#📱┃mobile
1 messages · Page 7 of 1
You already have that file in your project.
Oh 🙏🏽
Thank you
Strange. I can’t find ED under assets to make up force resolve but why is that missing?
This in my project maybe I missing some?
are you sure you didn't turn off errors or something in the console?
Yes
Already tried restarting editor?
Yes. Restart unity hub
Now I have it under assets
I restart again
What shall I do now?
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 😄
? if you have it, now you resolve dependencies and see if it succeeded or not. If it did, rebuild and test
are you getting any errors? Keep in mind your local build and internal test builds don't have the same signing key typically, so you might have to do some extra configuration
ohhh ok that must be it
you mean this signing key?
do i have to change the key to the key i use in unity?
did you add the fingerprint for your unity key anywhere? you'll have to add the play store signing key fingerprint there too
Thanks, I solved it, I put the google signature in the google cloud.
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. 
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...
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?
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.
Check for errors in logcat
How do I use Logcat from the Google Play Games version of the game?
Attatch via usb and open logcat window?
The apk isn't different if you download via play

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
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.
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 ??
sounds like signing key issue like the guy before you had, make sure you have set it up with both your debug and app signing keys
if you're serious about ios dev, get a mac. I actually prefer dev on a mac now
are you building your apk in dev mode? My initial guess would be a proguard issue
I have a mac. I prefer programming on the mac but the m1 doesn’t seem to cope well with Unity.
What issue in particular? I dev on an M1 and it works great for me (with an external 4k monitor)
any chance i might be able to get some beginners help over here 😅
cloud build would work but clunky unless you have a pipeline around it, and definitely much slower than a local build
Base M1 or one of the more powerful variants?
is there any way to fix the grid being off centre
13 inch macbook pro, 16GB
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
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)
Actually that is exactly my situation, a fur sim makes up most of those polys.
OH wait you mean in the macbook fan? 😂
Nah the airflow is clear. It plays WoW pretty well
is exported with google builder panel, also on the unity editor itself is setted to release. this is to annoying I don't even know where to start looking.
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
with the APK works everything fine on the mobile.
The problem I have is on the AAB format only, (thou It show the notification of signing success, but the buttons to show achievements or leaderboard don't work)
and when you build the apk, are you building with development checked or not?
if unchecked and it still works, build the bundle and look at logcat (not just Unity) logs
Both APK and AAB are builded with developement unchecked, and release checked, R8 checked.
I just watch the logcat with my phone and it seems that it doesn't find some classes.
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
definitely looks like a proguard issue to me. You have a proguard-user.txt to preserve those classes, right?
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.
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 😦
any new errors in the logs?
also, how are you distributing your bundle? Deploying locally or through an internal test track?
Just that error when I press to show achievements. and through internal test, downloading the app from google console.
so the error is still there? Did EDM4U resolve all your dependencies without issue?
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.** { *; }
thank you @tired lily for helping me!
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
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
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
Check logcat got errors @fiery sparrow
i found that, it was my app id, now my current problem is:
Ok I’ll
Check that antivirus or third party security software not preventing writing files.
Then reinstall.
Nope, nothing 🤷♀️
Also installing into non-system drive/directory to make sure nothing wrong with permissions
Nope, same issue
Did you remove the old installation completely? Last time I had issues clean install solved it.
Yes
Then you still have something preventing it from configuring itself
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
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
I mean, obvious would be to have a dedicated server to store that data, but that's not in my scope and capabilities
Is there a way to integrate googles api and save data on their end?
Or to fetch the purchase hierarchy of the user for my app from Google Play?
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
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 ??
Scroll down to find the error message
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
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
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?
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&)
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.
Use the jdk from unity hub
The problem is I can't see it
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
So, I have to uninstall it :/
I do not know why they force us to use unity hub 😐
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?
Should I uninstall it first or I can install it without unsintalling unity?
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
Unfortunately I cannot. All my colleagues use 2021.3.15
I should pick it as well
When I click unity hub in unity 2021.3.15, it switches to my installed unity hub
Delete the installed editor version if it's noy installed via the hub
And update hub if available btw
Finally, I saw the module window thanks 🙂
Nice!
Should I uninstall the old editor or not required? It can be replaced
Because unity 2021.3.15 has been installed before
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.
The best thing about unity is it’s so easy to use especially for beginners
You can use the installed one with self installed jdk etc, but it's a bitch to get working. Simply using the hub just saves a lot of time getting something to build
does anyone know why im getting an android project instead an apk when i build?
export project is not ticked
and i got these file when build done
there's a tickbox somewhere to build an Android project .. maybe, can't find it so perhaps I'm imaging that
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 ?
Thanks, yes my problem is sh... internet speed in sh... governement
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?
don't use codeless IAP
@fallen compass Thank you! What should I use instead of Codeless IAP?
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
where are you putting your manifest? Check the merged manifest and make sure it's right
uhm my manifest is withint assets\plugins\android\GoogleMobileAdsPlugin.androidlib
androidmanifest.xml
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
Question 🖐️
i exported to android studio and im seeing 3 android manifests, should they all have the "<uses-permission android:name="com.google.android.gms.permission.AD_ID" />" snippet?
no, they'll all be merged into one final one
you want to look at that final manifest and see what's in it in case something went wrong
is it named differently? cause i just see three android manifests in different folder 🤔
open the one in unityLibrary/manifests/AndroidManifest.xml and switch to merged manifest tab
oh wait i found it in src\main it has both manifests in one
ill have a squiz
make sure your permission appears there, and it is a descendant of the root (manifest) and NOT application
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
incidently does not have the "<uses-permission android:name="com.google.android.gms.permission.AD_ID" />"
ill tryt adding it
your .androidlib should be included in there with its own manifest which will be merged in
ahh yep, it indeed does have the permissions then
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
the permission is correct and in the right place, so something must be going on elsewhere
ill give it a go, thanks so much for the assit btw
ahhhh okay update, i tried it on my redmi note 9 plus, no ads.... my old oppo R11s, i get ads
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
android 10, hmmm. maybe lower the target?
you could target api level 31 and ignore the error for now
from what you've shown me, everything looks right so far
did you look at the actual manifest in the apk?
hmm sorry uno momento porvorrrr
i need apktool for this yeah?
it's a zip file
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
ahh i found this: (launcher\build\intermediates\merged_manifests\debug) this manifest does not have the advertising ID permission
okay update to the update, it does have the permission within the merged manifest but only once and not where i was first looking
everything seems like it's in order then, not sure what to say. Did you try targeting api 33 directly?
should i go back and do that in unity or can i do that directly in gradle within android studio?
I vote for doing it in unity XD
yes, do it from unity
Hellooo, is worth to use unity levelplay this time ? Or I should use other mediation like applovin
okay targeted 33 and built a aab, can i just say Wow Android studio makes a bundle far faster than unity
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
:( 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
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 🙄
have you tried adding it directly using unity? like generate custom main manifest end add it there?
i guess u are missing your unique identifier; it needs to replaces by AD_ID
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
im still working on a solution, but thanks everyone for trying to help, its not a bad community on here (overall)
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
Which 2022 version?
2022.2.1f1
Maybe try the latest bugfix version?
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?
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
Right, thanks. Will try that and post an update
who know about google play console can dm me ?
just ask your question here
bump
do they have more detaileddescription if you clikc them?
look ignore the typos i just woke up, still sipping my coffee
Did you target vulcan api?
Maybe try removing vulcan api from graphic api
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.
having shit timew with api 31 too youre not alone
been trying to fix this shit for 8 hours
okay I'll try, thanks
yeah I did it didn't say anything interesting
welcome to the club
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
what do people reccomend the best version of android studio??
yeah fuck game dev i quit
I removed Vulkan (now there is only OpenGLES3), the error is till there
2023/04/14 14:20:44.598 18966 19976 Error gralloc4 Empty SMPTE 2094-40 data
That's the only info I have
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?
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
Yes, I don’t want to build, just mirror screen and input. Anyhow, there should be an option for iPhone in Remote settings for the editor to connect with
Then build target doesn't matter. Never had great experience with unity remote so cannot help with this
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
well it says there's an error with texture format, so dependencies probably aren't the problem, or aren't the only problem
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
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
🤔 SMPTE2094 iirc (and from what I googled) seems like to have something to do with color volume mapping.
Do you perhaps have some tone map postprocess? Or using hdrp?
maybe try building a simple app with only basic shapes, and see if it still have the same problem
I am using URP and I think I have color tone post proc. It didn't happen before (when I didn't have post proc but still URP). I'll try disabling post proc to see what it would do, but it would be a shame if I couldn't tonemap post proc
My android build is constantly failing, here is the console:
Did you read the error?
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
cant see any displacemnt, but maybe it's from texture compression, try disabling texture compression
How do I disable them? And in project settings there is default and legacy option
from the texture importer
https://docs.unity3d.com/Manual/class-TextureImporter.html
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??
Help
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
I figured it out nvm
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
Do you use the latest unity version with the sdk and ndk version installed from the hub?
Yes
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)
I have never tried this with Unity. After a quick Google search, I did find this thing on the asset store though: https://assetstore.unity.com/packages/tools/integration/digits-nfc-toolkit-131674
And here is a cheaper option, although the 3 stars suggest that there are some issues with this one: https://assetstore.unity.com/packages/tools/integration/nfc-190517
Thank for this response, I was asking more for a link to understand how it work to do it from scratch but I could use this asset if I can't find information
I see. I would look at this post then. There is a link to an (old) github project: https://stackoverflow.com/questions/22513714/reading-nfc-tag-in-unity3d
Thank
@opal holly This is an English only discord server. Also:
#💻┃unity-talk message
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?
Logcat can do that and the logs are in a file on the device i think.
i need help
Hey everyone do you have good resources on how to implement achievement and leaderboard for iOS ? I found next to nothing about it
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
Wtf man why did you ping me
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
@wispy canopy Please don't ping people into your questions, it's obnoxious.
is just built my first mobile game and i got these errors, anyone knows how to fix them?
Screenshot the other section for additional info about the highlighted error
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
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??
If the building is a prefab, i believe that'll be possible
Is unity updated and did you already clear the library folder?
Maybe reinstall adb drivers as well?
actually the problem is I already build 4 different types of farms cloned around 11~12 farms and set those on different places ,now I added objects to one farm now I need to add the same object for the other different farms
and manually adding will take a lot of time
should I delete and recreate it ??
re-create in pprefabs ?
anyone ever had the issue of adsmob appearing in the unity editor but not the phone?
You should check logs from your phone to see whats wrong
I see, you would've made a prefab out of the 4 different farms, then anything you add to one will also be applied to the clones for each of them.
I guess this should be the case.
a lot of red Failed to get (stuff) but not much else
do you see logs that ads are initialized?
just this on repeat
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
I would try googling the "failed to connect to ..." message, also at the top of the log it looks like some error stack trace?
yeahy pretty big one, im doing some googlin, but thanks for trying to help
np. good luck with resolving it
is my permissions in the right place?
I'm gonna try clearing the library folder, but as for unity i'm on 2021.3.12f1
I can also try re-installing adb drivers if that doesn't work
Also try the latest lts version if possible
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?
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
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...
Dude exactly same happens with me I tried a lot couldn't fix them but making a new project and transferring files fixed it
the project build.gradle file is corrupted
Si i found out the problem was that i had to put some script into unity files to enable androidx and now it works
Hey has anyone implemented ads on game surfaces? Just wondering
Forgot the name, but there is a 3rd party system for that
anyone ever had this admob issue?
"Unable to obtain a JavascriptEngine."
Remove the adaptive performance package (or if you use it, make sure to update it) @glossy sluice
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?
Change the resolution in Unity and output a screenshot from the recorder package
update, its every game onh my phone not just my project
anyone got any ideas?
I cant remove it
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:
How do you get the steps? From a phone? What system?
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
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
The problem is, how to store the walked steps each day if the app is not open
I think it can be done, Pokemon GO does it and its done in Unity
You need to write a custom service or look for existing ones
Some info is here: https://stackoverflow.com/questions/34573109/how-to-make-an-android-app-to-always-run-in-background
It takes a lot of work to use with Unity I think (never tried it)
Google Unity android count steps in background
Thanks mate
I used the mobile 2D template
How do i make it so my apk is Debuggable
Hey everyone do you have good resources on how to implement achievement and leaderboard for iOS ? I found next to nothing about it
this might help
Remove it and add the packages individually
Enable debug build in build options
https://docs.unity3d.com/Manual/android-debugging-on-an-android-device.html
This is all I can help you with
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
#🥽┃virtual-reality and give enough details so that people can help you (including the hardware you're using)
although if you have an APK the rig is Android so the same instructions apply
Idk How
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?
Yep
i also dont know what to choose its prob not the Charging phone only
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.
What i do
uh, give it a valid JDK dir like it asked for
I got it removed and testing works on my iphone now
idk about my oneplus
What i do for android
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
Okay just wasnt sure if that was allowed for Google PLay Publishing
Like wasnt sure if it had to be a real phone
It's just an image you're uploading, it doesn't matter where it comes from.
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?
Make it so it works with mouse and keyboard as well I guess.
To run on device you need to build it, or for bigger games the patch function can be very helpful
I allready made that it works with the mouse and everything worked (on my Computer) but when I started it on my Phone there were some issues I didn't had on my Computer, so I need to test it on my Phone
Then the only way it to make builds/patch the game
can you tell me how the patch function works? Or send me an link that explanes it
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
Just google it
https://docs.unity3d.com/Manual/android-AppPatching.html
took a matter of seconds to find documentation and various video tutorials https://gleygames.com/documentation/Gley-MobileAds-Documentation.pdf see 'Usage guide' section
apparently there is even an example script at Assets/GleyPlugins/Example/TestAdsScene.unity (TestAds.cs)
Hi is the size OF camera is important for mobile ? What is maximum size That we can put ?
Can someone export the gamecenter package for ios I don't have a f*****g mac 😦
https://github.com/apple/unityplugins/blob/main/Documentation/Quickstart.md ?
@sour iron !collab
We do not accept job or collab posts on discord.
Please use the forums:
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O sorry, I had too many pages open and got confused.
What i do
Install android component from the Hub, then it will use recommended ones.
Hello! I am looking for an open-sourced Unity mobile app with OpenXR Support. Is anyone aware any such application?
@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 .
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 ?
How often does it make requests then?
What do you want to use it for?
Just having OpenXR in a project isn't something special
Ok my bad actually I implemented some functionnality to test actual network reachability and I make requests to....... http://google.com soooooo ofc lol
Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for.
I had forgotten 😅
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.
Feel free to ask for support here about ad integration if it's mobile.
include stuff like which errors you get and the versions of unity and packages
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".
help me to solve this error
In the hub also install both submodules for android and check installed with unity in preferences - external tools
help me to solve this error
Same answer as above and set the target API level in project settings to highest installed
@sleek eagle version is not supported
What?
Hi I want to make a mobile game but don't know how, what to do?
Download unity and add android module@exotic flicker
I already downloaded Unity so that's easy
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?
I want to test VIO algorithms, so something like a room where I can move around with the phone’s movement
Delete your unity editor. Reinstall it with Android module from unity hub
For movement just install OpenXR and ar foundation and add an AR session etc. Just follow the guides
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
#💻┃code-beginner and post !code not photos of a screen
📃 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.
but if you set timescale to 0 then WaitForSeconds will never stop waiting. Use https://docs.unity3d.com/ScriptReference/WaitForSecondsRealtime.html instead
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)
Fixed it just by replacing the 1 line with
var filePath = Path.Combine("/storage/emulated/0/Download", fileName + extension);
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
I got this sorted out by removing iron source package, unity ads mediation and mobile dependency resolver. Then installing External Dependency Resolver and importing iron source + ads mediation after that. I also toggled "Auto resolve" on.
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
Then your option is to cloud build
Okay I will try to set that up!
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
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. 🙂
use a path without spaces, weird chars and spaces can cause issues for some tools that I've seen
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?
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
I'm using Unity 2020.3.39f1
And NEVER use onedrive for game development. Get the files out of there
If it's lagging, check the profiler with a debug build
If I install my mobile game it doesn't want to install it because its an unknown publisher. How can I fix this?
on xcode or on unity ? idk because im just begining programming on unity lol
I always use unity
Can you share the error?
Do you use the same keystore?
Its not really an Error, its an Android notification
I also don't think that it would help you because its in German
could it be that the ball lag because I reduced its size a lot? (I took the basic circle sprite provided by unity)
Can still be helpful if you translate it
? @sleek eagle
If really small, maybe, but it would have to be 0.0000001 or something.
It just says that it blocked the Install because its from an Unknown publisher
Using a keystore?
Wait do you just install the apk?
If so, enable installation from unknown sources
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
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.
thank you, i didn't realize i was doing the build in onedrive, still changing the directory i still have the same problem.
When I press a button on the UI why is the new inputsystem so slow
And did you see the other response?
I see Update below also taking about 100 ms. Maybe it's the code it executes?
And is this in a build?
This is with deep profile I found it is todo with the pressing of a button in the UI theres quite a bit of lag
converting the build into IL2CPP smoothened everything out but i know not all phones support this.
What phones dont?
I've never seen that.
Also, what part was the big performance hit with deep profiling? Deep profiling makes everything a ton slower in general
I just readonline! inside the updates it was the Input System raycasting and other inputsystem calls when i pressed a button
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
How to respawn an enemy after falling out of map?
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
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!
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?
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?
Thanks. I know that step but i need it to respawn the enemies falling from upper screen to the bottom of the screen. And at that moment after they get out of screen the script should destroy the enemy and respawn again from starting position
Same thing right?
Set spawn positions, if it enters or exits a certain collider you reset position
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
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?
Your alternative is to use unity cloud build services to do it.
You also need to have an apple developer ID.
Ah, thanks!
How is performance? How do you move the ball? Is the camera setup as pixel perfect or just normal?
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?
did you see this? https://github.com/googlesamples/unity-jar-resolver/issues/412
Not yet but I will give it a try, thank you very much!
Nice, adding iOS module solved the issue it seems. At least now I have those folders etc. Damn, I actually had checked that issue but for some reason missed the comment about installing that module 😄
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 😦
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
.
Is that on the iPhone?
100fps is an interesting value for mobile.
If it's just physics maybe enable interpolation
I did not see performance with mobile juste with my pc but i think its the same . Am i wrong ?
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?
.
Most of the time a phone isn't as fast as a computer. Run the profiler on device to see what fps it is and where the performance goes
That's fine probably
In fact I notice that the problem is also on the PC
Still might be good to check the profiler for frame consistency.
And what code can affect the ball?
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
.
Send the code, there are millions of ways to make a ball and paddle @iron grove
And a video might help
Can we continue this discussion in private?
No, i don't offer support via DM
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
. @iron grove
- Don't check for inputs in FixedUpdate, do that in Update
- 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
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.
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
Sure
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.
I'm not too sure, much googling ahead I'm afraid
Thanx anyway.
So how do you try the game directly on your phone if the app isnt even supported on zfold 4
Build and run?
What do you mean exactly?
yeah i figured that just worked pretty much out of the box
hi , how to add a joystick with the default Unity Input System ? im using Aurora FPS engine and i want to add android controller
im confused, why is it forcing me to get api level of 31 for android? Can i not support older devices?
target or min? You can't release anything on the play store unless you're targeting 31+
anyone could help here pls ?
what are you expecting, exactly? If you can't create it yourself, look for a tutorial or buy an asset
i have the Joystick Pack asset but will it be compatible with Aurora FPS input map ?
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
wait really is that new?
so you can only release stuff for newer devices?
you're targeting 31, it can still be installed on lower api devices (min api)
correct, you MUST target 31+. You can set the min API level, a separate setting, so that it can be installed on <31
is there some clues for the lag of the ball ?
If it looked laggy with that big spike, yes
I cannot help you much more. Maybe start from scratch with another guide on how to make pong
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
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
I fixed the lag it was because the ball was not 60 fps in the script
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
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
yea I'm canceling
what's the issue? do you have blender installed? That's how Unity supports .blend files in the project
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
anything in logcat?
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
How i can prevent that?
If you side load APKs, this is what will appear. Upload it to Google Play like a normal app.
help
What i do for solve this error in 2018
What kind of ui element people use to make a single page of an android app on unity, panel with canvas?
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.
try to post a screenshot of your profiler window
even if it's 2D, if it's not optimized or contains codes with heavy process, it will lag on mobile phone.
Also creating a 2D game entirely using UI instead of sprites, cmiiw, is not really advisable (canvas overheads, no 2D physics, no 2D lighting. etc)
except if your game is puzzle/quiz type that heavily relies on UI
actually the game is 3D, just the UI part is done which is itself lagging. here is the profiler window
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?
I want to make a 2D mobile game on Android, should I choose 2D Mobile template or 2D template?
I dont see any problem with UI here 🤔
Or what you mean with lag is there's a noticable delay between UI input and the execution?
UI seems fine yeah the spike still is very low if you look at the framerate next to it.
It seems that the editor is using vsync or limits to 60 fps in some way. As you can see Editor takes up all the performacne.
Profile on the device you want to run it on with a build instead to see where the issue can be
I got this from application running in mobile
most of the time is taken my post processing and rendering. I dont see much UI related here
i applied the post processing on UI, this might be the problem and the code too i guess
Maybe check the frame debugger to check which post processing runs
I dont see anything code related, the code stalling main thread is also PP
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)```
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
Like in AR?
What di you want to do exactly @pine edge
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
oh, i actually did it, i just had to use internal instead of gradle
like vr controllers
essentially turning my pgoen into a vr controller, translating object to phones pos
If you use AR Foundation for tracking you get proper 6DoF tracking.
Otherwise I would suggest to only use the gyro for rotation and not positional tracking, since the accelerometer is not too accurate
oh I see! thanks, I'll check that out
wait, does that mean I would need more special equipment ? for 6dof tracking
Yes, AR foundation uses the camera combined with the gyro and accelerometer for 6DoF tracking
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
ah...
so it is impossible to do it standalone?
like without 6dof with any sensors or etc
What do you mean?
A camera is also a sensor, and phones have cameras?
oh yeah, sorry a bit inexperienced in this side of things
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
so basically yeah the phones camera could be used
however in this prototype like
the player would sorta be moving the phone violently
swinging it etc
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
Can a unity game be made entirely with canvas elements including characters?
sure. Probably wouldn't be a great idea though
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?
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?
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
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?
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
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
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
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)
I guess these black bars are made by code? or are they handled from the canvas?
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)
these white squares are made on canvas, the image is made out of canvas
you mean that right ?
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
I understand, since the image (character) is not inside the canvas, I can't put the black bars inside the canvas? right ?
why not? you're rendering the UI on top of that stuff, aren't you?
aside from computing the right size, yes
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
? 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
I see, really thank you very much
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.
afaik, no, you dont need to upload apk to playstore console for gps sign in. You only need to upload apk with iap enabled if you want to use/test iap, but not for gps sign in, at least that from my experience
Ok, but is it so that I would need to sign my APK still with same signature that is configured in Google Play Services or how does that work?
🤔 I've never tried it, but I think you only need to use the same provider ID for it to work, regardless of using debug key or not
Ok, actually it says here:
"You may want to create two credentials: one with the release certificate fingerprint, and one with the debug certificate fingerprint. Make sure to use the same package name for both. This allows Google Play Games Services to recognize calls from your linked APKs that are signed with either certificate."
https://developers.google.com/games/services/console/enabling
I will try that
Good to know, might be useful for the future reference 🙂 👍
Yes, I can confirm that login started to work just now when I also added debug keystore sha to the console. Nice.
hello anyone here
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
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
i think its an error caused by updating the game to a new editor version
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
hi, as strange as it sounds, try to reset editor layout to default: Window->Layout->Default, I had similar issues and this helped for me
With?
I have my Apple Dev Id, but I'm stuck at credentials under Build Automation> Configurations in the Unity Dashboard. I need a mobile provision file and a p12 file. Can you send instructions on how to get this done? I cant get a provisioning file(on https://developer.apple.com/) because I need a certificate, I can't get a certificate because I don't have a mac...
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
hey im getting this error:
Gradle failed to fetch dependencies.
what do i have to do get rid of this error
https://developers.is.com/ironsource-mobile/unity/interstitial-integration-unity/ literal first hit on google for IronSourceInterstitialEvents
there is more to it, find out why it failed
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
either you are missing the relevant dependencies entirely or you are missing proguard rules to prevent some classes from being stripped out
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?
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?
no i just checked, i actually have none...
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?
I have these when i import the whole thing to my asset folder
I actually have no idea I was messing around a bit and suddenly it was gone
it might be that they're using a process that avoids putting the files into your project, based on this:
https://developers.is.com/ironsource-mobile/unity/unity-plugin/#step-2
so try building with that proguard file and see what happens. Otherwise, follow the manual resolve instructions
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
I'll look into it thanks
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
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:
the looks like EDM4U but with a different name, so you might try installing it yourself if it's not included: https://developers.google.com/unity/archive#external_dependency_manager_for_unity
yes, loads of them. watching it live is like a bible speedrun no joke
I'll check it out
yes i did this after every step but didnt help
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
create an appropriate intent, see https://developer.android.com/guide/components/intents-common for some examples
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)
Is there any vid explaining Mime and all of that? I'm kinda new with android apps & unity
I assume so
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
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);
}
}
For mobile do you make a multi page app in the same scene, if its text based it should take too much resources?
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?
Try Jetifier: https://developer.android.com/jetpack/androidx
Otherwise you’ll have to mask Mapbox to update their dependencies
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"?
Only if you tell the issue...
Are you on the latest unity version?
Might just be an issue with the phone instead
Yes i am. I don't think it has to do with the phone, since all my other apps have never done this
I have problem my android adaptive preformance settings just dont download
And because of that i cant make mobile games
Can you share more info or errors?
And you can make a mobile game without adaptive performance just fine
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
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
i have exact same error and i have installed everything
You don't need adaptive performance to make mobile games
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?
Can't tell without seeing the calculation
Yepp, send the code
Anyone know how to fix error "CryptographicException: Specified initialization vector (IV) does not match the block size for this algorithm."
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
No clue what the encrypt string does exactly, but use JSON instead of relying a lot on playerprefs. That will be a lot better long term
yeah there's an issue with that
i installed it from unity hub but it still says this
tried on different versions too
Can you send a screenshot of the installed modules for that version? @chrome kindle
And maybe try the latest 2020 lts version?
im afraid it might mess up my code and everything
Yepp that looks good
Thats why you should always use git. If it works, great!
If it doesn't, revert to latest commit
I don't think an update within LTS will break your code
okay so whats the latest version of 2020
nvm found it
imma try it out and let you know
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.
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
Wait, what is your target API level?
It should be at highest installed @chrome kindle
where do i check that
bruuuh
i hate unity
look at it now
i just installed the latest version and everything
this is so exhausting
Project settings - player - others
Welcome to development of any kind haha
ayeeee...no bro, we all love unity. You just dont know how to use it for your purposes right.
I figured it out, it works now, it was an issue with the fixed time delta value :legasp:
Bro, just take some time off Discord and you'll figure everything out. Sometimes relying on people for answers on Discord will slow your progress
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???
Yes, the proper way would be to plug your phone in and build directly to it.
Yep!
And for quick testing just run it inside of Unity if possible
your both so helpful thanks!
Yes, build an APK and run it on your phone. That remote app is garbage
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?
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||
Depends how you set it up. I've had great performance on android with URP, pushing 3D games above 60fps even
Check the profiler @edgy delta
How about with built-in, do you experience the same thing(on mobile). I've been utilizing built-in tho' 😅
Last time I tried both it was similar, never looked back to built in
care to share the game? 🙂
I'm curious too since urp should perform better even on mobile, but from my experience, even with all post process turned off and using simple unlit, it cant perform better than built in with mobile (and some custom) shaders
Rooting VR you runs at 90fps in VR with ease (with shadow casting at 4K and outline shaders)
Mail it and scout around have no performance issues for me with AR, but AR itself takes most performance on android.
Sadly cannot talk about more projects because they're still in private
but that's for VR, any android game? I mean we are talking about urp performance on android iirc
Yes, the quest 2 runs on android
Pico 2 as well
I believe on a similar chip than the SD 855 or 865, pushing out a 4K screen with stereo rendering
anything that I can personally test?
I'd like to see urp game run stable at 60fps, no make it 30fps, on my phone
Maybe try the AR games?
Or run the VR game and see what it does, I have no idea haha
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!
The Rooting VR failed to install 😅
Well, I think my phone is not supported anyway (it doesnt even have gyro sensors 😅 )
If the phone itself is very slow performance will always be an issue haha
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)
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?
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
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?
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
guys unity does not allow me to build without signing the apk, how can i bypass that ?
If you want to release it, you have to sign it.
well i want to release it to amazon store and i wanna bypass that signing
is there in way at all ?
No? Stores require you to sign your apps so you have ownership of it.
and besides that is there any way at all to bypass that ?
amazon does not really care
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
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
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
profile it and find out what's slow
Android version on player settings, check the minimum and maximum API level
How are you running the game? Is it an APK file?
It was a conflict in the end.
I reinstalled Json and it fixed it
Thank youuu
Yes
I limited the framerate to max 60 fps and now it's working better
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
Thanks I will try this
I'm working on a 2d game for android, but I have the same issue that I talked about even though my phone is high-end with 120 Hz I see my 2d character move like it blinks it's not lag, but IDK what it's, it's like stuttering
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
I would like to shutdown an android device through Unity's apk, is this possible?
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.
no
Guys I got these issues and idk how to fix it
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.
Define broke?
Not showing? Pink? Different distance?
@sharp maple
check the vid
@steep citrus send the errors instead of just the small first 2 lines
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
Does it go away if you disable fog?
Which unity version?
Oh I'm sorry (also I just recently fixed an issue so no need help for now)
yes, 2021.3.25f1
If it happens in a new project as well file a bug report I guess
If it doesn't happen there, compare settings
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
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?
It's a cursor issue, the custom cursor(texture) you're using, check those properties specified by the error msg via the texture import setting.
@edgy delta there are some reddits for this. You can put it on Itch maybe to host
How can I save an image/texture into the user's system, where the app data is? Would I need xml?
https://github.com/yasirkula/UnityNativeGallery @late remnant
Just google unity android save image to device
^
Its because on mobile, the fog is interpolated between vertices instead of calculated for every texel, I assume your level is a very long stretched quad.
Try to subdivide your level into smaller quads
Do you have any idea how long it can be without the fog getting messed up?
thx btw
I have no idea, its all depends on your level setup. But having atleast 5 visible grids or subdivisions (uncropped by camera far clip distance) might be a good idea
I resorted in writing my own shader
if i had many subdivisions the ground would glitch out
How did you guys get the game's screen to fit the screen size of any device?
A canvas scaler can help
And layout groups
Those are for UI only, not the game
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!
Update to the latest LTS and select highest installed in the project settings
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
Wait what, that's bad -_-
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
I use custom manifest because oculus plugin automatically does so, but I read it and there is no mention of the dependencies listed above
Already did that
Then I'm out of ideas.
If no one here knows a fix try the forums
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
i was wondering what the best resolution is to develop a mobile game in unity
just full hd?
The resolution of whichever phones you are targeting?
Are you running into some issue?
No, i managed to figure it out now
if i already have facebookSDK installed for getting installs should i just use that for ads too?
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

Ahh yikes
Glad you found it!
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
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"
you look at the errors in the console, figure out which thing has broken, and fix it
should i be enabling Default price includes tax?
That's up to you
whats the norm
Hey
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.
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
Use the fog in the lighting settings
i Have tried that already, not the same effect
🤔
You could use a shader to achieve that effect. For the Postcc it depends on the count of effects you'll be using, if its just that foggy effect, I believe it won't be much of a problem.
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.
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.
Check your GeneratedLocalRepo/.../.../... directories and see if you have multiple versions of each of the libraries. If so, it's probably easiest to just nuke the GLR directory and re-resolve.
(Obv. make sure you have backups / source control before doing something potentially drastic like that).
You know what I (think) fixed it? Deleting Resolved Libraries and then forcing auto resolution on build? Does that even sound normal?
thank you for your suggestion though
Like, building libraries before building is just a no-go I guess?
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.
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
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.
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?
Sorry to bury your question btw. Attention to this too ❤️
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.
I've been tempted to troubleshoot in the same way. Its just such a pain.
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.
It probably never will, it hasn't been updated in over 2 years
Look at the frequency of updates.. years in between
aw, that's too bad. but i appreciate the response @fallen compass
doesnt even work on new phones of this year
v sad 😦
It’s never worked properly. It’s crap.
works fine for me, does the job it was meant to do
“Works for me”
guys anyone familiar with what kind of error is this
it gets bashed pretty often because people misunderstand what it does
Use the jdk installed with unity in the hub @honest plume
he how do i use the joystick to rotate the plyer in 2d
Yes i have same error and couldnt fix it
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
I'm stuck at installing apk to device 😩
Already restarted the PC?
Did you allow your PC when connecting the phone?
Maybe try ADB via command prompt?
Maybe put the apk on the phone manually and install there?
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
Why are my panel view laggy on mobile only? I have application fps set to 60 so im wondering why
Check the profiler to see what performance you get on mobile
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!
Set your anchors to stretch with screen size. #📲┃ui-ux if you need more help
Its stretch perfectly in simulator. But when exported theres black gap
Ok, i do believe only my panel view scrolling lags but ill do that
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:
Read the requirements for admob and their minimum API level
I get this error when building, what seems to be the issue ;-; I do not understand
https://hatebin.com/usdlqkgyqw
It finishes building and the post-build phase throws an error
Damn no one here ;v;
@finite tiger did you install both android submodules in the hub (click gear icon) and select installed with unity in preferences/third party tools?
Yeah I did, I figured out the issue. I just had to redo everything and change some stuff in "Other Settings" and "Publishing Settings" which worked.
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
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.
Anything new about: "Linux ARM64" build support?
Nope
ok.
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??
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??'.
I'm having serious problems trying to make Unity Ads work. This is the latest issue:
can anyone help fix this?
Check logcat for errors.
Do you use the same quality tier for both?
Updated unity?
Any custom shader?
- Why is this in the mobile channel?
- You need a Mac to properly build for Mac afaik
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.
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?

