#📱┃mobile

1 messages · Page 10 of 1

glossy sluice
#

okay got it thank you very very much

#

string path = Application.persistentDataPath + "/EmployeeData.json";

if (File.Exists(path))
{
employeeDataSet = JsonUtility.FromJson<EmployeeDataObject>(File.ReadAllText(path));
}
else
{
employeeDataSet = JsonUtility.FromJson<EmployeeDataObject>(file.text);
}

#

this should work right

#

this is just for loading the file not for writing

tired lily
#

right

glossy sluice
#

not working for android build

#

when i run my app the first time it doesn't load

tired lily
#

look at the log and see what your error is

glossy sluice
#

where to look at the log

tired lily
#

Unity editor log console with your device selected, or logcat

glossy sluice
#

okay

#

omg it works

#

thank you so much @tired lily

lime vessel
#

Does someone have experience using the asset LeanTouch?

edgy trellis
#

does anyone know how can i download the android apk using an qr code?

covert hearth
#

Is there anyone specialized in Android games who can help me?

analog plover
#

Ask the question and if someone knows they'll answer

covert hearth
#

when i want to build come this and when i press to update nothing will be

odd arrow
covert hearth
odd arrow
covert hearth
odd arrow
#

It doesn't matter

unborn helm
#

when doing a iap product, it asks for a price in the Google Configuration, should this just be the same price that I have set in the google play console followed by the currency, for each product?

vivid crane
#

How do you all manage bitcode for ios? I get frameworks errors if I have it disabled, but I get can't build bitcode because it also has an error bitcode bundle could not be generated because protobuf was built without full bitcode

#

Ads/ironsource has become so tedious to integrate

tired lily
#

bitcode is deprecated in Xcode 14 so I disable it

tired lily
knotty fog
#

(Translate, sorry) I want to ask a question. I am testing banner ad and it is blocking the ui. Is it always like this because it's a test? Should I set the UI to space above the banner? It's a stupid question but I'm new, sorry.

tired lily
#

Move your UI. Ads on device use native UI elements that will render on top of everything else

knotty fog
#

thank you for the answer

vivid crane
tired lily
#

random crashes during the game or crash on startup? maybe there is a problem in one of your dependencies

#

your previous comment sounded like a compile error, not a runtime error

pine moon
#

Hi everyone!

I accidentally pressed a button and it installed this.

And as a result I am now getting JSON errors.

How do I uninstall/disable in app purchases from my project?

#

I have problems with my hands shaking some times and clicking my mouse without intending to. It's kinda upsetting this happened.

brazen birch
pine moon
brazen birch
pine moon
brazen birch
#

No worries, just share any errors you see in here 🙂

pine moon
#

supposedly the mere fact this thing is enabled is the problem. I saw someone had to disable the cloud feature by going into some settings and turning it off. Do I have to do that here too?

brazen birch
pine moon
#

ok thank you!

brazen birch
#

It's basically trying to get you to use their cloud service for data collection

#

And there is a good 8 or so modules. So hopefully they didn't enable more on you

pine moon
#

I'm just so angry because I can't compile my project now until I remove this, that's because I don't have a google analytic id

#

I spent all night trying to get the project settings properly set up

#

I'm infuriated

#

guess I have to screen shot everything then completely wipe my library and settings

#

Dear GOD why does unity do stupid stuff like this.

brazen birch
pine moon
#

it also set a value to true which causes it to look for in app purchasing purchase keys. uninstalling the package doesn't turn it off.

#

I just found other people with similar complaints but no answer on how to disable it.

#

WAIT maybe unlinking fixed it

sick umbra
#

why does my android up lag just from 2 test buttons

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like they do nothing they just there and it lags

brazen birch
#

Check profiler

#

And logs

sick umbra
sleek eagle
edgy trellis
iron acorn
knotty fog
#

I'm trying to start a coroutine for the timer after the rewarded ad is shown, it works in the editor but in the apk the game closes after the ad. In OnAdFullScreenContentClosed it doesn't work at all. How can I do it?

karmic estuary
#

Everytime when I start my app on android I get just a black screen and this error. Skipped rendering frame because GfxDevice is in invalid state (device lost)

tiny reef
#

I'm trying to set up ads, and I haven't used Unity in a few years, this whole ironsource thing is so confusing. There's 2 dashboards now? I can't find a single piece of code to show how I'm supposed to show an ad. And why do I have "ad placements" in both Unity and iS dashboards? Can someone link me to some documentation on how to show ads?

viscid mortar
#

if anyone has the build grade error being caused by the unity mobile packages like mobile notifications, just start from a fresh project and move your assets in again.

wide inlet
#

Hello! I'm going to publish a game on the App Store / Google Play, does anyone have experience with some trustworthy mobile publishers? I would like to promote my game for a period of time.

wide inlet
# tiny reef I'm trying to set up ads, and I haven't used Unity in a few years, this whole ir...

Unity Ads is the ad monetization solution for mobile games. It enables mobile game developers to monetize their entire player base, via ads that are native to Unity-based games. Enjoy watching.
Dashboard: https://dashboard.unity3d.com
Documentation: https://docs.unity.com/ads/en-us/manual/InitializingTheUnitySDK

💙Subscribe to My Channel: ht...

▶ Play video
#

This worked for me yesterday

tiny reef
wide inlet
#

Do as you wish, the new system is so new that it's very hard to implement

#

I tried implementing it and wasted a day

tiny reef
#

Thats fair lol, I might go back to the old one if I also have this many problems

neon thicket
glossy sluice
#

I crashed the android app via Diagnostics.Utils.ForceCrash(); and it created some files named "tombstone_xx" at location android/data/packagename/files/. Is it okey to be created at android data location? If i search about it it says:

Tombstones are the closest to the metal in terms of information, as they will record details such as raw memory addresses, and as such can be a bit trickier to understand unless you’re familiar with debugging native code. **Again, tombstones require physical access to a rooted device in order to be read.**

ref: https://www.bugsnag.com/blog/how-to-make-sense-of-android-crash-logs/

So there is no way to disable them because it is in SDK?

glossy sluice
#

failed to load libmaim.so
your hardware does not supoort this application

#

how to solve this error

urban sorrel
#

anyone knows android dev?

coarse citrus
#

Hey guys can someone help me with the Grade Build error?

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CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2022.3.9f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.3.9f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

urban sorrel
#

anyone knows what to do?

coarse citrus
#

I try everything and nothing work...

torpid laurel
#

New to mobile development and already failed with starting the game into my phone(android 12) anyone knows something about this error?

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pressing on "Build"

mild copper
#

Has anyone tried playing with a new Unity 2dCore mobile template? its kinda borked.

safe fable
#

hola

vocal apex
#

hello there got some issues with graphics, my game usually looks like this (first picture, screenshot of youtube video) but when i switch build platform to android it looks like this. anyone got any idea what the issue may be? problem is that the terrain is very very shiny

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by very shiny i mean this shiny

dense saddle
pine moon
#

You know what's funny? Unity is threatening to charge heaps more money for their games, and they still haven't fixed the Pixel Perfect displays for 2d sprites. Pixels are NOT being displayed perfectly on the canvas. They are still distorted for android builds.

open laurel
sleek eagle
brazen birch
#

Yeah, that's pretty much what I saw in the last BIRP vs URP test I did - which was 2021 as well

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We benchmarked a touch of a slowdown, good to see it replicated

open laurel
open laurel
brazen birch
# open laurel so you agree BiRP is just much wiser for mobile?

I think URP came from good intentions, but became a make-work project. I don't recommend it, and I don't think it solved any real problems. I think performance optimization is better off handled by static batching, good light baking, and shared materials with LOD's and good poly counts. IMHO

sleek eagle
#

Sharing the exact urp settings is crucial with a comparison

open laurel
#

I match the birp as the urp setting here

sleek eagle
#

Transparency on the settings specifically for URP would be appreciated still

brazen birch
#

I di like that you included the project at the end of the test though

muted yew
#

Hey, I've created a key for my application but when I try to instal the apk via the APK I still get the Google Play Protect warning what should I do? If someone can link me to good ressource to understand how that whole things work 😅 I somehow can't find it myself.

iron spear
#

i suppose this is the right channel for my issue The Crashlytics build ID is missing. This occurs when the Crashlytics Gradle plugin is missing from your app's build configuration.
I've tried redoing the crashlytics onboarding segment again and still no fix
also looked in google for every available forum to no avail

glossy sluice
#

guys, I am trying to make a phone game, i keep getting this error when making the apk build.

grim remnant
#

i've added GoogleMobileAds to my game. and it works fine in unity. however when i try to create an android build i keep getting errors. Assets\GoogleMobileAds\Editor\BuildPreProcessor.cs(5,19): error CS0234: The type or namespace name 'Build' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?) this is one of them. but i get like 10 or something like that all from GoogleMobileAds.

glossy sluice
#

can someone help me, why cant I make an apk build

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i have the packages installed, and the project tymplate is 2d mobile

grim remnant
spare timber
#

Hey guys, if I allow IAP inside my mobile game do I need to add the apple pay to the capabilities? or is it unrelated?

tiny reef
#

Is there any way to profile the time between the end of the splash screen and the start of the game? Something is causing my game to hang for about 1-2s and I don't know how to profile this section as the profiler only starts after the hang? Thanks!

empty basalt
pulsar isle
#

Alright anyone know whats going on with Xcode 15 builds now failing since update ?

glossy sluice
open laurel
#

Great for you guys for choosing pipeline for mobile games

tepid nacelle
#

Hello , I just published new update on play console , problem is ,users cannot update app they are getting this message :
note :" App must target Android 13 (API level 33) or higher" i fixed this voilation in this update

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uninstalling and reinstalling is working ,but update is not working

deep ore
paper axle
#

Hi, how are you? Do you know if the Firebase SDK is incompatible with Android API 33? I can't build the game. 🥺

#

I tested with an empty project until

sleek eagle
sleek eagle
tepid nacelle
#

yes i changed target api

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earlier it was different

sleek eagle
#

Yes, but the mimumum API is what allows people to update or not on older devices.
Maybe share the setitngs you have right now

tepid nacelle
#

which settings precisely ?

sleek eagle
#

Minimum and target API

#

And maybe it can be custom manifest/publishing settings as well

tepid nacelle
#

Minimum API level is 22(Android 5.1)
Target API Level is Highest installed which is API 33

sleek eagle
#

Then it might be the manifest which is generated

#

Did you update Unity as well?

tepid nacelle
#

No , Unity version is 2021.3.8

tepid nacelle
sleek eagle
# tepid nacelle No , Unity version is 2021.3.8

I do recommend to use the latest 2021 LTS as there have been some bug fixes, and the latest android API is officially supported with the built in android version installed with Unity Hub

sleek eagle
#

Oh and make sure both ARMv7 and ARM64 are checked if you use IL2CPP

tepid nacelle
sleek eagle
tepid nacelle
#

asset store ?

paper axle
# sleek eagle Then you get an error you can check

Yes, I asked because I checked and was indicating for files that are created in Android Resolve. I'm doing another test now, I've updated to version 11.5.0. It was in 4 before and maybe this directly influences the problem. I just wanted to make sure in case someone had the same problem as me.

tepid nacelle
#

i got this message from google console team , i update the target level api to 33

sleek eagle
sleek eagle
tepid nacelle
#

okay thank you

tiny reef
#

Anyone have like a guide or article about Admob and unity and gdpr. Its my first time using it and the documentation about gdpr and consent screens is kinda all over the place, not to mention in some places only referring to android and ios and not unity. I'm just looking for a guide that breaks it down, thanks

dire bobcat
#

Hey everyone! I am looking for someone with access to an android phone using an API level of over 28 (Android 9.0 'Pie'). I've noticed on an IPhone 14 my game doesn't pause when put into the background, and was wondering if that's the same effect for newer Android phones (I only have access to an Samsung S8 which runs Android 9.0 'Pie')? I've done a broad search for an answer to this question on Google, but cannot find anything useful. Thus asking the question here... Thanks!

tired lily
#

did you enable any custom behaviors on ios? It'll be paused while in the background on android

brazen birch
tiny reef
thorn zodiac
#

hi , I try to test my game on unity remote but when I connect my mobile with usb to computer I got this message

Unauthorized device detected, Id: RK8TC006T8T, please add debug authorization and reconnect.
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()

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note : It work in another device , so Idk what the reason

dire bobcat
#

Thanks @Tom & @brazen birch ! I'll try that way.

hazy canyon
#

gradle-launcher-7.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease" solution "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease" Hey getting above error while building my game anyone knows how to resolve this issue ?

hazy canyon
#

Did anyone know why it show grdle build failed

analog plover
#

Scroll down, the actual error message is nearer the end

hazy canyon
hazy canyon
analog plover
#

You scrolled to far

hazy canyon
hazy canyon
analog plover
#

No, that's too far in the other direction

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If you can't figure out which part is the error message just copy-paste everything to a paste site: !code

grand windBOT
#
Posting code

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

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

hazy canyon
analog plover
#

That's not a paste site but ok

#

This is the error:

Cannot parse project property android.enableR8='' of type 'class java.lang.String' as boolean. Expected 'true' or 'false'.

hazy canyon
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once i set true and one time i set false but still not working

#

i have tried using boolean'

analog plover
#

You'll have to show what the error message is when you do that

hazy canyon
#

check i set true org.gradle.jvmargs=-Xmx4096M
org.gradle.parallel=true
android.enableR8=true
unityStreamingAssets=true

Android Resolver Properties Start

android.useAndroidX=true
android.enableJetifier=true

Android Resolver Properties End

unityTemplateVersion=5

analog plover
#

show the error message

hazy canyon
#

when i try to build it show this

analog plover
# hazy canyon

the error message in the log, like you sent earlier here

hazy canyon
#

ok you want to see full error

#

sorry for that

analog plover
#

That's still not a paste site but

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Installed Build Tools revision 32.0.0 is corrupted. Remove and install again using the SDK Manager.

hazy canyon
#

this one

spare timber
#

When I login players with Google play I immediately get the token and able to log them in, but with apple id it asks user to enter password as soon as they open the game which is kinda bad. Isn't there a way to log them to apple play or something without password?

#

Does apple game center also require password?

tired lily
#

the first time (if they haven't used it before), otherwise it's automatic

tender cloud
#

Hey guys, I have a tiny problem. My game has a "Start scene" in which a video displaying a bit of gameplay runs in the background. My problem is with a 18:9 aspect ratio (that is used for certain phones) the video looks "squeezed" on the side, I think it is mainly due cause the original video is a 16:9 one. Is there a quick fix for this ?

I'm considering replacing the video with a cut-scene but ... If a simpler solution exists I'll not be against

analog plover
#

First you'll have to decide what should happen instead. Either cut the parts that don't fit, or add black bars to the sides

#

If you use the video player component the options are in the "aspect ratio" property

hazy canyon
#

NItku will i have to change the directory

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because the sdk 32.0.0 installed in other folder

balmy escarp
#

Hi I am facing a problem in my project i upgrade my Android SDK from 31 to 33 and I am facing some error. The .aab file is not building and it's showing these errors

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I waste my time watching lots of YouTube videos but no help on YouTube

hazy canyon
#

debnit roy did you face gradel build failed

balmy escarp
#

You know how to solve

hazy canyon
#

no i also stuck

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Not Working @analog plover

scenic olive
#

cool!

balmy escarp
#

Ya I fix the error thanks 👍🏾

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For the help

sleek eagle
#

What is android resolver for exactly?
Does a Unity product have it in their documentation? I see it pop up everywhere and so many people get errors from it

balmy escarp
#

Bru the game works perfectly fine in my mobile but i don't know why I get this game rejection and it's saying my game crashes why is this. It work perfectly on my mobile

sleek eagle
balmy escarp
#

Ok let me check 🙂

hazy canyon
#

did anyone know the how to solve gradle Build failed.

tender cloud
sleek eagle
wise pebble
wise pebble
hazy canyon
#

Plz if you find plz help me too I am stuck for long time

wise pebble
#

a few days ago when I had the problem I spent hours looking for solutions and all of them were different but none of them worked

hazy canyon
#

@wise pebble What the exact arror u are facing

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Mine showing 32.0.0 corrupted delete and install again from Android studio

sleek eagle
#

I suggest to use the android versions from Unity Hub

open laurel
#

google firebase plugin?

sleek eagle
#

Idk, that's why I asked

hazy canyon
#

no one solved gradle build failed . if anyone knows how to solve then Help

sleek eagle
#

And using old unity versions

hazy canyon
#

I have latest unity version and I am also a beginner

sleek eagle
hazy canyon
#

I don't know either

sleek eagle
hazy canyon
#

Yes

sleek eagle
#

Then that's the issue. Undo those changes and build a blank project to your phone. If that works start adding stuff untill you find what breaks it

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You can make a blank project build without any custom files for android

hazy canyon
#

But I have created many projects but I only use unity ads but didn't work on that project

sleek eagle
#

and without android studio

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Okay?

hazy canyon
#

What if I have to use unity ads

sleek eagle
#

Start without

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Then add everything step by step

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Making a build when possible to check

hazy canyon
#

I created blank project then it is building and if I use unity ads it's start showing gradle build failed

sleek eagle
#

Then you probably missed a step

#

Paste the exact errors for further help, otherwise I cant do much

hazy canyon
sleek eagle
# hazy canyon

Do you use the android versions that come with unity hub? And have those selected in external tools?

hazy canyon
#

Yes

sleek eagle
#

Then the issue lies in the custom android manifest

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Mayeb update resolve if you use that and follow the guide that you need exactly

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The option setting 'android.enableR8=false' is deprecated. is your error right now

hazy canyon
#

I used then it show this error

sleek eagle
#

Its in project settings - player - android - publishing

hazy canyon
#

i am curently using android.enableR8 = false

sleek eagle
#

Here are the files causing issues

sleek eagle
hazy canyon
#

i also tried this but still have error

sleek eagle
#

Then something else in the manifest is wrong

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No one can fix it for you

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Google and follow guides

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And start with a blank project and go from there to narrow it down

hazy canyon
#

what should i write thrie to get help

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32.0.0

sleek eagle
#

What

#

I just said you dont need android studio lmao

#

Or does Unity documentation tell you otherwise

sleek eagle
# hazy canyon

If you select installed with Unity the android studio versions are NOT used

hazy canyon
#

ok but when i again use ads from unity it will again show this error

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i have tried with many project

sleek eagle
#

Then you are probably missing a step

#

Check the documentation again

#

Or you have your project in a special (sub) folder like onedrive, program files, documents, desktop, etc

hazy canyon
#

onedevice ? now the project in DriveD

sleek eagle
#

I also see Installed Build Tools revision 32.0.0 is corrupted. Remove and install again using the SDK Manager.
Maybe reinstall Unity

sleek eagle
hazy canyon
#

OneDrive ?

sleek eagle
#

Anyway, I gotta focus on work. Good luck

hazy canyon
#

did you know anyone who can help this

lost tendon
hazy canyon
lost tendon
# lost tendon

i can export the project any time i want but cant make an apk

lost tendon
#

if i update the android sdk to 34 will it still be able to run on older devices?

#

that did work, yey

#

but when go to install it on my phone (samsung a53) it says there was an error parsing the package

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i changed min api and target api from api 34 to android 13 and highest. that fixed it.

sleek eagle
tender summit
#

shuld i care about this?

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i dont care if they pring down whatever app is the problem

stoic wing
#

Hi guys, i'm facing problems with a build to Android. I'm using version 2023.1.11f
When I try to build i'm getting this
How can I solve it?

stoic wing
#

I've changed to all previous sdk version I have installed and I still facing the same error when try to build to android. Does anyone know how to fix it?

lost tendon
lost tendon
#

i have all of the ad scripts straight from the unity manual, why arent they working ono my device

stoic wing
thorn pivot
#

Hello everyone, I'm experiencing a sound delay issue. I have a specific problem as you can see in this video. When I test on mobile and tap the object that's supposed to produce sound, there's a delay of about 200ms before the sound plays. I'm sharing the link to the video; if you watch it, you'll get a clearer idea: [https://www.youtube.com/watch?v=px43SrrE5GI]. Does anyone have any knowledge or experience on this and can help?

So your Unity game outputs WAY slower audio than other apps even on the same device?
Turns out, Unity adds as much as 79% of the total latency you hear. But not to worry because Native Audio will take care all of it. I have researched into the cause for so long and the solution is right here : http://exceed7.com/native-audio

Extreme latency red...

▶ Play video
hazy canyon
#

i am having anissue . I have created game but it is not same in other device UI is fine.

brazen birch
#

If the sound isn't just a normal audio clip, and using some third party library / mic etc. I can't help

thorn pivot
# brazen birch There are several things to consider, MP3s have a natural delay in the codec, so...

Thank you for your answer. The audio format I use is wav extension. Apart from that, I tried to reduce the latency to minimum conditions by setting the DSP Buffer Size setting to Best Latency from the Audio settings in the PlayerSetting in Unity. However, I could not get enough results here either. Apart from that, I play the audio clip directly from the audio source without any settings. After outputting the mobile output, I record the sound from the microphone (SteelSeries Arctis 7+) through the Audacity program. There is no recording system other than these. As in the video, when I click on the screen at the same time, there is a 200 ms delay between the sound received when I press the screen and the sound output from the audio source. I don't know how to prevent this, I'm not sure if I'm describing the problem properly. This difference occurs when I record as in the video. This difference is a difference according to the phone I am using. Again, I am throwing the relevant part in the video: https://youtu.be/px43SrrE5GI?t=13

So your Unity game outputs WAY slower audio than other apps even on the same device?
Turns out, Unity adds as much as 79% of the total latency you hear. But not to worry because Native Audio will take care all of it. I have researched into the cause for so long and the solution is right here : http://exceed7.com/native-audio

Extreme latency red...

▶ Play video
hazy canyon
#

i want my game run same in all devices. what can i do for this

sleek eagle
hazy canyon
#

in i phone

sleek eagle
hazy canyon
hazy canyon
sleek eagle
#

If you use UI change the canvas scaling
If you use regular 2D either scale the worlds or move the camera back/increase render area

If you want to force 16:9 you can do so in the player settings I think

hazy canyon
#

canvas is scale on screen size

#

with 1080 and 1920

#

canvas is used for UI

sleek eagle
#

Okay but the game isn't

#

Easiest is to lock the aspect ratio

This has been asked on the forums a lot as well, so take a look on google

hazy canyon
#

how will i do that

#

i have to write script for that

sleek eagle
#

I think it's in the player settings for android

hazy canyon
#

can you tell me the settings

#

if you currently making any game tell me the settings you are using

opaque zenith
#

Someone know how to fix it

maiden ledge
#

I am trying to setup ironsource and levelplay in Unity.. but there's an error due to missing gradlew.bat..
I fixed it by copying that file from online into the expected folder.. but that folder and its contents are always deleted whenever I close Unity..

hazy canyon
#

hay, i have integrated ads on my game. i set test mode to false, and try build and run on mobile but when i click to load ads buttons ads are not coming , but if i try game on computer ads are coming

#

will have to do next, Plz Don't Ignore

tired lily
#

have you seen ads on device? ads in editor are fake and don't use the actual mobile sdks obviously

hazy canyon
tired lily
#

check logs with logcat

hazy canyon
tired lily
#

well you configured your ad unit ids right?

hazy canyon
#

yes

tired lily
#

you don't need to upload to play store unless you're using an ad partner that requires a live app before they serve ads

hazy canyon
tired lily
#

and logcat says what? are you seeing errors?

hazy canyon
#

no error

#

it working on pc but not in mobile

tired lily
#

again, working on pc means nothing

#

you are not using real ads there, so you don't know if the config is really correct or ads are being served

#

check logcat and make sure ads are loading

hazy canyon
#

logcat?

#

did unity remocve ads on off from services in latest version

tired lily
#

if you're not looking at logs coming from a device build, you haven't even started debugging yet

spare timber
hazy canyon
tired lily
#

failure to show? failure to load?

tired lily
spare timber
hazy canyon
tired lily
#

seems like a straightforward error to me

hazy canyon
#

what the matter

#

why is showing Failure

tired lily
#

did you read the red text?

#

you need to wait for an ad to be loaded before trying to show it

#

stop your script from spamming that and debug the ad load/ad load failed events

hazy canyon
tired lily
#

I don't see any entries in your log for trying to show interstitial, so my assumption is you aren't trying to show them

#

oh the left screenshot

#

you are logging ad loads right?

hazy canyon
#

@tired lily i want one more help from you i have completed my game but i want my game run same in all devices

#

what are the setting that make look same i all devices

tired lily
#

you'll have to add letterboxing or something. Devices have differing aspect ratios

hazy canyon
hazy canyon
#

bro my canvas is working good. YOU can see my UI are fine but that bricks are cutting

tired lily
#

did you go to the link?

#

you need to ... scale the canvas. Or create a dynamic, adjustable UI that will work in other aspect ratios

sleek eagle
sleek eagle
#

Use legacy

sleek eagle
#

Using the device simulator is not the same as playing on an actual device

#

(sadly)

neon thicket
#

You need to understand canvases and anchoring in Unity. Specifically what it means to use a reference resolution on the canvas, scale with screen size and have your elements anchored to the corners.

hazy canyon
neon thicket
hazy canyon
#

@neon thicket how you master your game development

#

any tutorial or anything else?

neon thicket
#

I've been using Unity for a long time, I don't remember any tutorials I used. 🫣

neon thicket
#

Over 8 years ago

hazy canyon
neon thicket
#

Not anymore lol. Thanks anyway. Good luck. 🫡

neon thicket
#

@hazy canyon I only really do small prototypes for fun on my own. I work with Unity at my day job, which is how I make my income. So I don't have the stress of having to release something.

floral quail
#

TIL that Unity 2022.3.0f1 doesn't work with xcode15 due to some Apple linker update in xcode. Apparently Unity had a fix in for this and I confirmed that Unity 2022.10.0f1 does work when "build and run"ning from the Unity editor.

I was seeing this error when trying to "build and run" my unity ios app onto my phone...

Showing Recent Issues
Unity.IL2CPP.Bee.BuildLogic.ToolchainNotFoundException: IL2CPP C++ code builder is unable to build C++ code. In order to build C++ code for Mac, you must have Xcode installed.

...which was paradoxical because I saw this error inside xcode 😂. Posting this exact error in case anyone comes to this discord and searches for it to see if anyone else encountered the error and what they did about it (just update to latest Unity version and you should be okay!). TIME TO GET BACK TO THE FONE STUF 🖖

nimble sail
#

Hi guys! I have a small basic issue. My android device is not recognized in Unity.

Unity Remote does work when I press play but it doesn't show up in devices and also the remote option in the resolution settings for the game tab says Not Connected

Anyway I can fix this or should I just get over it?

livid dune
#

Hello
a few days ago, I had a problem with unity not building a small project I followed on youtube for android, now it works. The problem is that on my phone, the framerate is awfull and I don't know how to optimize it so it doesn't get lagspikes there. Any advice?

nimble sail
livid dune
# nimble sail Are you using the Animator?

I am not using animator. There are no animations in the project. I just put some sprites, made a few lines of code then checked if everything works as intended, wich yes, it works

nimble sail
#

Besides those lines of code I'm not sure there's animthing to optimize but am not an expert by any strech of the imagination.

#

Maybe paste here those lines of code

livid dune
#

After I eat, I will send them

#

After I eat I will send them

violet trellis
#

Can anyonone help me with this, i cant build my game and ive been trying for over 3 hours. Theese are the errors (Unity 2022.3.10f1):

A pop up that says: TOO MANY ERRORS

EDIT: THIS SHIT SUCKS, IVE BEEN TRYING TO DO THIS FOR LIKE 5 HOURS NOW
errors:

long flax
#

Anyone has experience with Unity's various 3D batch rendering APIs?
I tested both BatchRendererGroup and Graphics.DrawMeshInstanced but there is apparently a whole family of iterations that happened in-between.
I'm wondering if any of the other combine Graphics.Draw's ease of use with BRG's improved performance.
And/or if there one specifically designed for mobile somewhere.

opaque zenith
#

Someone know how to fix this?

scarlet jolt
#

Guys Plz Help Ive Been Stuck On This For A While And I Promised My Friends They Can Test Play My Game

midnight musk
#

Anyone know any good assets or videos that help with super basic multiplayer functionality for mobile?

Nothing real-time like an FPS, super basic stuff, like sending serialized objects that let you see what items another player has equipped or make guilds and such

sleek eagle
sleek eagle
nimble sail
#

Do I need to have a company registered to publish a game that has rewarded ads and IAPs?

Asking because on Google I found conflicting answers.

sleek eagle
#

In some countries you need to register a company to get payment (for tax reasons)

violet trellis
hazy canyon
hazy canyon
# hazy canyon

i dont know why ads initialized in testing on computer but not initailized in mobile

scarlet jolt
#

@sleek eagle I didnt do anything. the build just said no

#

yes i did add the android mudoules from unity

sleek eagle
scarlet jolt
#

idk

#

its a game im making

scarlet jolt
solar jolt
#

Hi everyone. I'm using Admob SDK to display banner ads. But when banner ads show up, my game got this black bar, how can I fix it?
\

tired lily
#

is that snip from the editor?

solar jolt
tired lily
#

by "Game" you mean you took this screenshot while running on an actual device showing an ad and not the Game tab in the editor, right? Your cropping is suspicious

solar jolt
#

No, I cropped this from Game window in Unity, and real device got this problem too. This's full screenshot when I show banner ads

#

And this is when I turn off banner ads show code, it's look normal

tired lily
#

can you show a screenshot from an actual device? The editor ads are faked obviously. The black bar might be a weird safe area issue. There's an option in android to only render inside safe area, is that on or off?

#

and by actual device, I don't mean Unity remote because that's not your app running on a device

solar jolt
#

here's 2 screenshots from Redmi Note 5 Pro (1080x2160)

#

and here's the code to create BannerView:

        _bannerView = new BannerView(_bannerAdsUnitId, adSizeAdaptive, AdPosition.Bottom);```
tired lily
#

are you sure this is the banner's fault? it looks like maybe the buffer isn't being cleared every frame so there's some kind of smearing happening. I would be messing with presentation options

solar jolt
#

I noticed that if I use AdSize.Banner, I still got 2 black bar at the top and bottom:

solar jolt
tired lily
#

okay this gets lost on a lot of people. Everything you see in the editor is faked and approximated regarding ads. You aren't running the mobile sdks in the editor. Normally ads are shown in a webview, but in the editor ad companies just slap a placeholder prefab in front of the camera to approximate where it will go. All ad testing MUST be done on a physical device

#

those prefabs are NOT used on the device (hence the "PlaceholderAds" name)

solar jolt
#

Now I'm patching a development build on my Redmi Note 5 Pro, wait for my result, but I think that black bar still here.

tired lily
#

What are your camera clear flags (built in) / environment type (URP) settings?

solar jolt
#

uh, by some magic way, development build is normal. Next I will build APK

hazy canyon
#

showing eror unityads not initialized 2. A Banner is already in use, please call destroy before loading another banner 3. Banner_Android Placement Banner_Android failed to fill!

tired lily
hazy canyon
tired lily
#

and what does that log? don't try to load banners until it finishes, so rewrite that first script

hazy canyon
#

what do i correct @tired lily

#

make that line for me if you can plz @tired lily

#

interstitial and rewarded are working only this is noy working

tired lily
#

well error 1 is a race condition because you don't wait until the sdk inits before trying to load stuff obviously
error 2 is self explanatory, fix it as it tells you
error 3 means there weren't any banner ads available for display. If there aren't any ad networks willing to supply you an ad, you get the no fill error. Banners are very low value to begin with, so a lot of the time ad networks just aren't willing to spend money to have them displayed. Implement an exponential backoff when you get a no fill error to try again later

hazy canyon
#

or nothing is the problem bcz ads are not available

tired lily
#

the entirety of your Banner's Start needs to be moved

hazy canyon
tired lily
#

you can start loading ads once AdsInitializer.OnInitializationComplete has been called

solar jolt
#

As expected, it's still here, and now it look weirder than before :v

tired lily
#

did you ever check the camera settings?

solar jolt
#

Okay, after change camera projection, Its look like before.

#

Here's my camera settings

#

If I patch a development build, it's run as I want, like this one:

#

But if I build an APK, and the version on store, it's got that visual bug

tired lily
#

weird

#

did you try modifying any options under Resolution and Presentation in android project settings?

solar jolt
#

Here's my Resolution and Presentaion in Android Project Setting

tiny reef
#

Hey everyone, does anyone know why I have this grey screen before the unity splash screen? Other apps would show the app icon and then transition to the unity splash screen

#

Even another Unity game of mine does the correct thing, shows the app icon with a slight zoom transition, fades it out and then shows the splash screen

#

(This is what I expect it to look like)

tiny reef
hazy canyon
#

Hey anyone knows the best resources for free assets for unity game development and also for commercial use . Please let me know . Any leads will be helpful

neon thicket
#

As answered already: Unity asset store

dire bobcat
#

Does anyone have a solution for getting an Identity Token from Apple to use for authentication? I just want the token. And please don't point to lupidans solution on github as that no longer works with Sonoma (latest mac version). Thanks!

sick magnet
#

When my phone dies and my app is running, my save files are lost/corrupted/cant be loaded. Anyone know why this might be happening?

sleek eagle
south goblet
#

I have a game which can only be built on apk 33+ but my phone can't install it then how can I download the apk file to go lower

#

Thanks

tired lily
#

target sdk to 33, min sdk to something lower (22 or 23 to target the most devices)

lost tendon
#

Ive tried quite a bit on unity ads based on their documentation, i cant seem to get ads to pop up on my phone, everything works fine in the editor

south goblet
#

Yeah the problem is its not compatible

rancid snow
#

Hi guys, do you know how to implement a power save mode such as below? This game is made in unity also, i want to copy that feature:

#

When i press it, it becomes like this and the game running in background:

sleek eagle
rancid snow
sleek eagle
copper marten
#

keep in my mind the deltatime bug is still present on android

hazy canyon
analog vector
#

We have a game which has IAP which we released about 8 years ago. Now we need to update on Android due to 64-bit requirements, but the old IAP framework we used in like unity 4 at the time is since long deprecated & dead. Now we see that we could perhaps use the Purchasing package which ships, but it seem to want to enable Unity Gaming Services. The problem is that we don't want all extra bullshit & data collection, we just want simple cross platform IAP, is this at all possible with Unity Purchasing?

stark ferry
scarlet jolt
#

I NEED A FIX. PLZ HELP

brazen birch
# scarlet jolt

Click on the last error and look in the additional lines of the console. There are 3 more errors causing the problem that are embedded there

tawny orbit
#

Hi guys!
Does anyone know if is it possible to debug the app build in the Android Studio Layout Editor?

tawdry lynx
#

because i have added the unity ads and i have tested that and ads was working good in unity editors nd when i upload the game in Google play store the ads was not workin can any one help me out

#

can any one help me out

odd arrow
#

You need to provide some actual error information as well. And look it up first too

tidal island
#

I was told to come here.

#

Hi I need to make the SDK read-only:

red sequoia
#

I would test if you can build an empty project correctly.

#

I would expect those files to be marked read-only, since they're in Program Files.

#

i would check that those files actually exist

tawdry lynx
#

Guys I am getting this error

#

UnityEditor.BuildPlayerWindow+BuildMethodException: 6 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <7fef092428a04dc89d2aa6ad3ce5d856>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <7fef092428a04dc89d2aa6ad3ce5d856>:0

#

I am using 2021.3.19f1

hazy canyon
#

i dont know what happpning i turned off unity ads test mode still showing unity test ads

#

did anyone know why this is happning

haughty aurora
#

Hey! I've just joined and i'm new to unity. I'm looking for someone to be a learning parter, someone with a bit of experience who I can bounce questions/ideas off of! I'm making a very special birthday gift that i'm super excited about. I can't offer anything in return, so I understand if there is nobody available. I do have a lot of coding experience, but it's in other languages, mostly Javascript and HTML/CSS.

copper fjord
#

Hello, I'm trying to use Java source plugins, as single files in the Assets/Plugins/Android folder, and I can't figure how to import android or androidx to get access to Toast or annotations. Any idea?

scarlet flame
#

Hello, I'm adding Google Play Game Services 0.11.01 to my game in order to add Leaderboards and Achievements but after several attempts with different errors I am completely stuck with this. Any ideas what can i try?

#

Okay moved forward a bit and now im getting this error when building:
AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
at java.lang.Class.classForName(Native Method)
at java.lang.Class.forName(Class.java:454)
at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
at com.unity3d.player.UnityPlayer.access$500(Unknown Source:0)
at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:126)
at android.os.Handler.dispatchMessage(Handler.java:102)
at android.os.Looper.loopOnce(Looper.java:201)
at android.os.Looper.loop(Looper.java:288)
at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
Caused by: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
... 9 more
at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.AndroidJNISafe.FindClass (System.String name) [0x00000] in <00000000000000000000000000000000>:0 2

tired lily
#

when building or during play?

tiny reef
#

IS it normal for an Android app built with unity to try to "interact" with every app on my device? Logcat shows hundreds of lines that look like interaction: PackageSetting{<myapp>} -> PackageSetting{<some other app>} BLOCKED. why would this happen? surely this isnt normal?

rain leaf
scarlet flame
scarlet flame
spark badge
#

Hello guys! So I'm currently having this error that tells me my Android SDK Build-Tools component is not found despite me having the JDK, SDK, and NDK installed and I'm also able to see them checked and active through the external tools tab in the preference window, what should I do?

fiery condor
ember mauve
#

Hello everyone! Could anyone who has had experience with Unity development and deployment to iOS systems please lend a hand?
My Debug.Logs are all turning into Debug.Log(Object) rather than the usual strings as shown in Unity Editor's Console
If anyone has experienced this before and managed to find a solution please let me know as this is a big blocker for our project!

river gyro
#

Getting this warning when i run my project on android device and terrain textures are not loading

#

anyone help me

fringe wharf
#

hey i have a problem and maybe someone can help me, I tried to do something basic to see if i can conect my iphone to my macbook, The project works on my macbook camera, but when i try connecting it to my iphone, when i launch what i have built on my phone it doesn`t activate the camera, it simlply shows me this

#

this is my .plist file

fringe wharf
#

there is no code, https://www.youtube.com/watch?v=Z4bBMpa4xWo this is the link i have been tring to follow

In this Vuforia Engine augmented reality tutorial you’ll learn how to create Image Targets using both the method through the developer portal and directly into Unity using Instant Image Targets. This easy-to-use and popular target type makes it simple to create powerful AR experiences for books, posters, and any other flat image.

Before gettin...

▶ Play video
tired lily
#

well I haven't worked with this sdk, but your first debug step is to try and access the web cam yourself. You need user permission to do this, so check the link and make sure you're asking permission + seeing the device

#

I'm going to guess that they are expecting you to do this yourself

gilded schooner
#

I am building a RTS type game for mobile, but the assets/models I am using are really detailed
The camera view is really limited, so i want them to look a bit lower quality

Ref: Camera view

#

just want to reduce the apk size as a whole

tired lily
#

you can override texture import settings for mobile to scale them down

tired lily
#

that would work, but applies to all textures. No, the texture import settings for each texture

gilded schooner
#

oh, these ones?
I will also try appyling to all of them to see how it works

tired lily
#

yes

chilly sandal
#

Hi devs.

I've recently completed a LevelPlay integration tutorial for my game, and I've successfully implemented ads. However, I've encountered an issue specifically related to banner ads.

I've created a video demonstration to showcase the problem.

Initially, everything works as expected on the first app load. However, when the app loses focus (e.g., going to home, clicking on the banner to open browser, etc.) and I return to it, the banner disappears, and none of the expected actions function. Interestingly, there are no error messages in the console, and the IronSource callbacks do not report any issues.

I hope you could help me or at least share any information that might help to resolve this issue.

copper heart
#

I'm working on a patch for an Android game. I also switched from Unity Ads to Google AdMob using the Google Mobile Ads Unity Plugin. I got everything set up in AdMob (at least I think I did) and imported the latest package. I wrote this code for initializing the package:
private void InitAds() { MobileAds.Initialize(initStatus => { }); }
However, when I run it in a build in Android Studio, I get the attached exception when it tries to initialize. I've tried everything from changing managed code stripping to resolving Android dependencies, but still can't find a solution.

regal thicket
#

It seems to happen whenever the audio plays from that video. I've been playing around with settings all day trying to fix it. Is there a certain audio codec / setting in Handbrake to solve this or something?

lilac forge
#

hi everyone, I've been struggling to resolve android dependency nor building android apk for a few days.

anyone exp with android please guide me, it's on my new PC, I can basically recreate the problem by creating a new project (2022.3.10f1), adding "FireAnalytic.unitypackage" from "firebase_unity_sdk_11.5.0". Which added "External Dependency Manager 1.2.177". Then I do Asset/External Dependency Manager/Android Resolver/Force Resolve.

it failed at 0% with the following log (txt).

opaque spear
#

I'm getting a Gradle build error after trying to integrate Google Play services, I'm using the plugin "GooglePlayGamesPlugin-0.11.01.unitypackage",

The error output is quite large, but the key error seems to be; Could not find com.google.games:gpgs-plugin-support:0.11.01. Required by: project :unityLibrary

I'm following this guide https://developer.android.com/games/pgs/unity/overview, it's a bit convoluted - it starts simple, you click "Get Started" and it takes you to a page that says to first "set up Play Console for your game", oh sure, I'll just go do that... oh it's a several page document with many steps... part of which tell you to "open the Android SDK manager and verify that you have downloaded the following packages", this implies Android Studio is already installed, which it's not, because Unity Hub handles a local install of JDK with each Unity engine install. I'm worried if I install Android Studio it's going to install its own version of JDK and update my Environment variables to point to that, and screw up my Build process even further.

opaque spear
#

Unity version 2021.3.0f1

fallen compass
opaque spear
fallen compass
#

Googling this part of the log

Could not find com.google.games:gpgs-plugin-support:0.11.01.

Gave me a result I've looked at before, which is this.. I vaugely remember having to do this
https://discussions.unity.com/t/resolution-failed-failed-to-fetch-the-following-dependencies-com-google-games-gpgs-plugin-support/252676/2

opaque spear
regal thicket
opaque spear
#

Back again, this time it's a different error. I reverted the project to the latest from our source control, so wiped away any changes that I did prior.

I upgraded the project to 2021.3.31f1, added the Google Play plugin "GooglePlayGamesPlugin-0.11.01.unitypackage" and now I get this very verbose error:

(Any suggestions @fallen compass ?)

opaque spear
tired lily
#

you should have multiple entries in your console. The log you posted doesn't say what the error was

#

look through them and find the one with more details about the failed step

brazen hazel
#

hi

#

im trying to set my google license key in app purchasing but it says im not authorized to set up,, can some one help me with it?

brazen hazel
#

if that didnt works then change gradle

heavy wraith
# opaque spear Getting desperate now, just following the Unity manual's advice to export the pr...

The last couple of times I've installed LTS 2022.x the Gradle versions haven't updated correctly from Unity, leaving me with Build Errors. Now you appear to be having an error specific to this plugin. It may not be applicable. However, to fix my error I've had to go under PlayerSettings(Android Tab)->Publishing settings, and check Custom Main Gradle Template, then when you exit and try to rebuild it says your version is out of Date, do you want Unity to download a new one? After that completes it always works. I tried manually installing Android Studio and pointing Unity to where it installs the Android SDK and Gradle with no luck. But letting Unity update itself always does. It may not help, but thought I'd toss it out there.

sleek eagle
#
  1. Are you using any custom hlsl blocks?
  2. Is Unity and shader graph updated?
  3. Any other errors?
severe sorrel
#

Want to optimize meshes for Unity Android. My mesh are taking 2.1M Tris and 6.1M Verts and taking about 2 gb of ram when test by profiler.
Kindly help?

sleek eagle
#

And test what the performance issue is.
Is it the tri count, is it CPU, is it textures, etc

severe sorrel
#

I reduced texture resolutions and they are not taking that much. It's the mesh that take 1.9 GB of Ram and slowing down the game

sleek eagle
#

There is a memory section in the regular profiler and a full on memory profiler

severe sorrel
sleek eagle
# severe sorrel

Each of your meshes has many submeshes. Check if these are needed.

What you can do:
Make sure to remove any unneeded meshes
Put the index format on auto unless it gives issue
Enabling mesh compression might help (test it)
For optimize mesh put it on everything unless it gives issues

And in the player settings you can try to use optimize mesh data (see screenshot)

severe sorrel
#

Each mesh has low quality submesh I think for LOD

sleek eagle
sleek eagle
severe sorrel
#

Sure. I'll try it

#

Thank you

sleek eagle
# severe sorrel

And I see in the profiler that most of your time is spent in a script, so I don't think the meshes in memory give the performance issue

#

I'd suggest to look into what is actually taking up performance and not just memory

violet warren
#

What's the recommended process for releasing a mobile game with ads you can remove if you pay a small fee? Do you release the beta on Google Play for testers WITH the ads incorporated? Does the ad component even work when testing the app? Thanks!

late vine
#

I'm currently involved in a project where I'm integrating Unity as a library into an Android application. I've encountered an issue where a black screen persists for a notable duration (approximately 20 seconds) before the initial game scene is loaded. Interestingly, when I built the application as a standalone version, this lengthy waiting period was not present. Through searching online and experimenting with various approaches, I have attempted to resolve the issue as follows:

  1. Implementing background loading (with preload) for all game audio.
  2. Omitting preloaded shaders.
  3. Retaining only one scene in the build.

The third strategy significantly reduced the duration of the black screen. Is there a method to lazily load the scenes upon the application's first launch to minimize this waiting time?

karmic slate
#

does anyone know which unity uses keyAlg and keysize to generate keys?? rsa and 2048? Or is this not important for Google Play?

cursive venture
#

Hey guys, sorry I had to cross post this from #archived-code-general since I'm not getting response from there. Have any of you faced this issue before:

I'm using Firebase Cloud Messaging in my game. Using that, when a player challenges their friend, their friend will get a push notification from the backend with extra payload data attached to it. In Android this is working fine. But in iOS, I'm getting the push notification but when the app is opened on clicking it, I'm not getting any payload data from the notification.

I have noticed that the event:

Firebase.Messaging.FirebaseMessaging.MessageReceived

is not fired in the game because I have added a log in the event listener which is not printed. What could be the reason? This was working fine when I used Firebase v10.7.0. In this version, I have updated to v11.4.0. I tried upgrading to v11.5.0 and downgrading to v11.0.0 but still the issue persists.

violet warren
#

Do I need Google Play integrity protection for an app that isn't online or anything?

pale zealot
#

Hi everyone I have an issue with my Android app

#

I built it with the IAP SDK and first did a UDP test wich worked fine

#

Then I changed the store to Google Play, no other change and after building the game the performance drops with no apparent reason

subtle vigil
#

my game freezed whenever i attach the debugger in visual studio on android

#

stopping the debugger makes the game continue again

karmic slate
#

Hi, how to update gradle to 6.7.1 version? I have this error

opaque spear
# heavy wraith The last couple of times I've installed LTS 2022.x the Gradle versions haven't u...

Thankyou, and thank you @brazen hazel as well, I'll try both your suggestions. I'm going to document them as possibilities to try at least. Because do you know what worked for now? And reproducilbly so... (like, I can revert from source control, and do the same thing again, and it works); when I'm getting this error, I do the export option, let it make the Android Studio project, and then completely forget about that and just run a normal build again. And it works!! Every time!! 🤷

opaque spear
# tired lily you should have multiple entries in your console. The log you posted doesn't say...

Yes I've since realised that "warning" is actually just a warning, but it's displayed in the Console as an error, it's the first error, so it's naturally what I looked at. What I've since learned is, when there's an error, that "warning" just gets included in the output as an error, so whenever I see it, I need to look down to the next "error" to see what the real "error" is. In this case, it was Could not find com.google.games:gpgs-plugin-support:0.11.01. And the fix I did is in my previous comment above this one

heavy wraith
karmic slate
#

Hello everyone, does anyone know how to set an icon in the DefaultIcon field in Player Settings?

Texture2D[] icons = PlayerSettings.GetIconsForTargetGroup(BuildTargetGroup.Android);
icons[0] = icon;
PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, icons);

this is how it installs LegacyIcons in one of the cells

violet warren
#

Hey all...is there a way to wake up a sleeping device using Unity? There's a timer that goes off after a certain amount of time and I want a noise to sound when it's done and the phone's asleep.

#

(Would this be a use case for the mobile notifications package?)

#

(or a reason to use application.runInBackground?)

karmic slate
#

How to set Default Icon

trim hawk
#

running into this error when building to iPhone from just the basic ARCore template. I have selected all relevant options for iPhone/ARKit development. This should be as easy as hitting build and launching the game, as is what happens with the tutorial im watching. Any solutions? Solutions online talk about deleting files with terminal, but I cant seem to figure this out.

ripe pivot
#

If WhatsApp notifications cause lag to my game does it mean my game is just poorly optimised? With so many different types of phone how do you work on your game so that a phone won't over heat?

fallen compass
#

Have you optimised it?
Have you profiled it?

sonic otter
#

tons of meshes having to be rendered, lighting having to be calculated on every single mesh

#

look at your draw calls and bring them down

edgy quail
#

Is there any way to build the game out to iOS without having a Mac?

analog plover
#

Online services that build it for you. Otherwise, no.

noble plaza
#

are there any way to control audio stream type on android?

solar jolt
#

Does anyone know how to get IAP localized price and currency code?
I'm using this:

                Product product = storeController.products.WithID(productID);
                string price = product.metadata.GetGoogleProductMetadata().localizedPriceString;
                if(price == null)
                {
                    price = product.metadata.localizedPriceString;
                }
                Debug.Log("Google price" + price);
                return price;

Does it is the right way? Because I see sometime it not fetching price correctly.

half lake
#

Hello! Recently I found out one of my games has been removed from the Google play. I'm very new to this kind of things, and I didn't really understand what was the problem and what could I do to fix it. I'm really not very good at English, so that is difficulting me to understand the situation. Thanks for the attention!

brazen birch
#

Specifically it's saying the Unity Ads needs to be updated to version 4.0.1 or higher

rocky acorn
#

Hey! Unity keeps adding emulator-5562 to my list of devices every couple hours, which creates a CommandInvokationFailure to be thrown whenever I try to test with an android device. Does anyone know how to stop this?

#

In this way, I can get rid of the offline device and Unity will deploy to my phone with no issues for a few hours. When Unity begins failing to connect, I'll know the emulator device has reappeared.

hazy canyon
#

bro is it nesassery to define licsence for the game to publish on google play store

hazy canyon
half lake
#

I'll see if there's a plugin activated that I didn't use

#

Thanks!

brazen birch
#

Yeah that happened to me too. It's supposedly added by the android runtime for any emulators, I don't have any installed however and it keeps coming back

I ended up just adding a flag to all my ADB commands to ignore any offline devices. I'll look up the flag later and share it with you.

sick magnet
#

I’m having a weird issue where sometimes my app has a portion across the middle of the screen where it is not detecting input. Like there is something blocking touch or raycast or something, none of the buttons or scripts can be interacted with via touch. The strange thing is that deleting and re-installing the app seems to fix the problem and it is quite a rare issue, it has only happened twice in maybe 30 installs… both times on iOS not sure if it’s a iOS issue, TestFlight issue, or Unity issue… the bug eludes me but it is preventing me from launching because I can’t have a bunch of players who have no input

pseudo egret
#

Hi - I have a very old Unity project that I'm upgrading to 17.1 to avoid having to port the UnityScript code. I'm then looking to build the project for iOS. From my understanding, I need XCode 14.1. Will the build created by Unity 17.1 still be compatible with XCode 14.1 or am I going to run into issues?

undone bane
#

is there any common causes why my unity freezes for several minutes when I change the build target from windows to android?

brazen hazel
#

hi guys im using this script to save data but now i want to reset the player data .. but i cant find the saved data.xml .. how can i reset the player data please help.. im not good at scripting

half lake
#

Hello! I tried using unity remote 5 earlier in another phone, and it worked, every time I connected my phone to my computer, an alert would pop up in my phone saying if I wanted so the computer charges, transfer photos or files. I used to click so the computer to transfer files and it would work. But since I bought a new phone, when I connect the new one to the computer that alert just won't pop up and unity remote 5 just wouldn't do anything. My phone is a Redmi Note 10 pro, with the android version at 13. Anyone knows how to fix that? Thanks for the attention!

tiny reef
#

Hey, so Android 14 has broken my dev (mono) builds on my device (unsure about production il2cpp yet). I'm getting this in logcat:

Dynamic lookup for intent failed for action: com.google.android.gms.games.internal.connect.service.START
JNI_OnLoad called
CommandLine:  
Shutting down VM
EXCEPTION: main
Process: ..., PID: 16075
                                                                                                    java.lang.RuntimeException: Unable to start activity ComponentInfo{.../com.unity3d.player.UnityPlayerActivity}: java.lang.SecurityException: ...: One of RECEIVER_EXPORTED or RECEIVER_NOT_EXPORTED should be specified when a receiver isn't being registered exclusively for system broadcasts

I can't tell if the "dynamic lookup" is the error, or if its the next part. I've checked the apk in Android Studio, and every reciever has a exported field. So I'm not sure whats causing this. any ideas?

#

Okay I've found this one activity in the generated manifest without an exported tag. How can I change this though, as its from google play games?

tired lily
tiny reef
#

Sorry for the late reply, but I don't think I'm using the billing library, these are the only aar files after resolving android libraries:

#

An update, I found another manifest file in the unity project and found the NativeBridgeActivity, added the exported tag... and still the exact same error. Completely stuck

tired lily
tiny reef
#

Oh I see, that would explain why it only stopped working in android 14

#

I do have some native code which calls some android java classes for custom haptics, ill try disabling that coz thats the only thing I could think of

#

Okay that didn't fix it, neither did an IL2cpp build. Is there any other way I could figure out what would be doing one of those runtime recievers?

tired lily
#

I'd start by looking at the release notes of all native plugins you're using, because that should be fast and easy. Then either strip down your project or create an empty one and start adding things until you figure out which one is causing it

tiny reef
#

Okay thank you, I'll try that now

regal thicket
#

when building for mobile, how do you prevent unity from automatically stretching out sprites to different aspect ratios?

#

im not talking about the canvas, but game sprites themselves

#

for example, if my game is in 16:9, i want it to be in 16:9 at all times, with just blank space on the side on android or something

haughty sparrow
#

hi, I have a problem with an android project on unity, in this photo, it is my game tab, my elements on it are well positioned, they are all UI images of a canvas

#

and this photo is when I play on my phone, the elements are smaller, or are not in the right place, how do I resolve this problem?

regal thicket
#

Safe Area Helper i think it's called. It should work if they're canvas elements

hoary frost
#

is there another android publisher than google play or not?

tiny reef
fallen compass
rotund jungle
#

woudl you say it's the norm to precompile shaders on mobile?

glossy sluice
#

guys can someone help me ... what are the steps to make android builds... i still get erros when making builds

glossy sluice
#

I have the latest LTS version and the android sdks of installation are installed

#

i dont know what the problem is

grave jacinth
#

This only works in game mode but not in simulator mode. How do I fix this?


            transform.Rotate(Vector3.forward, rot);```
analog plover
#

First you'll have to decide how it should behave in a mobile device

glossy sluice
# glossy sluice

guys, I can't build a game on android.. every time i get the same errors above.. can someoen tell me what to do

analog plover
#

You'll have to show the full error

glossy sluice
#

ok 2 mins

glossy sluice
analog plover
#

Use a paste site. !code

grand windBOT
glossy sluice
#

you can see it right?

analog plover
#

Yes. This is the error:

C:\Users\yusuf\OneDrive\Desktop\Cross\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\java\com\unity\androidnotifications\UnityNotificationManager.java:165: error: cannot find symbol
        if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU)
                                                        ^
  symbol:   variable TIRAMISU
glossy sluice
#

@analog plover THANK YOU IT WORKED!

#

I do have a problem though, I installed the advertisement legacy package, yet i cant see the ads under services in projects settings.. can someone help me set up the ads?

#

(videos on youtube dont show such a thing)

upbeat tusk
#

Does anyone have advice on what mobile measurement partner (MMP) you would recommend? (Appsflyer, Singular, Adjust, etc.)

hazy canyon
meager verge
#

Hi guys! using inapp purchasing 4.9.3 is enough to keep safe with the requirement of play store about " November 1, 2023 version 4 will be deprecated and any updates to existing apps will first require you to migrate to PBL version 5 or newe"

violet warren
#

What is the preferred way to test if a player has already purchased a non-consumable product?

thorn zodiac
#

hello, I need some help pls.
I have finished my game and when I test it on my mobile it crashed, so I connect it with logcat and this is the logs
I don't know what I should do with these

thorn zodiac
# thorn zodiac hello, I need some help pls. I have finished my game and when I test it on my mo...
2023/10/16 21:25:37.105 29942 30017 Warn Adreno-GSL <sharedmem_gpuobj_alloc:2736>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
2023/10/16 21:25:37.105 29942 30017 Error Adreno-GSL <gsl_memory_alloc_pure:2614>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
2023/10/16 21:25:37.106 29942 30017 Warn Adreno-GSL <sharedmem_gpuobj_alloc:2736>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
2023/10/16 21:25:37.106 29942 30017 Error Adreno-GSL <gsl_memory_alloc_pure:2614>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
2023/10/16 21:25:37.108 29942 30017 Warn Adreno-GSL <sharedmem_gpuobj_alloc:2736>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
2023/10/16 21:25:37.108 29942 30017 Error Adreno-GSL <gsl_memory_alloc_pure:2614>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
#
2023/10/16 21:25:37.121 29942 30017 Error CRASH *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
2023/10/16 21:25:37.121 29942 30017 Error CRASH Version '2021.3.8f1 (b30333d56e81)', Build type 'Development', Scripting Backend 'mono', CPU 'armeabi-v7a'
2023/10/16 21:25:37.121 29942 30017 Error CRASH Build fingerprint: 'HONOR/ANY-LX2/HNANY-Q1:13/HONORANY-L22CQ/7.1.0.157C185E63R2P1:user/release-keys'
2023/10/16 21:25:37.121 29942 30017 Error CRASH Revision: '0'
2023/10/16 21:25:37.121 29942 30017 Error CRASH ABI: 'arm'
2023/10/16 21:25:37.123 29942 30017 Error CRASH Timestamp: 2023-10-16 21:25:37+0300
2023/10/16 21:25:37.123 29942 30017 Error CRASH pid: 29942, tid: 30017, name: UnityGfxDeviceW  >>> com.kmdeveloper.clone <<<
2023/10/16 21:25:37.123 29942 30017 Error CRASH uid: 10110
2023/10/16 21:25:37.124 29942 30017 Error CRASH signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xd8
2023/10/16 21:25:37.124 29942 30017 Error CRASH Cause: null pointer dereference
2023/10/16 21:25:37.124 29942 30017 Error CRASH     r0  00000004  r1  00000004  r2  00000000  r3  00000000
2023/10/16 21:25:37.124 29942 30017 Error CRASH     r4  dfc262e4  r5  f0b8cdec  r6  dfc26394  r7  00000000
2023/10/16 21:25:37.124 29942 30017 Error CRASH     r8  dfc24040  r9  f0b8c950  r10 00000000  r11 f0b8cc5c
2023/10/16 21:25:37.124 29942 30017 Error CRASH     ip  f0b8c950  sp  b068b538  lr  cd7d353f  pc  cd87f742
2023/10/16 21:25:37.125 29942 30017 Error CRASH backtrace:
2023/10/16 21:25:37.125 29942 30017 Error CRASH       #00 pc 0017b742  /vendor/lib/egl/libGLESv2_adreno.so
#

this is the logs

latent violet
#

pls is it possible to use my windows pc to build my game to ios app store?, am planning on diving into the IOS App store market since google play store is trash at the moment but i dont own a MacBook...so is it possible

thorn zodiac
# latent violet pls is it possible to use my windows pc to build my game to ios app store?, am p...

I think this will be helpful to you. you can use virtual machine.
https://www.youtube.com/watch?v=FdyuY1FhtqE

This video will show you how to develop an iOS app in Windows and then easily transfer the project to a Mac virtual machine.

Note: you should already have a Mac Virtual machine already set up with Xcode and Unity installed and your developer settings linked to Xcode.

▶ Play video
tired lily
sonic otter
#

OSX performance in a vm on windows is pretty abysmal just heads up

brazen quest
#

any idea why 3d game gets very pixelated and low quality in android mobile build? I have already checked basic quality settings and player settings.

latent violet
#

Cuz in the tutorial it seems the guy has unity installed in the Virtual machine, i thought I only needed a file to put in xcode

brazen quest
#

How do I let the user upload a music file from their device (wind/and) from the start scene and then use it as a BGM in my game scene?

#

I can't find anything on the net

tulip jewel
#

i want to get into mobile development. any tips where to start from? any good tutorial or something like that?

sleek eagle
tulip jewel
#

ok tyvm

thorn zodiac
karmic slate
#

What went wrong:
A problem occurred evaluating project ':launcher'.
Failed to apply plugin [id 'com.android.internal.version-check']
Minimum supported Gradle version is 6.7.1. Current version is 6.1.1.

How to fix this?? Unity version is 2020.3.33f1,

stopped assembling the build almost out of the blue, just for my version of unity 6.1.1 gradl is listed in the unity docks

karmic slate
#

How to update gradle version?

tulip jewel
#

might be a stupid question but is this considered 3d? no its 2d right?

analog plover
#

If the characters are sprites instead of 3D models then it's 2D

#

If the environment is 3D it could be considered 2.5D but doesn't look like it

heavy wraith
# karmic slate How to update gradle version?

Hello there, I had answered this previously for someone. Unity fails to download the latest Gradle until you go to Edit->Project Settings->Player->Android Tab-> scroll down and check Custom Main Gradle Template. Then when you go to build it should popup a window asking to update the Gradle version.

rotund jungle
#

When in IL2CPP I get

Error Unity Could not produce class with ID X

how can I know what class it's talking about? Can't find anything on google!

sleek eagle
#

Send the full error(s) and when you get the error @rotund jungle

#

And update Unity to the latest bugfix version if you're on an old version

hard marsh
#

how can i import model at runtime in unity for mobile
currently my code only work for PC

sleek eagle
hard marsh
sleek eagle
tulip jewel
#

i want to make a game similar to idle heroes and afk arena. can anyone recommend me a way to start learning how to make a game like that?

zealous eagle
#

how to get your game to mobile

alpine kestrel
#

I know this isn't code related but i need help, i've been trying to figure out why i can't build my mobile game and keep getting this error.

alpine kestrel
analog plover
#

You'll have to show the entire error message

alpine kestrel
analog plover
#

Failed to install the following Android SDK packages as some licences have not been accepted.
platforms;android-33 Android SDK Platform 33
To build this project, accept the SDK license agreements and install the missing components using the Android Studio SDK Manager.

alpine kestrel
# analog plover > > Failed to install the following Android SDK packages as some licences have n...
For people who may face the same errors in the future,

The problem was there is no licences file in /Users/username/Desktop/2019.2.9f1/PlaybackEngines/AndroidPlayer/SDK.

So I copied the file from /Users/username/Library/Android/sdk and paste it to the unity directory above.

The errors was successfully addressed.

I wish nobody wasted their time anymore because of this error.

I don't have those directories

analog plover
#

There are other answers on that page

alpine kestrel
#

i keep getting this error in my cmd

#

nvm i got it

alpine kestrel
#

@analog plover spoke too soon

#

still doesn't let me build

#
> Failed to install the following SDK components:
      platforms;android-33 Android SDK Platform 33
  The SDK directory is not writable (C:\Program Files\Unity\Hub\Editor\2022.3.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK)
alpine kestrel
low maple
#

So after all the work i put into making adds with ironsource they are making me move to tipalti ?

mortal pelican
#

I have low fps 5-8 in an empty scene on android

#

testing on an old j5 samsung - so low spec.

#

Still 5 years ago could build and easily get 60 fps

#

maybe time to install an older version of Unity

#

Is URP not compatible with mobile?

#

Okay, just tried a build with 2019 - steady 30 fps. Go figure.

spare mortar
#

The hell’s Tipalti?

ripe pivot
#

Why is it that when object’s are enabled through object pooling that they still lead to frame drops?

low maple
#

@spare mortar

alpine kestrel
sleek eagle
sleek eagle
alpine kestrel
sleek eagle
#

Is installed with Unity checked in preferences - external tools?

#

And what is your unity version?

alpine kestrel
#

2022.3.12f1 LTS

alpine kestrel
sleek eagle
#

Looks good. Can you screenshot the publishing tab of the android player settings as well?

#

And the min/target sdk section while we're at it

alpine kestrel
#

i've had mini on lollipop as well

sleek eagle
#

Could you try setting target to 32 or 31?

#

If that doesn't work I'm out of ideas tbh. Maybe try the forums as well for support

alpine kestrel
#

it's actually so annoying i've tried everything

#

all i want to do is make a basic game for when im boring lol

#

i've built it i just want to get it on my phone ;-;

#

i don't know what i could be doing wrong

#

@sleek eagle do you think downgrading my unity version would do anything?

sleek eagle
alpine kestrel
#

no

#

no no

#

i meant built the game

#

sorry thats my bad

sleek eagle
sleek eagle
#

Owhhhh

#

As in developed

alpine kestrel
#

no i mean the game is developed yeah

#

i can build to my pc but not to mobile

#

(╯°□°)╯︵ ┻━┻

sleek eagle
#

I thought as in making a build. Got it.
I'd give the forums a shot

alpine kestrel
#

been there

#

spent a whole day trying stuff

#

@sleek eagle question, does pressing these matter?

#

before i had it on Current Platform

#

apparently going back to 2021.3.16f1 works and it built

sleek eagle
alpine kestrel
#

how do i do that? i've never done a bug report

sleek eagle
heavy wraith
# alpine kestrel all i want to do is make a basic game for when im boring lol

Hello there, not sure if you fixed it, but I've seen a number of folks (including myself) have issues with the Gradle version error. Unity fails to download the latest Gradle until you go to Edit->Project Settings->Player->Android Tab-> scroll down and check Custom Main Gradle Template. Then when you go to build it should popup a window asking to update the Gradle version.

alpine kestrel
heavy wraith
#

Yeah please let me know if it works for you. I spent days trying to install Android Studio, other Gradle versions and whatnot. This is the only thing that seemed to work.

alpine kestrel
#

yeah i installed Android studio to see if that would fix it, I used CMD to accept all the licences and nothing was working.

#

@heavy wraith Okay i've got unity open where about in Android Tab do i find it?

heavy wraith
#

it should be at the bottom in the last section. Its a check box.

alpine kestrel
#

this?

heavy wraith
#

yah

alpine kestrel
#

okay building now

#

same error

heavy wraith
#

hmm... I don't believe I had to do anything else to get the popup to update. Let me play with it a bit here.

alpine kestrel
#

what version of unity did you use?

heavy wraith
#

2022.3.10f1

#

Basically every time I've upgraded since 2022.1 its broken my ability to compile for Android

#

So I go through this process of fixing it

#

Heh

#

You'll experience 500,000x more frustration than this in your journey. Just be warned. Game dev is for the self-flagellating types.

#

Make sure all of that looks similar under Preferences->External Tools

alpine kestrel
#

yeah all the same

heavy wraith
#

Ok so we figured it out...

#

Turns out you have to put the min and max Android SDK to the highest.

#

And then when you build it will detect it needs to update the Android SDK.

#

Then you can turn them back down if needed.

alpine kestrel
#

Not sure if doing a Clean Build changes anything but thats what i did and it worked out ^^^^^

half lake
#

Hello! Does anyone know if event triggers work on mobile? Because it works totally fine in my computer, but doesn't work at all in my phone. And the problem aren't the buttons, in my phone I can see that they're being pressed because the color changes, but nothing else works, any solutions? Thanks!

heavy wraith
#

I've had no problems with them. I do know that there was some raycasting issues on mobile vs the editor/windows, but that was just how the engine wasn't properly blocking raycasts with the UI.

half lake
#

so what do I do?

heavy wraith
#

What kind of phone are you using? What version of Unity?

#

How have you implemented the event system?

half lake
#

I'm using a redmi note 10 pro, with unity 2021.3.15

#

thank you so much for the attention

heavy wraith
#

No problem, just bringing up my project to compare.

#

What does the button script look like?

#

For the right/endright functions.

#

Oh. I see you have pointer up/down, I generally have those as OnClick().

#

So you are trying to do one function when it is depressed and another when it is released?

half lake
#

Yeah, but I nees to know when it clicks, and when it stops clicking

half lake
#

because of some inconvenient, I had to write it in 2 codes

heavy wraith
#

I am concerned a Pointer device isn't the same as a touch/click device.

#

I'm reading up on it.

half lake
#

cc is the reference to the code in the right

heavy wraith
#

You have an EventSystem object in your heirarchy for this scene right?

half lake
#

yes I do

heavy wraith
#

You might skim that to see if something jumps out at you.

#

Perhaps add some debug statements in the trigger to see if those get called?

#

When I debug on Android I can still get the debug.log messages

#

I assume you are doing Build and Run with the device selected to automatically push the APK to it and connect the debugger?

half lake
half lake
#

when I plug it to the computer, it just charges, I can't use unity remote 5, or build and run directly

#

I have to build the apk normally, and then download it on my phone via mediafire

heavy wraith
#

Have you turned on USB Debugging and Developer Options on your phone?

half lake
#

yes

heavy wraith
#

Your chances of successfully developing will be very low if you can't debug live. Hmm.

half lake
#

In my old phone, when I connected to the computer, it asked if I wanted to only charge the phone, or if I wanted to transfer files or images, that way unity remote 5 worked.

young nest
#

Hello, has anyone had a problem with IAP in Apple Store recently?
My IAPs are correctly loaded when I run the app in TestFlight, but the same build does not load the IAPs in the store version, what is pretty weird. It should behave the same way in both environments, I guess
I've read that upgrading the IAP version from 4.9.3 to 4.9.4 should do the trick, but it didn't work for me ):

supple swan
#

Does anyone know if it's possible to access and use Airdrop features on iOS through unity?

#

And if not, is there some standard similar feature or set of features that can be used (NFC or something)

#

For sharing files such as text files, images

tired lily
supple swan
#

Thanks I will look more into this

spare mortar
alpine kestrel
#

does anyone know why my game looks normal in the editor but when i build it, it stretches it all out?

supple swan
#

its in 16:9 portrait

#

change the editor drop down "16:9" to your phone resolution or something similar and see the change in unity

#

you need to learn how to use the canvas scaling tools int he canvas

#

and scale the canvas by screen width

glossy sluice
alpine kestrel
alpine kestrel
rotund jungle
#

Unity on mobile and graphic "tiers". would make sense to have a shader collection per tier for pre-warming purposes? I assume is a waste to have shaders for all the tiers always in memory correct?

brazen hazel
#

Note: Some input files use or override a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
Could not load custom lint check jar file C:\Users\flyup.gradle\caches\transforms-3\457c9aefd699be970997b92c211894aa\transformed\androidx.annotation.annotation-experimental-1.3.0\jars\lint.jar
java.lang.UnsupportedClassVersionError: androidx/annotation/experimental/lint/ExperimentalIssueRegistry has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0

#

what am i doing wrong

onyx socket
#

Has anyone found a solution for this?

half lake
#

Hello! I'm currently trying to add two buttons to my mobile game. I saw some videos of people using event trigger, and it worked for them in their mobile, but in my mobile the buttons don't do anything. I am sure that the buttons are being pressed because of the color changing, but nothing else really happens. Does anyone know another way to know when the button is pressed and when it is released? Thanks!

sleek eagle
half lake
#

there are no errors, I have an event system, and it works for me on my pc

sleek eagle
paper pike
#

I've been running into some weird rendering issues specifically on Android 14 devices recently. These lines appear on almost every 3d object and move with camera movement. There's also flickering of lighting and reflections when the camera moves. I'm using URP with my project. I've checked lighting, reflection, urp pipeline settings and haven't figured out what might be causing this. I'm using 2022.3.12f1

half lake
sleek eagle
# half lake on the console, right?

You can see logcat logs in the console, but checking logcat can also be very helpful, since sometimes it shows more errors from the system
YOu can use the logcat package

sleek eagle
glossy sluice
#

question, i want to make a swipe.. and detect all the objects that my swipe go through
like if you have a 2D object with a collider, i want to know what function(s) that help me detect that object
[note: I am using the input system]

tender summit
#

if i double click on any of the messages it doesnt open any code

wet marsh
#

Hi everyone !
I have a very annoying bug with my app : I need the users to take pictures in order to use the app, but on Android 13 and iOS 17, the camera is black, and the pictures taken are also black. It works fine on other versions of the OS.
I've searched unity forums, Google etc but i can't find answers to this problem.
I run on 2019.4.40, and I need the picture to be taken within our interface, not with the native camera.
Do you have any idea what is happening ?
Thank you ! notlikethis

paper pike
sleek eagle
#

Definitely a weird issue

#

Also if the project is small a bug report might be nice

paper pike
#

Wow using forward instead of forward+ fixed it!

sleek eagle
paper pike
#

Will do!

paper pike
versed sundial
#

Say I implement unity ads and it works on build but not showing actual ads just unity logo, when will the actual ads show up in build. How does the game know its a Google play build and not just a test?

fallen compass
#

You used to have to put the app ID from google play in the ads dashboard - don't know if this is still the case

bright adder
#

I’m thinking of making an android game, would I be able to use my IPhone for Unity Remote for testing? I’m using Windows 10 and I don’t have a working android phone

sleek eagle
#

Unity remote can be very unstable and usually is not a great way to test your app

fallen compass
#

It's also just streaming a video to the mobile device

ripe pivot
#

When I first build my game to my android I overall get 60fps but when I simply force close the game and play it a couple more times, it starts to overall drop in fps and never seems to be able to go back up to a constant 60

sleek eagle
sleek eagle
ripe pivot
sleek eagle
#

There are bugs in older versions which can be fixed now

#

Especially android was in a rough state a bit ago

ripe pivot
ripe pivot
sleek eagle
ripe pivot
sleek eagle
ripe pivot
#

Frame profiler? will looking at the gpu profiler help?

sleek eagle
ripe pivot
sleek eagle
ripe pivot
sleek eagle
#

It's either a bug or a performance issue if you cannot maintain fps

ripe pivot
sleek eagle
tired lily
#

could be thermal throttling if you're just barely managing 60 fps on first run, normally you leave 35%ish headroom in frame budget to account for the device slowing down

ripe pivot
sleek eagle
#

Google documentation

tired lily
#

it's not too hard to do something that performs horribly on mobile devices so "not that intensive" isn't very useful. Profile your game and see how much time it's taking per frame, especially gpu. 16.7ms is needed for 60 fps, so you're aiming for somewhere around 11.5ms

#

exclude the time the gpu spends waiting on refresh obviously

hybrid lion
#

I would not recommend 60 fps on mobile, the majority of phones get too hot to be fun experience after a few hours of play.

ripe pivot
fathom hatch
ripe pivot
#

Where can i install, JDK SDK and NDK just did a version update and the 3 files dont seem to be there

brazen birch
#

The last fully stable version of Unity we tested, and our QA team cleared, is 2021.3.14f1. But sometimes small bugs like a platform specific issue can sneak through the versions. So getting a formal stable build you can rely on is important. We also support a large number of platforms, so we need it more stable than usual

#

In other words, I'd also try a few unity versions

#

But profiling is the best idea

sleek eagle
ripe pivot
ripe pivot
sleek eagle
#

If you start out in 30 it's a lot less noticeable. That's why you give the option for those with high end phones

latent violet
#

Trust me, been there, it's better to put it on cap 60 fps for smooth gameplay.. People don't really get bothered and it's not like the phone will overheat to a point of explosion.. Nope

#

The only downside can be the battery but again most mobile devices comes with strong battery capacity so it won't be an issue

ripe pivot
ripe pivot
heavy wraith
# ripe pivot im trying to run it on a s10 android which is only a 4 year old phone, my game i...

Having been focused a lot on profiling here lately for a mobile 2D game, there is a massive performance difference between Android devices released in the same year, and between Android and iOS devices. I'd argue some of the newer iPads rival my desktop for performance, while the kid's Android tablets are potatoes despite things like 8-core CPUs and 2GB+ of RAM. It takes some trial and error to identify the cause of slowdown on a given platform. So, it is not relevant to say "This thing is only X years old this should work better"...

#

Good performance can usually be obtained, but much care needs to be taken to approach it properly.

#

One example is with URP 2022 LTS, I can get 60fps with a 10k tilemap and 100 NPC sprites running around. But add a single point light and it drops to 30fps. Add 3 and its at 10fps. A different Android device from the same year can handle hundreds of point lights without sweating. So, I recommend going with unlit shaders, no normal maps, no point lights, etc on lower end devices. Then you can enable things on higher end hardware. Physics is another area you can get into trouble with on mobile. Its a learning process and you just gotta keep at it. Tough when you are an Indie with limited access to devices for sure!

ripe pivot
ripe pivot
sleek eagle
#

You got a quite high tri count and a moderate amount of setpass calls/draw calls
Most likely a GPU issue then.

Again you can find more info in render doc as it shows all the render passes. Otherwise try different optimization steps like changing shaders (to mobile shaders for built in and simple lit or baked lit for URP), add LODs if needed, etc. Trying native renderpass and using vulkan with graphics jobs could help as well depending on the exact issue

I cannot help much more without being involved in the project

#

Owh if you check the render thread in the hierarchy you see post processing takes a while, so take a look at that first

ripe pivot
ripe pivot
sleek eagle
sleek eagle
ripe pivot
sleek eagle
ripe pivot
ripe pivot
tired lily
#

it also looks like you profiled the editor play mode, ideally you profile on your actual device

ripe pivot
ripe pivot
# sleek eagle It takes 28ms

when looking at the hierarchy am i looking at time ms or self ms to be less than 0.016ms or is it a different value for 30 fps

sleek eagle
ripe pivot
#

ahh i think it might of been

#

im going to be very angry with my self if it was

#

ive turned it off and have 60fps on the s10

#

im going to freak

#

okay but i do have a lot of glowing stuff, so how do i bring that back?

sleek eagle
ripe pivot
#

I see okay. Thanks for all your help btw

sleek eagle
#

You're welcome👌

rotund jungle
#

anyone who can help with shader variants filtering to optimise the number of shaders permutation?

versed sundial
#

Does any know how to fix a scene that crashes when loaded on an android build apk?

fossil dawn
#

Is it possible to intergrate a unity game into reactnative?

#

Is it possible to intergrate a unity game into reactnative for ios?

fallen compass
#

Yes

loud oar
#

Could not find com.ironsource.sdk:mediationsdk:7.5.2.
Searched in the following locations:
- https://dl.google.com/dl/android/maven2/com/ironsource/sdk/mediationsdk/7.5.2/mediationsdk-7.5.2.pom
- https://repo.maven.apache.org/maven2/com/ironsource/sdk/mediationsdk/7.5.2/mediationsdk-7.5.2.pom
- file:/C:/Users/ThinkPad T460s/Documents/Games/2048/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/libs/mediationsdk-7.5.2.jar
- file:/C:/Users/ThinkPad T460s/Documents/Games/2048/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/libs/mediationsdk.jar
Required by:
project :launcher > project :unityLibrary

#

does anyone know how to fix this gradle error?

faint cloud
#

Guys I'm so lost. Is it even possible to make it so that you can send notifications in-code to other app users

#

Because all the tutorials I've seen are about timed/delayed notifications after closing the app or whatever

glossy sluice
#

guys, i am using the new input system on mobile platform, and i want to detect my finger going through objects.. how do i do that

neat perch
#

Hey is someone familiar with unity ads? Because I tried implementing ads into my game and they show up in the editor but not in the final build and every video on this topic just shows how they work in the editor and they never confirm if it works in the build

sleek eagle
glossy sluice
glossy sluice
sleek eagle
#

And maybe check out Unity Learn for the basics as well :p

glossy sluice
versed sundial
hard delta
#

Hey guys, I had some questions regarding mobile keyboards.

First, I was trying to move my chat frame upwards as the virtual keyboard opens in mobile phones, I couldn't find any ways to know the size of the keyboard. TouchScreenKeyboard.area doesn't return anything useful and the code pieces here https://forum.unity.com/threads/keyboard-height.291038/ didn't help either.

Second I wanted to call a function to send my message whenever the user clicks on the Done button, The On End Edit action on the input field triggers when the user clicks on the Done button or when the user closes the keyboard. Is there any ways that I can check if the button was pressed or not?

I'd be grateful if anyone could help with these problems.

grand minnow
#

Hi, I wonder if someone has an experience with texture formats on mobile like .tga/.bmp and question is, did you have any problem with that type of formats like addressables, unpacking and applying textures by shaders?

Right now in a project we are using .png/.jpg

I've seen in some project(also mobile) that requirement for textures and because of that I'm wondering

sleek eagle
# grand minnow Hi, I wonder if someone has an experience with texture formats on mobile like .t...

When you build a project Unity will change it to a better format. So PNG and TGA both are lossless, so both will be compiled into the same texture when you build (and PNG is a lot smaller, so that's more recommended for my productions). So as long as the images are lossless, it does not matter which filetype they are in Unity afaik

JPG is already compressed, meaning the image goes to 2 compressions steps, potentially lowering quality.

On android ASTC is the best compression, but ETC(2) has more compatibility on very old devices.

rare wasp
#

Hello, my app has a rewarded ad feature sometimes the ad never loads until I restart the app a few times. I was wondering if there was a fix or anyone has encountered this problem before?

#

Any help is appreciated

hard notch
#

I keep getting this error when opening my andriod game project

Job failed with exception: GooglePlayServices.JavaUtilities+ToolNotFoundException: jar not found.

but i installed the andriod stuff when installing my engine version