#📱┃mobile

1 messages · Page 8 of 1

halcyon reef
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You can double click that folder on macOS and it will execute.

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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.

pine moon
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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?

pine moon
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In fact, what I'm seeing on the messageboards is that somehow IronSource has been broken since 2022.

tired lily
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have you narrowed it down to Unity ads by removing and trying to build without?

pine moon
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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

tired lily
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the resolver actually succeeded right? You have that window up for some reason

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I remain convinced you have an adb issue though

pine moon
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The window pops up and stays at 0

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So I wouldn't say the resolver succeeded by any stretch.

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I mean should I just uninstall all of this?

tired lily
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well that would cause issues by itself, do you have anything in Assets/Plugins/Android/? you should have a bunch of android files there

pine moon
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AH HA! There are none, even though I thought i installed them?

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ok so I guess that install failed? What should I do to ensure there are android files in there?

tired lily
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fix whatever is breaking the resolver

pine moon
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Would you have any clue how to do that?

tired lily
#

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

pine moon
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this makes no sense to me.

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It's the IronSource SDK

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every single time.

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Yep, Unity Ads is broken. It is the IronSource SDK that will NOT communicate properly when I attempt to install. This is frustrating.

tired lily
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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

pine moon
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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.

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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?

tired lily
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so if you delete ironSource, the resolver succeeds and you see a bunch of stuff in the Android plugins dir?

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not based off your logs, not initially no

pine moon
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Actually I still can't figure out why my android plungins directory under assets is empty.

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what should be in there? Did the SDK not install properly?

tired lily
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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?

pine moon
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"those packages"

Which packages are you talking about here?

tired lily
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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

pine moon
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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

tired lily
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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

pine moon
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so what I need to do is manually move IronSource to the right folder, ok

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I have to go to work tyvm for helping

ornate imp
#

How to make same scene look (left image) in game? (right image) with post processing

ripe rune
#

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);
        }
    }
}
pine moon
tired lily
#

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

ember mauve
#

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.

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Also when I try to build and run on the iOS platform it gets stuck at converting managed assemblies to C++

summer flame
#

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.

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Any help is appreciated.

patent rivet
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i am getting this error while uploading to play console

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any way to make it work

summer flame
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Also, how big is your application? usually?

fallen compass
#

You need to lower the size of your build

patent rivet
patent rivet
twin garden
#

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

raven creek
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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

twin garden
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you need to make your own

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and host it somewhere

finite tiger
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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

pine moon
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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?

tired lily
tired lily
worldly thunder
#

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?

tired lily
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queue them, process them in Update

worldly thunder
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oddly enough in a slightly older version of Unity it just worked

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the whole queue them up in update seems so silly

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and prone to race conditions, I doubt its the AAA solution

tired lily
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race conditions? How?

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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

finite tiger
tired lily
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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?

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and naturally, did you try running java -version?

half lake
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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.

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Anyone know how to help??

sudden ivy
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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!

pine moon
tired lily
# sudden ivy anyone?

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

tired lily
tired lily
pine moon
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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.

tired lily
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place in project, install via package manager

fringe robin
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The lighting in my project is broken when I build it to android. Does anyone know how to fix it?

tired lily
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do you have some kind of LUT postprocessing that's changing the colors like that? What's your default quality setting at for android?

fringe robin
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I figured it out, thanks! I'm going to double check my findings

fringe robin
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It worked!

half lake
tired lily
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if that's your min and not your target api, then only devices running Android 13+ can install

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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

half lake
tired lily
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yes, the min API level you have there is wrong. Set it as low as possible for the widest range of devices

half lake
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so at 5.1?

tired lily
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yes, unless you are using features from an API level above that (or one of your dependencies is)

half lake
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I'll try that

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Thanks a lot i've been trying to solve this for 2 weeks now

ornate imp
#

How to exit unity animation and keep position and rotation?

pine moon
pine moon
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i dragged and dropped into my project but cant figure out how to install

tired lily
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package manager -> add package from tarball

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you could use the unitypackage instead if that's easier

pine moon
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OH that's what I did

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no wonder it seemed different

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yeah it didn't work

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I should NOT be getting these messages

sleek eagle
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Check if jdk is installed in unity hub

pine moon
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just realized my friend list was in that ss

tired lily
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you have definitely checked that dir and confirmed that the java installation there, assuming it's there, is working right?

pine moon
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Java was working for my Windows version of the game

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I have to use java to communicate to lootlocker

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I have to go now I am very tired I need to sleep

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I will check for more communication tomorrow

sleek eagle
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That's different from the jdk used for Android i think

pine moon
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The moment I install any aspect of Unity Advertising system the error messages appear

glossy sluice
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I getting error after I try to use advertisement and admob in the same project, How can I fix this?

pine moon
glossy sluice
pine moon
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I don't understand what you are saying.

glossy sluice
pine moon
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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

glossy sluice
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yeah I just try and we have to choose for 1 of them for now right? lol

pine moon
glossy sluice
pine moon
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I don't know

neat totem
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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?

neat totem
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Worth noting, the download size is about 600MB (lots of included videos)

finite tiger
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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.

fierce umbra
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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

sudden ivy
tired lily
sudden ivy
tired lily
#

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

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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

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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

sudden ivy
tired lily
sudden ivy
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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

tired lily
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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

sudden ivy
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ok. this is the stuff im supposed to set right?

halcyon moss
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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.

proud crater
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anyone know how i can keep the aspect ratio the same on all devices in portrait mode?

unique parcel
#

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.

severe lynx
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Hi, I want to know if my android app is installed on external or internal storage, how can I do that?

glossy sluice
#

it works for me.

pine moon
glossy sluice
pine moon
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IronSource isn't recognizing Java properly

hollow basalt
#

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.

tame kettle
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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?

floral maple
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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.

cursive venture
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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

sleek eagle
brazen quest
sleek eagle
mossy skiff
#

Hi guys, does anyone know how to disable androidx libraries?
I have a SDK that is only compatible with android.support. Thank you!

brazen birch
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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.

rain leaf
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agree, his best bet is to contact the sdk/plugin owner to ask for androidx support

final echo
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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

fallen compass
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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..

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There's also not going to be a lot of people on either 12 or 13

tame kettle
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[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?

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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)

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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
}

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That's what it looks like

floral maple
sleek eagle
#

Unity has a lot of built in stuff, like when touching a button changes color, drop downs, etc

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Just google what you need and start building

floral maple
# sleek eagle 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.

sleek eagle
# floral maple I came from web development, and responsive to me is to manage the elements acro...

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.

floral maple
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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?

sleek eagle
# floral maple Thank you for this initial steps, going a little bit more specific, is there any...

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

indigo condor
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my android I2LCpp builds are taking more than 30 minutes, while when building for iOS I2LCPP takes just 4.... anybody experiencing this issue ?

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Unity 2022.3.0

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im new on android builds btw

sleek eagle
indigo condor
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i also have a problem with duplicated kotlin libraries i dont know how to solve

sleek eagle
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Do you use any kind of cloud tools?

indigo condor
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cloud tools such as ?

sleek eagle
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Kotlin? Do you make the build in unity or android studio?

indigo condor
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unity, im talking about the unity build

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this ones are being added to my Plugins/android folder

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but then when i try to build:

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The one adding them is the Android resolver

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if i remove them i can build but my game crashes and complains about kotlin libraries so i guess is not the best approach 😅

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im guessing there are 2 plugins that are adding those libraries

sleek eagle
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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

indigo condor
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buf, that would take forever but thanks ill consider it

sleek eagle
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Would save time in the long run if every build takes half an hour

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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

indigo condor
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sure sure, for the moment im asking the unity guys on different threads too

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just wanted to try luck here in case someone was experiencing something similar

indigo condor
#

also if you choose 'clean build' ?

sleek eagle
indigo condor
#

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:

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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 ?

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I just found I can do it with adb install app.apk

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is that the way to do it or is there any unity option im missing?

sleek eagle
#

@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

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But using cmd works fine as well yeh

indigo condor
final echo
indigo condor
#

Is a sequential build ANY build that we do in the same folder of a previous one and WITHOUT using the option, 'clean build' ?

sleek eagle
indigo condor
#

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?

sleek eagle
#

I think so yeah, just clicking the build button

indigo condor
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or does a sequential build have any other requirement to be 'sequential' ?

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aha

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ok

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thanks, 🙂

sturdy jasper
#

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.

neon thicket
#

Install the logcat package and run the game with your phone plugged in to see the logs

chrome berry
#

do you know how to connect android with bluetooth of arduino(HC-06)?

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I search rpobably a lot, but all of thing aint working

indigo condor
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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. ?

sturdy jasper
supple gyro
#

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

restive mantle
#

i need help

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please why my unity is dosent build game on android support

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just

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please i downloaded 10 GB android support and building failed

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hioe

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ht

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stop

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i need help

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help me please

odd arrow
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And research the error

restive mantle
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i want to fix this error

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check this

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just fix it i lost 10Go for Android platform

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just help

old shoal
#

Maybe login to oracle , and install the latest JDK from there , and on unity >edit>preferences>external tools and point JDK java file here.

old shoal
restive mantle
#

really

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uhhh

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is anyone can build android games with no errors

neon thicket
#

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?

chrome berry
#
java.lang.SecurityException: Need android.permission.BLUETOOTH_SCAN permission for AttributionSource ...Starting discovery.

I already add android permisson such that but st wrong

tired lily
#

since that's a dangerous permission, you must also request it at runtime. Do you do that?

chrome berry
#

Actually, it's not my code, but when I debugged it, it doesn't seem to ask for permission.

tired lily
chrome berry
#

Android.Permission has FindLocation, etc but where is bluetooth

tired lily
#

you already have the permission names, just specify what you need

chrome berry
#

you meanlike this

tired lily
#

that's one, sure, but it looks like you need the bluetooth scan one, too

chrome berry
#

but not in here

tired lily
#

they're just predefined strings for your convenience, you saw the parameter is a permission name string right?

chrome berry
#

a you mean

tired lily
#

yes, and there's even a version that takes multiple permissions at once if you need them

chrome berry
#

wow something changed

#

Is there a way to get the uses-permission values from the Androidmanifest.xml file?

chrome berry
#

for efficent

#

anyway, it works thx

zinc panther
#

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

sleek eagle
edgy mantle
#

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

tired lily
#

Are you using test lab? That sounds like you haven't defined the right URI schemes in your manifest to me

uncut merlin
#

Hi guys, anyone know how to custom notification like the green one here? I didn't find any resources about custom notification :<

tired lily
#

Unity has a Mobile Notifications package you can use to make those

uncut merlin
tired lily
#

Uh, what's the issue? Do you mean the icon? Specify an icon when you schedule the notification

uncut merlin
#

normally, the notification is just like this. But I want to custom it

tired lily
#

did you specify a LargeIcon when you scheduled the notification?

uncut merlin
#

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?

tired lily
#

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

uncut merlin
mint ingot
#

does anyone know how to fix this build fail? the project is literally empty but doesnt build

fallen compass
#

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

mint ingot
#

its saying that some packages are read-only

fallen compass
#

right, so google the messages

neon thicket
#

No

crisp cedar
#

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?

robust halo
#

i have this problem when i want to install my apk on android it means "app not installed"

rapid sun
#

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

glossy sluice
#

hm

clever gorge
#

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?

quartz kernel
#

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 facepalm

marble sinew
#

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.

quartz kernel
# marble sinew

It looks like this for thew ones I'm building with and it works fine

#

You would have to find the specific gradle error

surreal crystal
#

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?

  1. 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.
  2. 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.
pine moon
#

Can someone help me with the android manifest?

sleek eagle
mint ingot
#

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

pine moon
sleek eagle
mint ingot
#

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

tired lily
#

yes, use the PhysicsRaycaster

mint ingot
#

thats the standard to check what i want? 😮

tired lily
#

what do you mean, the standard?

#

PhysicsRaycaster (or Physics2DRaycaster for Physics2D) does exactly what you want

twin garden
#

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

mint ingot
mint ingot
#

Guys what can I use to start play mode on my phone?

tired lily
#

just like GraphicRaycaster is used for UI elements, you use PhysicsRaycaster on colliders

unreal lynx
#

hello

#

Ad mob doesn't show ads, help

tired lily
#

you have a bug or missing config, you're welcome

unreal lynx
#

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

tired lily
#

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

unreal lynx
#

How should I do

tired lily
#

install logcat package from Unity would be the easiest way

unreal lynx
#

okey thanks

pseudo moat
#

Having this error that crashes my apk on build after 2022 LTS upgrade

pine moon
#

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.

tired lily
#

I'm going to guess that's not the source of your bug. Are there any error messages from android?

pine moon
#
<?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.
                }
        }
tired lily
#

and where are you trying to write the file? This looks fine so far

pine moon
#

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?

tired lily
pine moon
#

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.

tired lily
#

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

pine moon
#

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

tired lily
#

install logcat package and look for error messages outside of Unity's logs

pine moon
#

do I install logcat on my phone?

alpine grail
#

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

tired lily
#

read the whole error

alpine grail
#

"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'."

tired lily
#

there you go, there's the real error. Or at least the first one

pine moon
tired lily
#

how did you get your app onto your device in the first place, then?

#

hopefully not via internal test track

pine moon
tired lily
#

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

pine moon
#

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

tired lily
rain leaf
#

try loading the data

opaque anvil
#

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

quartz kernel
#

If it's stuck at that point you have the apk file built, so you can try installing it manually through ADB @opaque anvil

opaque anvil
#

I don't want to 🙂 thanks for the suggestion though

quartz kernel
#

ok, well that's part of the debugging process, since it can give you a hint to why it deosn't work...

opaque anvil
#

I restarted the mobile and removed the debugging fingerprints and it worked T_T

pine moon
#

None of this makes sense unless android is blocking my attempts to save and transmit information

tired lily
#

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

pine moon
#

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.

tired lily
#

it just sounds like your environment is misconfigured or broken to me

pine moon
#

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

tired lily
#

now install logcat package in Unity so you can filter to only those messages sent for your process

pine moon
#

😄 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

dapper light
#

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

heady pasture
#

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

pine moon
tired lily
#

that might be AN error, but I don't think it's your cause

pine moon
# tired lily 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?

tired lily
#

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

pine moon
pine moon
rain leaf
pine moon
#

Thank you 😄

pine moon
surreal crystal
dusty locust
#

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?

neon thicket
#

There is no updated version, no.

#

Yes, the normal thing to do is to build every time.

tribal prairie
#

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!

Medium post: https://medium.com/mop-developers/launch-a-unity-game-from-a-swiftui-ios-app-11a5652ce476#:~:text=Inside the Unity project%2C go,bit for Unity to recompile.

Download unity:...

▶ Play video
tribal prairie
twin garden
#

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?

tired lily
#

are you including the asset bundles in the build or downloading them afterwards?

twin garden
#

yeah including them

tired lily
#

why would your bundle be smaller, then? They're stored in the bundle

twin garden
#

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

tired lily
#

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

twin garden
#

all my content is needed at install. im just trying to get around this stupid 150mb apk limit

tired lily
#

then splitting into asset bundles might have actually hurt you. It's easy to accidentally have duplicated assets in them

twin garden
#

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

tired lily
#

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

twin garden
#

i've already cut everything down 😦

tired lily
twin garden
#

google hates to make things easy lol

tribal prairie
#

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" 😐

tired lily
#

did you try any of the google solutions?

slim radish
#

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)
slim radish
#

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.

slim radish
#

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.

tribal prairie
tired lily
#

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?

waxen bear
#

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

sleek eagle
#

Do you use resolution scaling?
Any errors if you make a debug build (with autoconnect profiler)?

#

Which device is the issue on?

#

@waxen bear

waxen bear
#

Galaxy Flip 4, I used scale to screen size and pivots and same issue with debug

languid gull
#

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?

tired lily
#

I didn't have any trouble implementing sign in with gpgs on 2022.2.19f1. Did you try it?

languid gull
tired lily
#

uh, what errors? There's documentation in the repo you already found

bleak junco
#

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'```
sleek eagle
#

Why do you use play resolver?
I've only seen issues about it @bleak junco

bleak junco
#

Wym

royal merlin
#

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?

sleek eagle
royal merlin
bleak junco
royal merlin
sleek eagle
royal merlin
sleek eagle
sleek eagle
royal merlin
#

thanks

dusty locust
#

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

wary wolf
#

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.

sleek eagle
wary wolf
sleek eagle
glossy sluice
#

is there a big difference in battery consumption between setting the target fps to 60 instead of 30? is for an ipad pro

sleek eagle
#

@glossy sluice
Yes, it has to render twice the frames.
Won't be twice as much power, but a decent jump for sure

worn ferry
#

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.

supple peak
#

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

fallen compass
#

1 min 23 secs of that video is useless.. then it pops up and tells you why and what to do

supple peak
#

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

glossy sluice
#

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

tired lily
#

you might save money if you just asked your question instead

glossy sluice
#

@tired lilyI’ve been on this issue for literally 10 hours so yes I’m willing to pay xD

#

problem to gradle lol

supple peak
rain leaf
supple peak
#

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

fallen compass
#

so.. disable it

rain leaf
#

from the forum thread above, seems like adaptive performance is automatically installed if you install mobile package

supple peak
#

Do you mean that package ?

#

It was disabled by default

fathom tree
#

how can i test my android game on my samsung s10 since unity remote is for older phones?

fallen compass
#

build it and install it?

fathom tree
fallen compass
#

It's the only way you should be doing it, always test on device

fathom tree
fallen compass
#

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

analog plover
#

"Build and run" does exactly the same as Android Studio

fallen compass
#

heh, so Android Studio is just building the APK, installing it and launching the app for you ? 😄

supple peak
#

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

frail hornet
#

Hey everyone! Anyone who has problem building their app to mobile phones(Android or iOS)
I can help!

supple peak
#

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

frail hornet
glossy sluice
#

GPU doesnt appear in the Unity profiler for a iOS application. How can I see the GPU data?

glossy sluice
#

I see in Xcode Debug / Capture GPU workload but its disabled

frail hornet
#

Did you make sure you checkd the "Development Build" option?

glossy sluice
#

yes, I can see the cpu usage in Unity profiler, but no the GPU usage

frail hornet
#

Oh right Unity can't profile the GPU on iOS you should try profiling GPU in XCode

glossy sluice
#

how can I do that? is there any tutorial?

frail hornet
frail hornet
#

It's unity's GPU profiling webinar

supple peak
#

I'm not familiar with its content

twin moss
#

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"

https://pastebin.com/HKEz6cn6

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.

https://cdn.discordapp.com/attachments/726882388646428824/1119083180931162112/SVID_20230616_095618_1.mp4

errant saddle
#

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

errant saddle
#

...

frail hornet
frail hornet
frail hornet
twin moss
fallen compass
#

tried deleting the /Library folder ?

mint ingot
#

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

errant saddle
#

i guess i'll die without updating to a newer unity version

abstract lake
#

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?

high token
#

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.

nova finch
#

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?

sleek eagle
pine moon
#

anyone here who has done android programming online today?

pine moon
#

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.

tired lily
#

you're going to have to provide a lot more info than that if you want help

pine moon
#

Hey everyone! I have a project and it works perfectly in Windows. But when I try to convert to android these problems come up:

  1. It does not save to a file
  2. It does not send information to the server, but it does collect info from the server
  3. 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).

tired lily
#

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

pine moon
#

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

tired lily
#

Where is your file saving code? Start with that

pine moon
#

I'm not convinced it is saving

#

but here are my files

tired lily
#

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

pine moon
#

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.

tired lily
#

I was just asking about your save file code itself though, should be a couple lines long. You tested it, right?

pine moon
#

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

tired lily
#

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

pine moon
#

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.

tired lily
#

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

pine moon
#

I have NO idea how to do that

#

The save system is the only system that I know how to create a file.

tired lily
#

If you worked on this for a month and never came across File and its methods, you're in a lot of trouble already

pine moon
#

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

tired lily
#

are any exceptions thrown? errors in logcat? If it's a permissions issue, you'll literally have a permissions error

pine moon
#

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

#

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

tired lily
#

did you step through this code in a debugger?

pine moon
#

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.

tired lily
#

? if you can install apks through adb, you're already set

#

make a dev build with script debugging

pine moon
#

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

tired lily
#

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:

  1. install to device and run quickly. Get build & run from Unity working
  2. view device logs. Logcat package
  3. 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
pine moon
#

Why do you think I want someone to teach me how to do it?

tired lily
pine moon
#

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

tired lily
#

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

pine moon
#

then don't

#

I also uploaded my entire project file

tired lily
#

where is it?

pine moon
#

let me link the new folder

tired lily
#

it's missing scripts, so that's a bad start

pine moon
#

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

tired lily
#

maybe I don't have access to those specific folders, then? BayatGames folder contains no scripts or assemblies, same with LootLockerSDK

pine moon
#

that does not make sense to me, let me see what's going on

tired lily
#

I fixed both of those by getting those packages, now it's an issue with vungle logging

pine moon
#

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

tired lily
#

you can exclude the folder you build into and the library folder, those are unnecessary

pine moon
#

ok let me fix this issue

pine moon
#

OK I believe I uploaded everything that's necessary

#

if I didn't pls specify the file folder I accidentally left out

tired lily
#

is there a new folder? looks like same issue

pine moon
#

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?

tired lily
#

they're temp files, so no

pine moon
#

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

high token
tired lily
pine moon
#

So it might be my android!?

tired lily
#

or there is a new security requirement somewhere

pine moon
#

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

pine moon
tired lily
#

I only tested initials, it's saving and loading a file correctly

#

your save format is horrendous

pine moon
tired lily
#

your 18 magic integer array

pine moon
#

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

tired lily
#

purpose is fine, but you have almost obfuscated this deliberately. Making this a class or struct and giving them names would be much cleaner

pine moon
#

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

tired lily
#

well it doesn't look like this magic int array is used for anything but saving and loading, so I definitely question that decision

pine moon
#

which script are you looking in? As in which part of the array

tired lily
#

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

pine moon
#

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

tired lily
#

where are you doing the lootlocker upload?

pine moon
#

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.

tired lily
#

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
pine moon
#

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.

pine moon
# tired lily ads aren't working because you disabled the script in your first scene so it nev...

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.

tired lily
#

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

pine moon
#

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.

tired lily
#

I don't, it's always zeroes

#

maybe you have a race condition or something

pine moon
#

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?

tired lily
#

do you sign your builds?

pine moon
#

Unfortunately no, because I don't want to put my sharpe marker on my monitor. XD

#

(little joke)

halcyon moss
#

Hi! Someone knows what's happening here, some meshes get distorted in Build but are good in editor?

pine moon
pine moon
halcyon moss
#

no

pine moon
halcyon moss
#

This is happening only in this area of the map, there are a lot of objects with the same issue.

pine moon
halcyon moss
#

Yes, but in editor is fine.

pine moon
# halcyon moss 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?

tired lily
#

did you merge all the map meshes together?

halcyon moss
halcyon moss
tired lily
halcyon moss
#

yes but you asked me if I merge the map meshes, no is not merged, meshes are only using static batching

tired lily
#

if it's Unity's static batching that should be fine. Did you try turning it off anyway?

halcyon moss
#

I don't think it's a good ideea because i have 10k+ meshes in the scene

tired lily
#

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

halcyon moss
#

the mesh has 5.5k verts, idk , I will move the house away from the city...

pine moon
#

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

halcyon moss
#

I disabled the "Graphics Jobs" and is fixed!

pine moon
#

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 😄

tired lily
#

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

sleek eagle
strange raptor
#
> 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
halcyon moss
sleek eagle
# halcyon moss 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!

pine moon
halcyon moss
sleek eagle
#

That way it could be improved in the future

halcyon moss
#

I saw a lot of reports with same problems like mine : meshes get distorted, performance issues and so on from 1-2 years ago..

pine moon
#

uggg work was late. bbiam

pine moon
pine moon
#

back

sleek eagle
fresh gazelle
#

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.

waxen locust
#

Trying to integrate appodeal for unity ios but getting this error StackConsentManager.h

pine moon
frail hornet
#

You clearly are missing a file named StackConsentManager.h
search in your project and see if anything like this is present

waxen locust
#

Solved, just updated/added libs for pod install

frail hornet
tired lily
lapis ginkgo
#

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.

strange raptor
#

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?

errant saddle
#

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?

fresh gazelle
high token
slim radish
#

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

slim radish
slim radish
fallen compass
#

Dunno, I found the above by googling it

slim radish
#

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

slim radish
#

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

errant saddle
#

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

high token
opaque anvil
#

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 ?

cold narwhal
#

does anybody else have a lot of trouble making android/apk builds? I always get gradle build failed issues

halcyon moss
#

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.

sleek eagle
sleek eagle
cold narwhal
halcyon moss
harsh sigil
#

Can i build a game to ios for testing without mac?

warm ore
sleek eagle
fallen compass
errant saddle
#

so in short, it is possible but a pain in the butt

#

you can also use Unity servers for building i believe

sleek eagle
fallen compass
errant saddle
#

for that i would just buy a second hand mac and get it over with

sleek eagle
#

Yeah second hand mac is great. M1 mac minis are dropping in price :p

marble jacinth
#

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?

fathom dust
#

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?

rain leaf
dense flint
#

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

fallen compass
#

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

dense flint
fallen compass
#

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)
dense flint
violet warren
#

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?

fallen compass
#

two finger stuff will have to be tested on device

violet warren
frail hornet
twin oak
fallen compass
#

Yes. My build works now. Ping me on Mon

twin oak
broken drum
#

how can extract and view .assetbundle files from a zip file (converted from an apk) of a mobile game?

neon thicket
broken drum
#

i just wanted to 3d print some models but ok

neon thicket
#

Doesn't really matter your reason, but ok

twin oak
#

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?

tired lily
#

You're trying to replace the app signing key? Why? Use the one google provides

twin oak
tired lily
#

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

twin oak
tired lily
#

are you sure your bundle was signed correctly? You can use keytool to find out how it was signed

twin oak
twin oak
#

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.

neon thicket
#

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.

ripe pivot
#

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

ripe pivot
sleek eagle
#

Those are the 2 tools you can use
unity profiler for performance
Logcat to catch errors

ripe pivot
#

Oh thanks

urban moon
#

is there a way to request com.google.android.gms.permission.AD_ID in manifest witouth using custom manifest ?

finite tiger
hard cosmos
#

How can i fix it?

amber carbon
#

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!

glacial quail
#

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?

halcyon moss
#

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.

boreal hollow
#

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?

tired lily
#

show the errors

boreal hollow
tired lily
#

what is your target api?

boreal hollow
#

It's set on automatic / highest installed

tired lily
#

what's your highest installed api then? set to at least 31

boreal hollow
#

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

tired lily
#

31 is the min now for play store so targeting anything below that isn't going to be useful most of the time

tired lily
#

does the version of unity notifications you have require 33? target 33 and do a clean build

boreal hollow
#

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?

tired lily
#

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

boreal hollow
#

I see. Thanks for the help so much!

blissful sky
#

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

hard cosmos
#

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?

tired lily
#

did you try all the suggestions for fixing it based on that error message about the sdk being read only?

hard cosmos
#

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

barren badge
#

Hallo, I Want Add KnockBack Like Smash Bros ultimate, There is a Some Page or tutorial Video?

sleek eagle
fallen compass
#

@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

devout walrus
#

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;
}

shadow bough
#

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)

torpid gale
#

any idea why this thing keep making my IOS build failed? (running unity 2023.2.0b20 on macos 14)

snow ether
#

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.

heavy wraith
#

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?

solemn kindle
#

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

heavy wraith
#

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?

sleek eagle
#

Share the settings it uses

solemn kindle
solemn kindle
heavy wraith
#

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.

sleek eagle
#

Also for performance you can run the profiler to see exactly where the performance goes

#

And maybe untick auto graphics api and remove vulkan

solemn kindle
#

haven't really changed anything in the renderer yet, probably that's the case xD

sleek eagle
#

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...)

solemn kindle
#

yeah at the moment I only have the high-fidelity

#

so yeah with SSAO disabled I get now nearly 60 fps

icy stag
#

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

fallen compass
#

Right, but those two new errors tell you explicitly what to do

icy stag
#

Sure, so the "change to armv7" was not a good idea, I set it back to arm64

fallen compass
#

yep, Apple don't make any 32bit phones anymore, and haven't done for years

icy stag
#

yup, but that was the only thing I found on google related to my errors

#

😦

fallen compass
#

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

rain leaf
# icy stag

from the errors, looks like it's missing social framework (or something)

icy stag
#

I managed to build it, but now the app crashes as soon as I install it on my device

vital nacelle
#

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?

devout walrus
#

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?

fallen compass
#

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

icy stag
#

@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

vital nacelle
#

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

icy stag
#

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

devout walrus
fallen compass
#

Does that matter?

bronze tendon
#

How do you deal with apk modding

#

It seems near impossible to prevent for multiplayer games

bronze tendon
#

I'm trying to help someone who got there game modded and people are causing havoc with the modded apks in multiplayer

twin oak
#

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?

solemn kindle
#

hey what exactly is this EvenSystem.RaycastAll() for?

#

and how can I reduce it

twin oak
#

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??

tired lily
tired lily
twin oak
tired lily
#

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

twin oak
# tired lily okay well since you aren't able to provide more details, the only advice anyone ...

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.

tired lily
#

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

blissful sky
#

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-

velvet dock
# hard cosmos

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

novel folio
#

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

fallen compass
#

use the android logcat package to get logs of what's happening, and then google those

novel folio
#

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 13:57:26.680 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}

icy stag
#

Anyone got this kind of error when building for iOS?

hollow sluice
#

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?

limber perch
#

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)

deft spire
#

Can someone help me with this error, in unity, I am not able to create a build for android

velvet dock
deft spire
#

Ok i`m at work now, but as sono as o get home I'll send

hollow sluice
#

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

glossy sluice
#

2021.3.22, android, il2cpp, fails to build:

#

what could this be?

tired lily
#

click on the errors

glossy sluice
#

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

violet warren
#

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)

glossy sluice
sterile gull
#

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?

neon thicket
#

Different devices and platforms handle rendering in their own subtle ways. Why does it need to be that close, just increase the gap.

sterile gull
#

@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

velvet dock
polar leaf
rain leaf
river gyro
#

is there any issue by using character ragdoll in mobile games?