#📱┃mobile

1 messages · Page 11 of 1

hard notch
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but i go to this area in external tools and the paths are filled

hard notch
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Got it to work with this video

https://youtu.be/SBtfuWEN5qk?si=Y8C7g77gHHDZP-6k

Hey everyone!

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

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

▶ Play video
glossy sluice
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Im running the adb.exe inside that provided folder

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no other adb

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rebooted twice

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can use adb to connect to my android phone

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but it shows as "any android device" in unity

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I cant get the unity remote 5 to work on android or ios anymore

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Im losing a whole day of development time over this issue right now

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I've used ot do this for years, going back to development years later I cant get this simple thing to go

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no errors, just no way to get this going whatsoever

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Im finding conflicting info like this

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I really just want to test touch events on the fly, I really cant afford time wise to build apks 50+ times a day over the months this development process gets ported over

glossy sluice
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I still can't get it to work

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5 reboots later and so many different settings

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I just had to set build platform to android.

open laurel
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(developer mode)

rare wasp
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can anyone pls respond?

tired lily
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you provided absolutely no information. Which one of the like dozen ad providers are you using? What code are you using to load ads? Are you logging errors? Do you know what no fill is? Did you enable test ads?

rare wasp
tired lily
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are you getting no fill responses then? do you have test mode on? Are you looking at device logs via logcat or xcode?

rare wasp
tired lily
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you should keep test mode enabled (not test ads, test mode) on all dev builds. And make sure you're looking at native logs too, not just Unity logs. Ad networks just have a thin wrapper around their native sdk on mobile for Unity, so you'll miss a lot of info if you're trying to debug if you rely solely on Unity log output

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my guess at what your problem is one of two things:

  1. ads are just loading very slowly. Easy to debug, time how long it takes to load an ad
  2. your ad is failing to load (which is most frequently a no-fill error), and you don't have any mechanism in place to try and load a new ad. Usually you'd use exponential backoff to try again a bit later. I think this is the most likely issue
rare wasp
chrome oar
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Guys i need help about in app purchase

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i need intro_json parameter for SubscriptionManager


        IGooglePlayStoreExtensions m_GooglePlayStoreExtensions = extensions.GetExtension<IGooglePlayStoreExtensions>();

which i am getting. Then im seeing most devs getting a dictionary with something like

m_GooglePlayStoreExtensions.GetProductJSONDictionary();

But I dont have GetProductJSONDictionary() function what assembly has this function?

tired lily
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looks like it was deprecated in 3.x, then removed in 4.0+

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your google-fu is weak

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obsolete message says:


GetProductJSONDictionary is deprecated, nothing will be returns and no code will be executed. Will be removed soon. Use the GoogleProductMetadata of product.metadata.GetGoogleProductMetadata() from IStoreController.products
lament snow
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Hi, I have a problem with UI when building my project to android. Using the canvas and other basic elements like textmeshpro buttons and images I made a menu for my game which works nicely in the editor.

However when building to android the UI is invisible until the orientation of the phone changes which is a problem as the game is intended to be played in landscape mode. I've been doing my best googling for a few hours now but haven't gotten any closer to a solution. If I lock the orientation to landscape the UI will simply not show up at all on the android build.

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I was wondering if anyone has had this problem and how to solve it? The canvas is in screen space overlay render mode and is set to scale with screen size.

eager beacon
brazen hazel
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hi guys
Android resource linking failed
C:\Users\flyup.gradle\caches\transforms-2\files-2.1\ed3a49a6baab5d780d3e657791554ea9\com.google.android.gms.play-services-measurement-api-21.5.0\AndroidManifest.xml:30:9-32:61: AAPT: error: unexpected element <property> found in <manifest><application>.
does anybody familiar with this error

echo cairn
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Hi I'm having this issue when i try to build the unity project in xcode

brazen birch
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Double clicking may take you there

brazen birch
near herald
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i might need some help with my unity, using version 2019.4.21f? or smth like that, and i can't build android apps

analog plover
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Post the full error message

near herald
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i mean this is it

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don't know how to accept the installation licence too

fallen compass
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google -> unity WARNING: platform-tools package is not installed. Please accept the installation licence to continue

near herald
fallen compass
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ok, so be specific.. what's blocking you from accepting the installation license from what you've found in your own google searches

near herald
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i dunno like the fact taht there isn't any license to accept and that i installed everything from unity hub?

fallen compass
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Oh, so you didn't read any of the google results

near herald
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i did read it and that's not something that pops up my guy

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i'll just keep trying myself :1

near herald
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any1 that can actually help me with unity not building my android project?

echo cairn
mild flame
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Hi, can someone help me with this error I'm getting trying to publish to App Store Connect in Unity ios cloud build?

[error] 2023-11-16 21:47:29.636 *** Error: ERROR: [ContentDelivery.Uploader] Asset validation failed (90206) Invalid Bundle. The bundle at 'game.app/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'.

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I dont have access to a mac... I'd usual set ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to No. But I'm not sure how to do it for cloud build.

tired lily
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same way, but with a PostProcessBuild script that edits the Xcode project just before cloud build compiles it

mild flame
# tired lily same way, but with a PostProcessBuild script that edits the Xcode project just b...

Been trying to do that with :

echo "Checking nested framework"
cd "${CONFIGURATION_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/Frameworks/UnityFramework.framework/"
if [[ -d "Frameworks" ]]; then
    rm -fr Frameworks
    echo "Removed Framework directory in /Frameworks/UnityFramework.framework/"
fi

But the logs return:

line 3: cd: //Frameworks/UnityFramework.framework/: No such file or directory

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Its like CONFIGURATION_BUILD_DIR and UNLOCALIZED_RESOURCES_FOLDER_PATH variables dont exist.

proud briar
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Not sure if this is the right channel, but I have questions about using the Backbone controller on my iPhone.
I recently created a test build of my game. After getting the game to run on my iPhone, I hooked up my Backbone controller and all the buttons work perfectly except the left and right joysticks. The left stick does move my character, but its janky. Up is right, down is left, right is down, etc. Its all out of wack. My right joystick that controls where I look doesn't respond at all. I've messed with different joystick configurations but there are so many I'm not sure which one to use. Anyone have thoughts on what joystick config to use? Also has anyone else attempted to use the Backbone on their iPhone builds and found success on their controls? I'll paste a screenshot of my input setup for my Move action.

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Any help would be appreciated.

mild flame
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I did that and in addition I put this in my pre script

echo "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES=No" >> $DEVOPS_ENV

haughty escarp
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I’m experiencing a similar issue. Did you manage to solve it?

buoyant moat
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Unity level play Just doesn't work, I tried everything to fix it, I tried, once I install the unity ads Android resolver gets stuck at 100% for 30min then says resolution failed, so I tried reinstalling it without unity ads only Ironsourse and google ads it works and it says resolution success but when I build the game to my phone the game crashes instantly when launched, I tried other phones I tried emulators same thing, I tried reinstalling unity I tried on an empty project, I tried changing api's, I tried using sdk's from android studio, I tried custom gradle, uncheck and check again the boxes for sdk gradle etc, I tired deleting Plugins>Android Folder and force resolution again, although when I delete Plugins>Android folder without force resolve everything works and goes back to normal, but no ads, I have been trying to fix this for 2 days now following every tutorial out there, and going on chatgpt reading about it and no fix, I am on the latest LTS version of unity, and I give up, I believe Unity level play is not production ready and I will wait for an update because I believe that I have tried everything there is and if not please let me know, hell I even considered formatting my pc 🥲

haughty escarp
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And we haven't managed to build the project yet on this version

buoyant moat
rare wasp
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Yo guys, what's the best ad provider alternative for unity ads? (I have very bad experience with unity ads)

Anything is appreciated

crystal hornet
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and even why is this android dependency solver everytime i try to launch the game wtf

buoyant moat
crystal hornet
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ah ok

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what is the next step now? xD

buoyant moat
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well as I have tried everything to fix this but from what I know looks like its an issue and I am waiting for an update to fix this

crystal hornet
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no dont just give up

buoyant moat
# crystal hornet what is the next step now? xD

I tried deleting ironsourse folder and adding it again without installing Unity ads only google ads and ironsource which got me around the stuck at a 100% thing, and that gave me a succsess in the resolver but when i build the game the app crashes instantly on launch

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Ill leave adding ads to my game till the end if that isnt fixed then i guess ill just stick with google ads or unity ads idk yet

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or a better option ill try is making google the main mediation platform

chrome bough
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Question regarding the auth and purchases: What are the downsides of WebView? Is it safe to implement for login/purchases(entering CC, address, etc)? Or would it be better to redirect user to an actual website via an external browser? I see WebView is not a default feature so the only option is to rely on 3rd party package? (This is an SDK, so size is kind of crucial).
I see sometimes in some apps, for login, a new webpage opens up, not the whole browser but a single page of default browser. Is it a feature in Unity?

crystal hornet
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When i try to build the app im getting a "Build failue" window that opens with the following message: "A failure occurred while executing com.android.build.gradle.internal.tasks.CheckAarMetadataWorkAction See the Console for details." What is that what should I do?

crystal hornet
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just edit>project settings>Player>Publishing Settings>Build then check these 2 boxes: "Custom Main Gradle Template" and "Custom Gradle Properties Template" that works for me

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I hope it does the same for you

buoyant moat
crystal hornet
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no but the resolving works now

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im working on it

buoyant moat
crystal hornet
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do you get an error right now or do you get stuck at 100%?

buoyant moat
crystal hornet
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wait yeah if you look it at that way i think i didnt do that too... forget my solution it was probably just not to install unity ads

buoyant moat
crystal hornet
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i will try this one last thing and than i will look into admob thank you for the advise!

buoyant moat
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altho If I may ask a dummy question when adding all those ad sources you should cash out from each source on their website? or all will be on admob?

buoyant moat
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this is with admob mediation, I give up with unity.

tired lily
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how long did you give it to run?

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if you're having crashes on startup, look at your device logs via logcat/Xcode

buoyant moat
buoyant moat
crystal hornet
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what is this

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how can i fix this

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nothing about this in the internet

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why is it so hard to implement unity ads wtf this should be easy

haughty escarp
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Have you solved it, @buoyant moat?

buoyant moat
haughty escarp
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It is really frustrating to implement ironSource with these issues...

crystal hornet
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yeah screw ironSource better use admob

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it works fine for me

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not perfectly the test ads are currently not showing in the signed apk but in unity everything works fine

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i guess if i publish the app everything will work

buoyant moat
crystal hornet
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Youre getting a win32 exception dont you?

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And you put a gradlew in temp

buoyant moat
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no I fixed that

crystal hornet
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And now its stuck at 10ü

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100

buoyant moat
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yes with the gradlew and its stuck at 100%

crystal hornet
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Yes ok

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Then

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Delete the gradlew

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Its shit

buoyant moat
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but that would give the error back again wont it?

crystal hornet
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Now you have win32 exception right?

buoyant moat
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yes

crystal hornet
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Ok go to edit

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Project settings

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Down to publushing settings

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and under "build"

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tick every box

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all of those custom thins

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things

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idk what they do

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but it works

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now reimport

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and try force resolve

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it should work

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does it work?

buoyant moat
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I am trying ill let you know

crystal hornet
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okay

buoyant moat
# crystal hornet does it work?

Resolution Succeeded it works, but I do not this that is resolving the dependencies that you want it instantly says Resolution Succeeded on a force resolve, and by ticking all those boxes it is creating a file for where you manually enter what you want it to resolve, I am not 100% sure about this because I asked chatgpt and it said If you're encountering dependency resolution issues, you may need to modify the dependencies section to explicitly specify the versions of the libraries you are using. Here's an example modification:

gradle
Copy code
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])

// Explicitly specify versions for dependencies
implementation 'com.google.android.gms:play-services-ads:22.3.0'
implementation 'com.google.android.ump:user-messaging-platform:2.1.0'
implementation 'com.google.ads.mediation:applovin:11.11.3.0'
implementation 'com.google.ads.mediation:facebook:6.15.0.0'
implementation 'com.google.ads.mediation:unity:4.8.0.0'
implementation 'com.unity3d.ads:unity-ads:4.8.0'

}
Replace the versions with the specific versions you want to use. This can help prevent conflicts by ensuring that all packages use the same version of a given library.

so basically manually add what dependencies you want to resolve and by just ticking those boxes you simple have no dependencies

crystal hornet
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that makes sense yeah i have this too with the instant resolution thing

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but i mean now it works doesnt it

buoyant moat
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yes it does but those ad sources you want to implement will not be resolved by the resolver

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I might be wrong be thats what I got from chatgpt

crystal hornet
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but it works the test ads are working

buoyant moat
crystal hornet
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in unity they work but they dont work with signed apk

buoyant moat
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then that must be why they should be resolved before

crystal hornet
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no i think because my admob account is not 100% complete

buoyant moat
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anyway thats only one solusiton chatgpt gave here are the rest:
Check Dependency Conflicts:

Review the error messages to identify the conflicting dependencies. Focus on the versions specified for each package. Look for commonalities or conflicts in the versions.
Exclude Conflicting Transitive Dependencies:

In your Gradle files, you may need to exclude certain transitive dependencies to resolve conflicts. For example, if two packages include different versions of the same library, you can exclude one of them to avoid conflicts.
Use Dependency Resolution Tools:

Unity provides a package manager that allows you to manage dependencies more easily. Open the Unity Package Manager (Window > Package Manager) and check if there are updates available for the packages you are using. Also, consider using the Unity Package Manager UI to manage dependencies more effectively.
Explicitly Specify Dependency Versions:

Instead of relying on transitive dependencies, explicitly specify the versions of the libraries you are using in your Gradle files. This can help prevent conflicts by ensuring that all packages use the same version of a given library.
Remove Unnecessary Dependencies:

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If possible, remove any unnecessary or conflicting dependencies from your project. This may involve excluding specific SDKs or libraries that are causing conflicts.
Update Unity and Android SDK:

Ensure that you are using the latest version of Unity and have the latest Android SDK installed. Newer versions may include fixes for known dependency conflicts.
Contact SDK Support:

If the issue persists, consider reaching out to the support channels of the specific SDKs (e.g., Google Play services, AdMob, Unity Ads). They may provide guidance or updates to resolve compatibility issues.
Review Gradle Files:

If necessary, you can review and modify the Gradle build files generated by Unity. This may involve adjusting dependencies, exclusions, or version specifications.
Backup Your Project:

Before making significant changes, make sure to back up your Unity project to avoid data loss in case any modifications lead to unexpected issues.
If the problem persists after trying these steps, you may need to seek assistance from the Unity community or the support channels of the specific SDKs you are using. It's also a good idea to keep an eye on official Unity and SDK release notes for updates and bug fixes that address dependency conflicts.

buoyant moat
crystal hornet
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yeah but with the not showing ads

buoyant moat
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and thats the error I got after waiting 15min on 100% resolution
Resolution failed

Failed to fetch the following dependencies:
com.google.android.gms:play-services-ads:[22.3.0]
com.google.android.ump:user-messaging-platform:2.1.0
com.google.ads.mediation:applovin:11.11.3.0
com.google.ads.mediation:facebook:6.15.0.0
com.google.ads.mediation:unity:4.8.0.0
com.unity3d.ads:unity-ads:4.8.0

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and I think Unity ads being repeated twice is whats causing this Idk
com.google.ads.mediation:unity:4.8.0.0
com.unity3d.ads:unity-ads:4.8.0

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The root cause seems to be conflicts between different versions of the same libraries.

haughty escarp
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Is there a way to include automatically those dependencies in the custom build archives?

buoyant moat
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IT WORKED!!!!!! @haughty escarp @crystal hornet

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I just deleted the Unity ads folder here restarted and resolved and it was a success!!!

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for some reason Level player and admob both have an issue with unity ads

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I am guessing because unity ads were implemented by default and adding them again will cause conflict in dependencies idk ill try to run ads and see if they work

haughty escarp
haughty escarp
buoyant moat
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Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:checkReleaseDuplicateClasses'.
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Unity is 60% game development 40% fixing errors

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AND FIXED!

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i fixed that by deleting resolved libraries

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and then go to plugins > android and delete everything except googlemobileads-unity GoogleMobileAdsPlugin those two

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and then force resolve again and it will fix it then you can build and I tested the ads on my mobile they all work Real ads not test ads so all is perfect

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Finally now I can go back to finishing my game🤩

haughty escarp
buoyant moat
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With ironsourse what got me passed a resolution failed was deleting ironsource folder and then adding the package again and then install the sources you want but Don't install unity ads again

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I realized what was cause the failed resolution was unity ads

haughty escarp
buoyant moat
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But the problem I got afterwards was that the app crashes when I build it to my phone maybe for you to works idk

buoyant moat
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But then I faced another problem where my app was crashing on build and this is when I decided I am done with ironsource and moved to admob instead

haughty escarp
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So sad with this ironSource & Unity Ads plugin

buoyant moat
crystal hornet
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wait what

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you got it working with ironSource?

buoyant moat
crystal hornet
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ah ok

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yeah i need to wait till they accept my payment method

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then it should work

fallen compass
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Android uses .AAB files now, when you upload to the Play store

crystal hornet
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@buoyant moat

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You said your ads are working right? On the phone in the signed apk in remote unity or is your app live on google play store?

buoyant moat
crystal hornet
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ok then.... can you help me ? 😄

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its not working

buoyant moat
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of course

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what is not working where are you stuck at

crystal hornet
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ok so the test ads are working in the unity editor

buoyant moat
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you are using admob right?

crystal hornet
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but when i run and build to the smartphone nothing happens

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yes

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i got this android logcat thing

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it sends an error when i want to load a banner

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sth like "account not approved yet"

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im starting unity right now to reproduce it

buoyant moat
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did you fill these up?

crystal hornet
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let me check

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yes but maybe they are the wrong onces

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where do i find those

buoyant moat
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wait ill show you

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click on view all apps

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and you should see the app id's for all games

crystal hornet
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ah and then app id

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yeah i got the right one

buoyant moat
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so you already filled them up correctly in unity?

crystal hornet
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yes

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for android

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i dont have IOS

buoyant moat
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okay how about for each ad unity did you fill those up as well?

crystal hornet
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yes

buoyant moat
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is your account new on google admob?

crystal hornet
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yes

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but it got approved

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i got an email

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about 2 hours ago

buoyant moat
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beacause I remember having the same problem when I first started I remember I first had to publush my game and then enter the store id and that worked afterwards

crystal hornet
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you said your game isnt live

buoyant moat
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this isnt my first game

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but in my first game i had the same issues you are facing

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but after publishing and adding store Id it worked

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I guess it is bc your account is new Id give it some time or try a closed testing publish on google console

crystal hornet
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thats difficult because i need a policy first for my app

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from where did you get your privacy policy?

buoyant moat
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its not that hard to create one

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its super easy

crystal hornet
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oh thank you

buoyant moat
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no problem 🙏

crystal hornet
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when you publish your app they ask you if you get player data

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does admob do this

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it doesnt does it?

buoyant moat
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it does wait Ill show you

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you can get all info about data admob uses from here

crystal hornet
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is all data shared?

buoyant moat
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shared yes

crystal hornet
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ok

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thank you very much

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this helps so much

buoyant moat
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happy to help!

crystal hornet
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ok my given details will be reviewed now

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hope they accept it

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and then it should work finally

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i will update you if its ok

worldly dune
#

the hell is wrong with sdk

brazen birch
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What sdk?

lyric ice
#

Hi guys, I'm having an iOS issue that is making me bang my head on the wall.

So I'm using Unity IAP - and on iOS, it's not giving any callbacks after the purchase was successful or failed.
On Android it works fine.
I've posted further details here: https://forum.unity.com/threads/iap-callbacks-not-working-at-all-for-ios-builds.1518511/

Would really appreciate any insights on this one.

karmic estuary
#

So I'm using Adressables and developing for Android and actually not pully anything from remote, because my device doesnt have connection. I kind of struggle with the right settings for android. Can anybody suggest a good settings or some experience what is best for the performance?

haughty escarp
#

Deleting all of the ironSource and Plugins folders brings me back the possibility of creating the build, @buoyant moat and @crystal hornet. But now... How can I integrate again ironSource without breaking this?

urban sorrel
#

anyone knows this, how to solve?

buoyant moat
urban sorrel
#

!code

grand windBOT
buoyant moat
urban sorrel
#

got this

buoyant moat
# urban sorrel

I have never encountered this error 😦 try googeling it or ask chatgpt I'd do that 😁

urban sorrel
haughty escarp
fallen compass
# urban sorrel and this : https://gdl.space/dehopucezu.shell

You need to learn how to parse this and find the relevant information that you can google. Gradle builds fail all the time and there's a billion reasons why, so this won't be your last.

Look through for words that point towards what the issue is.. fail/ failure/ failed/ wrong/ etc

urban sorrel
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sure

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the thing is, if i build only the environment, it works fine (with all scripts like moving etc)

fallen compass
#

irrelevant, find the problem in the log -> google it -> research and read to find a solution

urban sorrel
buoyant moat
urban sorrel
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calling ipostgenerategradleandroidproject callbacks

that's the main issue

fallen compass
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That's not in the log you posted

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The "What went wrong" bit is ... what went wrong 😄

urban sorrel
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then gives the log

haughty escarp
haughty escarp
haughty escarp
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Now I'm getting "Configuration releaseRuntimeClasspath contains AndroidX dependencies, but the android.useAndroidX property is not enabled, which may cause runtime issues. See the Console for details.", @buoyant moat and @crystal hornet

buoyant moat
haughty escarp
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Only Google network adapter included in LevelPlay

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I'm going to add the rest of them

haughty escarp
# buoyant moat Super 👍

After adding the networks, I created the build and uploaded for Internal Testing inside Google Play. The build seems to work, it loads but... on the ironSource Demo Scene, when clicking "Show Rewarded" and other nothing happens 😦

#

Do you know what can it be happening? @buoyant moat

buoyant moat
#

Also Did you click load rewarded before show rewarded?

haughty escarp
buoyant moat
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There must be an option to load before showing the ad also I remember building the demo ironsource scene and it had load and show options for each ad

haughty escarp
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But not worked

haughty escarp
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With Test Mode did't work neither

buoyant moat
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I think also check if you added your app id's correctly other than that try logicat to see what the error is

haughty escarp
haughty escarp
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And... here is the Logcat report, @buoyant moat

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It's frustrating and incomprehensible that the ironSource integration has so many problems, when it should be the simplest as it is part of Unity.

odd cairn
#

I am going to buy unity android build, but it gives an error saying API 36. The ridiculous part is that the maximum API in Android studio is 34, how can I solve this?

languid garnet
#

Hi, are there any people experienced in ironSource? I am having revenue problems so i would appreciate some tips. I feel like i am doing some things very wrong.

hexed flame
#

Has anyone ever had to deal with an elusive memory corruption bug with an il2cpp build? More often than not this translates into the game crashing into Unity's garbage collector code but I'm guessing the actual damage that corrupted memory happened earlier.

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How do you even begin to investigate this kind of issued? I'm guessing Unity doesn't have tools to catch invalid memory access at runtime like valgrind & such?

buoyant moat
sleek eagle
peak jasper
#

How do you use the push notification package?
Like all I could find is to just go to Project settings and Push notifications under Services but it's not there
And there doesn't seem to be a package for that either

haughty escarp
peak jasper
#

Oh
Thank you

peak jasper
#

It's really hard to find anything
Can you use that to send notifications from a user or only from the cloud dashboard?

haughty escarp
#

I'm struggling with some Gradle problems with adMob as well, @buoyant moat. Do you know how to proceed?

buoyant moat
#

Is it being stuck at 100%? On force build?

#

If so just wait for it it can take 15min or more then it will show the error in the logs show me that and we'll see how we can fix it

haughty escarp
buoyant moat
buoyant moat
#

did you delete everything related to Ironsource before switching to admob?

haughty escarp
#

And I've switched to Unity 2022.3.14 (previously 2022.3.8)

buoyant moat
#

then try deleting unity ads folder or anything that has to do with unity ads that was what solved it for me

#

also use this its the latest version not the one on youtube videos on the internet

haughty escarp
#

I'm also trying now on a Mac instead of Windows haha

buoyant moat
# haughty escarp What is this?

that is when you first got a win32 error and u had to make a bat file inside the temp folder idk if that happened to you in the beggining

haughty escarp
#

I've got a blank Unity project from ironSource that it works (theorically)

buoyant moat
buoyant moat
haughty escarp
buoyant moat
#

as soon as i deleted unity ads thats what got it to work for me

haughty escarp
#

What did you deleted exactly?

#

I don't have a Unity Ads folder or equivalent

buoyant moat
#

check the admob folder maybe in there u find one

haughty escarp
#

So Unity Ads can't be integrated?

buoyant moat
#

I dont know I didnt use it

#

this is what i used

#

even if unity works on admob its waterfall its not available as mediation

haughty escarp
buoyant moat
haughty escarp
# buoyant moat yes

Let me check deleting all Unity Ads stuff, but I think it wouldn't let me Resolve

buoyant moat
haughty escarp
#

This is all I have

buoyant moat
#

yes try deleting that

haughty escarp
#

And now? Reimport and try Resolve?

buoyant moat
#

resolve and even if its stuck wait and see if it gives the same error on console

haughty escarp
#

Resolution Failed

buoyant moat
#

whats the error now?

haughty escarp
# buoyant moat whats the error now?

Resolution failed

Failed to fetch the following dependencies:
com.ironsource:adqualitysdk:7.14.2
com.ironsource.sdk:mediationsdk:7.5.2
com.google.android.gms:play-services-ads-identifier:18.0.1
com.google.android.gms:play-services-basement:18.1.0
com.google.android.gms:play-services-ads:22.2.0
com.ironsource.adapters:admobadapter:4.3.39
com.facebook.android:audience-network-sdk:6.16.0
com.ironsource.adapters:facebookadapter:4.3.45
com.google.firebase:firebase-messaging-ktx:22.0.0

UnityEngine.Debug:LogError (object)
Google.Logger:Log (string,Google.LogLevel)
GooglePlayServices.PlayServicesResolver:Log (string,Google.LogLevel)
GooglePlayServices.GradleResolver:LogMissingDependenciesError (System.Collections.Generic.List1<string>) GooglePlayServices.GradleResolver/<DoResolutionUnsafe>c__AnonStorey14:<>m__1F (System.Collections.Generic.List1<Google.JarResolver.Dependency>)
GooglePlayServices.GradleResolver:GradleResolution (string,string,bool,bool,System.Action1<System.Collections.Generic.List1<Google.JarResolver.Dependency>>)
GooglePlayServices.GradleResolver:DoResolutionUnsafe (string,bool,System.Action)
GooglePlayServices.GradleResolver/<DoResolution>c__AnonStorey13:<>m__1D ()
Google.RunOnMainThread:ExecuteNext ()
Google.RunOnMainThread:<ExecuteAll>m__A ()
Google.RunOnMainThread:RunAction (System.Action)
Google.RunOnMainThread:ExecuteAll ()
Google.RunOnMainThread:Run (System.Action,bool)
GooglePlayServices.GradleResolver:DoResolution (string,bool,System.Action)
GooglePlayServices.PlayServicesResolver:ResolveUnsafe (System.Action1<bool>,bool,bool,bool) GooglePlayServices.PlayServicesResolver/<ScheduleResolve>c__AnonStorey1E:<>m__3F () GooglePlayServices.PlayServicesResolver:ExecuteNextResolveJob () GooglePlayServices.PlayServicesResolver:ScheduleResolve (bool,bool,System.Action1<bool>,bool)
GooglePlayServices.PlayServicesResolver:ExecuteMenuResolve (bool)
GooglePlayServices.PlayServicesResolver:MenuResolve ()

buoyant moat
#

thats weird

haughty escarp
#

It is 😦

buoyant moat
#

did u trying deleting plugins > android folder

#

and force resolve again

haughty escarp
#

Same error

buoyant moat
#

also if you are using android API level 34

#

check this

#

and then add this line

#

android.suppressUnsupportedCompileSdk=34

haughty escarp
#

We started trying API Level 34 because some ironSource files asked for that

#

Could you please send me the entire and correct gradleTemplate.properties?

buoyant moat
#

org.gradle.jvmargs=-XmxJVM_HEAP_SIZEM
org.gradle.parallel=true
unityStreamingAssets=STREAMING_ASSETS
ADDITIONAL_PROPERTIES
android.suppressUnsupportedCompileSdk=34

haughty escarp
#

It may affect that the project is upgraded from Unity 2021?

buoyant moat
#

i dont think so those are just gradle properties you can always remove that extra line

buoyant moat
haughty escarp
#

org.gradle.jvmargs=-XmxJVM_HEAP_SIZEM
org.gradle.parallel=true
unityStreamingAssets=STREAMING_ASSETS
ADDITIONAL_PROPERTIES

#

This is my gradleTemplate

buoyant moat
#

yes under that ass this line android.suppressUnsupportedCompileSdk=34

#

add* sorry

haughty escarp
#

Okay, done

#

Do I have to try resolving again?

buoyant moat
#

also i think as a last thing id try is deleted ironsource adapters

haughty escarp
buoyant moat
#

then try to resolve ughhh this is so complicated

buoyant moat
haughty escarp
#

This is this

buoyant moat
#

the level play shouldnt be there if you are using admob

haughty escarp
#

With Admob happens the same

buoyant moat
#

there is something related to ironsource that should be deleted i do not remember what i removed exactly

#

related to level play sorry

haughty escarp
#

Same when Forcing Resolve

haughty escarp
buoyant moat
#

but i know for sure that that is related to level play and it shouldnt be there

haughty escarp
#

Let me switch to the Admob branch

#

And let's try there

buoyant moat
#

oh u mean a different project

haughty escarp
#

If it gets solved, hello Admob

haughty escarp
buoyant moat
#

ahaha yes

#

hopefully it works

haughty escarp
#

I've made an specific branch for each Mediation

#

So the first solved, the one we'll use

buoyant moat
#

I dont know what you mean by branch

haughty escarp
#

Okay, AdMob here!

#

Where do you think we may start, @buoyant moat?

#

Now it says Resolution Succeded, but I'm not sure if that is real

#

It did not download anything

buoyant moat
#

You must force resolve

haughty escarp
buoyant moat
#

SUPER THEN

haughty escarp
#

But there's nothing downloaded

buoyant moat
#

I believe you are good to go

#

Try a build and test ads

#

Make sure you add the proper id's that connects it to your ad mob account

haughty escarp
haughty escarp
buoyant moat
#

What are those errors?

haughty escarp
#

Which ticks do you have checked?

buoyant moat
#

Exactly what I sent up

haughty escarp
#

Only that?

buoyant moat
#

Yess

haughty escarp
#

Let me check

buoyant moat
#

I'll Brb in an hour update me

haughty escarp
#

In this I use Sdk 33

#

Should I add the same line with 33?

haughty escarp
#

Build done! I'll prepare the test scene

buoyant moat
haughty escarp
#

(Editor)

buoyant moat
#

a real ad should show

haughty escarp
#

Only a Blue Screen

buoyant moat
#

Did u fill each ad unit Id correctly?

haughty escarp
#

I think so

buoyant moat
#

here is the script i used

haughty escarp
#

2023/11/23 14:19:17.289 15819 15841 Error Unity Interstitial ad is not ready yet.

#

This is what says Logcat

buoyant moat
#

"The ad is not loaded yet, please call Advertising.Load() method to load an ad, after an ad is loaded, you can call Advertising.Show() to show the ad. " from unity forms

haughty escarp
#

I'll use your script and see

buoyant moat
#

make sure you fill those correctly

haughty escarp
#

If we integrate Google Mediation, that has to be filled automatically, right?

buoyant moat
#

Also go here and put the game id

buoyant moat
#

and the game id's

haughty escarp
#

And what about you have lots of Networks?

buoyant moat
#

from here

buoyant moat
#

those two are all u need to fill

haughty escarp
#

Don't understand the workflow at all

haughty escarp
buoyant moat
#

those are from the scripts i shared with you you can find the id's from here

haughty escarp
#

Yes, that's what I've added

#

It does not work your script on Editor

buoyant moat
#

I got the script from this video https://www.youtube.com/watch?v=mm8XPXv_ijk&t=87s

A quick guide on how to easily integrate applovin Ads in admob Mediation

for an easier implementation check out these assets
https://assetstore.unity.com/packages/tools/integration/mobile-ads-gdpr-ios-14-5-compliant-102892?aid=1100l8ya9

Download Applovin adapter from
https://developers.google.com/admob/unity/choose-networks

Ads Manager used ...

▶ Play video
haughty escarp
#

Do you have this like that?

#

That check was automatically checked by them

buoyant moat
#

we dont have all the same options

haughty escarp
#

I downloaded their latest package from GitHub

buoyant moat
#

maybe because you have different ad sources idk

crystal hornet
#

@buoyant moat are you currently requesting your ads via admob?

buoyant moat
haughty escarp
#

Maybe Mac or 2022.3.14?

buoyant moat
buoyant moat
haughty escarp
#

But... Does it work as well on Editor?

crystal hornet
#

yeah it works for me too and i allready got like 17 cents but my cpm is extremly low

#

its 3

#

how can i change that?

buoyant moat
haughty escarp
#

Yes

#

When running the scene on Editor

buoyant moat
crystal hornet
#

what is your ecpm?

buoyant moat
#

thats 38$

haughty escarp
crystal hornet
#

38$????

haughty escarp
buoyant moat
crystal hornet
#

no its 4,62

haughty escarp
#

Christmas or something?

haughty escarp
buoyant moat
#

ahahah my bad

crystal hornet
#

ok but do you use those mediation thing?

buoyant moat
#

applovin when they have ads they pay wel

#

well

crystal hornet
#

ok 5 is low too hm

#

but i tried to use those manual minimum cpm feature

#

and for testing set it to 50$ but its still finding ads that cant be true

buoyant moat
crystal hornet
#

ah its 12

#

see

#

mine is like 4

buoyant moat
#

i think it depends on the country

haughty escarp
crystal hornet
buoyant moat
#

anf they havent gotten any requests at all

crystal hornet
#

maybe i should use this mediation thing

haughty escarp
#

logcat errors

#

Any idea?

buoyant moat
buoyant moat
haughty escarp
buoyant moat
buoyant moat
crystal hornet
#

do you need to create an account for "applovin" in order to set them as a bidder?

buoyant moat
#

yes for each ad source you must create an account and set it up on google mediation

crystal hornet
#

ok but i dont have to change the unity code right?

buoyant moat
#

A quick guide on how to easily integrate applovin Ads in admob Mediation

for an easier implementation check out these assets
https://assetstore.unity.com/packages/tools/integration/mobile-ads-gdpr-ios-14-5-compliant-102892?aid=1100l8ya9

Download Applovin adapter from
https://developers.google.com/admob/unity/choose-networks

Ads Manager used ...

▶ Play video
#

this will help

crystal hornet
#

ty

buoyant moat
#

no problem

#

https://youtu.be/b4-3MqG8MgI?si=9XjZ4xFmmM9Bb4sE and this is for facebook ads (Meta)

A quick guide on how to easily integrate Meta Audience Network Ads in admob Mediation

for an easier implementation check out these assets
https://assetstore.unity.com/packages/tools/integration/mobile-ads-gdpr-ios-14-5-compliant-102892?aid=1100l8ya9

Download adapter from
https://developers.google.com/admob/unity/choose-networks

Ads Manager u...

▶ Play video
#

i been waiting for 4 days now does it take that long? is it normal?

neon thicket
#

Yep, it takes a long time.

crystal hornet
#

what does that mean @buoyant moat ?

haughty escarp
#

How can I solve this? haha

#

Desperating

buoyant moat
crystal hornet
#

there are multiple errors listed but not exactly what it is

#

it can have multiple reasons

buoyant moat
haughty escarp
buoyant moat
haughty escarp
#

That's what I do

crystal hornet
buoyant moat
#

Oh no that's showing it too soon

#

Ofc it will not work loke that you are loading it then showing it instantly

haughty escarp
buoyant moat
buoyant moat
#

Check the script I sent you

buoyant moat
#

Even putting it in an updated function I don't think that's good

haughty escarp
#

private InterstitialAd _interstitialAd;
private bool isDone = false;

public void Start()
{
    // Initialize the Google Mobile Ads SDK.
    MobileAds.Initialize((InitializationStatus initStatus) => {
        Debug.Log("InitializationStatus : " + initStatus);
        LoadInterstitialAd();
    });
}

private void Update() {
    if(isDone) return;
    ShowInterstitialAd();
}

/// <summary>
/// Loads the interstitial ad.
/// </summary>
public void LoadInterstitialAd()
{
    // Clean up the old ad before loading a new one.
    if (_interstitialAd != null)
    {
            _interstitialAd.Destroy();
            _interstitialAd = null;
    }

    Debug.Log("Loading the interstitial ad.");

    // create our request used to load the ad.
    var adRequest = new AdRequest();

    // send the request to load the ad.
    InterstitialAd.Load(_adUnitId, adRequest,
        (InterstitialAd ad, LoadAdError error) =>
        {
            // if error is not null, the load request failed.
            if (error != null || ad == null)
            {
                Debug.LogError("interstitial ad failed to load an ad " +
                                "with error : " + error);
                return;
            }

            Debug.Log("Interstitial ad loaded with response : "
                        + ad.GetResponseInfo());

            _interstitialAd = ad;
        });
}

/// <summary>
/// Shows the interstitial ad.
/// </summary>
public void ShowInterstitialAd()
{
    if (_interstitialAd != null && _interstitialAd.CanShowAd())
    {
        Debug.Log("Showing interstitial ad.");
        _interstitialAd.Show();
        isDone = true;
    }
    else
    {
        Debug.LogError("Interstitial ad is not ready yet.");
    }
}

}

#

This is the part of the script

crystal hornet
#

!code

grand windBOT
haughty escarp
#

Sorry!

buoyant moat
#

here is where you should put the show ad function

#

so basically when the ad is loaded show it

buoyant moat
#

exactly

#

if you want also make buttons that load and that showes

crystal hornet
#

@buoyant moat do I have to do anything inside of applovin in order to get ads?

buoyant moat
#

click load wait a bit then click show

crystal hornet
#

or do i only need to create an account

haughty escarp
buoyant moat
crystal hornet
#

ok but i dont need to create any units or anything?

#

i only need to copy the sdk

buoyant moat
buoyant moat
#

and it worked

crystal hornet
#

thats weird

#

and you dont have an app-ads.txt?

buoyant moat
#

yeah I thought they needed unit id's but no it worked without them

buoyant moat
#

but things are working out without it so far

haughty escarp
buoyant moat
#

add a button to test drag the script and put the load ad on button click and test it out that way

haughty escarp
#

Yes, that it's the best way

buoyant moat
haughty escarp
#

Think could be the problem

#

Creating the .aab

#

I'll tell you now!

haughty escarp
#

It does not work neither 😦

#

But... another error, @buoyant moat

buoyant moat
#

This is a dead end I have no idea what to do next 😵

haughty escarp
crystal hornet
#

what does this mean?

#

where do i have to use this

crystal hornet
#

@buoyant moat When i click on adapters in the android test menu there is applovin

#

but its not bidding

#

has this sth to do that its a test device?

#

@buoyant moat can you how it looks like in your ad inspector under "applovin"

#

is it like this?

haughty escarp
crystal hornet
#

nope still on it

#

do you have applovin included?

#

or only admob

haughty escarp
#

But in the works for AppLovin

crystal hornet
#

for me its reversed

#

admob works

#

but applovin doesnt

haughty escarp
#

Crazy

#

Don't understand really well how this works...

buoyant moat
buoyant moat
crystal hornet
#

no

#

on your test device

buoyant moat
#

I never had to set up a test device the ads were just working for me

crystal hornet
#

thats against the admob policies xD

buoyant moat
#

Real ads

crystal hornet
#

youre not allowed to watch the ads

buoyant moat
#

No now my app is live I just added the link to admob

crystal hornet
#

only your users

buoyant moat
#

It says getting things ready

#

The status

#

here you can check it out

crystal hornet
#

which sdk did you download?

haughty escarp
crystal hornet
#

no he didnt

buoyant moat
haughty escarp
#

i have just did it

buoyant moat
crystal hornet
#

no the sdk for unity

#

to import

buoyant moat
#

I didn't unity was giving me errors with force resolving so I removed unity ads sdk

crystal hornet
#

you imported the applovin sdk into unity didnt you=

#

which one

buoyant moat
#

Even if it worked unity is only available as a waterfall in admob not bidding so I ignored

crystal hornet
#

i meant the applovin sdk

crystal hornet
#

ok ty

buoyant moat
#

No problem

crystal hornet
#

how did you know that applovin works?

buoyant moat
#

admob shows

crystal hornet
#

how do you have 1,7k requests and only 1 download?

buoyant moat
#

i have been internally testing the app with my friends

crystal hornet
#

ah ok

haughty escarp
#

Did you add <uses-permission android:name="com.google.android.gms.permission.AD_ID"/>?

#

I think this could be one of the problems (?)

buoyant moat
#

I showed you the properties I had

haughty escarp
buoyant moat
#

mine uses API 34 so I didnt run into any problems

#

Oh I hope I dont get any policy violations I didnt know that

haughty escarp
#

Still this issue

buoyant moat
#

try google admod unity ad error code 3 see what pops up bc thats all it says

haughty escarp
#

Did you set up an AdSense account?

crystal hornet
#

I did

haughty escarp
#

Maybe is related to this

buoyant moat
crystal hornet
#

idk i would just set your device as a test device

#

you get a ton of features through it

buoyant moat
haughty escarp
#

That's tooo weird haha

buoyant moat
#

I swear

haughty escarp
#

Have you also integrated with Google Ads and FIrebase?

buoyant moat
buoyant moat
#

thank god it was accepted I thought id get a violation

indigo condor
#

I need some help with my android build.... I want to create a build APK with script debugging on to test the IAP's but it doesnt seem to be possible to test IAP's if I dont send the aab....

#

Also.... Im using some credentials to use Firebase authentication through google play... and I had to set that credentials with the 'publishing' certificate fingerprint, so now when i build on my machine with my upload key certificate im not able to login and access the game... why is this so difficult?

fierce lantern
#

Hello, I am starting out with Unity and for my first project I want to make a simple enviroment that the player can fly through. The twist being that while Unity runs on a desktop machine the player controls the camera using his smartphone.

I already looked at how people solved this in the past and there is this tutorial which according to the comments unfortunately doesnt work with newer Unity versions:
https://youtu.be/TvqQJgj2XMM?si=xi_U5ewQ4L117M5X
Then there is this forum post which suggests looking at the Unity Remote 5 application.
https://forum.unity.com/threads/using-a-mobile-device-as-a-controller-for-a-pc-build.1191322/

What would be a solid and simple approach to this in your guys' opinion? Id appreciate if you can point me in the right direction for this. 🙂

fallen compass
covert spoke
#

Oh, thank you ,

#

Anyway, I have this problem when outputting to mobile.

fallen compass
#

Yes, but it's an art problem

#

the mobile part isn't relevant to why

covert spoke
#

Thanks

wind quail
#

I'm having a lot of trouble building my APK after after changing to API 33. I keep getting the error "gradle build failed"

#

And do you need Android Studio when making a mobile game? Or I should delete it? Maybe that's what is causing the error

buoyant moat
#

Hello everyone, does anyone know what is this, how to do this, and show I worry about it?

plain pollen
#

hello, does anyone know why when i created Client ID for Android in Google cloud i have a Client ID but no Client Secret?

EDIT:

ok, i just saw this

Hey everyone, I'm trying to add google play auth provider on gaming services, but I can't find the client secret that unity is asking. Does anyone know where I could find it?
I believe that its in google cloud, but there is only client id there, not a client secret
xEvilReeperx — 07/21/2023 3:17 AM
you probably did the obvious thing and created an Android OAuth client ID. Create a web application credential instead

why web app? when im trying to make an android app

#

is there an up to date Google play Games auth tutorial? all the videos ive seen are probably out of date

plain pollen
#

You're correct. The option to select "Android" as the Client ID type is not yet available in the Unity Editor. This feature is currently under development and is not yet available in the stable release of Unity.

mad

alpine acorn
#

Anybody an idea what this is about? Got two devices, on one i can install for internal test without issues, on the other it tells the app would be too old

brazen birch
#

Probably built on the lower API target.

#

Android kills apps to newer OS devices yearly separated by target API.

#

But might also be the opposite, they expect the API to increase with the yearly change, and are warning you that you might not be able to upgrade to the next version of the app as the new or upcoming API target doesn't work on your phone.

versed sundial
#

Who saw new policy of Google play requiring 20 people to test your app? I think they want developers to go to bars and clubs and make new friends to play their games. https://youtu.be/bzhmgkuR0dU?si=4V2WB5Y6Iu99GPmL

In this video I'll share what the new Google Play policy is about and what my view about it is.

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💻 Let me be your mentor and become an industry-ready Android developer in 10 weeks:
https://pl-coding.com/drop-table-mentoring/

Ge...

▶ Play video
low maple
#

i think its only for new accounts from now on

versed sundial
low maple
#

Get a domain with emails

#

create 10 emails poting to your own email on google

#

then answer their questions for 1 email

#

i have had my game on internal testing for a month

#

but now i have no idea what i should do so ....

versed sundial
low maple
#

How's that different from paying people to test your game ?

#

Id prefer to be banned and create a new account xD

#

then to pay 20 people

#

id be ok with 5-10 people but 20

#

hell i don't have that many friends but testers

versed sundial
#

I'll have to think about about that idea

low maple
#

problem is i don't know if i need the testers or not cuz i have had an account for 6 months but didn't publish any games yet this was going to be my first game

low maple
#

yea

#

😄

versed sundial
low maple
#

you need 20 in total i think

#

😄

lusty prawn
#

Quick question - does OpenGL es 3.1 support rendering to a texture array, ie. set the render target as a slice of a texture 2d array?

I tried to use texture 2d array to host the shadow maps of additional lights. However when launching the Unity editor with -force-gles31, it gives me the error “Assertion failed on expression: 'rs->dim == kTexDim2D || rs->dim == kTexDimCUBE'”
I cannot see any call stack on this error, so my best estimation is due to rt dimensions

warped roost
#

Hi. I'm developing a rythm game BUT it will be on mobile ANDROID OS.
Does the new input system is better than legacy in term of performance? (quick touch response)
Which one do you think should I use?

low maple
#

Can debug build slow down performance ? Since i have problems with debug mode low fps and release version is working fine

low maple
#

it does some spike an im too stupid to figure out why it happens .... even looking at profiler i can't figure out what happens

#

like that no idea why

fallen compass
#

You have to click on it and read the info at the bottom

#

You're not too stupid to figure out why, you just don't know how to use the profiler yet

low maple
#

I did click on it thats my problem i can somewhat understand the top part but not the bottom 😄 it looks like ...

#

that just happens on a static screen with a text annimation that goes in and out like zoom in zoom out

undone whale
#

hello, does anyone know if there is a way to open a native popup for downloading and saving a file on iOS?
i have a file i want to download, but i can't figure how to save it on a phone properly

haughty escarp
#

Hello! A friend is struggling installing Android Build Tools 33. Unity says it is installed, but it is not. Do you know can he force install it? I solved it some days ago with commands, but i don't remember how I exactly did it

brazen birch
#

I use Android Studio to manually control the build tools via SDK Manager. It's better to use Build Tools 34 anyway, so you don't have to patch it next year

#

But it's just literally a bunch of files at the path, you could manually copy them

crisp quartz
#

Using Unity as library with flutter, I encounter two issues. First, Unity takes about 20 seconds to be started. Second, loadind scene from addressables takes more than 40 seconds.
Anyone experiences these issues? How can I improve the loading time?

latent osprey
haughty escarp
brazen birch
haughty escarp
brazen birch
# haughty escarp 2022 is not working?

We have a lot of projects to manage. So, our frameworks need to work on Console, PC, mobile, AR/VR. We only upgrade when we get a clean bill of health from our QA team. So we need every feature working when we approve it, last I checked there were 3 critical blockers for us stopping us from 2022

haughty escarp
haughty escarp
brazen birch
haughty escarp
split bobcat
#

how i can change Admob app id though code
MobileAds.Initialize((initStatus) =>
{
Dictionary<string, AdapterStatus> map = initStatus.getAdapterStatusMap();
foreach (KeyValuePair<string, AdapterStatus> keyValuePair in map)
{
string className = keyValuePair.Key;
AdapterStatus status = keyValuePair.Value;
switch (status.InitializationState)
{
case AdapterState.NotReady:
// The adapter initialization did not complete.
MonoBehaviour.print("Adapter: " + className + " not ready.");
break;
case AdapterState.Ready:
// The adapter was successfully initialized.
MonoBehaviour.print("Adapter: " + className + " is initialized.");
break;
}
}
how to add app id before initialize admob in unity

tired lily
#

that's typically baked into the manifest/Info.plist. What are you trying to do? This sounds shady

cold solar
#

Hi i am using asset bundles to have a second scene with ar core , ar core extensions and many other packges , so a problem has been apperard when i load the scene that downloaded , no scene with ar core is in the build settings , its missing all the pacgkages since its not included in build. how i can include the anyway ? i cant close il2cpp cause of ar core extensions . strip engine code off its not an option , the bundle manifest that include the scene doesnt have any depedancies in packages

low maple
#

wtf my ironsource ads stopped working

low maple
#

nvm now its fixed

#

i guess its a problem from them

red blade
#

hey! does anyone have advice on creating a first person controller for a 3D iOS app? Specifically in vertical mode? I really want the movement to be like Animal Crossing Pocket Camp where you can drag anywhere or tap to move but I don't know where to start...

eager harness
cinder temple
#

Hi, I want to ask quick question about Data Safety in google play
In Data safety, Do I need to select Yes?
when My game is offline, only ask permission to save photo.

neon thicket
#

What's the question on the form?

tiny lintel
#

Are there any quick ways to see how or why I crash upon starting my app? It was working just fine. All I did was change the compression on the Icon file now I cannot run it at all. I even reverted the Icon back and it wont Patch and Run anymore.

#

Is there a way to fully wipe all the files from my phone? i've uninstalled it but theres got to be traces of it somewhere.

#

2023/12/01 17:19:55.523 5348 5562 Error mono The assembly mscorlib.dll was not found or could not be loaded.

tiny lintel
# tiny lintel Are there any quick ways to see how or why I crash upon starting my app? It was ...

I found a work around. But unfortunately can no longer use patch. It's due to how unity saves the files with patch on Samsung phones with the Knox security enabled. It's somehow able to save files outside of the bubble but since it never cleans them up it gets to a point where it overloads the file system. Even if ur phone says u have space.

UNITY needs to step in and create a button to clear all data from the patch method.

Work around - use adb install <path_to_apk>

Sucks to have to build every time I Wana test on my phone now.

low maple
#

can you use the sprites inside an atlas without having to attach a script for every single one of the 2d components ?

buoyant moat
#

Hello, I just got this from admob I have one live game on playstore, I have always wanted to change the currency in my admob account and was told that I have to creat a new one to change the currency but then this invalid traffic thing happens I read about it and understood why it happened and how to fix it. So my question is if I created a new admob account with the new currency I have always wanted can I just add the live app I have there (add the new app id and ads id's in Unity) idc about the revenue made in the banned account is it possible will I face any problems?

low maple
#

whats gooing on with asset store is slow as hell

limpid heron
#

how do I fix this?

wide quail
#

Hi, for my project I made my own networking solution with udp. This works perfectly on all platforms except ios. Does anyone know how I could fix this?

low maple
#

did anyone run into this problem before ?

low maple
#

Nvm fixed it turns out if its an android project you have to add an GameServer aswell as an oauth2 and change client id on unity dashboard and services setup editor to that new client id to work.

idle anchor
#

Hello! Does anyone here have a solution for Firebase authentication (Registration) not working on mobile, please? It works on Unity Editor but when I convert it into apk, the login is the only one working. Thank you!

fierce lantern
#

I am trying to build for Android and keep getting these errors. 🤔

#

When building this error pops up first.

#

Cannot tell why access would be denied to that folder.

tired lily
idle anchor
tired lily
#

well that's why it doesn't work bud, that's an essential step. You need one for debug builds and one for release (/internal test) builds

idle anchor
tired lily
#

what did you follow to set it up before? I guess I kind of assumed you were using google auth, are you saying email auth isn't working?

haughty escarp
#

Hello, everyone! We are facing a weird issue with Localization asset on mobile devices. It works on the Editor, but in mobile devices appears "No translation found por 'Key Id..."

#

Do you know how to solve it?

marsh bluff
#

I am trying to build myproject for android, and I keep getting this issue -
Resource 'style/Theme.AppCompat.NoActionBar' not found in AndroidManifest.xml:85,
(See the Console for details)

#

anyone know any fix

sharp lion
idle anchor
tame prawn
#

📱

idle anchor
fierce lantern
#

Newest Gradle versions arent supported in Unity I think

idle anchor
fierce lantern
fierce lantern
tired lily
idle anchor
glossy sluice
#

The play developer console gives the following error message for the Chromecast with Google TV. Does not support the required feature: android.software.home_screen

#

Sorry for the unformilair thing. Send this in another server too.

glossy sluice
#

How do I solve this Gradle Build Failed to make an android build? My project version is 2021.1.19f1

sharp lion
sharp lion
# glossy sluice

It's a known issue.
Delete 33.0.1, download from android studio and copy to unity android sdk/build-tools folder

glossy sluice
sharp lion
#

Copy from android studio installed android sdk folders to unity android sdk folders

sharp lion
#

and place it in unity's android sdk -> build-tools folder 😐

sharp lion
glossy sluice
#

I'm sorry, the steps are clear

#

I uninstalled and dowloaded the package again like you explained but the problem persists

#

Nervermind, I noticed what I was doing wrong. Sorry, I was very confused. Finally noticed that I again dowloaded the package in android when I have to put it on Unity. my bad

glossy sluice
#

found the folder. will try to see if it works

glossy sluice
#

Do I delete the 33.0.1 from android folder and just leave it in the unity folder?

sharp lion
glossy sluice
#

looks like it

glossy sluice
glossy sluice
#

By help of another server.

glossy sluice
sharp lion
glossy sluice
fallen compass
#

There's no job postings on here, delete your msg and post on the forums !collab

grand windBOT
tacit silo
#

I'm building a mobile app with Unity for AR. I'm creating a file and want to read the file. When I'm running the app inside Unity everything works fine but when I launch the app on my mobile I get the following message:
DirectoryNotFoundException: Could not find a part of the path "/data/app/~~kRBd7eUVKYepYlZHrfE3eA==/com.app-fLhZ_QfEy9b5UODJadrvQw==/base.apk/generated-3d-model.glb"
Has someone any idea how I can debug this and or fix this?

full pagoda
#

Can anyone help to resolve, has anyone encountered such problems before?

tawdry flower
full pagoda
brazen birch
full pagoda
brazen birch
full pagoda
brazen birch
#

In case it helps, in my case, Android Studio -> Tools -> SDK Manager -> Android SDK shows a path of C:\[some path]\SDK (as that is just where I installed it at the time)
Unity is configured to use C:\[some path]\SDK the exact same path.
At that folder is /build-tools/(sdks). C:\[some path]\SDK\tools\bin\sdkmanager.bat exists.

Note that this process can be a bit different in older versions of Unity. But the short version is to make sure to exactly match the path from Android Studio's Android SDK (Android Studio -> Tools -> SDK Manager -> Android SDK) to the Unity Preferences Android SDK path (Preferences -> External Tools -> Android SDK Tools). And make sure that path has a \tools\bin\sdkmanager.bat in it

full pagoda
full pagoda
#

Set the API level to 34, Unity loaded the standalone SDK and it worked. Thanks to everyone who tried to help.

brazen birch
warped roost
#

Hi. I can't built in unity 2022.3.14f1. I keep getting gradle build failed message. Failed to install the following Android SDK packages as some licences have not been accepted.

#

I tried Everything.
Does someone know how to handle this?
I tried with android Studio
I checked and unchecked tickbox in external tools
installed last java
I uninstalled /reinstalled/ rebooted
deleted the library
changed the keystore
Nothing worked
I think the problem is licenses are not considered as approved but don't know why and how to change this

#

It's project I started in Unity 2019. (from there it build flawlessly) and try to upgrade to 2022.

full pagoda
warped roost
versed sundial
#

Are there any services to get 20 testers for the new requirements google has put on developers? And do the testers have to login for 14 days consistently everyday or just login once and do they have to verify their identity? And how does Google know that they are testing your game?

full pagoda
# warped roost Yes did it right after and it worked thanks; Almost spend 3 days on this! Hope t...

https://youtu.be/3Qay9h14swM - I can't add the SDK through android studio, I used this method.

turbid idol
#

hi all

anyone else getting this issue? #18 pc 00000000000530b8 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64).
Google Pixel 2 (Arm) (virtual)

misty elbow
#

Why is it that when I just turned everything off for URP, I have FPS 12, and when I decided to use the built-in RP, I have FPS 35?

neon thicket
#

You'd have to profile to find out where the bottlneck is happening.

tough cipher
#

Anyone here know which channel to go to for advice in regards to fixing android app builds?

gaunt kernel
#

This one.

finite tiger
#

I have a doubt regarding play store. I have uploaded my game for Pre-Registeration. Then I recently uploaded a build for Open Testing. For some reason, it still shows "Pre-Register" on the store page when I access it from someone else's phone. Why is it?

glossy sluice
#

I'm trying to upload an app bundle to my google play account to publish a game but I have an error that don't know how to solve. Can anyone help me know what I must change?

#

I have been with this problem all morning

#

I've looked at some tutorials but can't find a way to open the files they tell me to from my Android Studio to make the necessary changes to add android:exported

grizzled socket
#

are there any obvious reasons for a black screen before the splash screen when on Android? It's a non dev build set to release, IL2CPP, yet it has a 3-5 second black screen before the splash/loading into the first scene if the splash is disabled

grizzled socket
#

@glossy sluice just asking my own question

glossy sluice
#

understood

#

I have also gotten this message when making a build with a target API level of 32 instead of authomatic

brazen birch
brazen birch
#

Also, I'd set it to use 34 or you'll need to update your build in 11 months

#

You most likely need to launch Android Studio, tools -> SDK Manager, and install the version you want to use. Unity built in Android SDK manager hasn't worked in a very long time

glossy sluice
#

how do I set it to target 32 like you said?

#

it's like this? because I already did that

glossy sluice
#

I also changed the name of d8 to dx in the sdk, since that allowed me to make previous builds of my game

glossy sluice
#

here's my sdk locations

#

I've also copied the folders of 32 in the Unity folder but it still doesn't work

snow patio
#

Good afternoon,
I have trouble with a mobile build. I built an apk of my app (android api 34) and had three friends test it. One was able to install the app but the other two have trouble installing. When they try to install the apk via a google drive link, the installation process starts but almost immediatly ends with the message "the app was not installed". My google results concerning that issue have yet to proove usefull. Do you have any idea, where the issue could be?
PS: I have no trouble to Build and Run or using Patch and Run onto my Honor 10.

versed sundial
glossy sluice
versed sundial
glossy sluice
glossy sluice
versed sundial
glossy sluice
versed sundial
tame kettle
#

Hello - does anybody have a tutorial for migrating my Plugins/Android/assets folder to an Android Library?

glossy sluice
versed sundial
sharp swift
#

!code

grand windBOT
vague steppe
#

My friends, I got an output using Unity, and when I try to install it on my Android phone, it gives an invalid package error.
please help me.

#

hi @hollow coral

hollow coral
vague steppe
#

okay

#

thanks

glossy sluice
#

i can upload my app into the app bundle, but the errors came from the review for closed testing

#

I target API 33 when making the build

open laurel
#

this problem is still persist

heavy wraith
#

I've been able to consistently get 60fps in Unity 2D games with URP on the lowest-end Android tablets out there. Samsung tab8 from 2019 scoring only 120ish on geekbench sort of thing. But there are some types of graphical effects you must avoid to prevent a 90% reduction in fps. Like point lights...

#

Optimizing for low end devices is certainly challenging, but possible.

heavy wraith
misty elbow
misty elbow
# open laurel easy URP is not optimized for low end mobile device

And also reduce the resolution of all textures from 2k to 256 and I also changed the material for the character to Simple Lit Shader. And in Blender I also reduce the polygons on the character model from 31,000 to 5,000 and merged all the meshes into one and also turn off the collision check for unused physical layers in Unity. And I turned off all shadows and all additional light sources from the URP settings and turned off post-processing and left just opaque texture. And when creating game mechanics, I use a declarative model where I will have almost one MonoBehaviour for everything related to the mechanics, that is, I also optimize the code

#

Generally my expectation is to get 60 frames per second 🙂

heavy wraith
# misty elbow Generally my expectation is to get 60 frames per second 🙂

Mobile devices, particularly Android models, do tend to fall far lower than PC's in terms of graphical capability. Processor wise it isn't too bad with most having multiple cores that seem well leveraged by Unity physics and job instancing for animations. What have you done to profile this? And are you testing overall fps on a release build on your device?

#

That phone actually looks quite slow just glancing at benchmarks online.

#

3DMark Wildlife Extreme score of 362. A 2021 ipad is 2752 in comparison. Most this-gen gaming tablets/phones seem to get over 1000.

brazen birch
# misty elbow Why is it that when I just turned everything off for URP, I have FPS 12, and whe...

Because the built in often performs better on mobile, contrary to expectations, when benchmarked against URP. There are theories as to why, which may not be an issue in the near future. But I did my own benchmarking with a basic optimized scene, and found BiRP to work better. Many others have provided their benchmarks and seen the same. But I've also talked to people who swear the opposite is true. But the short answer is because they are different pipelines and don't perform the same

heavy wraith
#

BiRP can perform a little better. But it won't be 500% better, you know?

#

I think in this case the expectations just don't match reality.

#

Gaming on mobile devices is freaking impossible because there's no consumer metrics established for what constitutes a gaming device, or how power scales between devices.

brazen birch
#

I found it about 10% better, his stats show it at 50%. I suspect a chunk of that is his custom shaders. But the heart of the question was why the difference - and the short answer is because they are different.

heavy wraith
#

URP would appear to support a much higher ceiling of fidelity, in those cases that require it. The tradeoff is a higher floor for performance on older devices, yes.

#

But I am no expert. Just trying to do my best to optimize where I can for my needs, and understand others' issues with their use cases to see what I can take away from it.

brazen birch
#

On mobile, we don't really have much of a problem with FPS these days (personally). But it helps to really know how to optimize for it and why

heavy wraith
#

What devices do you target as your minimum supported?

#

My challenge has been that a top end device is 1500% faster than a low end device, yet they might both be sold in the same year near the same price.

brazen birch
#

It depends a lot on the project to be honest

heavy wraith
#

That is a cagey answer haha...

#

The inability to tie game support to a particular metric visible to customers on their end devices makes it a real crapshoot.

heavy wraith
# misty elbow And also reduce the resolution of all textures from 2k to 256 and I also changed...

This is the kind of game Unity can produce on the Switch (which has similar benchmark scores to the A32) https://www.nintendo.com/us/store/products/the-forbidden-arts-switch/ Notice, the entire scene has less triangles than your singular character model, and its rendered at 720p. Good writeup on the optimization needed here: https://www.gamedeveloper.com/design/challenges-i-faced-to-achieve-60fps-on-a-nintendo-switch-port#close-modal

Buy The Forbidden Arts and shop other great Nintendo products online at the official My Nintendo Store.

Game Developer

Porting to the Nintendo Switch is not that difficult in itself, but optimizing a game with 3d graphics to run at 60FPS can be quite challenging. Learn about my

#

(This is not my game, I have no investment in it. Was just looking at what others have done)

brazen birch
#

Well, it's hard to answer. I've been super fortunate, and worked on 400+ projects, with us having about 15 projects on the go at any given time. And we rarely do mobile only unless it's for the fun of it. Right now I'm mostly focused on VR and console for our titles, so we don't put a lot of concern into low end devices. Especially as a lot of our mobile work utilizes AR. So it's hard for me to make a meaningful recommendation as we are in a very different place from most people

heavy wraith
#

Yeah that makes sense. My hope is VR continues to push the bar on everything. No doubt, Unity has incredible room to grow for support and performance.

brazen birch
#

We have versions and templates that I've worked really hard to benchmark and maintain for the team though, so it makes it a lot easier for a dev to pull say our mobile template and build a reliable game.

Switch specifically is quite challenging and needs a lot of crazy work for compatibility.

Only about 1/2 the projects for us are Unity, thankfully, so when needed we can use lighter frameworks. And if I have my way, we will end up no longer using Unity at all at some point 🙂 but it's a long process for us

heavy wraith
#

Going to roll your own engine at some point?

brazen birch
#

I wish!

heavy wraith
#

And yeah, targeting Switch level performance is tough. The reality though, is the majority of the global mobile market is switch level performance. For game development that matters.

#

AR/VR has taken forever to get off the ground since the target audiance is such a small % of the total. Gaming being a $250 billion USD market in 2023, VR only being $15 billion USD.

idle anchor
#

Hello! Just asking how can I send emails with custom texts on gmail using firebase and unity? I believe google has issued that it does not receive mail from third party apps.... so I can't use smtp either, what should be the possible solution here?

brazen hazel
#

I wanted make a NOAds Button .. Can you guide me how can i write script for that?

open laurel
buoyant moat
#

Hello mac users, I want to make mobile games on my windows computer then move them to this mini Mac to compile on xcode and then publish on app store will this get the job done?

analog plover
#

You can compile on any Mac, it might just take a bit longer if it's an older model. As long as it has the hardware to run the latest MacOS

brazen birch
#

That's not entirely true, it needs to be able to run the latest xcode and os. Older macs usually can't do that and are being removed from the availability every year. It's a good question to ask and check

#

The manufacturing year and model is very important. You want to ensure it is supported on the latest Mac OS X and should be for the foreseeable future

#

Without knowing the model and year, it may not be compatible, and might be getting offloaded by someone who can't use it for development anymore

analog plover
#

I did say it needs to be able to run the latest OS

brazen birch
#

Being M2 it might be safe, assuming it is a reliable source etc. (Reason for saying this: A lot of refurb and ebay style resellers may say M2 when it isn't, and what you buy might be unusable).

analog plover
#

If you want to use it as a build machine as long as possible then the latest model is a safe bet

open laurel
crimson fable
#

Hi everyone, I am working on a cross platform compatible application. Currently I am facing an issue with build size optimisation. The packages that are unused are also getting included in the build. I tried making a blank scene build and removed packages one by one which helped me reducing the build size from 77 MB to 28 MB. Can anyone help me with any solution to automate the exclusion of the unused packages?

split bobcat
analog plover
#

...who else?

split bobcat
#

my build crash in start when i integrate admob i passed my ids correctly but still crash.

brazen birch
#

That's because admob is a hot mess right now

#

But the actual.error is important

full pagoda
#

@split bobcat see above, I solved this problem

full pagoda
heavy wraith
# buoyant moat Hello mac users, I want to make mobile games on my windows computer then move th...

So I actually ran into this today while trying to do some testing. iOS updates frequently, breaking compatibility with macOS and Xcode versions. As my system is older I had to manually update support packages to keep it working. But now iOS17+ has moved to a new communication system that requires XCode15 or newer, which is only supported on the latest 2 versions of MacOS. There was some discussion about ways to hack compatibility with 14, namely from AAA studios requiring it. But Apple said no and they didn't work for me. Anyways, TLDR is I recommend obtaining the most advanced system possible to guarantee a couple of years of support. Compiling Xcode is also a RAM hog, and while Macs tend to be more efficient than PCs, 8GB isn't much. My OS + Xcode + Unity is already 200GB, so that storage would need an upgrade given how OS updates take another 20GB+.

split bobcat
#

@full pagoda kindly tell me how can i set admob app id through my script?

split bobcat
#

anyone kindly tell me how can i set admob app id through my script?

split bobcat
#

issue when i export package with .androidlib file it's export successfully and when i import that exported package that .androidlib file is missing i'm using Unity 2022.3.15 LTS

pliant lantern
#

I'm trying to test a "Split application binary" on android which makes an apk and obb file. I found a guide telling you how to name the file and where to put it but the application still isnt finding it. Any ideas?

coral crater
#

Connection to Android device failed: Unable to reverse network traffic to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
C:\Program Files\Unity\Hub\Editor\2022.3.5f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe -s "1004725338014972" reverse "tcp:34998" "tcp:34999"
anyone knows how to solve this error?

buoyant moat
#

I CAN NOT BELIEVE THIS! 😫

brazen birch
#

Yeah it's pretty crazy for a new standard. It's just going to generate companies with 20 fake testers selling that service to companies. Edit: looks like there already is 😄

#

The goal, to me, is for them to only see companies in the storefront. Only individuals have to follow that rule iirc

sonic otter
#

To be fair, there's a lot of garbage out there. This will hopefully mitigate some of it

sage mauve
#

hello

#

i have question about unity android build
so i have unity installed in C: and my project is on disk S: when i build the project my C: disk space get used and sometimes get gradle Errors when i check i found that unity generate tempdir_ in location %Appdata%/local/Temp

#

any information about this folder tempdir_randomnumber

thorny panther
haughty escarp
#

Hi, everyone! Is there a native way to obtain consent for Advertisement ID on iOS and Android through Unity or we have to do it with a custom popup?

#

I'm also wondering if we do have to manually add the <uses-permission android:name="com.google.android.gms.permission.AD_ID"/> or if it is added automatically? When uploading to Google Play Console I get some errors about it

#

How did you managed this, @buoyant moat?

buoyant moat
polar vortex
#

Im getting this error while building, is something wrong with locale? this is custom ofc

#

i tried renaming language and project name/folder, nothing happens

#

i removed my custom language... there was 100% smth wrong with it...

sage mauve
#

no one will answer u bro ur message will be burried when other messages come so u have random chance to get answer

brazen birch
sage mauve
#

where is my refund, i want my refund 😂

#

when i ask a question in discord or unity forum it's like gambling, if u ask at right time u may get answers otherwise just forget about it

sonic otter
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I....don't.....know

brazen birch
sage mauve
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the folder contain .data files

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when i look in hex editor some of them are png

sonic otter
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mine contains BackupScenes, an empty Bin, Burst (guessing burst compilation cache)

sage mauve
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it's .data files means pictures, fbx, ....

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i don't think it's related to script

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it only get created in gradle build project step

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and there is no information about it

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guess the solution is to have space

sage mauve
brazen birch
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My immediate thought, given it's build files in your temp folder, either unity or gradle needed to place files somewhere temporarily during the build cycle. I don't expect either to explain about that in additional details as it's just a generic temp folder meant for temp files