

My android build is constantly failing, here is the console:

tired lily
slender mulch
#

Need help! With Android platform

#

The colour of the sprite sheet of the hero knight keeps becoming misplaced when the platform is set to android , why is that?

#

You can see the colours displacing if u zoom in a little

rain leaf
slender mulch
#

How do I disable them? And in project settings there is default and legacy option

rain leaf
wise nebula
#

My 2d scene0 have 3 button

slender mulch
#

Its still the same and also it's only the hero knight sprite the enemy seems fine

#

The enemy's sprite is normal, and I ve imported the hero knight sprite in multiple android projects and it's always the same result can someone help or try to import this sprite in android platform and find a solution??

chrome haven
#

Help

chrome haven
#
Could not determine the dependencies of task ':unityLibrary:compileReleaseAidl'.
> Installed Build Tools revision 33.0.0 is corrupted. Remove and install again using the SDK Manager.```

How can make this
gloomy zodiac
#

I am using advertisment legacy and its giving me combile errors. To which advertisment i should switsh to get rewarded ads working

#

Or is there any ways to fix the legacy pagage

sleek eagle
warm epoch
#

Hello everyone, do you have some link to search for nfc in unity ? I already did seek Twisprite plugin, but it doesn't launch my unity activity and i would want to understand each step. (Not a frequent user of android studio for .aar)

nocturne hill
warm epoch
nocturne hill
warm epoch
#

Thank

neon thicket
surreal blade
#

I have been developing a game for pc that was working perfectly, but when I want to try the game on the phone it crashes at launch.

I used to develop apps for Android on Android Studio and there was an option there to help get all the logs on the pc when launching the app on the phone. Does Unity have that or something else that could help me?

sleek eagle
wispy canopy
#

i need help

opaque anvil
#

Hey everyone do you have good resources on how to implement achievement and leaderboard for iOS ? I found next to nothing about it

wispy canopy
#

im getting errors while building my android game

#

it says something like andoroid.useAndroidX is not enabled

#

@sudden atlas

#

@delicate blaze

#

can somebody pls help

sudden atlas
#

Wtf man why did you ping me

marsh sapphire
#

hey, so i just made ads working in my game but i can use them once and it works fine but then when i load the scene again and press the button nothing happens

neon thicket
#

@wispy canopy Please don't ping people into your questions, it's obnoxious.

marsh sapphire
#

is just built my first mobile game and i got these errors, anyone knows how to fix them?

rotund knot
# marsh sapphire

Screenshot the other section for additional info about the highlighted error

mystic aspen
#

hard to see on the image but for some reason unity keeps opening and quickly closing an adb.exe prompt for no reason, even though I'm not even on mobile as my current build platform
I'm literally just trying to mess with my project yet unity keeps opening another prompt every 1 and a half seconds

#

It just boom, opens and then quickly closes, and then does that over and over again for 10 to 20 seconds until it just completely stops, then another 15 seconds after it stops it starts doing it again

#

I need serious help with this because the issue is becoming far too much to handle on a constant

zealous sedge
#

I want to Add one "object" in my one building and want to apply that update to all my existing same buildings in one go. Is thhhat possible??

rotund knot
sleek eagle
zealous sedge
#

and manually adding will take a lot of time

#

should I delete and recreate it ??

#

re-create in pprefabs ?

fiery sparrow
#

anyone ever had the issue of adsmob appearing in the unity editor but not the phone?

warm adder
#

You should check logs from your phone to see whats wrong

rotund knot
rotund knot
fiery sparrow
warm adder
#

do you see logs that ads are initialized?

fiery sparrow
#

just this on repeat

cursive halo
#

Hi I have a problem with integrating unity to native iOS app. I followed documentation and have this error
Thread 1: signal SIGABRT
on surface->drawableProxyRT[i] = [surface->device newTextureWithDescriptor: txDesc];
in MetalHelper.mm

warm adder
fiery sparrow
warm adder
fiery sparrow
#

is my permissions in the right place?

mystic aspen
#

I can also try re-installing adb drivers if that doesn't work

sleek eagle
#

Also try the latest lts version if possible

mystic aspen
#

Will try, although I'll need to make a backup for my project as I have no plans on upgrading as of yet lol

#

I just find it really weird how unity has been constantly opening up a adb.exe terminal now, y'know?

mystic aspen
#

So uh.. just clearing the library folder fixed it

#

I think

#

Then again I haven't tried switching the build platform to mobile
What's weird though is it was still opening up the terminal even when the target was Windows

sturdy jasper
#

Has anyone had problems with ad requests in Unity Ads since April 12th? I have dropped down ad requests to zero from European countries.
It works fine in US, but when I check it via German vpn I get an error:
UnityAds: com.unity3d.services.core.api.Sdk.logError() (line:72) :: Initialization error: Unity Ads SDK fail to initialize due to game with ID my_id is not enabled

Affects Android and iOS. Users are angry, Unity support is silent...

wispy canopy
#

the project build.gradle file is corrupted

marsh sapphire
wispy canopy
#

I also did that in my build

#

But it didn't work for me

errant jasper
#

Hey has anyone implemented ads on game surfaces? Just wondering

sleek eagle
fiery sparrow
#

anyone ever had this admob issue?
"Unable to obtain a JavascriptEngine."

glossy sluice
#

and when i click Android Provider i get this error

sleek eagle
#

Remove the adaptive performance package (or if you use it, make sure to update it) @glossy sluice

lapis ginkgo
#

Hello, Im curious when it comes to publishing your game for Google Play what's a good efficient way to take screenshots for the phone and tablet sections?

neon thicket
#

Change the resolution in Unity and output a screenshot from the recorder package

fiery sparrow
#

anyone got any ideas?

tranquil folio
#

Hi, I'm developing an Android game using Unity, It is a fitness game, and I want it to have a calendar that shows how many steps that a user walks every day.

I can get the total number of steps of the user, but I have no idea how can I get the number of steps walked in a specific day, specially when the app is closed.

Does someone know can I get the steps walked in a specific day, even when the app is not open?

#

Something like this:

sleek eagle
tranquil folio
#

Currently I'm using the new Unity input system to count the steps, but I dont mind counting the method of counting them, the important thing is to be able to store them

sleek eagle
#

Then just have an array of dates the user walked on and have a struct or something per day with all the data? (date, steps, etc)
Don't think you can keep track of steps when the app is not active using Unity

tranquil folio
#

I think it can be done, Pokemon GO does it and its done in Unity

sleek eagle
#

It takes a lot of work to use with Unity I think (never tried it)

#

Google Unity android count steps in background

tranquil folio
#

Thanks mate

glossy sluice
#

How do i make it so my apk is Debuggable

opaque anvil
#

Hey everyone do you have good resources on how to implement achievement and leaderboard for iOS ? I found next to nothing about it

glossy sluice
#

this might help

sleek eagle
sleek eagle
glossy sluice
#

as in script debugging

#

Cause in build options i only see script debugging

glossy sluice
#

this is a vr game tho?

#

i was sent here here by someone in unity chat

analog plover
#

well you didn't say in Unity chat that it's a VR game so how could they have known what the correct channel is

#

although if you have an APK the rig is Android so the same instructions apply

glossy sluice
soft magnet
#

What i choose for unity remote 5

#

How to add my device. I enabled usb debugging

bright ridge
#

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\ASUS.android\debug.keystore": Invalid keystore format

#

i get this error while exporting apk
do i need a keystore?

neon thicket
#

Yep

glossy sluice
quartz arch
#

Greetings dev, why would double-click in a game using the old input system not work on the iPhone/iPad? The same game works fine on Steam/PC.
I'm using the IPointerClickHandler interface and checking the clickCount. This works on desktop but not iOS.

    public void OnPointerClick(PointerEventData eventData)
    {
        if (!IsPlaying || !CanDrag) return;
        if (eventData.clickCount > 1)
        {
            DoubleClicked(_cardUI);
        }
    }

*edit: I can drag and drop the card, it's only double-click that's not working.

soft magnet
#

What i do

tired lily
#

uh, give it a valid JDK dir like it asked for

glossy sluice
#

idk about my oneplus

soft magnet
#

What i do for android

tired lily
#

download the correct JDK and point Unity at it. Normally this is done for you by Unity hub, so you should probably use that instead

lapis ginkgo
#

Like wasnt sure if it had to be a real phone

neon thicket
#

It's just an image you're uploading, it doesn't matter where it comes from.

sage wyvern
#

I'm making an game for Android and want to test it. How can I do that without Building the game after every cange I made?

sleek eagle
sage wyvern
sleek eagle
#

Then the only way it to make builds/patch the game

sage wyvern
#

can you tell me how the patch function works? Or send me an link that explanes it

fiery sparrow
#

does anyone know how you can call Gleys admob? with a script in a scene
they dont come with a prefab or something, the documentation dont even tell ya

tired lily
#

apparently there is even an example script at Assets/GleyPlugins/Example/TestAdsScene.unity (TestAds.cs)

iron grove
#

Hi is the size OF camera is important for mobile ? What is maximum size That we can put ?

opaque anvil
odd arrow
#

@sour iron !collab

grand windBOT
sour iron
#

O sorry, I had too many pages open and got confused.

soft magnet
#

What i do

odd arrow
#

Install android component from the Hub, then it will use recommended ones.

soft magnet
simple pulsar
#

Hello! I am looking for an open-sourced Unity mobile app with OpenXR Support. Is anyone aware any such application?

odd arrow
#

@sour iron Do not send people to AI chat apps for solutions, it's not a reliable source of information and it's against #📖┃code-of-conduct .

honest hazel
#

Hi everyone, quick question about Google Play.
I am using an API to receive and send data throughout my game, and everything works fine (the requests are made to an https url with Unity Web Requests). However it the latest build Google Play shows me a warning about the excessive usage of HTTP requests.
So I have no idea where that can come from, I thought maybe someone has encountered the same problem ?

analog plover
#

How often does it make requests then?

sleek eagle
honest hazel
#

I had forgotten 😅

copper harbor
#

Hi, is there a channel for Ads related questions? I'm struggling to figure out which package to use with Unit Ads. Package called "Advertisement Legacy" is the one that I have been using so far and it's been pretty easy to use but now that I've been trying to take "Ads Mediation" into use I think it's not very clear how to setup everything. Frustrating.

#

I get gradle errors during dependency resolving with IronSource Unity package and not sure how to go forward.

sleek eagle
copper harbor
#

First of all: Do I need both "Ads Mediation" v1.0.0 and IronSource_IntegrationManager_v7.3.0.1.unitypackage installed? First one didn't seem to make any difference.

#

Do I need to install UnitAds here? Or just "Ads Mediation".

soft magnet
#

help me to solve this error

sleek eagle
soft magnet
#

help me to solve this error

sleek eagle
soft magnet
#

@sleek eagle version is not supported

sleek eagle
exotic flicker
#

Hi I want to make a mobile game but don't know how, what to do?

soft magnet
#

Download unity and add android module@exotic flicker

exotic flicker
#

I already downloaded Unity so that's easy

copper harbor
#

Unity 2022.2.8f1, Android, Mono, .NET Framework

I would like to use Unity Ads and to my understanding package "Ads Mediation" is the one that is recommended to be used. So I have done following atm.

  • IronSource_IntegrationManager_v7.3.0.1.unitypackage imported.
  • UnityAds adapter v4.3.33.0 installed via LevelPlay Integration Manager.
  • Ads Mediation v1.0.0 installed via Package Manager.

Resolving Android Dependencies:

Win32Exception: ApplicationName='C:\xyz\repos\unity-survival-game\Temp\PlayServicesResolverGradle\gradlew.bat', CommandLine='--no-daemon -b "C:\xyz\repos\unity-survival-game\Temp\PlayServicesResolverGradle\PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=C:/Program Files/Unity/Hub/Editor/2022.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer\SDK" "-PTARGET_DIR=C:\xyz\repos\unity-survival-game\Assets\Plugins\Android" "-PMAVEN_REPOS=https://android-sdk.is.com/;https://maven.google.com/" "-PPACKAGES_TO_COPY=com.ironsource.sdk:mediationsdk:7.3.0.1;com.google.android.gms:play-services-ads-identifier:18.0.1;com.google.android.gms:play-services-basement:18.1.0;com.ironsource.adapters:unityadsadapter:4.3.28;com.unity3d.ads:unity-ads:4.6.1" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=7.1.2"', CurrentDirectory='C:\xyz\repos\unity-survival-game\Temp\PlayServicesResolverGradle', Native error= The system cannot find the file specified.

Any ideas?

simple pulsar
fleet star
sleek eagle
lusty forge
#

Can anyone help me out with my scene reloading thing?
After i reach 10 kills, the game stops but it doesn't reload the scene again after 5 seconds.

#

I'm not able to figure out why the scene is not reloading again, the code seems to be alright as well

analog plover
grand windBOT
#
Posting code

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

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

analog plover
tame plover
#

IDK if I have to ask it here or in #archived-code-general, but does someone know what the Downloads Folder Path is on Android devices so I can add it in this script?

var filePath = Path.Combine(Application.persistentDataPath, fileName + extension);
await File.WriteAllBytesAsync(filePath, bytes);```
(The `Application.persistentDataPath` is what I want to replace)
tame plover
#

Fixed it just by replacing the 1 line with

var filePath = Path.Combine("/storage/emulated/0/Download", fileName + extension);
night bough
#

Kia ora! I'm having trouble with iOS devices going to sleep during a non-interactive portion of our game.
Screen.sleepTimeout = SleepTimeout.NeverSleep doesn't stop iOS devices from dimming then locking
Is there another step needed for iOS?
Working fine for android

copper harbor
wind tiger
#

Hello, has anyone a good option for testing AR IOS devices on Unity for windows

#

I have a macbook but I don't want to use it for unity

neon thicket
#

Then your option is to cloud build

wind tiger
#

Okay I will try to set that up!

iron grove
#

hi plz can someone help me i got an issue since 3 days :
i'm creating a brick breacker game but when i try my game on my iphone after installing thanks to xcode , i saw that my ball is lagging a little bit and i have tried everything i dont know why

#

i take a basic sprite for the picture of the ball

#

mp me for help thank you

charred flame
#

Hi everyone, wanting to make a build for the play store I constantly get this error and I don't know how I can fix it. If someone helps me I would greatly appreciate it. Thank you. 🙂

tired lily
#

use a path without spaces, weird chars and spaces can cause issues for some tools that I've seen

mossy skiff
#

Hi everyone, I have a question about ANR and Crash on Play Console. I exported symbols.zip then remove the "libil2cpp.dbg.so" to reduce size of zip size then zip it and upload to Console, but the stacktrace is still useless.
Did I do something wrong?

tired lily
#

what version of Unity and are you trying to use debug symbols? You shouldn't need to tweak the symbols zip any more for iirc 2021+, public symbols should be 15-40mb or so

mossy skiff
#

I'm using Unity 2020.3.39f1

sleek eagle
sleek eagle
sage wyvern
#

If I install my mobile game it doesn't want to install it because its an unknown publisher. How can I fix this?

iron grove
sleek eagle
#

I always use unity

sleek eagle
sage wyvern
#

I also don't think that it would help you because its in German

iron grove
#

could it be that the ball lag because I reduced its size a lot? (I took the basic circle sprite provided by unity)

sleek eagle
sleek eagle
sage wyvern
sleek eagle
#

Using a keystore?

#

Wait do you just install the apk?

#

If so, enable installation from unknown sources

tight rampart
#

has anyone else ever seen a performance drop upgrading from Unity 2020 to 2021? Been attempting this upgrade for a few years but always find reasons to stick to 2020. Seeing FPS difference of 10 FPS in a basic test scene for our game on we did today.

#

for Android

tight rampart
#

Found the setting that broke performance for my mobile project after the upgrade 2020->2021. In univeseral Render pipeline settings needs to change the Depth Texture Mode to "Force Prepass"
its a new setting. The default value was performance hit for our game.

charred flame
wise cape
#

When I press a button on the UI why is the new inputsystem so slow

sleek eagle
sleek eagle
wise cape
#

converting the build into IL2CPP smoothened everything out but i know not all phones support this.

sleek eagle
wise cape
#

My game would load all its gameobjects on startup

#

it was spending 100ms raycasting and 100ms doing other calls

#

old image of it but this was essentially part of the problem

glossy sluice
#

How to respawn an enemy after falling out of map?

sleek eagle
#

Cache the start position and if a player enters a collider far below the ground reset the player pos to the start pos @glossy sluice

#

Or move the player up untill it's on solid ground, but that's more work to get right

crisp fable
#

Hey, I've restored my old project from 2020 and upgraded it to 2022. my assets that I'm using from the store are no longer recognized in the package manager. There are probably updates that I need to do but right now I am getting an "Assembly name not matching file name" error in the Assets/PlayServicesResolver/Editor Folger (Google.Jar/IOSResolver file). I do not now where that is coming from, I am assuming a store asset. Can I re-register all downloaded assets with my PackageManager somehow? (If anyone know about the error message itself, that would be great too of course) Thanks for reading!

ashen flame
#

Anyone have any tips on keeping final project size small for mobile? My app is an audio tour so the core functionality is small and simple but it needs to load ~1.2Gb of audio and images... is there a way to still host this on stores without needing another services like firebase or AWS?

crisp fable
#

Have you researched ways to further compress your audio files yet? I would think if you want to stream these files that's gonna be a thing no matter if you use a service or just, I dunno open an mp3 from a server. I don't actually have any tips :/ Do you wanna download on demand to keep initial app size low or stream everything?

glossy sluice
sleek eagle
iron grove
#

im making a brick breacker game for mobile ios but i noticed on my iphone that the ball is not as fluide as all brick breacker games . Is because of Unity ? If no how can i fixe that ? plz mp me

#

maybe its resolution but i just take the default sprite given by unity so idk

dire bobcat
#

Hey guys! I've made a Android version of my game and now I want to make an IOS version. I dont have a Mac, and wanted to know, how do you guys (those with out a Mac) get the job done?

neon thicket
#

You also need to have an apple developer ID.

dire bobcat
#

Ah, thanks!

sleek eagle
copper harbor
#

I'm using Firebase SDK v10.7.0 (latest) with Unity 2022.2.8f1 for Android and for some reason I can't get /Assets/Plugins/Android/Firebase.androidlib folder automatically created, also google-services-desktop.json is not created to /Assets/StreamingAssets/ like it is supposed to.

If I move google-services.json to /Assets/StreamingAssets/ then firebase connection seems to work on the Editor but not on mobile.

Firebase SDK imports ExternalDependencyManager is v1.2.175 but I also tried using latest v1.2.176. I have also tried to delete / re-import firebase SDK etc. but nothing has worked so far.

Console has this error:

Assembly 'Assets/Firebase/Editor/Firebase.Editor.dll' will not be loaded due to errors:
Unable to resolve reference 'UnityEditor.iOS.Extensions.Xcode'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.

Any ideas?

copper harbor
copper harbor
ebon vapor
#

Has anyone encountered Resolving Android Dependencies getting stuck at 100%? It reaches this point but then never comes up with the success message. The only fix I've found is creating a new project and migrating everything over to it but now its just happened again 😦

iron grove
#

Performance is arround 100 fps, the ball mouvement is juste an addition with gravity and constent speed and a direction calculed when there is collision with paddle , and the camera projection is orthopedic

sleek eagle
iron grove
#

I did not see performance with mobile juste with my pc but i think its the same . Am i wrong ?

iron grove
#

Is it possible that this is due to the fact that at the beginning I did not define my project as a 2D mobile game but just a 2D game?

sleek eagle
iron grove
sleek eagle
#

Still might be good to check the profiler for frame consistency.
And what code can affect the ball?

iron grove
#

i send u by mp a short video so that u can see the probleme if u want

#

the code that affect the ball is the script for the ball and for the paddle

sleek eagle
#

Send the code, there are millions of ways to make a ball and paddle @iron grove
And a video might help

iron grove
sleek eagle
#

No, i don't offer support via DM

iron grove
#

here a short video for visualise the lag of the ball

#

here the statistics

#

here the setting of the ball and the sprite

#

script of ball

#

script of paddle

#

and for the material of the rigidbody 2D of my ball i add a bouncy with friction = 0 and bounciness =1

#

@sleek eagle tell me if u want other informations

#

thanks for help

sleek eagle
#

. @iron grove

  1. Don't check for inputs in FixedUpdate, do that in Update
  2. You change the velocity in FixedUpdate as well, as that's less smooth
#

And as I said multiple times, maybe check the profiler for inconsistencies

pine orchid
#

Hi all! I'm getting such an error when trying to build on android:

  • What went wrong:
    Could not create service of type FileHasher using .createCachingFileHasher().

Timeout waiting to lock file hash cache (C:\Users\Ruben.gradle\caches\6.1.1\fileHashes). It is currently in use by another Gradle instance.
Owner PID: 11436
Our PID: 16892
Owner Operation:
Our operation:
Lock file: C:\Users\Ruben.gradle\caches\6.1.1\fileHashes\fileHashes.lock

There's some daemon problem. Unity launches 2 OpenJdk binaries, when I delete the Owner one, build succeeds. But that's not a solution.
Any suggestions?

I use 2021.3.24f1 version.

#

What also is strange, I think, is that de-facto gradle version (compatible one for my Unity Editor v.) is 6.6.1, but it is set to 4.0.1 in default build.gradle file. Not sure it could be reason, because the same config works fine on my other machine.

#

I have also tried turning antivirus off, to check if it blocks something during the build, but got the same result. Also tried switching org.gradle.parallel property in custom file, did not help either.

sleek eagle
#

Do you have the android module and both submodules installed and 'installed with unity' checked for all android items in preferences - external tools? @pine orchid

pine orchid
#

May be have to mention also that those problems appear on a new pc. Probably that will give some clues.
Exactly the same project settings work fine on another PC.

sleek eagle
#

I'm not too sure, much googling ahead I'm afraid

pine orchid
broken mist
#

So how do you try the game directly on your phone if the app isnt even supported on zfold 4

sleek eagle
broken mist
#

yeah i figured that just worked pretty much out of the box

tropic vector
#

hi , how to add a joystick with the default Unity Input System ? im using Aurora FPS engine and i want to add android controller

broken mist
#

im confused, why is it forcing me to get api level of 31 for android? Can i not support older devices?

tired lily
#

target or min? You can't release anything on the play store unless you're targeting 31+

tired lily
#

what are you expecting, exactly? If you can't create it yourself, look for a tutorial or buy an asset

tropic vector
tired lily
#

define compatible? You configure the input map yourself, so if you're asking if it'll work out of the box without you setting it up, probably not

broken mist
#

so you can only release stuff for newer devices?

tired lily
#

you're targeting 31, it can still be installed on lower api devices (min api)

broken mist
#

no

#

im targeting 29, but google play console tell me it must target 31

tired lily
#

correct, you MUST target 31+. You can set the min API level, a separate setting, so that it can be installed on <31

broken mist
#

ohhhhhhh

#

i get it, ty

iron grove
sleek eagle
tired lily
# iron grove is there some clues for the lag of the ball ?

frame rate looks fine, probably you do not have rigidbody interpolation on or are teleporting the ball
also: make sure you're profiling on an actual device, the characteristics are way different when profiling an actual build vs editor

#

normally the UIs are not that different (although much more likely to have a tablet version of the UI if you're also on ios), so what do you mean by "one project"? You can just swap them with a script that detects ios or android

tired lily
#

Uh, I can't imagine why you'd need that setting? What are you doing?

#

if you're interacting directly with native UI components, your original question makes no sense

iron grove
tired lily
#

normally you'll confine important UI elements to the safe area rect. You might have the same problem on Android and not know it because by default all rendering is confined to the safe area iirc

mystic aspen
#

its officially been an entire hour since I started making a mobile build and its still importing assets

#

Should I just cancel this or?

#

This just doesn't seem right

#

Especially since I'm building on the same folder that contains the IL2CPP compiled files already

#

Yea its still going

#

I wish I could see detailed logs on what exactly its trying to import ot see if the thing is frozen or not

mystic aspen
#

yea I'm canceling

mystic aspen
#

Updated to a newer unity, still same problem

#

uhhhh???? help?

tired lily
#

what's the issue? do you have blender installed? That's how Unity supports .blend files in the project

steady moth
#

Hey all! Trying to use a tutorial to send notifications but upon building it doesn't send notifs at all. Any help appreciated!

#

Essentially what I want to do is have an alert at 7am local time with a random string but am just using this implementation to test if notif sending works at all

tired lily
#

anything in logcat?

steady moth
#

I'm an absolute noob at android development so it doesn't really mean much to me

#

Ignore me!! Seems to work when the app is shut

mellow herald
#

How i can prevent that?

neon thicket
buoyant sphinx
soft magnet
#

What i do for solve this error in 2018

broken mist
#

What kind of ui element people use to make a single page of an android app on unity, panel with canvas?

nocturne cobalt
#

Can someone please tell me why my game is lagging in mobile, even it has just 2d elements(UI). if it was 3D then we can question the textures, polycount, shaders etc. but here on UI, I'm not sure what happening. and I'm not good analyzing it through profiler. some help/tips will be appreciated.

rain leaf
nocturne cobalt
fiery sparrow
#

getting this in unity 2020.3.33
Assets\GleyPlugins\EasyIAP\Scripts\IAPManager.cs(21,41): error CS0535: 'IAPManager' does not implement interface member 'IStoreListener.OnInitializeFailed(InitializationFailureReason, string)'

any ideas?

lone elk
#

I want to make a 2D mobile game on Android, should I choose 2D Mobile template or 2D template?

rain leaf
sleek eagle
nocturne cobalt
sleek eagle
#

most of the time is taken my post processing and rendering. I dont see much UI related here

nocturne cobalt
sleek eagle
#

I dont see anything code related, the code stalling main thread is also PP

tame kettle
#

Hello - has anybody had problems building with XCode 14.3? My iOS builds aren't working - I have a somewhat long error stacktrace I can post

#
    cd /Users/ghc/jenkins_node/workspace/XCode/Pods
    /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios8.0 -dynamiclib -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS16.4.sdk -
(I cut some stuff out here)
emwexoarjyvovrbflynstrwlmslo/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/Protobuf.framework/Protobuf
ld: file not found: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/arc/libarclite_iphoneos.a
clang: error: linker command failed with exit code 1 (use -v to see invocation)```
pine edge
#

anyone know how i could achieve this? I am trying to have an object move alongside a phone.

#

i've duct-taped a "working" prototype by using gyro.userAcceleration and translating the object

#

however, it is very very janky

#

ex. when i move the phone left, the object moves left

sleek eagle
#

Like in AR?
What di you want to do exactly @pine edge

keen basin
#

Hi, im trying to build an android port, but when i try, i get that error: UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00234] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:96

keen basin
pine edge
#

essentially turning my pgoen into a vr controller, translating object to phones pos

sleek eagle
pine edge
#

oh I see! thanks, I'll check that out

pine edge
sleek eagle
#

Rotation/3DoF is doable, but 6DoF does need something to track. VR headsets use 2+ external trackers, or 4+ internal cameras to do this smoothly

pine edge
#

so it is impossible to do it standalone?

#

like without 6dof with any sensors or etc

sleek eagle
pine edge
sleek eagle
#

If you explain what exactly you want to do, I might be able to help more. But it's close to impossible to do 6DoF without camera or something like it

pine edge
#

however in this prototype like

#

the player would sorta be moving the phone violently

#

swinging it etc

sleek eagle
#

That's not possible to do accurately I'm afraid

#

Even inside out tracked VR headsets have issues with random/rapid movement sometimes, and that uses 4 cameras only used for tracking.
Outside in like the valve index is more stable, and uses external boxes for tracking

pine edge
#

dang, I was really excited for this project

#

thanks for helping tho!

errant aspen
#

Can a unity game be made entirely with canvas elements including characters?

tired lily
#

sure. Probably wouldn't be a great idea though

errant aspen
#

I just started developing a mobile game, and wanting to understand the issue of resolution, I put an image inside a scene, in 1920x1080 as seen in the following image

#

but then I lower the resolution and you can see things that are not supposed to be seen, can that be managed somehow?

#

I see tutorials that tell me to see the canvas, but that's only for the ui, right?

tired lily
#

your screen aspect ratio is different, so your orthographic camera is seeing a different amount of the horizontal view area

#

you can calculate an ortho value that sees the same horizontal area, but then the vertical areas of the images can be different. What do you want to happen?

errant aspen
#

I want the same amount of the image to always be seen regardless of the resolution, not to add things that do not fit on the screen, for example in the following image, that it looks like this in any resolution, that the image occupies the entire screen

tired lily
#

hide the edges with black bars. Otherwise, with different aspect ratios there is no solution which is completely resolution-independent. For example, what would you expect to see if the view was squarish, like a tablet?

errant aspen
#

Do you mean if I put the phone horizontally? I wanted it to always be vertical

#

Is there a tutorial that teaches this? I haven't seen any

tired lily
#

no, I mean instead of 16:9 or 9:16, an aspect ratio closer to square like 4:3. Try to imagine what your image should look like, and you'll understand the problem you have

errant aspen
#

I think I already understood the problem, that is, block the vision of the extra things with black bars, so that only what is supposed to be seen is seen

tired lily
#

yes. How much you should block will depend on device aspect ratio. View width of an ortho camera is 2 * orthoSize * aspect

#

(in unity world units)

errant aspen
#

I guess these black bars are made by code? or are they handled from the canvas?

tired lily
#

are you building this using UI? If so you should look at CanvasScaler. I thought from what you said earlier that this wasn't UI, based on your tutorials comment

#

you can restrict the UI to a specific aspect ratio with UI components (see aspect ratio fitter)

errant aspen
#

these white squares are made on canvas, the image is made out of canvas

#

you mean that right ?

tired lily
#

then it's up to you to handle the bars in some way. I'd do it in UI personally, just layer them over top

#

if your back image isn't in a Canvas, that won't help you

errant aspen
#

I understand, since the image (character) is not inside the canvas, I can't put the black bars inside the canvas? right ?

tired lily
#

why not? you're rendering the UI on top of that stuff, aren't you?

errant aspen
#

yes

#

So I put the black bars on canvas and that's it?

tired lily
#

aside from computing the right size, yes

errant aspen
#

Thank you very much, I had been having the problem for hours, now, can you give me a little advice? What is the recommended resolution for a sprite in a mobile game? (Not pixel art)

#

sorry

#

the size

#

no resolution

tired lily
#

? it's not really any different than desktop now that mobile devices tend to have good resolution. Normally you decide on a pixel density and the resolution of your sprites will then be based on how large they'll be in the camera view

errant aspen
#

I see, really thank you very much

copper harbor
#

Could someone please confirm: Do I need to upload APK via Google Play Console to be able to Sign-in using Google Play Game Services or what else I might be missing? I have created app on Google Play Console which is using Android client credentials, Google Play Game Services setup is done in Unity...

I'm using Debug signed APK atm and getting:

2023/05/04 12:35:18.261 29123 31778 Warn Unity *** [Play Games Plugin 0.11.01] 05.04.23 12.35.18 +03:00 ERROR: Returning an error code.
rain leaf
copper harbor
rain leaf
copper harbor
#

I will try that

rain leaf
copper harbor
hazy canyon
#

hello anyone here

rich kernel
#

I'm really struggling with play asset delivery system for Google play store.
Firstly I got am error on install telling me I'm missing an assembly directive for Google.
So I ommited a line of code to counter that,
It was something to do with an editor menu.
Next I'm encountering problems making an asset pack so I head over to my friend Google amd eventually after days find a git address to install a package through unitys package manager which will allow me to make asset.bundles
I do so
I bundle the scenes up and try to test a build and when I use Google.build asset bundle I get all the way through
The aab finalises
And then unity tells me it couldn't sign the aab because it can't find my keystore.
Now if I build without using the Google editor menu it finds said keystore.
My problem is I have a very large app I want on the store and have had to omit all of one side of scenes to get the size down for the initial download at 700 odd mb
To do this I jist split binary and it uploaded and went through fine.
But I need the rest of the app to be available for my users

No matter what I do with it it won't sign
And there are a hundred hoops I see to jump through if I want to build a bundle with everything in my asset hierarchy.
Not to mention its 70gb of data there and I only need select objects and scripts
The game itself comes out at about 2gb on android when built as an apk

Whoever has experience getting larger apps on the store please contact me

If you can guide me through getting it on there I can pay you for your time

Two weeks of trial and error now and I'm no closer to a full app on the store

Perhaps you know a way to split the app into two and have it download and merge the peices upon install
Whatever the solution I need to know because its getting close to my deadline now

Thanks in advance

I'm off to bed ill check back in the morning

opal quiver
#

I had a game for android in an old version(like 3 months old) i got a new pc and installed unity to it. Installed .net sdk and .net sdk development pack. then i got my project and updated it to the latest editor version(2021.3.24f1) now when i try to build to android i get theese errors:
1) Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details. 2) Picked up JAVA_TOOL_OPTIONS: Dfile.encoding=UTF-8. 3) CommandInvocationFailure: Gradle build failed. 4) Build completed with a result of "failed" in 230 seconds

opal quiver
#

i think its an error caused by updating the game to a new editor version

finite tiger
#

Hello! I am trying to implement In-App Purchases for IOS and I keep on getting this error whenever I try to click the button on phone:

Purchase failed because Purchasing was not initialized correctly UnityEngine.Purchasing.CodelessIAPStoreListener:InitiatePurchase(String) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()`

I did configure the button App store connect but they didn't approve it yet since I didn't even publish the app yet. And do we need to provide banking details first to app store connect in order for it to work? yes, I did check if the Product IDs are the same on App connect and Unity

long tiger
livid arrow
#

Beach buggy 2

#

Help

neon thicket
dire bobcat
void mantle
#

so I recently updated my ironsource to a new version and now it says that the onInterstitialAdClosedEvent is obsolete and I should use the "alternate API in IronSourceInterstitialEvents listener instead". But how do I get this to work?

#

I want to have a method called whenever the ad was closed/finished

raven creek
#

hey im getting this error:
Gradle failed to fetch dependencies.
what do i have to do get rid of this error

tired lily
raven creek
#

well i managed to get i fixed i think, but now i have another one. I'm trying to put ads in my game. Followed multiple tutorials with different ways, and it all comes back to the same error

tired lily
#

either you are missing the relevant dependencies entirely or you are missing proguard rules to prevent some classes from being stripped out

raven creek
#

well the missing dependencies would be weird since i imported the whole thing from a download from the official website. And as for the proguard, it has this code:
proguard -keep class com.google.unity.** { ; } -keep public class com.google.android.gms.ads.**{ public *; } -keep public class com.google.ads.**{ public *; } -keepattributes *Annotation -dontobfuscate
Would this be correct?

tired lily
#

normally dependencies for android are resolved with the external dependency manager or a similar tool. Do you have a bunch of android aars inside Assets/Plugins/Android?

raven creek
#

no i just checked, i actually have none...

tired lily
#

so that's problem 1, you don't actually have the dependencies you need. Most of the time the package you download would have come with EDM4U, do you have that at least?

#

what did you do to solve the first error?

raven creek
raven creek
tired lily
#

so try building with that proguard file and see what happens. Otherwise, follow the manual resolve instructions

raven creek
# tired lily what did you do to solve the first error?

I managed to get it back again. Basically when i import it to my asset folder, i get a win32 error. The video i was following said that was normal and you had a .bat file you had to create. after making this file and reimporting everything it gives this error. I ignored it and it went away after the first time running the project

raven creek
#

okay do i dont have anything in that plugins/android folder. I added the manifest and gradle files, nothing changed. and then i manually added the .aar file and the whole app doesn't work anymore on my phone
this step messes it all up

tired lily
#

define doesn't work? Are you seeing errors in logcat?

#

you would need a lot more than one aar btw, that's probably just the iron source aar for android

#

There isn't a manual resolve step anywhere? Their guide shows this:

raven creek
raven creek
tame plover
#

How can I open a local file with an Android app? for eg. a png located in the Download folder and when I press a button in-game, it shows the Android page that asks you what app to use to open that file, and then open the image

tired lily
tame plover
#

but if I only know the extension of the file how can I change the fileType? for eg. if I have a .docx file, open it with Word or the app that the user selects, but if it's another file like a pdf, open it with the applications that allow pdf files

#

like this (with a png)

tame plover
#

Is there any vid explaining Mime and all of that? I'm kinda new with android apps & unity

tired lily
#

I assume so

slow kayak
#

Any idea how to build Android properly so no warnings about unknown author will appear when installing directly via apk?
I created Keystore and filled everything, but no luck

brazen hazel
#

hi guys . im trying to add admob native ad in my project. all sdks are in my project. but still getting this error unifiedNativeAd not found.. heres script using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using GoogleMobileAds.Api;
using TMPro;

public class NativeAdScript : MonoBehaviour
{
[Header("UI Components")]
public TextMeshProUGUI headlineText;
public TextMeshProUGUI bodyText;
public RawImage mainImage;
public RawImage iconImage;
public TextMeshProUGUI advertiserText;
public TextMeshProUGUI ratingText;
public Button callToActionButton;

[Header("Advertisement Settings")]
public string adUnitId;
public AdSize adSize;
public AdLoader adLoader;

private void Start()
{
    // Create the ad loader and set up event handlers
    adLoader = new AdLoader.Builder(adUnitId)
        .ForUnifiedNativeAd()
        .Build();

    adLoader.OnUnifiedNativeAdLoaded += HandleAdLoaded;
    adLoader.OnAdFailedToLoad += HandleAdFailedToLoad;

    // Load the native ad
    adLoader.LoadAd(new AdRequest.Builder().Build());
}

private void HandleAdLoaded(UnifiedNativeAd ad)
{
    // Set the text and images of the UI components
    headlineText.text = ad.Headline;
    bodyText.text = ad.Body;
    mainImage.texture = ((Texture2D)ad.GetImageTextures()[0]);
    iconImage.texture = ((Texture2D)ad.GetIconTexture());
    advertiserText.text = ad.Advertiser;
    ratingText.text = "Rating: " + ad.StarRating.ToString();
    callToActionButton.GetComponentInChildren<TextMeshProUGUI>().text = ad.CallToAction;

    // Set up the call to action button
    callToActionButton.onClick.AddListener(delegate { ad.CallToActionOnClick(); });
}

private void HandleAdFailedToLoad(object sender, AdFailedToLoadEventArgs args)
{
    Debug.LogError("Failed to load native ad: " + args.Message);
}

}

broken mist
#

For mobile do you make a multi page app in the same scene, if its text based it should take too much resources?

royal merlin
#

Hi guys, I'm trying to build a game with Mapbox SDK and Firebase SDK but I'm facing some issues when trying to build apk.
The problem is there are some android libraries that have conflicts.

Mapbox SDK use "android.support.v4."

while

Firebase SDK use "androidx.core"

The last one contains some script module contained into android.v4..
But if I deleted v4 then Mapbox will not works.

How I can fix it?

halcyon reef
#

Otherwise you’ll have to mask Mapbox to update their dependencies

spiral bear
#

Hello

#

Anyone can help?

raven creek
#

when I run my game on my phone, lock the screen, and turn my phone on again, the game is viewed on top of the lockscreen. Anyone know how to get rid of this "feature"?

sleek eagle
sleek eagle
raven creek
#

Yes i am. I don't think it has to do with the phone, since all my other apps have never done this

chilly hollow
#

I have problem my android adaptive preformance settings just dont download

chilly hollow
#

And because of that i cant make mobile games

sleek eagle
chrome kindle
#

Can someone help me with my andriod build?

#

I get a bunch of errors after i try to build and run my app

#

something about sdk file

sleek eagle
#

Have you installed the android module, and both submodules for your version in unity hub?
And in preferences - external tools selected 'installed with unity' for all android

chilly hollow
#

i have exact same error and i have installed everything

wind quail
chilly hollow
#

ok

#

but i also have those 4 errors

chilly hollow
#

here

wind quail
finite tiger
#

My game works perfectly in Unity Editor. The Addforce and force calculation is perfect. But when I build and run it on mobile, it adds too much force for some reason. Why does the force calculation get messed up?

analog plover
#

Can't tell without seeing the calculation

sleek eagle
#

Yepp, send the code

steady moth
#

Anyone know how to fix error "CryptographicException: Specified initialization vector (IV) does not match the block size for this algorithm."

#

The script is meant to change the set text every day so the same text would read every time you open the app today but it's different when you open it tomorrow

sleek eagle
chrome kindle
#

i installed it from unity hub but it still says this

#

tried on different versions too

sleek eagle
#

Can you send a screenshot of the installed modules for that version? @chrome kindle

#

And maybe try the latest 2020 lts version?

chrome kindle
#

you mean this?

#

idk what could be wrong

chrome kindle
sleek eagle
sleek eagle
#

I don't think an update within LTS will break your code

chrome kindle
#

okay so whats the latest version of 2020

#

nvm found it

#

imma try it out and let you know

ivory mirage
#

So, I am trying to make a game similar to Tiles Hop: Edm rush. I want to know if someone is familiar with the game the tiles in that game sometimes spawn in as per the beat now is he somehow doing that using object pooling or he straight placed all the tiles as per the particular music. Also how will someone make the ball jump in the air as it lands on tile via giving it force or velocity using rigidibody or Using Lerp or bezire curve to move up and down based on the tiles.

shut finch
#

Anyone ever used unity as a library?

#

If so... how do i use UnityPlayer.SendMessage to call a method from unity which has no params?

#

Tried to just leave the required params string empty, does not work

chrome kindle
sleek eagle
#

Wait, what is your target API level?
It should be at highest installed @chrome kindle

chrome kindle
#

bruuuh

#

i hate unity

#

look at it now

#

i just installed the latest version and everything

#

this is so exhausting

sleek eagle
sleek eagle
brazen quest
finite tiger
wind quail
candid crag
#

anyone know how to test your game on mobile?

#

android?

#

i cannot find the remote app on my phone. Just watch a youtube video...

#

Or could i just make a APK and it will work that way???

neon thicket
sleek eagle
candid crag
wind quail
edgy delta
#

how combat master runs more smoothly than a empty unity project? i dont know if its just me but when i even build a game that doesnt even have one script it lags so much but i see some unity games are not like that?

rain leaf
# edgy delta how combat master runs more smoothly than a empty unity project? i dont know if ...

Maybe combat master is not using urp. urp's performance suffers on low to mid-tier device (well, I think its also suffer on high end device too, it's just unnoticeable)
All my android games run on built-in pipeline (and I could say that some of them are far from simple) and it runs butter smooth on my low-end devices.
||And I've seen a lot of simpler game that lags badly on the same phones, I could bet they use urp||

sleek eagle
#

Check the profiler @edgy delta

rotund knot
sleek eagle
#

Last time I tried both it was similar, never looked back to built in

rain leaf
sleek eagle
rain leaf
sleek eagle
#

Pico 2 as well

#

I believe on a similar chip than the SD 855 or 865, pushing out a 4K screen with stereo rendering

rain leaf
sleek eagle
#

But if you have the exact same project, and urp performs significantly worse (with the same setting, so disable many things in URP), make a bug report!

rain leaf
#

The Rooting VR failed to install 😅
Well, I think my phone is not supported anyway (it doesnt even have gyro sensors 😅 )

sleek eagle
#

If the phone itself is very slow performance will always be an issue haha

compact quartz
#

Hey guys,
I'm working on a tablet application and the build .apk is over 2Go so it could not be installed (it tells me that the application has not been verified). So I have to split binaries, but I was wondering if it was possible to manually install .obb + .apk cause I need to send it to someone. When I directly build on my tablet with Unity(build and run), it worked but when I try to install it, it doesn't. Is there a specific procedure, I read that the created .obb by Unity doesn't have the correct name.

UPDATE (Resolved) : I finally used Sidequest to install the .apk and .obb files on the device (no more strange manual installation in the folders)

warped glacier
#

Please suggest how to save files (like excel, video or music) in to android download folder.

I tried adding Android Permission for External storage and used following code to get the path:

 string path = Path.Combine("storage", "emulated","0", "Downloads");
        if (!Directory.Exists(path))
        {
            Directory.CreateDirectory(path);
        }
        path = Path.Combine(path, fileName);

But when I am saving any file to the location it throws an error:

Can someone help me in this please?

chrome kindle
#

okay so i literally just deleted everything skd andriod related and downloaded it back

#

and on andriod studio it works and I can create apps

#

but unity doesnt let me open the skd from that folder

#

look

fiery arch
#

hi folks, i trying to test my game but when a open the game crash and this error show in my console

- Autoconnected Player "Autoconnected Player" VULKAN: ERROR:  [vulkan, 0]: invalid vkGetDeviceProcAddr(0xe8c82a00, "vkGetPhysicalDeviceFragmentShadingRatesKHR") call

i thick maybe can be the Vulkan varsion on my device hes is on Android 13, in another phone works fine but is Android 11
anyone has some idea whats going on?

rich kernel
#

Anyone know a simple reason why an app for mobile will install on some devices and not others.
For example
Samsung galaxy s20 and s22 ultra = fine and working fully
Galaxy flip = won't even install direct from play store

honest plume
#

guys unity does not allow me to build without signing the apk, how can i bypass that ?

neon thicket
#

If you want to release it, you have to sign it.

honest plume
#

is there in way at all ?

neon thicket
#

No? Stores require you to sign your apps so you have ownership of it.

honest plume
honest plume
broken mist
#

Why do i have such trouble with Adaptive Performance for mobile. I have it ticked on with Samsung Provider and it sitll says its not active

#

and why does scrolling a panel view kinda feels choppy instead of being butter smooth, my z fold 4 should be able to handle it

brazen birch
# honest plume and besides that is there any way at all to bypass that ?

Not very easily. You could run a build with a bunk signing key, let it fail, access the gradle project, and manually build it in android studio...

It's going to be difficult to do in Android studio as well, so be prepared for that

https://stackoverflow.com/questions/54336942/how-can-i-create-apk-release-without-signing

And finally, the Android phones themselves should reject the installation anyway if it isn't signed.

#

With the new signing 2.0 it looks like the key is emvedded as part of the zip for the APK. So it may not be entirely possible anymore. You might be able to change the signing manually

https://stackoverflow.com/questions/3267216/can-i-re-sign-an-apk-with-a-different-certificate-than-what-it-came-with

unkempt basin
#

Hello, I made a simple 2d game for mobile in which the game shows 400-500 fps in the editor but when I build it to mobile the fps drops to below 20 (so laggy)

#

Thank you in advance

tired lily
#

profile it and find out what's slow

wind quail
wind quail
rich kernel
unkempt basin
#

I limited the framerate to max 60 fps and now it's working better

rain leaf
# warped glacier Please suggest how to save files (like excel, video or music) in to android down...

iirc, you cant directly access it like a folder since it's outside the app "scope"
maybe this will help
https://stackoverflow.com/questions/28183893/how-to-store-files-generated-from-app-in-downloads-folder-of-android

edgy delta
#

i see this sort of lag in most of unity games thats why when i first saw combat master i didnt know its a unity game untill i searched it up

edgy delta
#

ohh

#

i found out why

#

cuz some of the 3d graphics still work in 2d

past crow
#

I would like to shutdown an android device through Unity's apk, is this possible?

soft jolt
#

is it safe to have my android keystore file in a github project that is public? I don't know if its encrypted or anything.

steep citrus
#

Guys I got these issues and idk how to fix it

sharp maple
#

problem, I wanted to build my game for android devices, but just as I clicked "switch platform" all the fog broke... I uninstalled my library file, restarted the project, everything was fixed, but it returned the same when i switched platforms again.

sleek eagle
#

Define broke?
Not showing? Pink? Different distance?
@sharp maple

sharp maple
#

check the vid

sleek eagle
#

@steep citrus send the errors instead of just the small first 2 lines

sharp maple
#

it seems like it isnt updating the fog when the camera moves

#

the ground should be all white

#

the dog grey

#

fog*

#

but when the camera moves the fog remains on the ground

sleek eagle
#

Does it go away if you disable fog?
Which unity version?

steep citrus
sharp maple
sleek eagle
#

If it happens in a new project as well file a bug report I guess

#

If it doesn't happen there, compare settings

sharp maple
#

the settings of?

#

the fog?

#

@sleek eagle ?

sleek eagle
#

Yes

#

To make sure it's the fog setting and nit a shader ir something

sharp maple
#

yep its a bug

#

when the ground is too long the fog glitches af

edgy delta
#

can anyone play test my mobile(Android) game ? its just one level i made to test the gameplay its easy for me idk its cuz i made the game or what

iron vale
#

Hello! I want to use touch input in my game but I'm getting this error, I keep googling but I'm not getting much info so I'm asking here too, does anyone know how to fix it?

rotund knot
sleek eagle
#

@edgy delta there are some reddits for this. You can put it on Itch maybe to host

late remnant
#

How can I save an image/texture into the user's system, where the app data is? Would I need xml?

sleek eagle
rare quarry
sharp maple
#

thx btw

rare quarry
sharp maple
#

I resorted in writing my own shader

#

if i had many subdivisions the ground would glitch out

vestal gate
#

How did you guys get the game's screen to fit the screen size of any device?

brazen birch
#

And layout groups

fallen compass
#

Those are for UI only, not the game

unkempt ridge
#

Hi!
Even though I set Unity to use android API 32 it's still trying to access API 33 because I selected it once before by accident. And when I try to build it throws me an error. And in the log I can see that there are some dependencies trying to use API 33 when 32 is installed and selected. I can't find where this dependencies are stored in order to change them.

(Happens in both Mac and Windows, tried to deleting all folders except project setting and assets).

Can anyone help me with this? Thanks for your time!

sleek eagle
unkempt ridge
#

Hi Dev Dunk! (Thanks for your Oculus Quest 2 performance degradation reports). I'm already at the latest lts

#

If I select Highest Installed it will use AI 33

#

API 33*

#

And the oculus store does not accept a build above API 32

sleek eagle
#

Do you use any custom gradle templates or android manifest?
If so, maybe check those

#

And maybe clear the Library folder to remove any cache

unkempt ridge
#

I use custom manifest because oculus plugin automatically does so, but I read it and there is no mention of the dependencies listed above

unkempt ridge
sleek eagle
#

Then I'm out of ideas.
If no one here knows a fix try the forums

unkempt ridge
#

Also asked in forums but still no answer. I'll wait I guess. In the meantime I'm trying to use the Assets > Mobile Dependency Resolver

tiny blade
#

i was wondering what the best resolution is to develop a mobile game in unity

#

just full hd?

sleek eagle
tiny blade
#

No, i managed to figure it out now

twin garden
#

if i already have facebookSDK installed for getting installs should i just use that for ads too?

unkempt ridge
# sleek eagle Then I'm out of ideas. If no one here knows a fix try the forums

I found the reason of the error and a half fix.
On the Plugins > Android folder, the Android Resolver kept swapping the plugins inside with versions designed for API 33, even though I have set it to 32. The half fix that I found is to replace the files with the correct ones that I had from a project backup, and go to Assets > Mobile Dependency Resolver (Android) and set it to not update on pre-build. This way it won't change the files again.

#

Took me 8 hours and a whole lot of stress to fix this crap

sleek eagle
#

Ahh yikes
Glad you found it!

pulsar isle
#

So, I'm not positive but some feedback from one of my testers told me that on their android device, when they uninstalled the old app before installing the new version, it retained some of their data that I save in files. If this is truly the case, whats the best method to detect if the app is a fresh install so the files can be deleted?
I know with IOS devices it forces/asks you to delete the data also when uninstalling

thorny stag
#

how do i fix this? CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2022.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.2.17f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

tired lily
#

you look at the errors in the console, figure out which thing has broken, and fix it

twin garden
#

should i be enabling Default price includes tax?

analog plover
#

That's up to you

twin garden
#

whats the norm

carmine garnet
#

Hey

sick magnet
#

Y'all know how this little section of the screen on some IPhone models is not visible? Is there a way to detect if this is present in Unity? I have UI elements that are anchored to the edge of the screen but when this black bar is present, they are covered.

narrow frigate
#

Good day, I was wondering i look at many runner games like subway surfers wondering how best to achieve their fog effect, I asked chatgpt it said I should use post processing shader, but I am wonder if thats okay for a mobile game, I am targeting very low end devices and post processing is usually hell on those things

fallen compass
#

Use the fog in the lighting settings

narrow frigate
fallen compass
#

🤔

rotund knot
summer flame
#

Hello everyone - I am using Unity 2021.3.15f to build and Android app using a plethora of Google packages. To manage these, I am using External Dependency Manager for Unity by Google. Despite this, when it resolves dependencies, even when using Android X and Jetifier, it returns a duplicate class error seen below:

Execution failed for task ':launcher:checkDebugDuplicateClasses'.
> 1 exception was raised by workers:
  java.lang.RuntimeException: Duplicate class android.support.v4.app.INotificationSideChannel found in modules androidx.core.core-1.0.0-runtime.jar (:androidx.core.core-1.0.0:) and androidx.core.core-1.2.0-runtime.jar (:androidx.core.core-1.2.0:)```
#

I showed the first duplicate class for brevity, but there are roughly 25?

#

This only began when I upgraded engine versions from 2020 lts to the version listed above. If I delete libraries, the app builds perfectly but that isn't great. I've seen a lot of threads about this but all of the remedies do not work. Custom gradleTemplate, etc.

#

I am really stumped so if anyone has seen anything like this, feel free to drop a suggestion.

hollow gull
#

Hey all - hope someone can point me in the right direction.

Any clues on how I can figure out what's causing a "OPENGL NATIVE PLUGIN-ERROR: GL_INVALID_OPERATION: Operation illegal in current state" on Android?

As context - I've just upgraded a project to Unity 2021 LTS and have swapped out UniWebView for Vuplex.

hollow gull
summer flame
#

thank you for your suggestion though

#

Like, building libraries before building is just a no-go I guess?

hollow gull
#

It's pretty much the same thing. The auto-resolve on build makes it happen every time you build, or you can disable it and manually resolve when you change something in your config.

summer flame
#

Thats what I thought, so I am confused on the difference that makes it work

#

although I just check my android folder in my project and its empty. Ugh

hollow gull
#

You might want/need to do the latter if you customise your manifests / gradle configs

#

Autoresolve doesn't delete existing libraries in GLR. So if you go from (say) firebase 9.8.0 to 10.0.0, youcan end up with both sets in the project. This is especially true if you work with a team and have the resolved libraries committed to your repo.

#

I tend to leave it set to manual resolve, exclude the subfolder from the repo, and have a command-line build step that triggers the resolution. I've found it to be the most reliable way....esp. if you have a CI/CD pipeline such as TeamCity or Jenkins.

summer flame
#

So, I always delete resolved libraries before autoresolving... does this not clean things out as effectively as I thought?

#

Is there elsewhere I should look to clean out too?

summer flame
hollow gull
#

Cheers - I've been beating my head against this wall for a couple of days now. The bizarre thing is that spinning up Vuplex in an empty project works just fine on device, but fails in the main project. EVEN if the only thing I build is the exact same demo scene.

summer flame
#

I've been tempted to troubleshoot in the same way. Its just such a pain.

hollow gull
#

/shrug I'm thinking it's URP-related, but...

#

(LOL @ /shrug.... Discord != Slack)

violet warren
#

does anybody know if Unity Remote works with the new input system yet? I heard it wasn't fully working as of a year or so ago.

fallen compass
#

It probably never will, it hasn't been updated in over 2 years

#

Look at the frequency of updates.. years in between

violet warren
summer flame
#

v sad 😦

fallen compass
#

It’s never worked properly. It’s crap.

tired lily
#

works fine for me, does the job it was meant to do

fallen compass
#

“Works for me”

honest plume
#

guys anyone familiar with what kind of error is this

tired lily
sleek eagle
#

Use the jdk installed with unity in the hub @honest plume

lost marsh
#

he how do i use the joystick to rotate the plyer in 2d

chilly hollow
opaque anvil
#

Hey since I updated my xiaomi, unity can't see it when building and running

#

anyone knows a fix ?

#

or why ?

#

I found it I think usb debugging got turned off

opaque anvil
#

I'm stuck at installing apk to device 😩

sleek eagle
opaque anvil
#

I restarted PC and mobile phone

#

and removed debugger rights from the phone

#

and it seems to work now

#

😩

#

Thx for the reply

#

well it seems to do it again, what a mess

broken mist
#

Why are my panel view laggy on mobile only? I have application fps set to 60 so im wondering why

sleek eagle
vital chasm
#

Anyone know how to fix this black gap on screen after export and install unity apk? I want to make it fit every screen size. Thank in advance!

fallen compass
vital chasm
broken mist
placid arch
#

I was playing with Unity API level because something said it doesnt work because of AdMob I added but now my game wont open on any device, there is no error nor anything PLS guys help I dont want to lose this game and I dont know whats the problem. Here are current settings:

agile iron
#

Read the requirements for admob and their minimum API level

finite tiger
#

It finishes building and the post-build phase throws an error

#

Damn no one here ;v;

sleek eagle
#

@finite tiger did you install both android submodules in the hub (click gear icon) and select installed with unity in preferences/third party tools?

finite tiger
fallen compass
# finite tiger

you have to click on each one and read them, one of them will have the relevant information to what is actually causing the build to fail

#

Click on it, then read through the stack trace that gets displayed

#

google bits of it

finite tiger
#

Yeah, it was saying that the Gradle version thing was old and is not supported in 7.0 or some thing

#

It was just Unity being broken for no reason. I just had to delete the Mediation Package and re-do all the steps and it worked.

arctic marlin
#

Anything new about: "Linux ARM64" build support?

arctic marlin
#

ok.

median root
#

Guys, I need a big help. I'm really tired of that,
I have windows and I want to build for MacOS. It gives a folder with .app format.
I tried everything.
HOW can I run it on MacOS? What must I do with this folder??

mighty pine
#

Does anyone know why this happens,
when I export to an android the 3d looks like this in some objects,

#

one photo is from pc and the other from android,
I don't think I have changed any configuration, it could be an error in the android device??'.

pine moon
#

I'm having serious problems trying to make Unity Ads work. This is the latest issue:

can anyone help fix this?

sleek eagle
sleek eagle
pine moon
#

I take it that Unity still has no answers or fixes for the ongoing issue of getting the Unity Ads system working... I can't find any solutions anywhere.

tired lily
#

well the fact that adb is mentioned makes it look like it's a problem on your end. Did you make sure adb is working?