#📱┃mobile
1 messages · Page 8 of 1
macOS applications have a folder structure that they call a bundle. Think of it as a self-contained EXE on Windows, where you have a folder instead of a single file.
I've installed and uninstalled it. There are no other suggestions anywhere on unity docs or the messageboard. What exactly am I supposed to do?
In fact, what I'm seeing on the messageboards is that somehow IronSource has been broken since 2022.
test it. Can you see your device list? Can you install apks?
have you narrowed it down to Unity ads by removing and trying to build without?
Yep. I added the Unity and IronSource ads AFTER I made sure my program is functional
The whole idea was I wanted to create an ad version so people who don't want to pay the $1 can play the ad version. But I did make the ad free version first
the resolver actually succeeded right? You have that window up for some reason
I remain convinced you have an adb issue though
The window pops up and stays at 0
So I wouldn't say the resolver succeeded by any stretch.
I mean should I just uninstall all of this?
well that would cause issues by itself, do you have anything in Assets/Plugins/Android/? you should have a bunch of android files there
AH HA! There are none, even though I thought i installed them?
ok so I guess that install failed? What should I do to ensure there are android files in there?
fix whatever is breaking the resolver
Would you have any clue how to do that?
well you'd start by clearing the console and running it, then looking at the logs to see if you can find any useful info
this makes no sense to me.
It's the IronSource SDK
every single time.
Yep, Unity Ads is broken. It is the IronSource SDK that will NOT communicate properly when I attempt to install. This is frustrating.
I don't know how you come to that conclusion based on the logs you're showing so far. I'd bet you don't have any other dependencies in the project, and the build succeeds because you don't use the resolver
The Resolver keeps stopping on IronSource. I'm looking at messageboard logs about IronSource being the problem and people switching to other ad services. I delete IronSource and I do not get any more errors.
So if the Resolver fails repeatedly at fixing IronSource but nothing else, and everyone else seems to be having issues (along with a bug notice back in Jan 8th) about IronSource, wouldn't YOU assume it's IronSource?
so if you delete ironSource, the resolver succeeds and you see a bunch of stuff in the Android plugins dir?
not based off your logs, not initially no
Actually I still can't figure out why my android plungins directory under assets is empty.
what should be in there? Did the SDK not install properly?
all the dependencies that are required for those packages. Do you have build-time resolution enabled only? Does the app run on-device after it's built?
"those packages"
Which packages are you talking about here?
com.google.android.gms:play-services-ads-identifier:18.0.1;com.google.android.gms:play-services-basement:18.1.0;com.adcolony:sdk:4.8.0;com.ironsource.adapters:adcolonyadapter:4.3.14;com.google.android.gms:play-services-ads:22.1.0;com.ironsource.adapters:admobadapter:4.3.37;com.ironsource.adapters:applovinadapter:4.3.38;com.applovin:applovin-sdk:11.10.0
etc
ok so when I installed Unity Ads (IronSource) it did NOT appear in Android, it keeps appearing in a different directory. So I don't know why it never appeared in the android folder
technically they can appear in any folder called Android if its parent folder is Plugins, so Assets/ThirdParty/Plugins/Android would be valid. It's not typical though
so what I need to do is manually move IronSource to the right folder, ok
I have to go to work tyvm for helping
How to make same scene look (left image) in game? (right image) with post processing
I been working on a mobile game for the past few weeks and i tried to setup the ads with google play and unity service but when i tried it work but when i build it to phone it do not work why?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Advertisements;
public class AdManager : MonoBehaviour, IUnityAdsListener
{
// Start is called before the first frame update
public static bool doubleScore;
void Start()
{
Advertisement.Initialize("4794769");
Advertisement.AddListener(this);
}
public void PlayRewardedAd()
{
if (Advertisement.IsReady("Rewarded_Android"))
{
Advertisement.Show("Rewarded_Android");
}
}
private void Update()
{
}
public void OnUnityAdsReady(string placementId)
{
Debug.Log("Ready");
}
public void OnUnityAdsDidError(string message)
{
Debug.Log("Error" + message);
}
public void OnUnityAdsDidStart(string placementId)
{
Debug.Log("Started");
}
public void OnUnityAdsDidFinish(string placementId, ShowResult showResult)
{
if(placementId == "Rewarded_Android" && showResult == ShowResult.Finished)
{
GameController.isWatchedLife = true;
Player.dead = false;
print(showResult);
print(Player.dead);
print(GameController.isWatchedLife);
}
}
}
There seems to be some real problems with ads and unity and I don't know what is going on.
ads don't work in the editor, it's faked. Until you see test ads working on an actual, physical (not emulated) device, you haven't seen it work yet
use logcat to see if there are any error messages, something is probably wrong with your configuration and you'll see useful error info there
Hello! Has anyone had trouble with a NullReferenceException error on line 90 of the MobileControlRig.cs (script is included in Standard Assets).
In my particular case I am trying to switch platform from Windows/Mac/Linux to iOS in Build Settings and while scripts are compiling this error shows up.
Also when I try to build and run on the iOS platform it gets stuck at converting managed assemblies to C++
Hello everyone 🙂
Just reaching out to ask if anyone knows of a plugin that allows .obj or FBX exports of Skinned Mesh Renderer models during runtime on mobile devices? This model could then in theory be sent to an api end point or saved.
Most of what I have found resulted in untextured obj models.
Any help is appreciated.
What are you building with? Google's Unity plugin for Unity's built in app builder?
Also, how big is your application? usually?
You need to lower the size of your build
my game is 350 - 400mb
when i try to build with plugin it gives me errors
does anyone know if i need to do anything for GDPR if i add audience network ads into my game? or does facebook handle all that since it only shows ads for people logged into facebook
i just finished my first app and am uploading it to play store. It's asking for a privacy policy link. Now, i know that I am not getting anything from the user. But the ads maybe do. Can i upload the link to iron source privacy policy? they are the ones that do my ads. or do I have to make my own one
I am trying to build for IOS but when building on Xcode, i get an error that says 'IronSource/IronSource.h' file not found in Xcode
Unity is NOT detecting Java and I need to know why. I can't enable monetization or ANYTHING because of this. Is there no solution for this?
I installed Java WITH unity, I installed the Android SDK and yet I keep getting this error message from unity saying JDK not found. What is the issue?
- make sure cocoapods succeeded
- make sure you're building using the workspace, not the xcodeproj
try going to preferences as described and then uncheck and recheck the installed with Unity box. I had a situation where even though the path looked right, actually Unity was trying to use the path from an uninstalled editor
How are folks handling Android Java callbacks to Unity such that you can make Unity API calls that depend on executing from the Main Thread?
queue them, process them in Update
oddly enough in a slightly older version of Unity it just worked
the whole queue them up in update seems so silly
and prone to race conditions, I doubt its the AAA solution
race conditions? How?
you need some way to synchronize the threads; you need to access the main thread; in Unity, your chance to access the main thread happens in the various Unity life cycle methods and Update is the most logical one for this operation in most situations
Yeah, it was cocoapods issue. I was not getting the XcodeProj file but then I Disabled the launch cocopods with shell in the ios resolver settings and it fixed everything.
I did that numerous times.
did you go to that directory and check things out? Try manually specifying the directory (and leave checkboxes unticked). Did you confirm java is in your system path? Did you try reinstalling your editor version?
and naturally, did you try running java -version?
Hello!
I'm trying to upload my third game to the play store, so I have a little of experience working here.
So after I published it and everything go ok, I sent the link to a friend, and he downloaded and everything went ok. So then I started saying to everyone to play it. But everyone told me that they couldn't download it because it said: "Your device isn't compatible with this version."
I've tried to make new versions with different app bundles, but nothing worked.
And I also tried contacting with Google, but they couldn't tell what was wrong.
Anyone know how to help??
hello. im trying to integrate reward ads in my android game and admob docs page i see this big warning. please help if i need to do something during integration. thanks!
anyone?
how do I reinstall my editor version of java?
they're just saying you need to set these flags before initializing. Apps that target children have stricter requirements around ads and what info can becollected
What min API level did you set?
I'd blow away the whole installation and try again from scratch personally. Were you able to actually run java?
In all my other platforms Java runs fine. Windows and that other one I forget which.
There is supposedly a messageboard post from a Unity Help Person in April 23rd or 22nd on the messageboards in 2023 (just last month) telling people to download Google's Resolver from github, because it's a problem with that and Unity won't support it.
I have no idea if that's an actual solution because I have no freaking clue how to install anything. I'm using Unity because Unity says it works with Android and offers support.
you can try that, I personally use the tarball from here: https://developers.google.com/unity/archive#external_dependency_manager_for_unity
place in project, install via package manager
The lighting in my project is broken when I build it to android. Does anyone know how to fix it?
do you have some kind of LUT postprocessing that's changing the colors like that? What's your default quality setting at for android?
I figured it out, thanks! I'm going to double check my findings
It worked!
33
if that's your min and not your target api, then only devices running Android 13+ can install
you should set min to 22-24 and target to 31 atm. Make sure you read upgrade guides when switching your targeted API level, it'll be increased to 33 in August and there might be some changes you need to make to the manifest (ex: ad id permission) if you don't already declare them
I think it's the mi that you're talking about, I don't know if this can help, but my settings are lie this, is there anything that's shouldn't be like that?
yes, the min API level you have there is wrong. Set it as low as possible for the widest range of devices
so at 5.1?
yes, unless you are using features from an API level above that (or one of your dependencies is)
I dont think so
I'll try that
Thanks a lot i've been trying to solve this for 2 weeks now
How to exit unity animation and keep position and rotation?
Thank you for your help! I will try it now!
i dragged and dropped into my project but cant figure out how to install
package manager -> add package from tarball
you could use the unitypackage instead if that's easier
OH that's what I did
no wonder it seemed different
yeah it didn't work
I should NOT be getting these messages
Check if jdk is installed in unity hub
you have definitely checked that dir and confirmed that the java installation there, assuming it's there, is working right?
Java was working for my Windows version of the game
I have to use java to communicate to lootlocker
I have to go now I am very tired I need to sleep
I will check for more communication tomorrow
That's different from the jdk used for Android i think
Thank you so much it worked!
Well I'm not getting any of these error messages when I remove IronSource or that Management system
The moment I install any aspect of Unity Advertising system the error messages appear
I getting error after I try to use advertisement and admob in the same project, How can I fix this?
It looks like everyone is getting these errors since the December Unity update 😦
what about ads mediation can we use this for admob and unity?
I don't understand what you are saying.
.
.
Ok I can't
Ads Mediation is supposed to work but every time I try to make it work it gives error messages. I have been asking for help for a week
yeah I just try and we have to choose for 1 of them for now right? lol
I just don't know what to use, Unity is NOT cooperating with any mediation service to get ads going. I may have to download android studio, idk!
I've see some of voodoo game show the admob banner and unity video though or is that all of the admob ads?
I don't know
I am in process of upgrading an old Android project, and ago when I built, I was getting the APK and OBB files out; now I’m getting the AAB file only because I have that box checked, as well as “split build” checkbox. Some of the Play requirements around using APK and OBB was verifying that the OBB was installed.
Is that no longer a requirement when using AAB instead since the OBB is automatically installed?
Worth noting, the download size is about 600MB (lots of included videos)
When I play an Ironsource AD. It crashes the app in IOS. I tested without ADs and the game runs smoothly. But when there's an AD, it crashes. I am not doing anything extra, just calling IronSource.Agent.ShowInterstitial(); and then SceneManager.LoadScene(mainMenu); in the onInterstitialClose event. XCode just gives this error: failed to allocate IOSurface and then crashes the game.
hello guys i have a problem with the google play service for authentication, can anyone help me i don't know how to setup and how to write the auth script
do i have to ask the user consent for this, like show some ui dialog etc, or just harcode the tags values like my game is not for children etc?
if you want to be compliant, yes
https://developers.google.com/admob/android/privacy
ok but i have question. i have never seen such dialog asking for consent in any games in playstore. how is that so?
do you live in the EU? And lots of people just ignore it and other privacy violations because they're small fries, and because full compliance with all rules is very hard
you'll see the tracking dialog much more frequently in iOS apps, since you need user consent to collect advertising id there and without it your revenue will suffer greatly
finally, if you don't set the flags, some advertisers will use various tricks to determine if they should have been set. Examining IP to determine if coppa might be applicable is something facebook does, for example
thankss for the info. im just trying to make sure that my game dont get rejected by google or cause strikes on my playstore account. from what i understand, for my app to be acceptable in EU, its mandatory for me to ask for consent, right?
looks like it will be very soon https://blog.google/products/admanager/new-cmp-requirement/
thanks. looks like i'll have to put a dialog in my game. tho isn't it OS's job to show permission dialogs like it does with camera, mic, etc that an app wants you app id? that way the OS just asks user when app want their ad id to read
there are native flows, but usually it makes more sense to control them yourself. If you immediately ask for tracking permission on launch for example, most people will say no. Ask them after they had a good game experience though and they're more likely to consent
ok. this is the stuff im supposed to set right?
Hello! Can somebody help me? I have an issue with IAP on Google Play, almost all orders (90%) gets canceled after 3 days, I'm not using Codeless IAP.
anyone know how i can keep the aspect ratio the same on all devices in portrait mode?
I got reject kids app from android event remove all plugin.
The issue is app transmit AAID, SIM Serial, Build Serial, BSSID, MAC, SSID or IMEI and /or IMSI
I'm not sure Unity send it or not.
Hi, I want to know if my android app is installed on external or internal storage, how can I do that?
Have you tried Iron source?
it works for me.
IronSource is the problem...
huh how can u explain.
IronSource isn't recognizing Java properly
Hi, did anyone encounter "We've detected this app uses unsupported version of Play Billing" requiring version 5 or above, when i tried to upload build to google play? I updated "in-app purchases" to 4.8.0 which is supposed to include billing 5.1.0, but i couldn't find it in manifest or anything.
Hello - question with building Android with Unity 2022; I have the google-services.json added to my project (from Firebase), but when building it puts it into Plugins/Android/res - which is no longer allowed. How do I fix this?
Hi guys, is there a channel or topic with tips on responsive elements, me and my friends have been loosing some good time trying to create responsive interfaces.
Has anyone been able to properly implement permission check in iOS? I'm trying to ask the user for microphone permission and I tried using Unity's Application.HasUserAuthorization and Application.RequestUserAuthorization methods. HasUserAuthorization is able to show the permission popup but I'm not able to get any callbacks from it. RequestUserAuthorization is not working at all, it does not show any popup and its callback always says that the permission is granted.
https://docs.unity3d.com/ScriptReference/Application.HasUserAuthorization.html
https://docs.unity3d.com/ScriptReference/Application.RequestUserAuthorization.html
What do you mean with responsive elements?
I am sure he wants guidance on making responsive Unity UIs. Hard stuff.
What specifically. This does not sound hard to do to me
Hi guys, does anyone know how to disable androidx libraries?
I have a SDK that is only compatible with android.support. Thank you!
I went through that, it wasn't fun. I'm not sure if you can anymore with the new min SDK requirements for Google play and Oculus.
agree, his best bet is to contact the sdk/plugin owner to ask for androidx support
Hi all - the Unity docs say in some places that 2022 supports ios 12 and above; and in other places that it supports ios 13 and above. Can anyone confirm which is correct? Also, when they say e.g. that it supports ios13 and above, does that mean it will only work with ios13 (i.e. will give an error message with anything less than that) or does it just mean that they don't guarantee it will work with e.g. ios12? Thanks
Unless it's changed in 2022, the iOS min sdk field is a text box. 2021 says "minimum value is 12", but I put 11 in and XCode displays 11 for the build..
There's also not going to be a lot of people on either 12 or 13
[ERROR] Plugin [id: 'com.android.application', version: '7.2', apply: false] was not found in any of the following sources:
Gradle Core Plugins (plugin is not in 'org.gradle' namespace)
Plugin Repositories (could not resolve plugin artifact 'com.android.application:com.android.application.gradle.plugin:7.2')
^ Any idea how to solve this?
It looks like this is the gradle version that Unity 2022.2.8f1 has installed and I'm just using the default baseProjectTemplate.gradle file (except I changed 7.1.2 to 7.2 - neither worked)
plugins {
// If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
// See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
// See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
// To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
id 'com.android.application' version '7.2' apply false
id 'com.android.library' version '7.2' apply false
BUILD_SCRIPT_DEPS
}
task clean(type: Delete) {
delete rootProject.buildDir
}
The Android Studio build system is based on Gradle, and the Android Gradle plugin adds several features that are specific to building Android apps.
That's what it looks like
I'm a beginner at Unity UI, i'm focusing on developing games for mobile.
My issues are to make the menu and static assets responsive, is there any tips, or guides that you could link to me and my friend @fallen marsh ?
Responsive is too vague. It just means any input does anything
Unity has a lot of built in stuff, like when touching a button changes color, drop downs, etc
Just google what you need and start building
I came from web development, and responsive to me is to manage the elements across all devices keeping or modifying the screen in order to adapt to the size of the current viewport, its not vague.
It's not trivial in web development, and it has its challenges in unity.
By responsive I need a complete guide/tips on how to work with the several elements that I may have on my UI, buttons, images, animations, lights, text size, components like sliders and such, what you're calling vague, is exactly what I expect as a response, an overview of the best practices and not something to solve a unique issue.
Perhaps i'm totally wrong in the way i'm building my UI elements, because it is harder than it should be to create some "intermediate" elements thats why I need something that is broad at first, to see how to properly make an UI.
I came here to ask for help because it's the oficial discord for Unity, I wanted a better direction than just google/youtube.
I've seen too many projects and some videos that explain just for education, but it's not meant for a real project.
You can enable the canvas scaler on your canvas and use the rect transform anchors to anchor the UI.
Also stuff like UI groups (components that will device children in a section) are great, but that does mean the UI refreshes each frame.
To change my statement, to a point that it's not answerable within a message, it was very broad, not necessarily vague.
There is not 1 solution and I've seen a ton of projects go completely different routes. Some build everything themselves, some hook heavily in the built in components (most do), and some use the asset store a ton.
But most game related projects I've seen start with just static UI, then make sure it scale nice, then they add on whatever they need.
Thank you for this initial steps, going a little bit more specific, is there anything to manage the script for responsive UI, like the CSS media queries, that i can limit the size or proportions of the elements given some variables like: portrait, landscape, range of maximum width or height?
For this again my advice is to start building.
Web development is completely different. UI elements pretty much work the same as a player or any other game object.
You can manage everything youself to make it perfect using c#, or throw on components for the UI.
Most games are made using only 1 orientation, so if you want both landscape and portrait you can use the resolution changer (or device simulator) to check different ratios etc
my android I2LCpp builds are taking more than 30 minutes, while when building for iOS I2LCPP takes just 4.... anybody experiencing this issue ?
Unity 2022.3.0
im new on android builds btw
Deleted the library folder to clear the cache already?
Can you see what part it takes longer on?
i deleted several times, ive noticed the dialog "Cloud diagnostics Symbol Upload" stays there for more than 10 minutes but not sure if thats the issue
i also have a problem with duplicated kotlin libraries i dont know how to solve
Do you use any kind of cloud tools?
cloud tools such as ?
Kotlin? Do you make the build in unity or android studio?
unity, im talking about the unity build
this ones are being added to my Plugins/android folder
but then when i try to build:
The one adding them is the Android resolver
if i remove them i can build but my game crashes and complains about kotlin libraries so i guess is not the best approach 😅
im guessing there are 2 plugins that are adding those libraries
I've not used android resolver. I suggest to make a blank project, check if the difference is still there, if not port over parts of the project untill it breaks
buf, that would take forever but thanks ill consider it
Would save time in the long run if every build takes half an hour
Also good to ask on the forums if someone maybe has a fix. Include as much info as you can like android resolver is used etc
sure sure, for the moment im asking the unity guys on different threads too
just wanted to try luck here in case someone was experiencing something similar
curious, this folder, its created in the Library folder i've seen, it's used for all the builds you do?
also if you choose 'clean build' ?
If you use clean build it will probably override everything
a android builder noob question... Sometimes when i use Build and Run, the build does not run on the device, even if its showing here:
after the build being done, what can i do to run that build on the device? search the apk and move it to the device and install? would i have the same result ?
I just found I can do it with adb install app.apk
is that the way to do it or is there any unity option im missing?
@indigo condor I have never ran with script debugging and wait for managed debugger enabled. Maybe this changed build times?
And sometimes another adb instance runs in the background, not pushing the apk to device
But using cmd works fine as well yeh
yes, the script debugging always delays the build... but not as much as im experiencing, at least it wasn't that much for iOS...
Thanks. How weird. Seems like Unity is a bit of a mess on this.
Is a sequential build ANY build that we do in the same folder of a previous one and WITHOUT using the option, 'clean build' ?
A clean build invalidates all caches, so won't use anything (aka only use it if absolutely needed)
and a sequential build? i've been asked if im doing sequential builds, is a sequential build any build that is not a clean build?
I think so yeah, just clicking the build button
or does a sequential build have any other requirement to be 'sequential' ?
aha
ok
thanks, 🙂
Has anyone had an issue with Optimized Frame Pacing setting? Сan't achieve a smooth gameplay.
I have a rigidbody with following camera. And it’s stuttering.
Two testing devices with 60hz and 90hz screens and use targetFrameRate=60 for all the Android.
If Optimized Frame Pacing enabled:
60hz phone – stuttering
90hz phone – smooth like a silk
If Optimized Frame Pacing disabled:
60hz phone – smooth like a silk
90hz phone – stuttering
Does anyone know how to fix it? Maybe any startup command-line to enable it only if it has disply refresh rate more than 60hz. Or any othe implementation of this feature (it seems it’s Google Swappy).
Have tried to fix it for weeks with different Unity versions. Always the same.
Install the logcat package and run the game with your phone plugged in to see the logs
do you know how to connect android with bluetooth of arduino(HC-06)?
I search rpobably a lot, but all of thing aint working
why would an error just appear on release builds? I've been coding this game for iOS for 4 years and never had this issue. But now Im starting the android adaptation and I found this... if i build a development build I dont get errors, if i do a normal build i get a deserialization error , any explanation for this. ?
Looks like a bug. Fixed it by disabling Optimized Frame Pacing and setting the screen refresh rate via call in MainActiivty before starting the game
Hello, I am encountering an issue with implementing the Google Play Games Services for our android app.
I have downloaded and installed the "GooglePlayGamesPlugin" as well as the "SmokeTestSample" from the official GitHub and followed the installation guide on there as well as watched a tutorial from last year on it.
When I build and run the SmokeTest scene on an android device with a Google Play account and click the authenticate button, the device infinitely authenticates, without throwing an error.
The Google Play Accounts Email has been added to the testers on the Google Play Console. The unity editor also informed me that Google Play Games Services have been configured successfully and resolutions were completed as well.
I attached two screenshots from the smoke test screen.
Did anyone encounter similar problems or has experience with Google Play Games Services?
PS: I am also using Unitys new Ironsource Plugin for Ads Mediation
i need help
please why my unity is dosent build game on android support
just
please i downloaded 10 GB android support and building failed
hioe
ht
stop
i need help
help me please
You automuting yourself by spamming messages too fast.
And research the error
i want to fix this error
check this
just fix it i lost 10Go for Android platform
just help
Maybe login to oracle , and install the latest JDK from there , and on unity >edit>preferences>external tools and point JDK java file here.
.
The popup clearly says to look at the console for details. Instead of spamming this discord, why not actually look at and share the details from the console?
java.lang.SecurityException: Need android.permission.BLUETOOTH_SCAN permission for AttributionSource ...Starting discovery.
I already add android permisson such that but st wrong
since that's a dangerous permission, you must also request it at runtime. Do you do that?
Actually, it's not my code, but when I debugged it, it doesn't seem to ask for permission.
https://docs.unity3d.com/Manual/android-RequestingPermissions.html request permission at runtime
Android.Permission has FindLocation, etc but where is bluetooth
you meanlike this
that's one, sure, but it looks like you need the bluetooth scan one, too
but not in here
they're just predefined strings for your convenience, you saw the parameter is a permission name string right?
a you mean
like this?
yes, and there's even a version that takes multiple permissions at once if you need them
wow something changed
Is there a way to get the uses-permission values from the Androidmanifest.xml file?
hello, i seem to be having some errors/bugs with an asset, and the project is for a mobile app, should I be asking here?
whoops, discord seems laggy
Depends what the issue is. If its a code issue go to the code section, if its a graphical issue, go there. If the issue itself is relevant to mobile development, ask here.
But best option, contact the asset developer. Contact info is on the asset store page
anyone used firebase here before? i need to some tests for my android build, but its giving me game loop intent filter error
and i have no what it means
Are you using test lab? That sounds like you haven't defined the right URI schemes in your manifest to me
Hi guys, anyone know how to custom notification like the green one here? I didn't find any resources about custom notification :<
Unity has a Mobile Notifications package you can use to make those
I use Mobile Notification and create the other notifications. But I did't see where to setup the notification like green one. Do you have any keyword or tutorial for that?
Uh, what's the issue? Do you mean the icon? Specify an icon when you schedule the notification
I want a big image like this, and text that divine into 3 group like the image?
normally, the notification is just like this. But I want to custom it
did you specify a LargeIcon when you scheduled the notification?
I tried one. But it did't look like it.
It's something like this.
Or did I use it wrong and not have enough of notification's feature?
the way notifications are presented can vary by android version and device, so are you sure your device shows notifications in that format? If so, you can access any of the OS features yourself so if you don't like the way Unity is doing it, you can use the JNI to make it work however you like
oh. thanks, first time I heard about JNI
does anyone know how to fix this build fail? the project is literally empty but doesnt build
The errors there don't give enough information. You need to click on the top one and read the stack trace.. googling the relevant info to find the fix
its saying that some packages are read-only
right, so google the messages
No
For consumable purchases, do people typically add "frequency restrictions"? I don't want people buy things within minutes because their credit card might decline a user's purchase if they buy too many times at once. I been on other side when I had to call my bank that the purchases on my app were not suspicious.
So would it be useful to restrict purchases to once every 10-15 minutes?
i have this problem when i want to install my apk on android it means "app not installed"
I've had an issue with the unity hub when downloading any version of the unity editor where the download would always get stuck at 99% so I had to in the end download the unity editor manually, I also downloaded the UnitySetup-Android-Suport-For-Editor.exe file, installed both, opened unity and I'm getting an issue where it's saying that it cannot detect my JDK, NDK and SDK paths. It says that once the andorid build tools are downloaded the correct path on my system should be C:\Program Files\Unity Hub\Editor\Unity 2022.3.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK but I dont have any SDK NDK or JDK folders in my PlaybackEngines\AndroidPlayer. The only folders I have are the ones in the image below
hm
Hey there, I'm a computer engineering student. I have always been interested in gaming, and now I think I'm ready to start learning and making a game. I want to make a game which focuses more on story, a chat based puzzle solving game to complete the story. I want to make an android/ios game. Can you guys suggest me some good tutorials related to it and give me some ideas on which softwares and game engine should I learn and focus more on?
I've been debugging a crash for HOURS and in the end the conclusion is that you can't go past two dots in the packade name........ So I had com.companyName.xxx.yyy, and changing it to com.companyName.xxxyyy fixed it 
Hey people, I've been trying to update my game on Google Play and to upload a newer build, it said that it now requires a minimum API level of 31 (or 33) since the last time I uploaded a version.
So I downloaded the latest API using Android Studio and put it into the following folder
"Unity\Unity Installs\2020.2.7f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms"
But by the looks of it Unity isn't detecting the version I just downloaded, it instead shows them like this (attached image), with a different naming format ,instead of Android x.x (API level y) it's just showing the API level, does that even matter or is it just a newer naming format since level 30 ? And I also get a Gradle Error when building my project.
Haven't encountered this problem before and forums aren't helping, what am I missing ?
Also Unity is installed under D:, it worked fine before so I don't think this would cause an issue.
It looks like this for thew ones I'm building with and it works fine
You would have to find the specific gradle error
I'm working on implementing users pre-registration rewards for Google Play. I'm not sure how to handle few things. Can you help me guys?
- Google docs says
You need to notify users when they’ve received a reward within a reasonable amount of time using in-game messaging
Link directs me to PurchasesUpdatedListener interface (https://developer.android.com/reference/com/android/billingclient/api/PurchasesUpdatedListener.html#onPurchasesUpdated(int, java.util.List<com.android.billingclient.api.Purchase>)), how can I implement it using Unity IAP? They ask to show a message with received reward, but I'm not sure how can I even detect it was pre-registration reward. - Google docs says
Your app must be technically able to handle when developerPayload and orderId aren’t present.I'm not sure how it relates to Unity IAP whatsoever.
Can someone help me with the android manifest?
Only if you tell the issue
how can i detect a touch input on a collider, is there something similar to all the eventhandlers in the eventsystems namespace? or does OnMouseDown work just fine for touch
I just got my answer before you responded but want to share it with everyone. My question regarded android permissions in unity. Here is the answer:
On mouse down does not work. Google tutorials for touch.
For the collider bit, shoot a raycast from the screen and when it hits a collider you can get that info and do what you want
but then i have to use Update for it no? isnt there something more event based? including the input system, i have experience with that though not with mobile
yes, use the PhysicsRaycaster
thats the standard to check what i want? 😮
what do you mean, the standard?
PhysicsRaycaster (or Physics2DRaycaster for Physics2D) does exactly what you want
does anyone know what meta means by bidding only for ads. do you setup meta in your app and run ads through it or do you setup something like ironsource in your app and run meta ads through that
So for every object I want to detect touch on, on the phone I need to use the update loop?
Guys what can I use to start play mode on my phone?
no, you use the event system and implement the usual event interfaces https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/script-PhysicsRaycaster.html
just like GraphicRaycaster is used for UI elements, you use PhysicsRaycaster on colliders
you have a bug or missing config, you're welcome
There are no errors in the code in the game, it shows the test ads, but when I buy and publish the build, the ads do not appear
the editor stuff is all fake, so you haven't got it working yet. Use logcat to look for device logs to see what's wrong
How should I do
install logcat package from Unity would be the easiest way
okey thanks
Having this error that crashes my apk on build after 2022 LTS upgrade
I'm starting to suspect that Unity no longer supports android development at all. Even with the Android Manifest properly done, and my game given proper permissions for reading and writing external files, no communication is being sent out to the server for the leaderboard and the file isn't saving any information to the android device I'm using. I am able to collect information from the leaderboard, but it's like the C# code isn't properly converting to android during compile for the purpose of saving.
I'm going to guess that's not the source of your bug. Are there any error messages from android?
No error messages
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools">
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<application>
<activity android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
</activity>
</application>
</manifest>
This is written correctly, right?
I know that this is written correctly because the logs show it is:
void AndroidPermissions()
{
if (Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite))
{
Debug.Log("ExternalStorageWrite permission has been granted.");
}
else
{
Permission.RequestUserPermission(Permission.ExternalStorageWrite); // requests permission to write external storage.
}
if (Permission.HasUserAuthorizedPermission(Permission.ExternalStorageRead))
{
Debug.Log("ExternalStorageRead permission has been granted.");
}
else
{
Permission.RequestUserPermission(Permission.ExternalStorageRead); // requests permission to read external storage.
}
}
and where are you trying to write the file? This looks fine so far
public string identifier = "hiscores/Save.dat";
Is android just not allowed to create any sort of sub directories? Is that an issue?
should I just do save.dat?
Do I have to specifically write a line of code that creates a directory first?
you should probably log the current directory, that will help explain why it's failing. But essentially yes, that path is a problem. If hiscores doesn't exist, it won't be written. And you're not writing to external storage there so you don't need permission. You get default access to https://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html
ok see that's what confuses me because the Bayat Save Game Free program says that it detects if it is there then creates the path and file if it doesn't exist. So what you are saying to me suggests that this plugin may not be functioning as intended with android?
Wouldn't this create the save file?
public void CreateFile()
{
SaveGame.Save<int[]> ( identifier, Highlander.playerInfoForSaving );
}
ok I'll reduce it to just save.dat and see if that will work.
why not use a debugger and step through the code? also open logcat and see if you have any messages from the os about not being allowed to do things
ok I must not be using a debugger properly, I also do not know what logcat is.
Nope, the file is not being created and I can confirm information is not being sent to loot locker, even though I can download information FROM lootlocker. I just checked loot locker and my phone as a device is not being registered with the system. Something on android is blocking this communication and creation of the save.dat file.
and for whatever reason I cant send information but I can receive it
install logcat package and look for error messages outside of Unity's logs
do I install logcat on my phone?
updated unity to 2022.3.0f1 and building for android gets me a "Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8" error, any idea what it deal is?
online says to reinstall android SDK but that isnt working for me
read the whole error
"What went wrong:
A problem occurred evaluating project ':launcher'.
Failed to apply plugin 'com.android.internal.application'.
Cannot parse project property android.enableR8='' of type 'class java.lang.String' as boolean. Expected 'true' or 'false'."
there you go, there's the real error. Or at least the first one
I can't get unity to recognize my phone via usb so this won't work
how did you get your app onto your device in the first place, then?
hopefully not via internal test track
I compiled into an apk. I then dragged and dropped into my download folder of my phone while it was attached to my computer through USA, then I opened my phone up on my phone's end and tapped on the apk file and the phone installed it
do you have developer mode enabled on your phone? Are the cable settings right? You're going to have a heck of a time debugging anything native if you can't view your device logs easily
and as a nice bonus, you can build and run straight from Unity to device once you have things set up properly which will save you a lot of time later
i don't know how to enable developer mode
at this point I'm considering paying someone to just compile it ont he phone and release whatever needs to be released to make saving and uploading to lootlocker work
then telling me why those two functions are broken - oh and the website webpage function is broken too
I got my game to work great on windows
I have to go to sleep it's late, if anyone things they can help pls msg or reply, I will try to find all replies tomorrow
no results for 'android developer mode'? Once you've figured that out, https://docs.unity3d.com/Manual/android-debugging-on-an-android-device.html
try asking the plugin creator?
maybe it saves to playerprefs? that's why no (visible) file is created
try loading the data
when I build and run unity is stuck at intalling apk to device
do you know how to handle that ?
it's started to do that since I updated my xiaomi
I revoked usb debug rights and restarted the phone
If it's stuck at that point you have the apk file built, so you can try installing it manually through ADB @opaque anvil
I don't want to 🙂 thanks for the suggestion though
ok, well that's part of the debugging process, since it can give you a hint to why it deosn't work...
I restarted the mobile and removed the debugging fingerprints and it worked T_T
The program works fine on windows. The file is created as it should be. The file is not being created on android. It does not use player prefs. I'm starting to think that Unity is not working properly on my computer. I couldn't get the IronSource program to work and I kept getting Java JDK issues. I wonder if those same issues are causing problems with compiling on android.
None of this makes sense unless android is blocking my attempts to save and transmit information
the rules are different for mobile platforms, and it absolutely can be blocking you. But it's more likely your transmission code isn't running because an exception is being thrown, and you will have no idea because you apparently can't see device logs yet
ok I'm going to try to get this thing working again. All I know is that there's apparently a known bug with trying to connect a mobile device up to unity and having unity detect it. It may even be related to the Java bug that prevents a lot of users from using IronSource.
I'll try to make it work now.
The other suggestion to me was to try to get Android Studio working, but that's throwing up error messages too.
it just sounds like your environment is misconfigured or broken to me
I'm trying to follow the debugging instructions but I am not sure if I am doing it right
Oh I think things are being recognized now
I GOT DEBUGGING TO WORK:
2023/06/08 11:35:34.679 31615 31679 Error libprocessgroup set_timerslack_ns write failed: Operation not permitted
now install logcat package in Unity so you can filter to only those messages sent for your process
😄 I got it 😄
It appears as if write is being denied/disabled at the start. I can't figure out why I'm not allowed to upload any info to loot locker unless the save file being empty is the issue (which it may be, I am too tired to go over it atm), but I am connecting to loot locker
Hi everyone, I have a issue where my Addressable doesn't work in the build version of my app. For some reason, it work perfectly in the Editor but when I build and run, nothing spawn. I'm trying to simply spawn those prefab. I tried pressing the "default build script" and change the play mode script to "use existing build" but nothing changed. any idea of what could be the problem?
its the first time that I'm using Adressable so it might be something really basic
Can anyone help me convert these Cursor Inputs into Screen Touch like on mobile? I want it to work the same just change the mouse input to touch input
code:
https://paste.md-5.net/hodazaqego.bash
Apparently others are having this issue and it's unresolved
that might be AN error, but I don't think it's your cause
Well I have uploaded the logcat log and I'm out of options. I don't know if I didn't click the right option in unity, if there is a bug issue in unity, the code works on all other platforms but not on my phone, I've given my app permissions when it installs on my phone.
I understand vungle ad service not working, but the file should be saving. According to Bayat himself I don't NEED permissions to save information on android.
Do you have any suggestions?
should I export to an Android Studio package and try to recompile in Android Studio?
add more code, do more debugging. Try to save and then see if the file exists right after. Inspect the folder manually from your device. Try saving something else. Try not using this third party system and just writing a file. Try reading a file you put there manually. Try making a small test app that does nothing but read and write a file without any third party dependencies. Look at examples if you can't get basic reading and writing to work
I'm an idiot that's new to programming and I don't know how to create files in unity
https://gamedev.stackexchange.com/questions/203781/unity-saving-file-on-android Someone found the problem 😄
have you read the documentations? it should be possible to add custom path, try adding Application.persistentDataPath to the save path
https://docs.bayat.io/savegamefree/scripting-api/savegame/save.html
The Save Game Free Documentation
Thank you 😄
Unfortunately this does not work.
Anyone can help me with that? Google says it works like promotions. Can I be sure this will work if I test user entering promo codes inside/outside of the game?
heyo
I wanted to start mobile development again
so I installed unity remote for easy access to touch controls
but the google play version in not working on my device, its either crashing or giving worse performance than my mothers android phone with 69+ chrome tabs
so is there any updated version of unity remote? other than unity remote 5 or do I have to re build everytime?
There is no updated version, no.
Yes, the normal thing to do is to build every time.
Hey everyone - I am trying to embedd Unity3D application into an existing SwiftUI application...
I followed this video - https://www.youtube.com/watch?v=xx-ypR2yJZw
but I am getting this error - No such module "UnittyFramework"
any thoughts on this...or any link or approach that you guys took for similar problem??
Unity Games are great but combining Unity Games with native mobile Apps will bring your apps to a whole new level! This can change everything!
Download unity:...
This problem is solved but now I am "double-quoted include "LifeCycleListener.h" in framework header, expected angle-bracketed instead" 😐
why does my base apk size stay the same when i use asset bundles
should it be going down by the same amount as the bundles i'm making?
are you including the asset bundles in the build or downloading them afterwards?
yeah including them
why would your bundle be smaller, then? They're stored in the bundle
in this screen
the BASE should be smaller
see the packed size in both example builds here is 182mb
if the base is staying the same size then what is even the point asset bundles
so you can split your content up and download it piecemeal, as needed. You should probably be using addressables anyway, asset bundles are kind of old school now
all my content is needed at install. im just trying to get around this stupid 150mb apk limit
then splitting into asset bundles might have actually hurt you. It's easy to accidentally have duplicated assets in them
yeah it fels like it dosent even work haha
i did it like 2 years ago but only recently grew my app over the limit again
look at the build report and see what's taking space. Textures are usually the culprit, so look for uncompressed, too large, wrong compression format etc
also anything in Resources folders won't be trimmed which is a good reason to avoid using them if you can
i've already cut everything down 😦
did you check out obb? I haven't personally used it but maybe it's a solution for you if you can't host data elsewhere
https://docs.unity3d.com/2023.2/Documentation/Manual/android-OBBsupport.html
google hates to make things easy lol
Hey all I am trying to embed unity3d in an existing IOS app I followed a video from YouTube but I getting the following error
"double-quoted include "LifeCycleListener.h" in framework header, expected angle-bracketed instead" 😐
did you try any of the google solutions?
Mhmm when I check TouchScreenKeyboard.area.height on an iPhone 12, I get 993, even though my screen is only 844 high. Is the keyboard hight in pixels when everywhere else we use points?
TouchScreenKeyboard.area: (x:0.00, y:1539.00, width:1170.00, height:993.00)
looks a lot like pixels and not points to me. But EditorGUIUtility.pixelsPerPoint I cannot use at runtime, so now I'm a little stuck.
oh, ok, so what worked was to divide TouchScreenKeyboard.area.height / Screen.height and the multiply it by the size in pts of a RecTransform that is full screen.
Yes I did Google…nothing😕😕
What do you mean, nothing? You mean none of the solutions you found on google worked, right?
you tried the #pragma clang system_header and CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER solutions already that took me under 10 seconds to find?
Hi, im trying to figure out whats wrong with my UI
when i build the game it shows up all weird but when i use it in engine it works all fine
Do you use resolution scaling?
Any errors if you make a debug build (with autoconnect profiler)?
Which device is the issue on?
@waxen bear
Galaxy Flip 4, I used scale to screen size and pivots and same issue with debug
Hi, I'm looking for documentation on how to implement Google Play Games Services to my project with Unity 2022 3.1f1. We're using Unity 2020.3.47f1 since I'm told it is the last version to support GPGS.
I did find the github repo for the plugin. It has not been updated since 24th march 2022, however I only see a reference to Unity 2021 in one of the changelogs.
I wish to update while we can before we delve deeper into the project.
So what is the consensus around GPGS support these days?
I didn't have any trouble implementing sign in with gpgs on 2022.2.19f1. Did you try it?
Not for this project. To be honest, Im not the one who deals with that stuff. Its my programmer.
He said that he tried on 2021 and 2022 before and got errors.
He's willing to try again, or do it manually with libraries or whatever, if there's documantation available on how to do it
uh, what errors? There's documentation in the repo you already found
Ihave an issue with this:
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.
Assembly name 'Google.IOSResolver' does not match file name 'Google.IOSResolver_v1.2.79.0'
Assembly 'Assets/PlayServicesResolver/Editor/Google.JarResolver_v1.2.79.0.dll' will not be loaded due to errors:
Assembly name 'Google.JarResolver' does not match file name 'Google.JarResolver_v1.2.79.0'
Assembly 'Assets/PlayServicesResolver/Editor/Google.VersionHandlerImpl_v1.2.79.0.dll' will not be loaded due to errors:
Assembly name 'Google.VersionHandlerImpl' does not match file name 'Google.VersionHandlerImpl_v1.2.79.0'```
Why do you use play resolver?
I've only seen issues about it @bleak junco
Wym
Fo admob
Can somebody help me?
When I export an apk and then run on android device with Android 8, the game starts and works fine.
When I try to open it on android 12 then the game instantly crash and doesn't open.
What could be?
Is admob, resolve, and everything around it up to date?
Check logcat to see the error
I tryed but the game crash before abd can get logcats.
Admob is up to date but the resolver icouldnt find any officiel packages for it
I have used this commands:
adb logcat -s Unity
adb logcat -s Unity ActivityManager PackageManager dalvikvm DEBUG
Maybe try the logcat package in unity.
Then you can see all logs and filter later
How I can use it?
I have just changed the bundle version code of the game from 9 to 10 and then game get this issue.
Before it workedon both older and newer android versions
Cant help much more. Resolver can be a nightmare for build issues and I've avoided it so far
ik
Install package from package manager, open logcat window, see logs, let it crash, check logs (maybe filter for the game)
I will do it now hoping to get some errors so I can try to fix them
thanks
I actually updated one of my project from 2020.3.47f1 to 2022.3.1f1 which used gpsp and it worked fine without any error and everything seems to work fine except unity ads.
it got bugged for some reason and the fix for that was also very simple
to fix ads I just re created the id from unity dashboard
What’s the Unity equivalent of “Live Link” in Unreal?
We are using live MoCap data and streaming live to Unity on iOS and Android.
I don't think there is an official implementation, but from googling I found multiple systems that do this
Would you mind sharing a couple of links you think might be worth digging into?
I've never used mocap, so I think you can judge the usefulness better.
I just googled unity realtime mocap
is there a big difference in battery consumption between setting the target fps to 60 instead of 30? is for an ipad pro
@glossy sluice
Yes, it has to render twice the frames.
Won't be twice as much power, but a decent jump for sure
Hey,
I know it's programming channel but it's partially about deploying app so I will ask here.
Does anyone was creating Google Developer Account and need a tax invoice for Developer Registration Fee ?
I need to get invoice for my company (Company name) and by default Google created invoice for provided card holder data. Also google didn't charge tax (VAT 23% in my country) and the invoice is without tax.
During account creation I filled fields with company legall data and specified account type as company - still Google did not ask for tax ID number or invoice data.
I currently checked that VAT invoices are created between 1-4 day of next month but still Google did not collect data necessary data for that invoice for my company.
In this artice its written that download VAT invoice will apear and i MAY be ask about some data (tax ID, company name, full adress etc.) but what if not?
Also chatting with google support team members is tough. I'm done after few hours with this:
"The document that you have downloaded earlier was a Tax Invoice. However, there is no VAT computation included on that PDF, which is quite unusual. As much as I want to dig into it, I don't have full access to this type of information and tools."
But to be honest - I'm not sure if they what they are talking about.
Maybe someone was facing simial problem.
Thanks.
I'm having problems with building for Android.
I know this is an empty project but I can't take any skip further without being able to build apk file at the end
It keeps compiling then just ends up out errors Why ?
Am I doing something wrong ?
Please help
1 min 23 secs of that video is useless.. then it pops up and tells you why and what to do
Sorry for wasting your time if you mean the adaptive performance
it says here that it unable to find a version of this package compatable with this version of unity even though I installed the Recommended version Is there a sulotion that doesn't require installing another version.
I don't have unlimited data
hi everyone I’m willing to pay a person for it to fix me a build problem (android 3 d) if interested go me mp
you might save money if you just asked your question instead
@tired lilyI’ve been on this issue for literally 10 hours so yes I’m willing to pay xD
problem to gradle lol
Is it the same problem as mine ?
cant you just simply disable/remove adaptive performance package?
https://forum.unity.com/threads/how-to-uninstall-adaptive-performance.1231506/
It wasn't installed and it didn't work and the problem is to install it and I don't really know if installing would solve the problem or not
so.. disable it
show us your package manager
from the forum thread above, seems like adaptive performance is automatically installed if you install mobile package
how can i test my android game on my samsung s10 since unity remote is for older phones?
build it and install it?
it's the only way?
It's the only way you should be doing it, always test on device
i mean for example in android studio i can just plug my phone on my computer and test apps directly on my phone, rn on unuty seems like i need to make an apk all the time
yes, yes you do
But you can do "build and run" and it'll install it straight away for you
Unity Remote might work .. it's fiddly and all it does is stream a video from the editor, so is no good for testing performance
"Build and run" does exactly the same as Android Studio
heh, so Android Studio is just building the APK, installing it and launching the app for you ? 😄
I changed the scripting back-end from mono to IL2CPP and now it gives a diffrent error
it says clang not found even though I have it here
For some reason it's just a text file
Oh it's a text file that was supposed to redirect unity to clang-12. I got it now
But why and how it's not found even though it does exist
Hey everyone! Anyone who has problem building their app to mobile phones(Android or iOS)
I can help!
What is the Android NDK version suitable for Unity 2022.3.2f1 ?
It seems like Unity hub has bugs install the Android NDK converting symlink files into plain text files
So I have to download it manually
You can download it manually from here: https://unity.com/releases/editor/whats-new/2022.3.2
But I would suggest that you try to make Unity Hub work to avoid all the hassle and also the mistakes you might make placing the android build support files in the correct paths.
GPU doesnt appear in the Unity profiler for a iOS application. How can I see the GPU data?
I see in Xcode Debug / Capture GPU workload but its disabled
Did you make sure you checkd the "Development Build" option?
yes, I can see the cpu usage in Unity profiler, but no the GPU usage
Oh right Unity can't profile the GPU on iOS you should try profiling GPU in XCode
how can I do that? is there any tutorial?
You should check XCode profiling tutorials
And you might find some usefull stuf here aswell: https://resources.unity.com/games/accelerate-success-native-gpu-profiling-webinar
It's unity's GPU profiling webinar
I downloaded the .pkg file how to tell unity about it
I'm not familiar with its content
Hi, I need help! I'm implementing mobile-support for my camera controller but these scripts for some reason do not support multitouch.
I want to make it so that touching the touchpad with another finger "overrides" the input but the input stays on the other finger that touched first which isn't really "multitouch-worthy"
If you want to see what I mean please test my prototype https://drive.google.com/file/d/134HDj5Z_gMCwcr8to8yyhJhW_iU68kTR/view?usp=drivesdk
How to reproduce the problem:
- Use your first finger to touch the dedicated touchpad that covers the entire right side of the screen (this works)
- Use your second finger to again, touch the touchpad, but this in any way does not add nor override to the input created by your first finger
Why this is an issue - players are going to have unique and intricate button layouts, and there will be moments where they'll touch buttons on the right side and then attempt to aim using multiple fingers, however with the current issue I'm facing this will not work as intended. The "aim" input will simultaneously overlap with the button input and using another finger in an attempt to aim on another spot of the touchpad will not work.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
hi there, after version 2022.2.11 I am unable to build my game for Android. It always complains about some duplicated libraries. it's weird because it compiles fine with 2022.2.11 but if I upgrade to anything after that, it fails. I've tried with multiple 2022.2 versions, with the latest 2023 release and even the alpha version. It seems some package at Unity got updated and left behind some old Android libraries that are colliding. Any idea how to fix or figure out which one it is?
* What went wrong:
Execution failed for task ':launcher:checkReleaseDuplicateClasses'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.CheckDuplicatesRunnable
> Duplicate class android.support.v4.app.INotificationSideChannel found in modules androidx.core.core-1.6.0-runtime (:androidx.core.core-1.6.0:) and support-compat-26.1.0-runtime (com.android.support:support-compat:26.1.0)
Duplicate class android.support.v4.app.INotificationSideChannel$Stub found in modules androidx.core.core-1.6.0-runtime (:androidx.core.core-1.6.0:) and support-compat-26.1.0-runtime (com.android.support:support-compat:26.1.0)
Duplicate class android.support.v4.app.INotificationSideChannel$Stub$Proxy found in modules androidx.core.core-1.6.0-runtime (:androidx.core.core-1.6.0:) and support-compat-26.1.0-runtime (com.android.support:support-compat:26.1.0)```
I searched for those libraries but they are nowhere to be found, so it has to be something inside Unity using the obsolete packages and then colliding with the google play libraries (they are more modern)
that's my guess... but no idea how to figure out which unity package is doing it. I've tried removing all i can think of with no luck. Again, if i use 2022.2.11 it works fine. It's just updating to any version after that messing it up
Duplicate class com.google.android.gms.common.internal.zzj found in modules com.google.android.gms.play-services-basement-18.1.0-runtime (:com.google.android.gms.play-services-basement-18.1.0:) and play-services-basement-16.0.1-runtime (com.google.android.gms:play-services-basement:16.0.1)
as you can see, google play services uses latest 18.1.0 but something inside unity is also pulling version 16.0.1
...
Is that a Linux?
It's a package file mate I assume unity/unity hub should be able to open it some how...
Have you tried options in unity hub? You might find someplace to add packages... I'm not sure
We would need to see your code mate
Read the whole message
tried deleting the /Library folder ?
can anyone help me, im using firebase in my game private void Start() => LoadFirebaseAndGame().Forget(); private async UniTaskVoid LoadFirebaseAndGame() { await FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => { if (task.Exception is null) { ScenesLoader.Instance.LoadGame(); Destroy(gameObject); } else { _canvas.gameObject.SetActive(true); } }); }
and it only loads the next scene in the editor, i build it to my phone in android studio and on my phone it just doesnt work
i guess i'll die without updating to a newer unity version
got a question, ive been making a lot of UI from scratch for my project and im pretty tired of it. Is there an easy way to access native elements like dialogs and pickers? If not, are there any "standard" assets that you like to use for making mobile games with unity?
Helloo, i'm making a game with terrain and URP. In android build, performance not good. I saw some post tell about converting from terrain to mesh, had anyone tried to convert it before ? Sorry my English is bad.
Question someone knows if when creating a playconsole account on the part of Contact Information with the direction of where i live if that will be public?
Yep, theres a free asset on GitHub which does that. Improved performance a ton for me on mobile
anyone here who has done android programming online today?
Anyone here willing to be hired to help me / teach me why and how my game is failing on android?! Today is my day off work and I need to fix my game and know what I am doing wrong.
you're going to have to provide a lot more info than that if you want help
Hey everyone! I have a project and it works perfectly in Windows. But when I try to convert to android these problems come up:
- It does not save to a file
- It does not send information to the server, but it does collect info from the server
- It does not play ads.
I need help, today is the first day off that I have had in a while, and my work schedule is going to get worse. I've tried for over a month to fix these problems on my own, asked tech help from people involved in the plugins and unity.
I'm willing to pay someone $50 to sit with me today, test my game, make it work, teach me what I did wrong so I know how to properly make Android games with Unity. The payment is contingent on making these three functions work on Android: 1. Lootlocker 2. Saving to a File (using either the plugin I have or a new one) 3. Vungle/Liftoff Ad Plugin (or Unity Ads, whichever works).
1 should be easy to solve, 2 and 3 might be an issue with your configuration with those services so much harder for other people to figure out
I've been working with a number of people and none of us can figure out why 1 isn't working
I have a ton of error logs to examine
and my own code
but I don't want to post them here unless it's acceptable
if you want to give a crack at it let me know @tired lily
I can pay you tonight if you can solve my list of problems
Where is your file saving code? Start with that
What do you mean "convinced"? Either it is or it isn't.
Is this .unitypackage in your folder the entire game you exported? It's going to be missing a ton of config and is pretty much useless
OH well then, I'll just upload the whole project
I can't detect any evidence that the information is being stored int he file.
I was just asking about your save file code itself though, should be a couple lines long. You tested it, right?
It works in Unity, it works in Windows, when I go to android and it tries to save/load, the scores are not being restored, and I assume that's because they aren't being saved.
my debug logs track everything
that I can
yes, the rules are different on mobile os's. So you need to break it down to the simplest possible thing: figure out how to write and read back a file
that's a link to my scripts
according to all available information I have correctly written the code
I have had 8 diff people now examine them saying "something else has to be wrong"
I'm incredibly broke/poor and yet at this point I just want to pay anyone $50 who can figure out what's wrong and instruct me how to do it right
This has literally frustrated me for over a month now, and I have very few days that I can spend to figure this out. If I can't save then I might as well not even make android games.
this still isn't very useful. Break it down to the simplest possible case. First, start by writing a file and reading it back without this save system. Then use the save system to write and read a very simple result
I have NO idea how to do that
The save system is the only system that I know how to create a file.
If you worked on this for a month and never came across File and its methods, you're in a lot of trouble already
I spent a month trying to figure out how to work out permissions
because everyone but the plugin authors said "it's permissions"
I get 2 days a week to work on this.
I even had the plugin author write the code for saving
are any exceptions thrown? errors in logcat? If it's a permissions issue, you'll literally have a permissions error
He said "It should work".
I linked them
there are more than a few
I tried to filter as best as I can
and it does seem that android is denying read/write access
so I tried to grant permissions in the master (Highlander.cs) script and in the manifest here.
There is no way to grant internal write permission in Unity, nor is there any way to grant permission to collect information and send it to the internet
all I can do is say this program uses those features
did you step through this code in a debugger?
I assume I have to set up my phone to do a debugger on it, correct?
that's the only thing I haven't done.
? if you can install apks through adb, you're already set
make a dev build with script debugging
ok this is why I have the $50 bounty, I need someone to work with me from this point on to show me how to do this stuff and get this resolved.
also I don' tknow what adb is, I just downloaded my APK and double clicked
it installed itself on my phone
doing mobile dev without being able to debug issues is like a blind man learning to drive. You are missing something fundamental, so you won't get far no matter how long you spend on it
your first steps should be:
- install to device and run quickly. Get build & run from Unity working
- view device logs. Logcat package
- be able to attach a debugger to inspect program state. Some people skip this step and just abuse logging, but you'll save a lot of time if you're familiar with this
Why do you think I want someone to teach me how to do it?
What is there to teach? https://docs.unity3d.com/Manual/android-debugging-on-an-android-device.html
I need to know what I'm looking at and what I'm looking for
because if it's not my code, it's something else that is important enough I should identify it but obtuse enough to me that if I see it I won't know what I'm looking at
hence me offering money for someone to sit down with me and work with me so I learn critical skills in understanding and evaluating the game and processes
it's also why I made everything available so we can do it together and determine if it is my phone (which seems to have hundreds of errors due to some bad android updates) or my project
you dumped a unitypackage which contains no project settings, then a set of loose scripts which are again not compilable. I'm not going to install some random apk into my test device
where is it?
it's missing scripts, so that's a bad start
no its not
All of my scripts have been uploaded
it's literally my entire game file I uploaded
My scripts are placed in the folders relating to their primary use
maybe I don't have access to those specific folders, then? BayatGames folder contains no scripts or assemblies, same with LootLockerSDK
that does not make sense to me, let me see what's going on
I fixed both of those by getting those packages, now it's an issue with vungle logging
OH they are still uploading
Please accept my apologies I thought it had finished uploading
I feel stupid. Apparently I'm also uploading the entire unity library
you can exclude the folder you build into and the library folder, those are unnecessary
ok let me fix this issue
OK I believe I uploaded everything that's necessary
if I didn't pls specify the file folder I accidentally left out
is there a new folder? looks like same issue
This is odd, it appears some files skipped, that makes no sense to me. I dragged and dropped
apparently after 4 file folders deep the files don't upload
here I am trying to debug Punch Hitler and I wind up debugging Google Drive
:sigh:
let me re upload this nonsense
I have to zip up folders and unzip them in my drive
manually
it won' t let me upload the temp folder
do I need to upload the temp files?
they're temp files, so no
ok just making sure. Way back in the 90s and 2000s some programs like to store actual really useful files in the temp folder.
I found that out the hard way.
I never understood why.
ok so I am leaving the zip files for all of the sub folders in the folder, but the unity non zip files in the main folder aren't zipped.
One folder is currently unpacking atm its 50% done
ok ALL of my project files outside of the Library folder should be uplaoded and unzipped
all this time wasted, I have to go to sleep in 2 hours
Thank you so much 😊, I will try to use it
save/load looks like it's working fine on my older android device (android 9)
So it might be my android!?
or there is a new security requirement somewhere
THATS what I needed to know. Now I know where to look.
I suspected for some time Samsung pulled some bs
I've been getting odd errors on my phone ever since the latest update
Ok so you say that it's saving the number of times you punch hitler?
I only tested initials, it's saving and loading a file correctly
your save format is horrendous
do you mean the Bayat system I use or the way I'm saving the score itself?
your 18 magic integer array
My array is a precursor to a custom calculator I have to create that changes the values of each numerical place.
it was created with a purpose.
everything in this game is a sort of tech demo and reference point for future games and projects
ok you are convinced it's saving initials at least, correct? Whatever it is doing it's still not uploading those values to Loot Locker. Loot Locker does not have a 4th place. So the uploading and sharing of data is non functional
purpose is fine, but you have almost obfuscated this deliberately. Making this a class or struct and giving them names would be much cleaner
AH ok I think what you're seeing is the crappy code I had to stick in there in order to communicate with Lootlocker. Lootlocker was causing serious problems so I had to cram things in a really crappy way. If lootlocker had allowed me to create 18 columns I wouldn't need that code
it's my goal to use my own server for the leaderboard but I know nothing of php security yet and was unable to do it on my own 😦
The actual machine that drives the calculator in Highlander.cs is pretty clean. I have a couple of redundancies to prevent two bugs I found.
It wasn't an attempt to obfusticate my code, but rather an attempt to try to make it communicate at all with loot locker.
speaking of Android versions, my phone just did an update
well it doesn't look like this magic int array is used for anything but saving and loading, so I definitely question that decision
which script are you looking in? As in which part of the array
Highlander.playerInfoForSaving is used in LoadSave_script, Save_Script and looks like it's sourced from Highlander fields. Has nothing to do with LootLocker at all
Yeah, no, it does. It has to do with storing numbers in string format for lootlocker, comparing the number values to see which one needs to be updated and which one needs to be saved, and then storing them in string format again for the save file.
it's all due to the fact that I have to shove 13 decimal places into a string and pick them out of the string, which is 6 places longer than Unity allows during conversion.
it was 3 weeks of frustration, deleting and rewriting the script until I finally got it to work properly.
And yes I realize it looks like an obstacle course
where are you doing the lootlocker upload?
and I do plan on destroying that script entirely once I get my own server running or once lootlocker gives me extra columns
GameManager_script.cs
it works brilliantly on windows
my phone is still updating the newest version.
I also just backed up my phone in case I have to do a factory reset.
ads aren't working because you disabled the script in your first scene so it never becomes ready. You should use the adPlayableEvent to decide if there's something available to show.
Once you fix that, you'll have to debug this:
2023/06/17 21:32:53.889 23170 23170 Error AdvertisementPresentationFactory com.vungle.warren.error.VungleException: No Event id passed for HBP```
Whatever that means
Yeah I disabled it sometime around Version E or F to focus on saving. The Vungle ad system was detecting the ad, and supposedly calling it but then it was being blocked.
I may ditch Vungle, but I haven't been able to get Unity Ads or Ironsource to work with Unity at all so I'm not sure what ad service to use.
Thank you for helping with this, I just found a stack overflow here that may deal with that issue: https://stackoverflow.com/questions/24998128/vungle-ads-not-available
That might resolve the ads, I just need to resolve communication uploads with lootlocker and saving scores.
LootLocker login fails because sdk isn't initialized
you also need to include the API key. You read it from prefs and do nothing with it, but it doesn't matter because it's blank anyway
See, it says don't use the API key, use the androidAPI key
It isn't initialized? Then why does it work in Windows and my Test Unity function?
Also Lootlocker is downloading the scores, that's why you get the top 4.
let me see something
So you don't see this? They are zeroes?
Those numbers represent the scores directly downloaded from LootLocker. They download on my two platforms and unity editor. They upload on editor and windows, but don't upload on android.
the load/saving function is what determines if you have a score when you punch hitler.
#1 is unity editor, #2 is my windows and #3 is my friend who tested on windows.
SO maybe Android needs an extra step in initialization for it to upload?
do you sign your builds?
Unfortunately no, because I don't want to put my sharpe marker on my monitor. XD
(little joke)
Hi! Someone knows what's happening here, some meshes get distorted in Build but are good in editor?
I think at one point I stopped? I'm not entirely sure what you mean by signing my builds.
That could be a resolution issue?
no
😦
This is happening only in this area of the map, there are a lot of objects with the same issue.
Is it a densely populated area of the map? Lots of polygons?
Yes, but in editor is fine.
Ok well the thing is Editor will show things without distortion even if they supposedly hit some limit that the engine doesn't tolerate once compiled.
Have you tried creating another area of the map with lots of polygons to see if it's a potential memory or loading issue?
did you merge all the map meshes together?
No.
I think i will move this house in the other part of the map 😄
What are you showing here? Are all of those the same mesh?
yes but you asked me if I merge the map meshes, no is not merged, meshes are only using static batching
if it's Unity's static batching that should be fine. Did you try turning it off anyway?
I don't think it's a good ideea because i have 10k+ meshes in the scene
it's temporary, to see if static batching is breaking them
if you exceed 65535 verts, you might see distortion like that (although normally it's whacky tris everywhere). You're just ruling that out
the mesh has 5.5k verts, idk , I will move the house away from the city...
I have to work tomorrow, ER. I'm serious about paying you if you find the exact issue I have or have a better solution than using any one or more of those plugins. I have to go to sleep. I do appreciate you helping me track down that one error but may not be able to try a fix for another two days.
I need to both resolve the problem and understand what is wrong. My goal is to learn and understand.
❤️ @tired lily
I disabled the "Graphics Jobs" and is fixed!
OMG @tired lily !! you connected with LootLocker and uploaded a score! I LOVE YOU! I will catch you tomorrow or tuesday to find out what you did.
and to pay you once saving works 😄
I think your issue is the logic in that mammoth method. I fixed the sdk init issue (missing API key) and then edited values in the debugger so that I would end up on the branch of logic that submits a score
nothing special, it worked once it was called
Which Unity version are you using?
Hi, I got this issue when trying to build android game with unity 2021.3.27f1
https://discussions.unity.com/t/cant-build-on-android-aapt2-unexpected-error-during-link/249687
but seem there is not too much files/assets in my StreamingAsset folder, anyone know how to fix it?
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
> AAPT2 aapt2-4.0.1-6197926-windows Daemon #0: Unexpected error during link, attempting to stop daemon.
This should not happen under normal circumstances, please file an issue if it does.```
There error here
Unity 2021.3.20f1
For me the latest 2021 version didn't have issues with graphics jobs.
If that doesn't work please make a bug report so it can be fixed!
I'm going to be back online after 10PM MST tonight. If you are here, I'd like to discuss and understand what I did wrong so I can be better at programming ^_^
I will not use Graphics Jobs because the performance is bad in my case, I just tested.
Then file a bug report as well that it hurts performance
That way it could be improved in the future
I saw a lot of reports with same problems like mine : meshes get distorted, performance issues and so on from 1-2 years ago..
uggg work was late. bbiam
It's been around for a while. Unity kinda slowed down on fixing some known bugs since the layoffs last year.
back
And close to none were reported properly, so weren't fixed.
The forums etc are community driven
I am facing this error while building "Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.4.40f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\30.0.2\package.xml. Probably the SDK is read-only" . I have tried every lts version before and finally used 2019. I am trying to build the google Cardboard sdk.
Trying to integrate appodeal for unity ios but getting this error StackConsentManager.h
Are you here this morning? 🙂
what plugin are you using for consent screen?
You clearly are missing a file named StackConsentManager.h
search in your project and see if anything like this is present
Solved, just updated/added libs for pod install
marshalling is for sure something I haven't ever heard of :))) have you managed to get pass this?
Yes? I'm not sure what I can say that will be helpful
I have a question. I've implemented Mobile Notifications for my game, and when the notifications are time for a short period they come through, but when I time them for 16 hours from when a player clicks a button they dont go through. (Probably cause anything related to the game is closed including background processes). I've been messing with PLayfab CloudScript and FCM, but I haven't found out a way to call the notification after 16 hours reliably.
hi, I am using unity 2022.3.2f1 and trying to build android but the builds get crash immediately when I open it:
No pending exception expected: java.lang.NoSuchMethodError: No interface method getPackStates
I am using some firebase packages (analytic, remote config, crashlytic)
Anyone know how to fix it?
don't use terrain and URP on mobile. URP performance is horrible. I removed URP and use only built-in and my framerate x4
the whole URP thing is just horrible
and btw, still not able to compile for Android since 2022.2.11, and nobody seems to know
anyone of unity in here?
Yes, I think the sdk/jdk had some issues. I used Unity version 2021 lts later on but used the SDK and JDK of Unity 2019 lts. This solved my issue but this is not universal I guess.
Si! thats a good solution
Thank you for replying me ☺️. I also think URP is main reason make my game can't reach high fps
About terrain in my game just 300x300m, batches just approximate 40-50, is it fine ?
If just build-in of course performance will increase a lot, it also make graphic become not good
hey there, does anyone know how to enable Autocorrection on the textfield that unity presents in an iOS application?
In a swift app I can enable the word-suggestion bar by doing:
textField.autocorrectionType = .yes
and then it'll have the pictured bar above the keyboard with the auto-suggestions
InputField (TMP) doesn't seem to have any option for autocorrectionType
Ah, so switching to Autocorrected should add the auto-suggestions, thank you
Is there any way of switching the return key to a Done one?
What you would do in swift via textfield.returnKeyType = .done ?
Dunno, I found the above by googling it
mhmm yeah I only comment here when I can't find anything on google
but sometimes I think like an iOS engineer, not a unity developer and seem to use the wrong words
this tool might have it, but I'm rectant to pull in extra dependencie sif I don't have to https://github.com/mopsicus/UnityMobileInput
Couple results here that don't require an extra tool
https://www.google.com/search?q=unity+change+mobile+keyboard+return+to+done&oq=unity+change+mobile+keyboard+return+to+done&aqs=chrome..69i57j33i160.9712j0j4&sourceid=chrome&ie=UTF-8
mhmm, unfortunately that shows the stuff I already found too.
The tool mopsicus/UnityMobileInput doesn't really work out of the box foe me, because it uses the old InputField not the Textmeshpro one.
And the other suggestion commonly named is to use TouchScreenKeyboard ( https://docs.unity3d.com/ScriptReference/TouchScreenKeyboard.html ), the api I already use to detect when teh keybopard appears , so I can adjust the UI.
But that API does not allow you to change a keyboard that is connected to an InputField
I guess I would havwe to create my own mobile plugin, similar to the one mopsicus created, just for TMP_Inputfield
I have a 4000mx4000m with 50,000 trees running on a 7 years phone at 30 fps, because I use built-in. I can't even do that on a last year model if i switch to URP. urp is major crap
you can download my game to test it yourself, www.dogfightelite.com the intro video is 8 years old and you can see all running perfectly. It was recorded with an iphone 4. URP won't even run on there
so yeah, i avoid URP like the plague until they fix the memory consumption and speed
Oh your game kinda popular, yes I had tested it, it run so smoothly
Hey everyone, anyone knows how to solve duplicate class on build ?
I have java.lang.RuntimeException: Duplicate class okhttp3.Address found in modules com.squareup.okhttp3.okhttp-3.12.13.jar (com.squareup.okhttp3.okhttp-3.12.13.jar) and com.squareup.okhttp3.okhttp-3.14.9.jar (com.squareup.okhttp3.okhttp-3.14.9.jar)
I searched for the string okhttp but found it just at one place
I believe it might be a tmp dependency or something, what can be done ?
I tried to reimport all
force resolve
is there anything I can do ?
does anybody else have a lot of trouble making android/apk builds? I always get gradle build failed issues
Does anyone use "Shadows only" in URP?
I have this issue where the child with "Shadows only" cast shadow on the parent too, only in URP, in Built in is working fine.
There still is a mesh, so shadow will be cast on it. It being cast while on a similar place might be because some shadow castinf biases on the light or urp settings
What are you trying to do exactly?
Sometimes, post them for help
@halcyon moss don't post in multiple channels
#archived-urp
I was able to find some info about it digging through forums. Turns out I had to delete the gradle cache
Sorry for that, i'm trying to have a mesh for casting the shadows only to be faster on rendering like this , this is in built in
where is that located?
Can i build a game to ios for testing without mac?
it is hard , you will by a mac finally after struggle
You can test on android, which is similar to ios
But not really.
You need XCode to do the iOS build. Unity spits out an XCode build, so you need access to something that can run XCode (a physical Mac, cloud build, etc)
you use to run a VM with a Mac in my pc, but it is slow. If it's because you got no other option you can try that, or find some website that host macs so you can use them
so in short, it is possible but a pain in the butt
you can also use Unity servers for building i believe
Would be better to use hackintosh in this case
That's the cloud build I mentioned
yeah that too, but VM are easy to setup and you don't need to spend money on another laptop
for that i would just buy a second hand mac and get it over with
Hackintosh can run on the same system (external ssd or something or a partition)
Yeah second hand mac is great. M1 mac minis are dropping in price :p
is there any way to see the build errors in xcode? all it shows is Command PhaseScriptExecution failed with a nonzero exit code
nevermind, worked out how to expand the error
chmod: /Users/xxx/Build/iOS/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x86_64/bee_backend: No such file or directory
Unhandled exception: System.InvalidOperationException: Parent is called on an empty path```
did it fail to produce the xcode project correctly?
hi, i am using unity ads in game and interstital ads are too long and i cannot even close them, i think it might has bad effect on user experience,
is there any way to tweak it?
there should be an option to limit minimum view time in your unity ads dashboard.
Hello, I don't use ads but keep getting this error from Google: We’ve identified that your app or an SDK in your app transmits device identifier(s) that do not comply with our Families Policy. These identifiers may include but are not limited to [Advertising ID].
Is there anyway to check if Unity adds this identifier? I've had a look through the forums and the general advice is to update your ads package which in my case doesn't apply
identifiers may include but are not limited to means it could be something else
Check what else you're using. Analytics? is the first thing that comes to mind
That's a good point, looks like analytics is off. The only thing I use is IAP which shouldn't cause an issue
I'm getting a bunch of duplicated classes when trying to build. Loads from androidx and another load from com.google.android.gms.
I can't find a second of either of these in the project, how do I find the duplicate?
1: Task failed with an exception.
-----------
* What went wrong:
Execution failed for task ':launcher:checkDebugDuplicateClasses'.
> 1 exception was raised by workers:
java.lang.RuntimeException: Duplicate class androidx.annotation.AnimRes found in modules annotation-1.3.0.jar (androidx.annotation.annotation-1.3.0.jar) and annotation-1.3.0.jar (androidx.annotation:annotation:1.3.0)
Duplicate class androidx.annotation.AnimatorRes found in modules annotation-1.3.0.jar (androidx.annotation.annotation-1.3.0.jar) and annotation-1.3.0.jar (androidx.annotation:annotation:1.3.0)
Duplicate class androidx.annotation.AnyRes found in modules annotation-1.3.0.jar (androidx.annotation.annotation-1.3.0.jar) and annotation-1.3.0.jar (androidx.annotation:annotation:1.3.0)
Duplicate class androidx.annotation.AnyThread found in modules annotation-1.3.0.jar (androidx.annotation.annotation-1.3.0.jar) and annotation-1.3.0.jar (androidx.annotation:annotation:1.3.0)
...
Duplicate class com.google.android.gms.actions.ItemListIntents found in modules jetified-com.google.android.gms.play-services-basement-18.1.0-runtime.jar (:com.google.android.gms.play-services-basement-18.1.0:) and jetified-play-services-basement-17.4.0-runtime.jar (com.google.android.gms:play-services-basement:17.4.0)
Duplicate class com.google.android.gms.actions.NoteIntents found in modules jetified-com.google.android.gms.play-services-basement-18.1.0-runtime.jar (:com.google.android.gms.play-services-basement-18.1.0:) and jetified-play-services-basement-17.4.0-runtime.jar (com.google.android.gms:play-services-basement:17.4.0)
Maybe try making a backup of the first and removing that, maybe the 2nd gets added at runtime
So I'm using the old input system, but installed the new one because I want to use the device simulator package, and simulate some of the touch screen movements with my mouse while testing on desktop. The only the the simulator simulates with the mouse is clicking, not panning and zooming. I can't use the mouse scroll wheel at all--is there a way to make the mouse simulate two finger movements for the device simulator?
two finger stuff will have to be tested on device
I see, thanks!
Make sure use jetifier is enabled in External Dependency Manager then try searching in your project for duplicated libs backup and delete the ones you find then try building again
Out of nowhere I am getting this error as well, its been a month since I tried to build so I guessed it was from some new update. Did you ever get anywhere with it? I tried searching in files for the duplicate classes but cant find anything. Have spent around 30 hours on this error, really pulling my hair out on this one lol
Yes. My build works now. Ping me on Mon
Sweet thanks!
how can extract and view .assetbundle files from a zip file (converted from an apk) of a mobile game?
We don't allow discussions about asset ripping/pirating in this server.
i just wanted to 3d print some models but ok
Doesn't really matter your reason, but ok
I'm trying to upload a build to google play and not exactly sure what it wants. I'm trying to add a signing key, it says it needs a zip file with the encryption key.
Zipping the keystore that I set in unity publishing settings, I get "Use a valid app signing key to continue" when trying to upload to Google Play Console signing key.
I googled it and found how your supposed to do it through command prompt but no matter how I do it, wont go through.
Anyone good with this?
You're trying to replace the app signing key? Why? Use the one google provides
But what do I add in the unity project then? If I leave the keystore blank it defaults to debug and the google play console says cant upload a debug build
you create a signing key, sign your release with it in Unity, and upload that. That will become your upload signing key, and your internal and production releases will be re-signed with a key that google generates and keeps for you
I did try that first and I got this: Your Android App Bundle has an invalid signature. Upload again with a valid signature.
So that's why I was trying to make a new one according to the instructions on how to make a jks key on the google app signing page.
are you sure your bundle was signed correctly? You can use keytool to find out how it was signed
Ok I did a clean build and it worked, I knew something weird was going on I didnt remember having to go through all that before. Thanks for the replies, talking to someone always helps me through things lol
Anyone every encounter things working in unity playtest but not on an actual device?
I have a character selection screen and it works on unity test but when I build it to the device the character selection is not carrying over to the game screen.
Could it be the logic of how I make the characters change through scenes? Just weird it works on Simulator Samsung Galaxy in Unity then when I build it to that Samsung Galaxy its not working.
The best thing you can do is install the logcat package in Unity and run it while running the game on your phone plugged in.
So you can see errors and such.
Hey, whenever I tabbed out and back in I lose all my frames and the game starts to bug out, where do I start looking on how to solve this
The profiler and logcat
?
??
Those are the 2 tools you can use
unity profiler for performance
Logcat to catch errors
Oh thanks
is there a way to request com.google.android.gms.permission.AD_ID in manifest witouth using custom manifest ?
https://hastebin.com/share/zudaheviba.kotlin How to fix this build error
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
i get an erorr when i try to verify my identity on google play console but doesnt work and it show me an error
anyone who can help me plase dm me!
Hey, I am struggling with debugging for iOS. There is a feature, that does not work in the release app version. It works fine in the editor as well as in the development build app version. How do I proceed now? Any tips/help?
Hello!
I have big issues with Google Sign in when the user try to connect his Google account to my game, The game require the user to have his Google account connected to the game in order to save the game progress on his account. For example yesterday almost each user experienced login errors.
Probably common error. Getting this when trying to build the project into android (currently on a empty project). Tried everything there is to try, and no solutions are working from the internet. Using the latest unity version. How do I fix?
show the errors
idk which part so here is each error in a separate .txt file
what is your target api?
It's set on automatic / highest installed
what's your highest installed api then? set to at least 31
I tried to install certain apis via android studio, say, 29, then tried to set it manually via the preferences but didn't fix the issue
Alright lemme try
31 is the min now for play store so targeting anything below that isn't going to be useful most of the time
looks like same errors
does the version of unity notifications you have require 33? target 33 and do a clean build
wdym clean build? as in an empty project?
targeting 33 seems to have worked
but how would that affect compatibility with other devices when the app is fully done and uploaded to playstore?
well if your dependencies are using features available only on 33, those features aren't going to work unless the lower level has compatibility code to handle it. Normally your 3rd party dependencies will handle that case but you'll have to read up on what they support. Min api level is what determines what your app can actually be installed on
I see. Thanks for the help so much!
Hey guys I need help with this weird crash that is affecting my userbase by almost 40% . I think it is related to ironsource ads . Can someone help please ?
Unity Version: 2021.3.14f1
Ironsource Version : Latest
SIGSEGV
libil2cpp.so
(Missing BuildId d1ef645d10f1fc6a29528f5cc261aad9dc140565)
pid: 0, tid: 25981 >>> com.openworldgames.IndianBikes3D <<<
backtrace:
#00 pc 0x00000000005c8bc0 /data/app/com.openworldgames.IndianBikes3D-ydUjhD5u7zYACupTRmJauQ==/lib/arm64/libil2cpp.so (il2cpp::vm::Method::GetParamCount(MethodInfo const*))
#01 pc 0x00000000005672c4 /data/app/com.openworldgames.IndianBikes3D-ydUjhD5u7zYACupTRmJauQ==/lib/arm64/libunity.so (scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool))
#02 pc 0x00000000005754cc /data/app/com.openworldgames.IndianBikes3D-ydUjhD5u7zYACupTRmJauQ==/lib/arm64/libunity.so (ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool))
#03 pc 0x000000000021b57c /data/app/com.openworldgames.IndianBikes3D-ydUjhD5u7zYACupTRmJauQ==/lib/arm64/libunity.so (UnityJavaProxy_invoke(_JNIEnv*, _jobject*, long, _jstring*, _jobjectArray*))
#04 pc 0x0000000000058ee0 /data/app/com.openworldgames.IndianBikes3D-ydUjhD5u7zYACupTRmJauQ==/oat/arm64/base.odex
Sorry if i'm "reposting", i just can't resolve the issue: when i build the project i get this error. Does anyone now how to resolve?
did you try all the suggestions for fixing it based on that error message about the sdk being read only?
yeah
but
everytime
i try to put it non read only, it istantly turns back to read only
I tried going into the "Administrator" user, and tried to do some things on it, but nothing
it still remains read only
Hallo, I Want Add KnockBack Like Smash Bros ultimate, There is a Some Page or tutorial Video?
What is the point you get stuck on? AddForce could work just fine (start with high drag and decrease drag as you get damaged)
@echo vine why've you shared that?
no, if it's your game then #502171626805133312 .. if it's not your game.. just why share it anyway? delete and move to the appropriate channel
The chanel topic is pretty clear
when im building to mobile everything seems really laggy, its a very simple 2 game with very few game objects 3 visible ones, googling just comes up with things like optimising scripts but i know that is not the issue, there are only 2 with 0 loops.
Fixed it: need to have ```c
void Start()
{
Application.targetFrameRate = 60;
}
It's better to put it in a script and attach it to a gameObject that is exists in every scene , Camera for example , also increase the frame rate to more than 60fps ( 90fps for example)
any idea why this thing keep making my IOS build failed? (running unity 2023.2.0b20 on macos 14)
Is it required to have both the Android AND Samsung Android adaptive performance providers installed? for some reason i cant install the android one but the samsung one is a-okay.
Howdy folks. I would like to expose various files to users for modification. As I'm using EasySave3 for level saving, the PersistentDataFolder contains saved game files, and given how that all works on iOS and Android, I thought I'd add a subfolder for the various definition files. On PC this all works fine, I include the definition files in a StreamingAssets folder and copy them over to the PresistentDataFolder if they don't already exist at launch. But this breaks on mobile due to the pathing and permissions. How might I approach this differently?
Hey if I create a new build in 2022 LTS my "Game" runs only at 15fps after installing on mobile devices. Even if the scene is empty, does someone has similar problems?
Okay some posts above mention "bad performance if using URP" so maybe this is my issue aswell
I use 2022.1.23f and don't have that issue with URP.
2022.2 had some issues with iOS building so I haven't made the jump just yet.
@solemn kindle are you testing on Android or iOS, what are the build settings? How are you installing it?
Is SSAO enabled?
Share the settings it uses
I'm using 2022.3 but had the same issue with 2022.2. I develope for android so the iOS problem shouldn't be the problem.
where exactly is the SSAO settings you're talking about?
My testing is done on a Galaxy Tab A from 2019. Not a very fast tablet.
I do have to avoid normal mapping and point sprites as that will drop the fps on this model. Poor GPU support. But a really complex UI with a hundred sprites or so hasn't been an issue.
For me I've found Application.targetFrameRate = 60; is necessary for good performance.
You might try going to the Build Setting screen, plugging the Android device into the PC you are working on, and using PATCH AND RUN which automatically opens the profiler, to see if any clues are to be had.
Urp renderer.
Show the performant quality tier and the urp asset and urp renderer used for it
Also for performance you can run the profiler to see exactly where the performance goes
And maybe untick auto graphics api and remove vulkan
haven't really changed anything in the renderer yet, probably that's the case xD
Remove the quality tiers you don't use. You share high fidelity on the screenshot, but use performant on all builds
You seem to be GPU bottlenecked, so it's probably somewhere in the urp asset and renderer (share it even if you did not change anything there...)
yeah at the moment I only have the high-fidelity
so yeah with SSAO disabled I get now nearly 60 fps
Can somebody help me? I have a problem exporting a Unity project for iOS and building it on XCode. I am not game dev, I am iOS dev, so I don't know a lot about Unity
I have these kind of errors when I try to build in my XCode
I tried changing my arch to armv7, but now I get these errors
Right, but those two new errors tell you explicitly what to do
Sure, so the "change to armv7" was not a good idea, I set it back to arm64
yep, Apple don't make any 32bit phones anymore, and haven't done for years
Dunno where you're getting this ARM option though, it's not in Unity and iPhones aren't ARM devices
Oh no, just saw it in my project.. but it's greyed out
I managed to build it, but now the app crashes as soon as I install it on my device
Check your frameworks included in the xcodeproj. You might need to write a build time script to include the right framework for the plugin you're using. Id go back to the documentation for the third party plugin you're using and see if you missed a step.
Might be a dynamic vs embedded framework issue?
ive now finished my game but i have concerns about running it on other devices, i have walls just off screen that cause a loss if a ball touches it, and i know for a fact that on some devices you would be able to see it. how can i solve this?
Use the device simulator in Unity to test/ double check.. and either position them farther off screen, or use code to get the screen size and move them
@vital nacelle these are frameworks, that are used in this project
I didn't even make this project, I just need to build it for iOS somehow
I don't even know if I need to do pod init/pod install in this project? Or just run the project .xcodeproj
I'd ask the person who made the unity project then cause they either missed a step or they have more info than anyone here
I solved the build problems with excluding arm64
now it builds, but it won't run
I get "code signature version is no longer supported" error message
is there another way?
players who are playing on tablets will have a massive advantage
Does that matter?
How do you deal with apk modding
It seems near impossible to prevent for multiplayer games
I'm trying to help someone who got there game modded and people are causing havoc with the modded apks in multiplayer
I'm having the worst time trying to get the objects that are spawned while the player is playing the game to save when deployed to an Android device. On Unity it works fine but when I build it to the device and play test, I can breed the animals and the baby that comes out disapears when the game is restarted.
Ive tried saving the json method, I tried saving to a list and repopulating that on game start. I made sure to include the vector position, I tried first having it look for the gameobject and saving that, then I tried saving everything with the Tag Child on it. I put debug script to output to log when it saves, I made it save frequently for testing and have it output what it saves- name/position.
So I'm thinking its the loading that is the issue, I searched for correct saving/loading procedures for Android and made sure I used them. At a loss now, anyone have an idea?
Building the latest version, same key as always, I am getting "The Android App Bundle was not signed" So I tried making a new key for it and uploading, still same. I googled it and tried the troubleshooting things I read but still same. Anyone encounter that in this way??
clean build. For your saving issue, you don't provide enough information about how you save and load to help
do you have a very complicated ui?
Ok the signing error was my mistake I accidently checked development build and thats what causing the error. As far as the saving I just need to save and load the position of any gameobject with the Tag Child on it, doesnt seem like it should be so hard lol
okay well since you aren't able to provide more details, the only advice anyone can give you is to figure out what's wrong with your loading code and then fix it
I literally described exactly what I have tried, I dunno what other details you are speaking of: Ive tried saving the json method, I tried saving to a list and repopulating that on game start. I made sure to include the vector position, I tried first having it look for the gameobject and saving that, then I tried saving everything with the Tag Child on it. I put debug script to output to log when it saves, I made it save frequently for testing and have it output what it saves- name/position.
you say weird stuff like "saving the gameobject" like it's a trivial thing. You are using a library for this? Are you logging the data you're reading back? How are you re-creating the game objects? Have you examined the files themselves to make sure the data is in there? There are lots of things that can go wrong here
Anyone ever faced this crash on android ?
Been banging my head as this is causing a lot of crashes for my userbase and I can't figure out anything :((
SDKS in use : Firebase crashlytics , analytics . remote config
Ironsoure (medidation) : applovin , admob , unity , ironsource
Stacktrace::
backtrace:
#00 pc 0x00000000005ceed8 /data/app/com.gamename-0gAZL4m_ClVpeM1XjmRZ8Q==/lib/arm64/libil2cpp.so (il2cpp::vm::Method::GetParamCount(MethodInfo const*)+88)
#01 pc 0x00000000005672c4 /data/app/com.gamename-0gAZL4m_ClVpeM1XjmRZ8Q==/lib/arm64/libunity.so (scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool))
#02 pc 0x00000000005754cc /data/app/com.gamename-0gAZL4m_ClVpeM1XjmRZ8Q==/lib/arm64/libunity.so (ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool))
#03 pc 0x000000000021b57c /data/app/com.gamename-0gAZL4m_ClVpeM1XjmRZ8Q==/lib/arm64/libunity.so (UnityJavaProxy_invoke(_JNIEnv*, _jobject*, long, _jstring*, _jobjectArray*))
#04 pc 0x0000000000069fc0 /data/app/com.gamename-0gAZL4m_ClVpeM1XjmRZ8Q==/oat/arm64/base.odex
original packagname replaced with gamename-
I had this exact error and tried all "solutions" in the forums. None worked. What did work was going to the SDK folder Unity\Hub\Editor\2022.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer and right-click the SDK folder, go to the "Security" tab, and hit "Edit" to change permissions. I gave ALL users "Full Control" and that resolved the errors you see.
After that, I ran into another Android error which was solved by setting "Minimum API Level" to Level 33 in Player Settings and then hitting the "Install" button that comes up since I didn't have that API level installed. After that, everything is fixed and you can reset your minimum API level back to whatever you need it to be
hi i can play my game in unity editor but cant play in apk
in the apk there is full black screen and i can see buttons but they are not working properly
i dont know how to fix it
can anyone help
and there is a script in my project when i dont use this script in the apk there are no issues
but i need this script
use the android logcat package to get logs of what's happening, and then google those
i get this
sory
2023.07.04 13:57:26.680 1037 3988 Error ANDR-PERF-MPCTL poll() has timed out for /sys/module/msm_performance/events/cpu_hotplug
2023.07.04 13:57:24.297 1161 1161 Error TimeStats [413628]-[SurfaceViewcom.EsyGames.MiniBus23/com.unity3d.player.UnityPlayerActivity#0]-timeRecords is at its maximum size[64]. Ignore this when unittesting.
2023.07.04 13:57:26.680 1037 3988 Error ANDR-PERF-MPCTL Block on poll()
2023.07.04 13:57:23.737 27159 5639 Error NetworkScheduler.TED Unable to bind to task service: ComponentInfo{com.google.android.gms/com.google.android.gms.people.service.DeletedNullContactsCleanupService}
Anyone got this kind of error when building for iOS?
Can not find any info in the internet so asking there. I have successfully initialized Unity Push Notifications service but I'm struggling to find any info on how to manually send notifications from my game server not from the Unity Dashboard. Is it even possible?
Hey, I am making a mobile game.
The game has to use Wide screen(panorama view?)
Any tips on how to setup a project, what aspect ratio and camera/canvas settings that work for this type of a game?
Perhaps some tips on using new input system for mobile?(I only need basic click and click + hold/drag)
Can someone help me with this error, in unity, I am not able to create a build for android
You're gonna have to click those errors to give us more verbose details
Ok i`m at work now, but as sono as o get home I'll send
I'm failing to build for Android Target SDK > 30, tried changing JDK, SDK, Gradle but nothing worked An exception has occurred in the compiler (1.8.0-adoptopenjdk). Please file a bug against the Java compiler via the Java bug reporting page (http://bugreport.java.com) after checking the Bug Database (http://bugs.java.com) for duplicates. Include your program and the following diagnostic in your report. Thank you. java.lang.AssertionError: annotationType(): unrecognized Attribute name MODULE (class com.sun.tools.javac.util.UnsharedNameTable$NameImpl) Unity 2020.3.8f1
click on the errors
Hey guys,
I am creating an anime app together with some passionate friends. Does any one of you know how to create a semi-realistic 3D avatar creator similar to the sims and replika
is there any way to check for device orientation other than do a coroutine checking it every so often? (i don't want to do this every frame)
i just used a different pc and it built
I have 2 flat objects with a close z, 0f and 0.001f. Objects aren't z-fighting in the editor but z-fighting on android. Why?
Different devices and platforms handle rendering in their own subtle ways. Why does it need to be that close, just increase the gap.
@neon thicket Some objects have the overlap part baked in them, some are just 2 overlapping primitives. Seems like hell to edit the meshes and offset the other objects, wanted to know if I could avoid but by figuring out why the depth buffer is not behaving consistently across platforms
why not just force the orientation you want unless you want your game to be responsive to all orientations
Is there a setting somewhere that I can change https://developer.android.com/guide/topics/manifest/application-element#appCategory, or do I have to use manual manifest for it?
I'm doing this every frame and no noticable performance impact
is there any issue by using character ragdoll in mobile games?