#📱┃mobile
1 messages · Page 11 of 1
Got it to work with this video
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...
Im running the adb.exe inside that provided folder
no other adb
rebooted twice
can use adb to connect to my android phone
but it shows as "any android device" in unity
I cant get the unity remote 5 to work on android or ios anymore
Im losing a whole day of development time over this issue right now
I've used ot do this for years, going back to development years later I cant get this simple thing to go
no errors, just no way to get this going whatsoever
Im finding conflicting info like this
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
I still can't get it to work
5 reboots later and so many different settings
I just had to set build platform to android.
have you enble development tools on your android?
(developer mode)
can anyone pls respond?
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?
i use unity ads, i'm testing with the base unity "ad initialization script", it doesn't log any errors, and test ads are disabled. does that help?
are you getting no fill responses then? do you have test mode on? Are you looking at device logs via logcat or xcode?
test mode is disabled in script, and in the dashboard. and as for no fill responses i'll try to locate them and post an update. This is the first time I've heard of said error so thank you this really helps. and I'm just making the base unity script log everything on the screen.
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
my guess at what your problem is one of two things:
- ads are just loading very slowly. Easy to debug, time how long it takes to load an ad
- 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
Will do, thank you so much, I'll post an update here on my finds. You really saved me. Thanks a bunch again
Guys i need help about in app purchase
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?
looks like it was deprecated in 3.x, then removed in 4.0+
your google-fu is weak
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
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.
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.
We’re you able to replicate the issue in a phone simulator or when setting the Same screen size/aspect ratio? Maybe the UI is there but out of bounds?
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
Hi I'm having this issue when i try to build the unity project in xcode
It should show you somewhere what specifically is missing (I.e. arkit)
Double clicking may take you there
Looks like a bad android manifest for your build targets... either that Google services plugin is out of date, or your API target is too high, is my guess
[REQUIRED] Step 1: Describe your environment Unity version: 2021.3.21f1 Google Mobile Ads Unity plugin version: latest Platform: android Platform OS version: _____ (eg iOS 10, Android 9) Any specif...
i might need some help with my unity, using version 2019.4.21f? or smth like that, and i can't build android apps
Post the full error message
google -> unity WARNING: platform-tools package is not installed. Please accept the installation licence to continue
that's basically googling help... that's what i've been doing for the bast 2 days .-., i kind of came here to get help doing stuff i can't fix
ok, so be specific.. what's blocking you from accepting the installation license from what you've found in your own google searches
i dunno like the fact taht there isn't any license to accept and that i installed everything from unity hub?
Oh, so you didn't read any of the google results
2nd result from the search I suggested: https://forum.unity.com/threads/android-sdk-29-unable-to-install-additional-sdk-platform-issue-workaround.963626/
i did read it and that's not something that pops up my guy
i'll just keep trying myself :1
any1 that can actually help me with unity not building my android project?
Hi, it does not show more beyond this. I viewed the entire log and this is all it says
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'.
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.
same way, but with a PostProcessBuild script that edits the Xcode project just before cloud build compiles it
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
Its like CONFIGURATION_BUILD_DIR and UNLOCALIZED_RESOURCES_FOLDER_PATH variables dont exist.
well your path is wrong, but no I meant using https://docs.unity3d.com/ScriptReference/Callbacks.PostProcessBuildAttribute.html. Something similar to this looks right: https://www.rocketshipstudios.com/post/unity-ios-build-errors-compilation
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.
Any help would be appreciated.
Thank you so much
I did that and in addition I put this in my pre script
echo "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES=No" >> $DEVOPS_ENV
I’m experiencing a similar issue. Did you manage to solve it?
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 🥲
We are experiencing similar issues, not with Android Resolver, but issue after issue when building
And we haven't managed to build the project yet on this version
oh I am glad to hear its not only me, I hope they fix this soon
Yo guys, what's the best ad provider alternative for unity ads? (I have very bad experience with unity ads)
Anything is appreciated
hm i got the same issue its stuck at 100% but we cant just wait how do we get this done?
and even why is this android dependency solver everytime i try to launch the game wtf
this is because you close the resolver window before it was a success
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
no dont just give up
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
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
or a better option ill try is making google the main mediation platform
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?
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?
ok it works for me now i did it...
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
I hope it does the same for you
but when you build the game to android does work?
thats where I got stuck I hope you can find a way around it please let me know
do you get an error right now or do you get stuck at 100%?
I got past that by simply not installing unity ads from the integration window for some reason installing unity ads makes it get stuck
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
I just set up mediation through admob and I am loving it so far so easy to use
i will try this one last thing and than i will look into admob thank you for the advise!
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?
this is with admob mediation, I give up with unity.
how long did you give it to run?
if you're having crashes on startup, look at your device logs via logcat/Xcode
its been running for 10 min now and its still running
thats when I removed Unity ads which got me a successful resolution but I want Unity ads
what is this
how can i fix this
nothing about this in the internet
why is it so hard to implement unity ads wtf this should be easy
Same here!
Have you solved it, @buoyant moat?
I am taking a break I have been at this for two days now ill let you know if anything
Okay! Enjoy that break 🙂
It is really frustrating to implement ironSource with these issues...
yeah screw ironSource better use admob
it works fine for me
not perfectly the test ads are currently not showing in the signed apk but in unity everything works fine
i guess if i publish the app everything will work
what did you do to get the resolver to work? or it just worked from the first time and also did you install the adapters from here? https://developers.google.com/admob/unity/choose-networks
no I fixed that
yes with the gradlew and its stuck at 100%
but that would give the error back again wont it?
Now you have win32 exception right?
yes
Ok go to edit
Project settings
Down to publushing settings
and under "build"
tick every box
all of those custom thins
things
idk what they do
but it works
now reimport
and try force resolve
it should work
does it work?
I am trying ill let you know
okay
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
that makes sense yeah i have this too with the instant resolution thing
but i mean now it works doesnt it
yes it does but those ad sources you want to implement will not be resolved by the resolver
I might be wrong be thats what I got from chatgpt
but it works the test ads are working
Idk how
in unity they work but they dont work with signed apk
then that must be why they should be resolved before
no i think because my admob account is not 100% complete
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:
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.
I dont think that has anything to do with the resolver
yeah but with the not showing ads
oh yeah your right that could be a reason
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
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
The root cause seems to be conflicts between different versions of the same libraries.
Is there a way to include automatically those dependencies in the custom build archives?
if you tick any of these then you will have to manually specify what you want included and what you dont Unticked will do it automatically, thats what I understood so far
IT WORKED!!!!!! @haughty escarp @crystal hornet
I just deleted the Unity ads folder here restarted and resolved and it was a success!!!
for some reason Level player and admob both have an issue with unity ads
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
OMG! I have to try now 🙂
Is that your setup for that configuration? And what have you included inside them?
not its not till now I havent find the correct one beacuse after a successful resolution now it doesnt build to my phone
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':launcher:checkReleaseDuplicateClasses'.
Unity is 60% game development 40% fixing errors
AND FIXED!
i fixed that by deleting resolved libraries
and then go to plugins > android and delete everything except googlemobileads-unity GoogleMobileAdsPlugin those two
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
Finally now I can go back to finishing my game🤩
What should I do in my case with ironSource instead of Google one?
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
I realized what was cause the failed resolution was unity ads
So... Can't I include Unity Ads as one of the Ad Networks?
But the problem I got afterwards was that the app crashes when I build it to my phone maybe for you to works idk
As soon as I added unity ads after a successful resolution the resolution stopped working again and I had to remove unity ads again
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
I think we should consider the same if I'm unable to solve this...
So sad with this ironSource & Unity Ads plugin
I really hope they fix it soon but you know unity level play is still new I'm sure they have a lot
To fix an improve but for now I am sticking to admob
With Admob
ah ok
yeah i need to wait till they accept my payment method
then it should work
Android uses .AAB files now, when you upload to the Play store
@buoyant moat
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?
I used build and run command in unity to my phone its not live yet and the ads work perfectly
ok so the test ads are working in the unity editor
you are using admob right?
but when i run and build to the smartphone nothing happens
yes
i got this android logcat thing
it sends an error when i want to load a banner
sth like "account not approved yet"
im starting unity right now to reproduce it
did you fill these up?
wait ill show you
click on view all apps
and you should see the app id's for all games
so you already filled them up correctly in unity?
yes
is your account new on google admob?
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
you said your game isnt live
this isnt my first game
but in my first game i had the same issues you are facing
but after publishing and adding store Id it worked
I guess it is bc your account is new Id give it some time or try a closed testing publish on google console
thats difficult because i need a policy first for my app
from where did you get your privacy policy?
its not that hard to create one
🤖 Publish game on Google Play: https://youtu.be/UXl_C3ZnRLc
LINKS:
App privacy policy generator: https://app-privacy-policy-generator.firebaseapp.com
Google sites: https://sites.google.com
Learn how to quickly generate privacy policy for your own game and use it while setting up google play or app store page.
Site presented in this video ...
its super easy
oh thank you
no problem 🙏
when you publish your app they ask you if you get player data
does admob do this
it doesnt does it?
is all data shared?
shared yes
happy to help!
ok my given details will be reviewed now
hope they accept it
and then it should work finally
i will update you if its ok
the hell is wrong with sdk
What sdk?
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.
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?
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?
anyone knows this, how to solve?
Simply reimport the ironsource unity package and and then in the mediation configuration window install the ad sources you want to include the project also keep in mind that for some ad sources you must install an adapter for them in this link https://developers.google.com/admob/unity/choose-networks
!code
📃 Large Code Blocks
Use links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/, https://paste.myst.rs/, https://hastebin.com/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Are you trying to force resolve and then got this error?
no, just first build
got this
I have never encountered this error 😦 try googeling it or ask chatgpt I'd do that 😁
and this :
But this is the configuration for Google AdMob SDK, not ironSource one. Isn't it?
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
sure
the thing is, if i build only the environment, it works fine (with all scripts like moving etc)
irrelevant, find the problem in the log -> google it -> research and read to find a solution
but if i include UI too (i'm using it to direct player to different environments, then it doesn't work!
Sorry I made a mistake no need for adapters if for ironsource
calling ipostgenerategradleandroidproject callbacks
that's the main issue
That's not in the log you posted
The "What went wrong" bit is ... what went wrong 😄
after this step in build, it crashes
then gives the log
I've just integrated ironSource 7.5.2 with no adapters and the build works. When adding Google AdMob adapter or Unity Ads adapter... Android Resolver does not work due to Gradlew.bat
Did you resolved with everything ticked or only that Gradle Settings Template? And... Did you included the dependencies inside that settingsTemplate.gradle or what?
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
In the logs it tells you the line you should ad to enable this use androidX but you must click use custom grade properties in player settings and then a file will pop up in plug-ins > android for properties open it and it should say properties and just add that line there save and build again
Deactivating all of the Build files got me a Build Success!
Only Google network adapter included in LevelPlay
I'm going to add the rest of them
Super 👍
Anyone?
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
I would check android logicat thing for errors also check on the ironsource dashboard if testing is on must be turned off
Also Did you click load rewarded before show rewarded?
There's no such option for Rewarded, but for Interstitial. Both ways did it, and anyone worked... 😦
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
Yes, for Interstitial there's Load option, and I used it before pressing Show
But not worked
Everything is enabled without test mode
With Test Mode did't work neither
I think also check if you added your app id's correctly other than that try logicat to see what the error is
Yes, I have to check Logcat now!
And... here is the Logcat report, @buoyant moat
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.
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?
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.
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.
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?
I really recommend swicthing to admob its much easier, beacuse Ironsource is still new and has so many errors
Logcat might help a lot.
Also in the android settings making the logs go from line only to full details (forgot the term) might be good
Not sure if there is a crash log generated on the device in the data folder, but take a look
Also for these issues, make sure you are up to date, as many IL2CPP are fixed almost every release
I'm considering that a lot
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
You can see this in Configuration Guide on Unity Cloud
Oh
Thank you
It's really hard to find anything
Can you use that to send notifications from a user or only from the cloud dashboard?
Never tried yet! Will implement in a few days if ironSource let us continue haha
I'm struggling with some Gradle problems with adMob as well, @buoyant moat. Do you know how to proceed?
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
Force build got me a Resolution Failed
Check the console what are the errors?
did you delete everything related to Ironsource before switching to admob?
This is another branch, with ironSource. On AdMob integration we got the same things: Resolution Failed, Gradle Failed...
And I've switched to Unity 2022.3.14 (previously 2022.3.8)
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
What is this?
I'm also trying now on a Mac instead of Windows haha
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
I've got a blank Unity project from ironSource that it works (theorically)
The gradlew.bat!
yess
I dont belive that the issue but trying wont hurt
I'm also considering Exporting the project and creating the build through Android Studio
as soon as i deleted unity ads thats what got it to work for me
anything unity ads related
check the admob folder maybe in there u find one
So Unity Ads can't be integrated?
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
AdMob Mediation in your case, right?
yes
Let me check deleting all Unity Ads stuff, but I think it wouldn't let me Resolve
idk maybe it works for you because thats what did it for me
yes try deleting that
And now? Reimport and try Resolve?
resolve and even if its stuck wait and see if it gives the same error on console
Resolution Failed
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 ()
thats weird
It is 😦
Same error
also if you are using android API level 34
check this
and then add this line
android.suppressUnsupportedCompileSdk=34
We started trying API Level 34 because some ironSource files asked for that
Could you please send me the entire and correct gradleTemplate.properties?
org.gradle.jvmargs=-XmxJVM_HEAP_SIZEM
org.gradle.parallel=true
unityStreamingAssets=STREAMING_ASSETS
ADDITIONAL_PROPERTIES
android.suppressUnsupportedCompileSdk=34
It may affect that the project is upgraded from Unity 2021?
i dont think so those are just gradle properties you can always remove that extra line
or untick this
org.gradle.jvmargs=-XmxJVM_HEAP_SIZEM
org.gradle.parallel=true
unityStreamingAssets=STREAMING_ASSETS
ADDITIONAL_PROPERTIES
This is my gradleTemplate
also i think as a last thing id try is deleted ironsource adapters
When deleting Android > Plugins, everything has been deleted I think
then try to resolve ughhh this is so complicated
no in the adapters folder
This is this
oh no that is for iron source mediation not for admob
the level play shouldnt be there if you are using admob
With Admob happens the same
there is something related to ironsource that should be deleted i do not remember what i removed exactly
related to level play sorry
Same when Forcing Resolve
But it didn't work, right?
it did its one of the steps i took
but i know for sure that that is related to level play and it shouldnt be there
oh u mean a different project
If it gets solved, hello Admob
No, no, another branch
I've made an specific branch for each Mediation
So the first solved, the one we'll use
I dont know what you mean by branch
Branch in Plastic SCM
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
Did you just resolve or force resolve?
You must force resolve
It says Succeded
SUPER THEN
But there's nothing downloaded
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
The problem is that I get Gradle build errors
What are those errors?
Which ticks do you have checked?
Exactly what I sent up
Only that?
Yess
Let me check
I'll Brb in an hour update me
Alright!
Build done! I'll prepare the test scene
Super
In the Editor appears the test Prefab, but in the Build only shows a Blue Screen
(Editor)
Did u fill each ad unit Id correctly?
I think so
2023/11/23 14:19:17.289 15819 15841 Error Unity Interstitial ad is not ready yet.
This is what says Logcat
"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
I'll use your script and see
make sure you fill those correctly
But, 1 question about that
If we integrate Google Mediation, that has to be filled automatically, right?
Also go here and put the game id
No you fill the Unit id's
and the game id's
And what about you have lots of Networks?
no not for all ad sources just from google ad mob you get all those id's
from here
and Unit id's from there
those two are all u need to fill
Don't understand the workflow at all
But those IDs are Ad Block, right?
those are from the scripts i shared with you you can find the id's from here
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 ...
we dont have all the same options
That's weird
I downloaded their latest package from GitHub
maybe because you have different ad sources idk
@buoyant moat are you currently requesting your ads via admob?
me too
Maybe Mac or 2022.3.14?
yes the ads are fully working for me I even started earning i am only waiting for my game to get approved for a publish
perhaps could be
But... Does it work as well on Editor?
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?
the ads?
it shows test ads not real ones
what is your ecpm?
thats 38$
Nothing in my case with the script you gave to me lol
38$????
Wait, what?
sorry 5$
no its 4,62
Christmas or something?
Ahhhh+
ahahah my bad
ok but do you use those mediation thing?
yes
applovin when they have ads they pay wel
well
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
i think it depends on the country
Can you add Unity Ads too?
im living in germany it should be 12 too
i did but they are waterfall
anf they havent gotten any requests at all
maybe i should use this mediation thing
i guess once released things change i am not sure i am new to the whole ecpm thingy
its saying is your ad id correct
It is haha
100% recommend but its so hard to set up we been at it for almost a week now
oh Unity 😫
do you need to create an account for "applovin" in order to set them as a bidder?
yes for each ad source you must create an account and set it up on google mediation
ok but i dont have to change the unity code right?
for some adsources they require an adpter you just import them from here https://developers.google.com/admob/unity/choose-networks
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 ...
this will help
ty
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...
i been waiting for 4 days now does it take that long? is it normal?
Yep, it takes a long time.
This is new to me click learn more see what it says
there are multiple errors listed but not exactly what it is
it can have multiple reasons
If you loaded the ad before it should work idk why it isn't
More errors
Unity 😫
private void Update() {
if(isDone) return;
LoadInterstitialAd();
ShowInterstitialAd();
}
That's what I do
do you have an adds app txt?
Oh no that's showing it too soon
Ofc it will not work loke that you are loading it then showing it instantly
How to implement it better then?
Oh unity they ask that I don't recall seeing it with admob
First you load the ad and then in the load ad function there should be a place where it says it has been loaded and then that is when you put show ad function
Check the script I sent you
That's what we had before
Even putting it in an updated function I don't think that's good
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
!code
📃 Large Code Blocks
Use links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/, https://paste.myst.rs/, https://hastebin.com/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Sorry!
here is where you should put the show ad function
so basically when the ad is loaded show it
@buoyant moat do I have to do anything inside of applovin in order to get ads?
click load wait a bit then click show
or do i only need to create an account
And maintain Start and Update?
you need to link it to google admob it will ask you for a SDK key when you add it
remove the show ad from the update function
yeah I thought they needed unit id's but no it worked without them
i always ignored that in unity I dont even know where to get from
but things are working out without it so far
Does not show now, even on Editor
add a button to test drag the script and put the load ad on button click and test it out that way
Yes, that it's the best way
https://gdl.space/boqawiyupi.cs bc this is the script i am using and its working perfectly
Think could be the problem
Creating the .aab
I'll tell you now!
This is a dead end I have no idea what to do next 😵
Really crazy
@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?
I'm also getting now the No fill. Have you solved it?
I never had any problems with applovin, how you mean in admob dashboard?
How did you get this
I never had to set up a test device the ads were just working for me
thats against the admob policies xD
Real ads
youre not allowed to watch the ads
No now my app is live I just added the link to admob
only your users
It says getting things ready
The status
here you can check it out
which sdk did you download?
Did you configure app-ads.txt?
no he didnt
No
i have just did it
You mean ad sources I used?
I didn't unity was giving me errors with force resolving so I removed unity ads sdk
Even if it worked unity is only available as a waterfall in admob not bidding so I ignored
i meant the applovin sdk
ok ty
No problem
how did you know that applovin works?
how do you have 1,7k requests and only 1 download?
i have been internally testing the app with my friends
ah ok
Did you add <uses-permission android:name="com.google.android.gms.permission.AD_ID"/>?
I think this could be one of the problems (?)
I didnt, I am not sure but I think thats if ur building for older API's I am not sure
I showed you the properties I had
On Google Play says that this permission is required for API 33
mine uses API 34 so I didnt run into any problems
Oh I hope I dont get any policy violations I didnt know that
try google admod unity ad error code 3 see what pops up bc thats all it says
Did you set up an AdSense account?
I did
Maybe is related to this
I think if i added the link to my game ill be safe from a violation or?
idk i would just set your device as a test device
you get a ton of features through it
you must have an adsense account in the payment section
Done in my case too
That's tooo weird haha
I swear
Have you also integrated with Google Ads and FIrebase?
I didnt use fire base that was giving me resolution errors also so i removed it🤣 \
haha ok ok
thank god it was accepted I thought id get a violation
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?
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. 🙂
What's that got to do with #📱┃mobile ? Seems like a question for #🔀┃art-asset-workflow .. delete and post there
Thanks
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
Hello everyone, does anyone know what is this, how to do this, and show I worry about it?
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
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.

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
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.
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.
🏴🏴🏴 PL CODING BLACK WEEK - Save up to 50% on ALL premium courses and bundles:
https://pl-coding.com/premium-courses/
💻 Let me be your mentor and become an industry-ready Android developer in 10 weeks:
https://pl-coding.com/drop-table-mentoring/
Ge...
i think its only for new accounts from now on
I haven't created one yet but have been working months on my mobile game. Now I need to find like 10 new friends
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 ....
What if they find out and banned for life
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
I'll have to think about about that idea
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
OK can you be my friend
9 to go
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
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?
Can debug build slow down performance ? Since i have problems with debug mode low fps and release version is working fine
Yes
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
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
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
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
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
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
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?
is this an empty unity project?
Which Unity version are you using? 2022 in our case
We haven't had a clean QA test for 2022. It's not usable for us yet.
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
Clear and efficient workflow!
Have you worked with Unity In App Purchasing too?
Yes, but I don't have much interest in it though. I've worked on ~400 projects now, ~200 in Unity. I don't really enjoy monetization stuff though so I avoid it 🙂 It's a necessary evil though
Yeah! We are now struggling with an IAP problem, because the IAP doesn't initialize, but the items appears when you click on it
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
that's typically baked into the manifest/Info.plist. What are you trying to do? This sounds shady
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
wtf my ironsource ads stopped working
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...
Hello everyone I build a game called NROOM using Unity with Mirror. Now I already uploaded it in Google play (Open testing). Can you guys help download and test it. Feel free for feedback because we need to improve our game in the future before realse it too. https://play.google.com/store/apps/details?id=com.dreamslab.nroom
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.
What's the question on the form?
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.
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.
can you use the sprites inside an atlas without having to attach a script for every single one of the 2d components ?
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?
whats gooing on with asset store is slow as hell
how do I fix this?
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?
did anyone run into this problem before ?
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.
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!
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.
did you add the fingerprint for whatever signing key you're using to the firebase project?
I did not but I'm planning to, I just can't get SHA1 Key in java due to errors so I trashed the idea. 🥲
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
Okay! Thank you! Do you have any tutorials you can recommend for that?
Should I just put the key in unity and firebase?
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?
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?
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
Looks like you are missing app compat dependency libraries. Try to first force resolve from External Dependency Manager
For now, I'm only using simple email authentication (login and register), and was not using google sign in.
📱
hello, I solved this by downloading a new gradle, then put it in the preferences>external tools
then in base gradle template in the asset, I edited the code by turning any version of unity to 7.0.3
hope this helps!
Did you use Gradle version 7 for the first step as well?
Newest Gradle versions arent supported in Unity I think
I used the gradle 7.2 since I'm using the 2022.3 unity version, better check what gradle is compatible to your unity version
you can refer to this
https://codeprofessionally.com/unity-android-support-setup-jdk-sdk-ndk-gradle-for-all-versions
Thank you Ill check it out. Also running 2022.3
Where did you put the Gradle folder? I dont quite understand the instructions on that website when it comes to that.
You should check logcat for any errors then, email & PW should work without any special setup
Okay! Thank you! ☺️
Go to assets>preferences> external tools> browse gradle folder
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.
How do I solve this Gradle Build Failed to make an android build? My project version is 2021.1.19f1
Click on CommandInvocationFailure and share complete error log
It's a known issue.
Delete 33.0.1, download from android studio and copy to unity android sdk/build-tools folder
I copy the 33.0.1 download?
Copy from android studio installed android sdk folders to unity android sdk folders
here, then?
and place it in unity's android sdk -> build-tools folder 😐
I though I was clear enough here 😐
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
what direction is usually where I have to put the 33.0.1 in Unity?
found the folder. will try to see if it works
now I have a different console message but still not able to make a build
Do I delete the 33.0.1 from android folder and just leave it in the unity folder?
Looks like same error right?
looks like it
it's weird because I just copied the folder to unity and even then doesn't work
I already fixed it.
By help of another server.
Finally! That worked. Thanks for all the help!
I know this option earlier but still wondering why earlier option didn't work 😐
¯_(ツ)_/¯. None the less, it was what I needed. Thanks, and sorry for the time spent helping me
There's no job postings on here, delete your msg and post on the forums !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
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?
Can anyone help to resolve, has anyone encountered such problems before?
Preferences -> External Tools, I unchecked the option: Android SDK Tools Installed with Unity. And Change the path with Android studio sdk
I'll try now, thanks
I can't connect android studio sdk. Maybe I'm doing something wrong. Not strong in such things
You are missing the SDK at that path. You either need to use the build in Unity one, or install Android Studio, and point it at the SDK folder from inside there using the instructions sent to you earlier. It shows you it needs the path to that batch file, and without it, it won't work.
I installed Android Studio. I am trying to specify the path C:\Users\holov\AppData\Local\Android\Sdk; C:\Users\holov\AppData\Local\Android\Sdk\build-tools;
Does the bat file exist at the folder?
No. The required file (sdkmanager.bat) exists at :C:\Users\holov\AppData\Local\Android\Sdk\tools\bin
But it does not connect there either.
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
Brother, if you have a minute. So could you please connect to my computer via remotedesktop.google.com as I can't set it up. Of course, if there is free time to help.
(I wanted to write in private, but I can't =()
Set the API level to 34, Unity loaded the standalone SDK and it worked. Thanks to everyone who tried to help.
Yeah, I'm usually in meetings all day and I keep my DMs locked down. Glad you have it resolved now 🙂
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.
I had a similar problem and was able to fix it using the post above.
Yes did it right after and it worked thanks; Almost spend 3 days on this! Hope there will be no probleme with old android now..
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?
https://youtu.be/3Qay9h14swM - I can't add the SDK through android studio, I used this method.
Step by Step of how to manually install Android SDK Platform to API 29 in Unity
Support us: https://www.patreon.com/SmartPenguins
Discord: https://discord.gg/FPPJf5r
Facebook: https://www.facebook.com/SmartPenguinsIO
Twitter: https://twitter.com/SmartPenguinsIO
Instagram: https://www.instagram.com/smartpenguins
#Unity #CSharp #Programing #gam...
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)
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?
You'd have to profile to find out where the bottlneck is happening.
Anyone here know which channel to go to for advice in regards to fixing android app builds?
This one.
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?
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
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
are you speaking with me?
@glossy sluice just asking my own question
understood
I have also gotten this message when making a build with a target API level of 32 instead of authomatic
You just need to add android:exported to your manifest.
It's telling you the error though. You are using Android Studio to manage your build targets, it's missing target 32, but you set it to use target 32
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
that's one of the problems, don't know how to open the manifest using the android studio to add that line. and here's my android studio with the sdk installed
how do I set it to target 32 like you said?
it's like this? because I already did that
I also changed the name of d8 to dx in the sdk, since that allowed me to make previous builds of my game
here's my sdk locations
I've also copied the folders of 32 in the Unity folder but it still doesn't work
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.
Can't you re-download unity with default sdks . That always worked for me when had build issues
Any tips for my first mobile game
It has to be unity, the version that I'm using or just the project?
It could be Version on unity. Maybe you went somewhere wrong with you custom sdks you install. I spent alot of time trying to fix build errors then I just gave up and used default and reinstall
ok, will try that. thanks for the help
do you also move the sdk you need to make the build to the unity sdk folder?
I didn't move anything. Just checking
i mention it because some of the builds I made of my apps/games don't know why, but need to have the sdk dragged into their folders
I haven't got that far to publish on play store just know about building apk.
Hello - does anybody have a tutorial for migrating my Plugins/Android/assets folder to an Android Library?
In the end that didn't work. I'm still unable to create the build or upload other versions to the app bundles for google play
Maybe reinstall android studio. Also maybe record what happens and post. But, I don't know what to after that
!code
📃 Large Code Blocks
Use links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/, https://paste.myst.rs/, https://hastebin.com/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
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
Don't ping random people into questions, it's rule #2 of our #📖┃code-of-conduct's 🚫 We ask that you do not:
Send the actual error
I have 2 errors in google play when posting my app/game. Does anybody know what's wrong with it?
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
easy URP is not optimized for low end mobile device
this problem is still persist
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.
It appears you might be using some kind of shader on the ice, correct? And combined with the lighting it is probably too much. It would be good to know what target device you are testing on too.
Yes indeed my last shader ate as much as 10 frames per second and now I managed to squeeze as much as 30 frames per second on my samsung galaxy a32 smartphone. And without recording, I have a steady 30fps and that's already a record for me.
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 🙂
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.
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
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.
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.
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.
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
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.
It depends a lot on the project to be honest
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.
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
(This is not my game, I have no investment in it. Was just looking at what others have done)
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
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.
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
Going to roll your own engine at some point?
I wish!
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.
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?
I wanted make a NOAds Button .. Can you guide me how can i write script for that?
is there a reason for you to use URP instead of BiRP?
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?
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
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
I did say it needs to be able to run the latest OS
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).
If you want to use it as a build machine as long as possible then the latest model is a safe bet
not to mention you need the apple developer account
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?
is it for me?
...who else?
my build crash in start when i integrate admob i passed my ids correctly but still crash.
@split bobcat see above, I solved this problem
if still relevant, try the following:https://youtu.be/3Qay9h14swM
Step by Step of how to manually install Android SDK Platform to API 29 in Unity
Support us: https://www.patreon.com/SmartPenguins
Discord: https://discord.gg/FPPJf5r
Facebook: https://www.facebook.com/SmartPenguinsIO
Twitter: https://twitter.com/SmartPenguinsIO
Instagram: https://www.instagram.com/smartpenguins
#Unity #CSharp #Programing #gam...
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+.
anyone kindly tell me how can i set admob app id through my script?
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
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?
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?
I CAN NOT BELIEVE THIS! 😫
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
To be fair, there's a lot of garbage out there. This will hopefully mitigate some of it
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
what is with intel i7 and i9 with mac and macbook and macbookpro users, m1/m2/silicon/arm is not compatible to i7/i9, to be able to compile intel+apple on a lot/majority? old classic apple devices
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?
I haven't made this yet.
on admob it just told me that I have to do it and if I didn't they will do it automatically for me but I don't know how unity works
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...
no one will answer u bro ur message will be burried when other messages come so u have random chance to get answer
In that case, best ask for a refund!
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

I can answer any question you may have
I....don't.....know
I like to think if it as relying on the good will of others to solve your problems for you, and hoping the question you posted makes sense and that people who read about it care about the problem or know the answer.
Your last question was why does unity use a random temp folder? Look in the folder and see what is in there.
mine contains BackupScenes, an empty Bin, Burst (guessing burst compilation cache)
it's .data files means pictures, fbx, ....
i don't think it's related to script
it only get created in gradle build project step
and there is no information about it
guess the solution is to have space
i'm not relying on others to solve my problems, i'm asking a professional question that i couldn't find in the doc or else where that's why i ask because i couldn't find answer to
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