#📱┃mobile
1 messages · Page 12 of 1
cause we got no clue about it
it's not a big problem for me it's just piss me when i get gradle error when my space is low
The problem isn't asking for help, it's the self entitlement that someone isn't answering your question fast enough.
I didn't think I've ever seen a Unity employee respond to a question in the #📱┃mobile discussion
Objectively speaking, you aren't asking a question about a common issue the average person knows about.
Nor is it a problem an average person really would care about.
i don't expect fast response, but also don't want to wait months for a response
i 100% understand what u talking about
Let's check. My time, you posted a vague question at 2:39 yesterday and complained by 9:12am the next day about not being answered fast enough
maybe it's my time zone
i posted in the wrong time
bro what are you typing ... it's like 2 min now and it still get llyod is typing
No it's you demanding answers and making side comment within 24 hours of asking a question very very few people could answer.
I did read your message about midnight my time, and thought hey maybe I'll help this person out next grade build and see why it is populating that folder. As I'm probably one of the few people able to do it.
Then I saw the side comments complaining about how terrible discord is for help. And I thought, why am I even debating helping? I don't work for unity :D. And then oh my the self entitlement begins.
Believe it or not, this is not the only discord channel I'm in, and sometimes I don't reply right away 😄
At any rate, I think it's time to block and move on. Someone else can help if they want to I'm sure.
I'm done with the self entitlement
bro thank you so much i feel sorry for complaining now
No, because then as I'm trying to explain, and juggling staff asking me questions- you start making side comments about me typing too slow.
For me, this process is a bit different depending on your admob version and unity. Are you using the latest admob and 2022? We published another Android update a few days ago with the latest of both and can check how we handled it, if it helps.
I do remember it was not pleasant, the latest admob + unity + api changes didn't work out of the box, and I needed to install a manual gradle and android sdk
is this only for the first game I publish or will I have to go through this for every game I want to publish?
bc my account is new
Each app and game currently
So each time
Hello, got a question about unity android build slow loading after splash screen i get a white screen for like 2sec - 6 sec i'm using unity 2020.1.1f1 and vuforia
i've tried to do an empty scene but got same problem and doing a boostrapper didn't solve this problem
i've enabled vuforia delay init and got fast loading about 1sec - 2 sec, so is it related to vuforia or just unity ?
Oh no 😫
Only for newer personal accounts currently
If you switch to a business account it definitely will go away, but they also ask for certificates of the company now etc.
Also I have another question regarding admob I am afraid of getting the bad traffic ban thing should I put a limit on how many ads a user can watch per min?
to avoid ban
or no need
Right now they are asking old accounts to provide IDs and tax identification. But I'm very surprised they don't have the same restrictions yet
It's definitely a risk, right now we don't have the limit in our games, but we slow down how often they can see them by about 10 minutes between
But the risk is there. A competitor or someone malicious theoretically, could also spam the ads to try and get you into trouble too
ill for sure keep that in mind then, thank you!
I'd definitely put at least a timer between, just as a precaution. That way if you do go over it's a few extra ads, not someone spamming 50
There are other games I've seen though that use multiple ad mediations, and rotating between them
thats one way of doing it
But it's hard enough getting one working properly:D
its so sad to realize that making a game is one thing, and then publishing and ads and marketing is a whole other world, exhausting. I just wanna make games🤣
Yeah I was not quite joking with the team this morning about pulling the ads from our mobile games and just making it company and game updates for our own stuff
If only games could market themselves.
according to this, only new account
https://support.google.com/googleplay/android-developer/answer/14151465?hl=en
In November 2023, we're changing the requirements for publishing new apps on Google Play, to help developers to test their app, identify issues, get feedback, and ensure that everything is ready befor
Yes, their question was if it is needed for every single app and game made going forward using that account (and the answer is yes)
Yes, we are using latest AdMob and Unity 2022.3.14f1, and we are confused about the new Google that will start on January. Do we have to add their own consent solution or a custom traditional way like other games until now?
do i still need a mac or something to release a game in apple store?
thats shit :d
Apple ecosystem
Yea… unfortunately I have a iPhone so I can’t even release a mobile game for android
yo, android is cheap. $100 for your lifetime
hahahaah
you are based on US?
USA?
yea
nope im from germany
Yes i know there are many cheap androids out there with good perfomence buuuuuut i dont want to buy them because i have a phone hahahah
but if i want to make mobile games i need to
i mean i can test my game on the unity app on apple store
you have to buy a lot of mobile phones if you are bulding mobile, no kidding.
Because mobile phone is weak, I have 3 phones. weak, weak-medium, medium-end.
the time I test my weak phones, a lot of games cannot run properly on it 😄
unless its a AAA company such as supercell (brawl stars), riot games (LoL)
indie games, dont hope they even ran on my phone, because they have poor optimization
bro ahahaha I just started learning c# and unity so maybe at first i should stay on pc games ahahha
great path
you seem to be a experience dev?
cant say myself, but I had shoot myself in the foot couple of times
just say that you know what youre doing hahaha
mobile -> have to manage SDKs, plugin, Input cames from UI, complex UI Scaling, performance,wide range compatibility.
okay i dont know any of these
hahaha
just stick to PC for like 2 games, then you should kinda strong to go mobile
okay thanks for your advice 🙂
Hey guys... Quick question for the mobile devs who port to play store, there's a play console new policy about verification of account and there happens to be a deadline which you can set.. But does this apply to personal account type?... I wanna know cuz right now my account is on organization even tho it's just me but am planning to switch to personal that's why i wanna know now if the verification also applies to personal account type or just for organization type.. Thanks
My understanding is for both. Personal accounts need to provide ID etc. Corporate accounts just needs our corporate registration stuff. I'm expecting after that for older personal accounts to get the same 20 user test requirement
I tried to get our verification in at the earliest date, just because it's an annoyance. But it'll be interesting to see how this impacts store apps. Between required API updates (that by default doesn't even work with their own admob), 20 user tests on personal accounts, new data and ad permission requirements, then locking down unverified accounts, it's going to drastically change what's in the store I think
TBH... It's gonna be bizarre
Am planning on switching platforms cuz so far... There's no hope in play store at this rate and the fact they do things most times automatedly is just annoying e.g suspension of app and no valid reason or why
Play store to me is dead.... I'll try out my hands of IOS App store and I hope things get well over there cuz alot of people are advising me to focus there rather than play store
does it work good .. for ios build?
We have apple devices, and I haven't used it in about 12 years. At the time though it was certainly usable.
You usually zip project -> Google drive -> log into macincloud -> unpack and build
You'll need to setup xcode and all that fun stuff the first time though
Hi. I want to use the camera app of the phone to capture photos instead of implementing it inside the app and using the photo immediately after the capture. does anyone know how to do it?
These are my steps:
- Open Android device Camera from your Unity app.
- Capture Image.
- Preview captured image
- Callback function called with captured image file path after completed camera operations.
using UnityEngine;
using System.Collections;
using Windows.Media.Capture;
using Windows.Storage;
using System.Threading.Tasks;
public class CameraCapture : MonoBehaviour
{
private PhotoCapture photoCaptureObject = null;
void Start()
{
// Create a new instance of the PhotoCapture class
PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated);
}
void OnPhotoCaptureCreated(PhotoCapture captureObject)
{
// Store a reference to the PhotoCapture object
photoCaptureObject = captureObject;
// Create a new CameraParameters object
CameraParameters cameraParameters = new CameraParameters();
cameraParameters.hologramOpacity = 0.0f;
cameraParameters.cameraResolutionWidth = 1024;
cameraParameters.cameraResolutionHeight = 1024;
cameraParameters.pixelFormat = CapturePixelFormat.BGRA32;
// Capture a photo asynchronously
photoCaptureObject.StartPhotoModeAsync(cameraParameters, OnPhotoModeStarted);
}
void OnPhotoModeStarted(PhotoCapture.PhotoCaptureResult result)
{
// Check if the photo mode was successfully started
if (result.success)
{
// Create a new StorageFile object
string filename = string.Format("CapturedImage{0}.jpg", Time.time);
string filePath = System.IO.Path.Combine(Application.persistentDataPath, filename);
StorageFile file = await StorageFile.GetFileFromPathAsync(filePath);
// Capture a photo asynchronously and save it to disk
photoCaptureObject.TakePhotoAsync(file, OnCapturedPhotoToDisk);
}
else
{
Debug.LogError("Unable to start photo mode!");
}
}
void OnCapturedPhotoToDisk(PhotoCapture.PhotoCaptureResult result)
{
// Check if the photo was successfully captured and saved to disk
if (result.success)
{
// Call your callback function here with the captured image file path
string filePath = result.resultFile.path;
YourCallbackFunction(filePath);
}
else
{
Debug.LogError("Unable to capture photo to disk!");
}
// Stop the photo mode
photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
}
void OnStoppedPhotoMode(PhotoCapture.PhotoCaptureResult result)
{
// Dispose of the PhotoCapture object
photoCaptureObject.Dispose();
photoCaptureObject = null;
}
void YourCallbackFunction(string filePath)
{
// Your code here
}
}
probably this is the solution.
Hello. Is anyone able to help me Gradle?
Best to post the error / log 🙂
So, I must have put the zip64=true in the right place, I hope, cause I'm getting this error: * What went wrong:
A problem occurred evaluating root project 'Gradle'.
Could not find method shadowJar() for arguments [build_3v985ozfhyh23p6tkrrcsbrwd$_run_closure2@6bfb6ac6] on root project 'Gradle' of type org.gradle.api.Project.
I dl'ed the shadowjar plugin, but now I don't know what to do with it or if i'm even going down the right road.
The whole thing started with the error during build about 'archive's size exceeds the limit of 4GByte" thus I had to activate the shadowjar zip64=true which lead me to the error above.
Hmm, if it's over 4GB, that's a definite problem.
Ah that's why you are going to zip64
I'm assuming it is the streaming assets?
The downside is Google will also reject the APK for being oversized (if submitting to google).
So being the game is going over 4GB is bad to start with. What is usually causing this? The number of assets, the size of textures/materials?
I know the official answer is asset bundles. But yeah hacking gradle to do bigger archives may work
Definitely assets
Well, I def don't want to 'hack' anything. It told me there was an error and I was trying to fix it.
Google will block apks > 100mb. And will allow OBB files < 2GB
No no, it's a good work around, it's not meant in a negative context
The right answer is going to be finding all the assets, and combining them down to asset bundles / addressibles. But 4GB is very large. So I'm wondering if some files aren't compressing.
I have to done this in a few months, but you could manually run gradle with the zip64.
No, that's ok, thanks. Solo game building is extreme enough without all this behind the scenes stuff. I just want to hit the build button and have it work the way it should.
I personally think gradle causes more problems then it solves. My game used to compile fine before they implimented it.
You're talking about the asset folder right? Its currently sitting at 5GB.
Yes, all of those. Do a build, then look at the editor log to see a big list of everything that is in the build, ordered nicely by file size
Hello!
How can i make my game fit to scren resolution but keep the pixel ratio?
Ex: if i have a 16:9 pixel ratio, but my screen is 2080x1080p(which is 130x16 X 120x9. I want it to scale to 120 pixels on each axis, but if one side is bigger to change the camera size, not stretch it
The camera won't stretch but will fill. You can either override the display ratio on the camera by changing the view port scales, or add black borders via UI
At least that's how I'd tackle it. The phone won't allow you to change the actual screen resolution, so you'll have to fake it
A simple example is to use a layout group, and set only the middle panel size. Let the rest be black and auto scale. That would automatically lock in a specific aspect ratio and blackout the rest. Just keep in mind you'll need other UIs to follow that rule
I should note as well I've always done this through code, but I cant see why a layout group wouldn't work
I use a canvas scaler set to scale with screen size (set my reference res to 1920:1080) which kinda sets your aspect ratio. Then match to height on everything
That's only going to affect the UI, not the actual game
oh derp, misread that
i've been getting this error in the console for few days. i've tried to fix the gradle deamon issue inside my main project and even took help from chatgpt and bard but couldn't fix it. i then created a brand new project just to check if there's anything wrong with my unity itself so i created a new mobile 2d project and added android adaptive performance, then added a new project keystore and tried to build it (i had aab file selected too) and the build failed with this one too that you can see on the console screenshots. When i want to get only the apk to check the game on my phone the build works well and i get the apk but when i want to get the aab and publish this happens.
Read the other errors too, they sometimes give way more information.
yeah right im looking into it
Hi. I'm having repeating issue with building apk for unity android that would work with Firebase.
I keep getting this error:
Unity : DllNotFoundException: Unable to load DLL 'FirebaseCppApp-11_4_0'. Tried the load the following dynamic libraries: Unable to load dynamic library 'FirebaseCppApp-11_4_0' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "FirebaseCppApp-11_4_0" not found
anyone know of what may cause an android app to crash load specifically for android 14 from the play store?
Currently on editor 2021.3.7f1, tired using API level 33 & 34, both having the same crash.
trying to install an android 14 emulator to test right now because none of my test devices currently are available to install android 14
Hello, how much limit is recommended to set, In order to avoid the traffic violation thing from google ad mob, and also is it better to limit ads from google ad mob or from Unity?
my game is a platformer game. Every time the player dies twice an interstitial ad is shown, and every time he dies he is offered to watch a rewarded ad to be revived
https://play.google.com/store/apps/details?id=com.luigigames.goingup2dplatformer&hl=en_US
@umarhyatt scroll above already solved this problem
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.
If anyone else ends up searching here because they have the same issue, I fixed it by disabling "Optimize Frame Pacing" which is absolutely insane that it fixes the issue.
Too bad you didn't see it.
Hello, @buoyant moat! We're getting crazier than ever with Google AdMob. A few days ago everything seemed to be working fine, but now we are getting some errors in Logcat en no ads shown! Here's the log:
"Code": 3,
"Message": "No fill.",
"Domain": "com.google.android.gms.ads",
"Cause": "null",
"Response Info": {
"Response ID": "null",
"Mediation Adapter Class Name": "",
"Adapter Responses": [],
"Response Extras": {
"mediation_group_name": "Rewarded_Android_Mediation"
Here's the line where it fails: InterstitialAd.Load(adUnitInterstitialId, new AdRequest(), LoadInterstitial);
We get this after loading the ad on app's first initialization
LoadInterstitial -> LoadAdError error
I was updating my game and I am getting so many errors I didn't figure them out yet I'll let you know if anything comes up
But your error is different than mine
Errors on Ads too (in your case)?
At first I had a gradle error after updating google ads sdk, then i just deleted android folder resolved and all was good then unity is giving me a burst error
No my error isn't ads
no fill is a common one, just means there aren't any ads available. You'll see this frequently for low value users. Implement some delay (exponential backoff) before you retry loading
We use some interstitial ads at some points of the game and rewarded as well. If there’s no ads available, it is not supposed that Google will provide some?
no fill means you asked Google for an ad, and nobody is willing to pay you to show the user one at that time. It happens a lot for low value users, but it can also happen because of ad exhaustion or suspected fraud
And how can we rise our value or end with that ad exhaustion or suspected fraud? Our implementation of ads is not available to users yet because it’s an upcoming update
you can't. Most ad networks provide a developer flag, test mode, or special ad testing ad unit ids you can use
but you should plan to handle this error gracefully because it'll show up a lot
How would you handle it? 🙏🏻
wait 2^(failed_tries_in_a_row) seconds and then try loading another ad
use ads mediation maybe?
Yes, we are using Google AdMob Mediation
Hey, whats the best way to scale down game resolution (lets say to make it 0,5 of original size) so that it only affects rendering of 3d objects but does not affect ui?
Not sure if the best way, but you can use lowres camera rendertexture, and display it using upscaled canvas rawimage
So can you just not build to IOS(to iphone) on windows?? I'm baffled how anybody releases to iphone on windows
afaik, you can only build to iOS using xcode, and xcode only available on macOS
We’ve received this message about Data Safety form on Google Play Console
Does anyone now how to solve it? The app got rejected due to this
Any idea @buoyant moat @tired lily?
it sounds like your data safety form is wrong. Those ad networks collect data on your users
Correct! And yes it annoying:D. You can get by with servers like macincloud (we use Mac minis)
ooooof thanks
Hey guys, pls how do i update android sdk to latest ones... I my project... It's capped at android 11 and my device is at Android 13...so how to update it, am on unity 2021.1.24f1
I was getting a "admob publisher data not found" error, after so many tries, I just removed the ID's of the app, and the ad Unit's and then added them again and that semes to work
I used this script for logging which helped me find the error instead of android logicat https://github.com/gportelli/UnityScreenLogger/blob/064252aba5c7169a0d3d5cbdbc59c386d9085dd7/Assets/ScreenLogger/ScreenLogger.cs
I hope that is your case for ads not showing
I used this video to make the thing for app-ads-text thing for admob https://youtu.be/NaNM72ZPUPY?si=N_YRErCGTJ6mhW_V and for the GDPR consent thing for EU I used this video https://youtu.be/pJPN2QWFSfg?si=lsGwtT4bbU_n3t3-
and everything worked out fine
My IAP button works correctly. As far as I can tell, my restore button is also set up correctly.
However, hundreds of customers are reporting that when they re-download my game, they lose their in-app purchase and the restore button does nothing. I just deleted my game from my iPhone and reinstalled it - sure enough, the IAP is missing and the restore button doesn't work. If I click the purchase button again, it asks if I want to buy the IAP again.
I'm going a little crazy here, and my game is now flooded with 1 star reviews from angry customers. I feel terrible. If someone could help me it would be greatly appreciated!
Please let me know if there's more info I can provide. Thanks so much!
what type of IAP is it? Restore isn't for consumable purchases so the fact there's a consume purchase checkbox in your screenshot is probably the start of bad news for you
If you implemented consumable IAP purchase, you should also implement Cloud Save too, so player wont lose their saved data (and purchased goods) when they install your game on another device
It's non-consumable. The "consume purchase" checkbox means that the IAP is "used" after the customer purchases it.
Apparently the Restore button works for some of my customers, but not others. It doesn't work for me
These look like custom scripts under those buttons. So not enough info to help. But I'd start by seeing what the debug log says when you click the button and the reason why it is giving you the message. Is the app store saying the inapp wasn't purchased? If it's a nonconsumable the app store should tell you itself it was already purchased and not let you do it a second time. The sdk and platform you are seeing the issue on may matter as well.
Are you implementing that with Economy?
We've succesfully done the implementation between Economy, Unity IAP and Google Play Store (Android)
But it's getting crazy on iOS, because we don't know how to validate the receipts
Documentation is not helping...
Does someone has a workaround for this?
question for y’all. what’s the oldest mac i could go with for iphone builds? reaching out to friends for old mac desktops/macbooks under the assumption that it doesn’t have to be atleast a certain year
@dusty willow you will need to be able to run a certain xcode version which will require a certain OS version. So best check what the current requirements for that are.
I see. haven't found a good resource on that. This post references macbook 2017. https://forum.unity.com/threads/oldest-mac-device-for-ios-build.1516442/
There's also this on the asset store but apparently you need to use on a mac one time before it will work.
https://assetstore.unity.com/packages/tools/utilities/ios-project-builder-for-windows-15522
Do ya'll just have a windows and a mac or what do you do? Just release for one?
I'm sure this is a popular rookie topic but I'm curious what you guys do
If someone has worked with IAP for iOS, we'll appreciate any help regarding Receipt Validation 🙏🏻
The devices go out of date all the time, so there really isn't a list. Usually xcode requires the latest OS. So if it doesn't support the latest OS you are out of luck.
We can't use apple devices day to day. We do a lot of XR and apple just can't be used for VR.
In our case the team mostly has windows i9 / 3080 or some variant. Then we have a bunch of newer Macminis and MacBooks that they have just for apple builds. We only have a handful of team members that actually do builds, so the apple things are only needed by 3 or 4 people
But for most people, macincloud works early on, or a lower cost Mac mini
Get one too old and you are out of luck. Get one kinda old and you'll be out of luck in 3 to 6 months or so.
you'd need to provide some detail on what's not working. Local or remote validation?
Thanks for the info. Macincloud is new to me.. can you use that to get an iphone build to your phone?
I haven't used it in about 10 years, so I can't advise much. But it is much harder than having devices on hand.
I've 'done' this in the past (like 5+ years ago) so maybe it's unrelevant now, but the reliable way to validate receipt on iOS is via backend validation, not sure how it's exactly done since the backend guy did it though 😅
Hi, I start working on a game but I'm struggling to set up the External tools. I have these errors and I don't know how to solve them can someone help me please? I tried everything from the internet nothing seems to work, my unity version si 2022.3.5f1
is there someone that can help?
We're trying to accomplish the App Store's validation with Economy (Unity Gaming Services), but the purchase does not get validated when we test it with TestFlight
Hi, Kornuletz! Please check the Android version you are targeting to, and check if those versions have been installed. This has been an issue for weeks, and I think starting Unity 2022.3.15 has been solved (but i'm not sure)
We decided to build from a Mac instead of Windows and we got it
This is the error that we get, @tired lily
And this is what is included in the documentation:
We've tried appleTransactionReceiptBase64, appleTransactionReceipt and purchaseEvent.purchasedProduct.receipt... but nothing works
The response expected (as documentation says) must be like this:
Not a JSON, it's an ASN.1 with other format
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs purchaseEvent) {
string appleTransactionReceipt = default;
if (Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.tvOS) {
string appleTransactionReceiptBase64 = appleExtensions.GetTransactionReceiptForProduct (purchaseEvent.purchasedProduct);
byte[] bytes = Convert.FromBase64String(appleTransactionReceiptBase64);
string appleTransactionReceipt = Encoding.UTF8.GetString(bytes);
// ....
string receipt = purchaseEvent.purchasedProduct.receipt
RedeemAppleAppStorePurchaseArgs args = new RedeemAppleAppStorePurchaseArgs(
ecomomyRealMoneyPurchaseId,
receipt,
localCurrencyInt,
product.metadata.isoCurrencyCode);
RedeemAppleAppStorePurchaseResult result = await EconomyService.Instance.Purchases.RedeemAppleAppStorePurchaseAsync(args);
How do we have to integrate this using Economy?
I don't understand at all the last question
@haughty escarp not working is there a unity version that has no problem with these settings because I'm sick of trying to fix this and still doesn't work
The question is for another user 😅
oki 😄
Not sure about that…
We don't use economy (we use our own backend), but one gotcha was that there are different endpoints for prod and sandbox validation. Does Economy use them both? you can't tell the different based on the receipt only, so you have to try prod and if it fails there, you try sandbox
Economy has its own environments (Production and Development) and we have tried them both, but we are not sure if it’s using both endpoints. How did you get to that endpoints? Any extra info will help a lot 🙏🏻
https://developer.apple.com/documentation/appstoreserverapi/get_transaction_info. Economy seems a bit light on documentation for how it's doing validation so it might just be a configuration issue on your end. But you can make a call directly here with your transaction id to make sure it's working, and that should narrow things down at least
But… if Economy does not process the purchase, it is not valid, I guess…
Maybe the flow is different for you? But in ours, it's like this:
- Unity IAP to make the purchase. Receive a transaction id. Purchase is pending
- Validate locally
- Validate remotely with the app store endpoints above
- Confirm the purchase in the app once validation is successful. There's a lot happening for us since we have our own infrastructure, but essentially we're rewarding the player with their purchase
It looks like maybe the last 3 steps are done for you based on the docs, but you should still be able to snag that transaction id and verify manually yourself. You can probably get more detailed info about what went wrong if it fails, in case Unity's solution is giving you a misleading error
helllo
Hi Guys!
I am using Ironsourse Mediation with admob ad network and I want to integrate CMP. what is the best and easy to integrate sdk for cmp in unity3d?
Hey
I am building a game in unity for ios and android and the game has googleads which works fine in android but when i build it for ios then unity doesn't generate framwork files of googleads in xcode build
adding googleads sdk manually in framework gives errors
and i have also changed unity version and googleads version
nothing works
i compile the xcode project file of my game with unity 2019.4.15f in my windows then i try to build the game with xcode files in mac.
and btw unity 2019 has too many bugs in mac so i can't use it in mac.
hello everyone, a little silly question but where do we reward the player here?
I figured it out its here
does someone how to fix this? i was building mobile game and i always have this
Share error details.
I think is those
Details...
You know you can click the error and there would be more text at the bottom, right?
Oh
I'm not sure how you are going to fix this. But the API target 33 needs you to accept the license terms, and you can't really from Unity
is not fixable?
No it's not that. It's fixable
But very hard to explain over discord
you can tell me how to fix instead of explaining
The best way, is to install Android Studio. From there you can use Window > Android SDK (there are two toggles, one for the SDK and one for the build tools). I'd install API 33, and 34 from there to a custom folder (I.e. C:\dev\android\sdk.
That will let you bypass all the Unity command line installers for sdks and build tools and future proof you.
Then in Unity you need to go into the Editor preferences. Copy the old SDK path in case you ever need it, and point it at your manually installed SDKs.
Sorry for the slow response, on my phone :D. But that'll let you bypass Unity and use a nice GUI to manually manage all those versions going forward.
As you get comfortable with ADB, it'll also let you install, manage and work with your android phone more directly
You can use it for all kinds of things, retrieving files, device logs, managing versions, Checking manifest files and signing keys etc.
But more immediately it'll let you install SDK 33 and 34 and get a nice gui if there is an error
Tldr; manually install the SDK
in hub?
No, that is for Unity. I'd manually install Android Studio from its website and bypass the Unity installer
ok
Basically, Unity installs the Android SDK behind the scenes. But it does it silently, so if it breaks or misbehaves it is tricky to fix it...
So my advice is to bypass that and install the actual
Android Studio so you can manage the SDks yourself.
It's very quick to do if you know how, but a lot harder when you don't, and just hard to explain well over discord
@brazen birch
Yup that's OK
You don't have an existing version to import from, so just hit OK
It doesn't really matter what you pick for any of these tbh
ok
Once it's done, and launches, you want to go Window > Android SDK I believe
how long is this?
or should i cancel it?
@brazen birch so i did cancelled it and i got it
Sorry, busy household over here. I can't remember what option you need to pick to get past that screen.
It may have been customize but that's just the what do you want to do wizard screen.
God damnit ok maybe I should watch a tutorial or something with this
so i downloaded 2021 version of unity and i got these errors
@burnt nexus
AssetRipper Games..?
oh yeah
i use that app to make my projects
i mean program
anyway the error says about like il2cpp
that i don't want to add that
Do you have il2cpp in your project or are you using Mono as your backend?
mono
Prolly not the cause of the error but could try changing it to il2cpp
They will be able to mod it, albeit maybe they'll have to deobfuscate it more
But you should still try changing it to see if it's the source of the issue
Also a quick side note: il2cpp builds take quite a bit longer so
Go to Build Settings and open the platform you want to change the backend of. Go to the Advanced (or sumn) tab and scroll until you find the Scripting Backend option
Or a Google search will also do
"Player Settings" in the bottom
ok
I'll go now so if you need help still you can google/wait for others to answer
Gl on fixing this pesky bug
ok
You need to start sharing error details properly... Copy paste the error details as a code snippet or upload it to a paste site if it's too long.
!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.
Also, modding or project decompilation isn't really an allowed topic on the server so we can't really help you if the issue is related to that.
is this mean i need other JDK version?
Hi, is it possible to export a rendered 3d model so that I can interact with it on android app?
Hi guys, do you now any good place to get 20 people as testers for my mobile game? I need it bcs of google play :/
No, that one's not the error. You'll see the error lower in the log.
Yes
Check androidDev discord
Folks there will help ya if you need
I'm not a reddit guy, but I think there is a reddit for that, and questionable companies you can pay (if you google it, you'll find some options)
thanks much!
Hi. I'm having trouble enabling v-sync for Android Platform. I tried a few methods, but all seem to be unsuccessful.. Can I get some sort of guidance on enabling VSync? Any solution or advice would appreciate it.
I can also tell methods I tried enabing v-sync:
Player Settings > Quality > VSync Count = Every V Blank
Through scripting: QualitySettings.vSyncCount = 1
This server does not allow decompiling/modding questions.
Fine

did you read the docs for vSyncCount?
I have and I am aware vSync count is ignored on mobile devices, but I know certain unity mobile games that have vsync activated and works perfectly fine
I guess that's what you reffered to
hope I am not mistaken
so you saw the reference to using https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html on that page where it mentions vSyncCount doesn't work for mobile devices, right?
Could anyone clear my doubts? I'm trying to implement Unity Ads, but I follow everything step by step but the banner only loads in unity, when I test it on the emulator or on my cell phone it says that it was not possible to load the banner. However, the app has an internet connection working properly. Link to the tutorial I followed: https://www.youtube.com/watch?v=seTvVkaU2dk&ab_channel=Mir
💡 Unlock the full potential of your game's revenue with our comprehensive Unity Ads integration tutorial! From initializing the ads to finalizing the settings, this step-by-step guide covers everything you need to seamlessly integrate Unity Ads SDK into your project. In this in-depth tutorial, we'll walk you through the entire process, starting ...
Did you follow a tutorial or something? Both tasks say that they couldn't find the IronSource Mediation SDK.
I've only ever used IronSource once, to test it out, but I didn't run into that problem
Hello guys... Pls i need help, does anyone have any template or CSV that already have all data setup for Data safety in play console?
Play store said I need to setup my data safety and I don't have any clue on that, my game has ads and they said since my game has ads, I need to set up the data safety but am told I should ask for a already made template or CSV setup... So pls if anyone can help me out I'd really appreciate
Hello! I had a game in the play store that got removed for causes that I don't fully understand. I asked quite a time ago here what was the issue, and we came with the result that the problem was that I was using a sdk from unity ads which collects persistent device identifiers. I removed everything about the ads from my game, but something's still there not letting me upload it again. Here I'll upload some screenshots from the message that google sent me, thanks fro the time.
do you have unity ads or any aar's related to Unity ads in your project at all?
hi, can someone tell me what's the best way to track a user's location at all times, so that if they go near a certain location, I can send them a notification?(for android)
I removed everything about ads and it still said that, even tried to create a new project and copy the assets folder, and nothing. I don't really know what a aar means, I'm kinda new into this 😅
your images are from the review process, nothing should be "blocking upload" or you'd have nothing to send to review
I wouldn't use Unity for it. But a background service checking the GPS location periodically - you may not be allowed to do that in a background service - you may need special permission from google / apple for that. You'll need to disclose the tracking in your data form and if storing it they will ask you to explain how a user can request deletion. Finally, you'll need to recheck permissions and keep battery use absolutely low - over time the GPS permission will get removed by the OS, and if you use too much battery it will terminate it.
using gpgs and opening a saved game for the first time will throw success for opening and give me an empty file or an error?
iirc, it will give success, but the best way to find out is to test it yourself
hello everyone,
i want to my unity project (included firebase and photon fusion) build to iOS platform. first i solved "'GoogleSignIn/GIDSignIn.h' file not found" error, after that occur new error on XCode 15. This error is "Framework 'FBLPromises' not found". How can i solve this?
Try to download the googlesignin framework from https://developers.google.com/identity/sign-in/ios/sdk/
Extract the zip file. there this two files drag and drop in your xcode project's Frameworks folder. Then project clean and build.
- GoogleSignIn.framwork
- GoogleSignInDependencies.framework
don’t cross post tho
"FBLPromises not found" error i cant solve this.
try to open podfile and then type pod Promises
to open podfile: open Podfile in the directory of your project
Hello i have those errors that appear suddently in my project when i try to build it to android, in the past i could build it without problems but now it fails everytime even if i change versions of unity, can someone please tell me how to fix this issue?
You'll need to click on the error message with the 4 in it, and read through the body of the message to find the problem. All that says is it failed to build
Do you have Java Jdk installed?
It's says that it's a problem related to gradle that my current version is not compatible, which is really strange because I didn't change anything related to it
Yes JDK is installed
@cyan rose try building again with good internet connection, it may help in updating or downloading the gradle
just renewed my apple developer membership and 🫠
whenever i hit account it redirects me here
I manually manage my android sdk and gradle outside of unity - which does fix those errors, but is a lot more work
So i just wait?
no, you need to be clearer about what's going on. If "not letting me upload it again" means you can upload it, then submit it to the review store and it got rejected, you should say that
Hey everyone! I'm new to the Discord. Anyone have any good advice for getting your first iOS game up on the app store? Is there a good checklist (I've seen the official one and this one from Buildfire seems comprehensive enough):
https://buildfire.com/how-to-publish-an-app-to-the-app-store/
But more generally if anyone has gone through this before and has any tips/advice or pitfalls that the listacles like this may not capture, I'd love to hear. Thanks
Also a lot of these listacles seem boilerplate like SEO blogs
Hi, guys! We’re still integrating In-app purchases into our iOS game, because everything has worked fine in Android
We are currently facing this error “EconomyAppleAppStorePurchaseFailedException: The product ID specified in the configuration does not match the product ID specified in the receipt”
This only happens on two of the 8 purchases, and the IDs specified seems to be fine… 😱
Any advice, please? 🙏🏻
Hello guys, I'm testing my game on Android 13 (API level 33)
And I see that when I tap the back button, it doesn't respond most of the time (meaning that I have to tap it multiple times)
Here's the logic I use, I have no issue with other API levels
void Update()
{
// Make sure user is on Android platform
if (Application.platform == RuntimePlatform.Android) {
// Check if Back was pressed this frame
if (Keyboard.current.escapeKey.wasPressedThisFrame) {
/* Do leaving stuff */
}
}
}
Hey, does anyone know what Unity renders as first screen if Splashscreen is disabled? Currently getting a green screen on Android...
Did you perhaps try with:
if (Input.GetKey(KeyCode.Escape))
{
/* Do leaving stuff */
}
Not yet but I read some similar stuff
Do anyone knows how to solve these gradle build error:
Hi guys, i´m trying to export my game to android, however i´m having issues with exporting, i´ve tried installing a custom sdk, jdk, gradle and ndk instead of the ones unity provides but an error pops up always "Failed to update AndroidSDK package list. See the console for details" This error pops up when i use the custom SDK i installed in android studio, when i use Unity´s built in SDK it pops up the "Gradle build failed" error, i´ve been trying non-stop since yesterday, but i can´t seem to solve this issues, is there anything i can do to solve this? i´m using Unity 2022.3.10f1, but i´ve also tried with Unity 2021.3.33f1 and Unity 2022.3.16f1 and i still get the same errors
what ads you use? Max, Ironsource, admob . . . or what ? do you use firebase? if yes, what is it version?
i use Unity ADS, and i don´t use firebase
when i use unity´s built in SDK it gives me these errors
nvm, i have no exp with Unity ads SDK, sr 😂
oh.. D:
i have the same error and im using iron source 7.7.0 + firebase 11.6 + playgames 0.11.01 (latest)
i have manually cleared the plugins folder and resolved now on build i get duplicates for kotlin
org.jetbrains.kotlin.kotlin-stdlib-jdk7-1.6.0
org.jetbrains.kotlin.kotlin-stdlib-jdk8-1.6.0
org.jetbrains.kotlin.kotlin-stdlib-1.8.0```
Edit: it works when i remove 1.6.0 before each build
no, with "not letting me upload it again" I mean my game isn't in the play store, and I can't upload it
Hi! I am trying to hide the input field above the android keyboard when pressing on text-fields
All I could find online and reading documentation was to use: TouchScreenKeyboard.hideInput = true;
wich seems simple enought haha, but for some reason is not working for me! The preview field keeps popping on my game and I don't really understand why
I have put this line globaly at the begining of the game, not sure if I am missing something.. Has anyone achived this successfully?
Photos are a really stupid way to provide info when asking for help, especially when they're as poorly taken as this atrocity.
Either screenshot the console, or just copy and paste the text (first into google..)
The TMP inputfield component has a field to disable it, doesn't need to be done via code
I am not using TMP! I am using the uiToolkit, but maybe there is someting similar, ill look around
Ah, I haven't touched that, as it's not got feature parity... hopefully it has something similar
so what error do you get when uploading? you can't even get to the first screenshot unless you've uploaded a build and google can scan through the bundle files
Still falling down a rabbit hole in search for a way of building to iphone on windows.
I've found documentation and tutorials on how to do it, but if it's worked for anyone they aren't talking about it. Somebody commented on one of the videos I watched on the topic saying they used something called VMware to make a virtual machine, which the video poster responded to with something along the lines of "shush that's illegal".
TLDR: Not sure if I'm being gas lit
Video tutorial without many testimonials
https://www.youtube.com/watch?v=PqOZBpeWK7o&t=636s
Written tutorial
https://nima-jamalian.github.io/UnityWindowsiOS/
If you have a mac you're good to go
you mean it still get rejected? I read somewhere that you've created a new project and copied the asset folder and it still rejected. Does the asset folder include plugin folder which might also contains unity ads plugin? If its so, it might be the cause why your games still get rejected
how do i make very small text readable on mobile/editor
Are you using text mesh pro?
How can i using Enter keyboard to execute the ok button (red circle) on android build, this white box show when i click to the input field right there, is there anyway to hide them
Hello Guys , I am facing a problem in developing my runner game for mobile, and this problem is that I want to make a generator for infinite levels that do not end, like runner games, so that you know more about the thing I mean. I mean, I do not want to make infinite tiles. I just want to make a generator that creates stages. Whenever you complete a stage, he gives you another stage, but with different things, meaning the obstacle will be in a different place, and the money is in a different place, and so on, and I want automatically. I mean, whenever you complete a stage, he gives you another different stage, and changes the number of the stage or the number of the stage. For example, when I finish one stage, they are given a stage. Randomly, he writes number two and notes: I never want the stages to be the same.
would it be recommended installing the "ads mediation" (com.unity.services.levelplay) package when using external iron source sdk already ?
Has anyone encountered this while trying to install a .apk file?
Hey is is listed anywhere what versions of Unity support what Android API levels? I want to target the max api level (33 afaik) but I also want to use the oldest version of Unity possible (im updating an old project)
Bruh💀... Are you for real?
wym?
omfg...
wait i thought it was "cancel install"... y tf are the "cancel" and "install" buttons so close to each other? 😂
That's why i was laughing 😂
That's how it is
I really recommend sticking with admob mediation since level play is still new and has so many bugs I tried countless times to try to get it working and failed
for me it actually works after 5 days of try harding useing unity 2022.3 + firebase + iron source + google play games. But i wonder whats about that package, its not mentioned anywhere and what is it about
Thats great, Ill give it a try sometime then
i wouldnt recommend tough
as i have to manually remove 2 files before each build
xD
Lol
thats also the reason im asking if i should have used that package instead of iron source sdk
Currently working on a smol unity game for a uni project, and I would like for it to be run after pressing a button in a regular android studio activity, but I've had diffculty even finding guides that explain it, as none of them go over how to add them to an existinf android project. Does anyone happen to know how this would be done?
So far I've seen that you can export an apk, or export it as an android studio project. But I'm unsure how you can go from that to putting it on an existing project
start with the example
https://github.com/Unity-Technologies/uaal-example/blob/master/docs/android.md
just realised, it says it requires unity 2023, when I'm on 2022. Will it straight up not work otherwise?
I can do the whole exporting and loading it up in android studio so i'd hope the rest works
so when you export it, everything above the unityLibrary folder can be whatever already exists within the app, but you only need the unityLibrary copied over from what you export?
this is taken from an article on medium btw, not my own just yet
following it and ended up getting this which is a bit annoying
or rather, this seems to lead to that I think
where does it say that? there are branches for 2019-2021 LTS and the docs say "starting with 2019.3"
I haven't done this myself btw, just read about it
the very next line is [Note] For Unity versions from 2019.3.0b4 to 2022.2.0a17 use 19LTS-21LTS branch. For Unity versions from 2022.2.0a17 to 2023.1.0a16 use 22LTS branch. though
I must be using one of those then by happenstance
but I can't wrap my head around this error it's throwing up
Anyone here beena able to install Apple's first party Unity gamekit plugin?
https://github.com/apple/unityplugins/blob/main/Documentation/Quickstart.md#2-Build
I can't get it to build. Everything reports fine in terminal (except tvOS), but the Build folder stays empty.
Hello Fellow Gamers and Game Developers!
I'm in the process of doing a closed test for my android game and require 20 testers to be opted into the test for 14 consecutive days.
If this is something that interests you then send me a message so we can exchange email so I can add you to the testers list and send you a link to opt in and find the game.
I am also willing to opt into other Devs closed tests in return.
P.S. I have limited the amount of levels in the game for this test as to not spoil it before release
not sure why but unity can't find my local gradle install when I've clicked the same path that android studio itself uses
And I'm still getting this error. I could run both projects separately just fine, but as soon as I import the unityLibrary module it breaks
8 minutes it seems X/
how do you properly set up the gitignore for an android studio project that uses a unityLibrart module?
I don't want to push too much but I don't know what is needed
got all these ones but I don't know what I can properly push to get so pulling it works
even then I can't even push it to github at all because this file is too big to put on github
should I just gitignore the whole folder unityLibrary so you have to export from unity instead of pulling?
there are no plugins from unity ads that I know (this is the assets folder I copied)
that is the error, when I uploaded the build to google, they sent me that email telling me what the problem was
nvm I found a file .aar with the name "com.unity3d.ads.unity-ads", I deleted it now, and I'm making a new build, I hope this fixes it🙏
Hi guys. Can someone help me with these errors? I want to build APK
You have to click each one and read the stack trace (the information at the bottom)
Ik, but idk how to solve it
build errors like that typically mean you're using the wrong jdk
I have a jdk for android studio separate from unity's jdk. I have to use 2 because my android studio has different dependencies
One question, how do I fix this error I have? I haven't been able to create a project for several days
same here. which one is admob mediation?
Anybody have idea how to solve this problem?
A mooved files on an older project from Resources to StreamingAssets, and I get this problem. I deleted the meta files of them, the library library, but keep getting the same problem with the same 2 files and with the same GUID in the error. I'm trying to build it into Android.
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.16f1\Editor\Data\bee_backend.exe --dont-print-to-structured-log --ipc --dagfile="Library/Bee/Player618d7779.dag" --dagfilejson="Library\Bee\Player618d7779.dag.json" --profile="Library/Bee/backend6.traceevents" Player
WorkingDir: D:/Programming/Unity/Gacha-Animator
[E] duplicate node guids: CopyFiles D:/Programming/Unity/Gacha-Animator/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/assets/Sprites/sprite39-138-3.bytes and CopyFiles D:/Programming/Unity/Gacha-Animator/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/assets/Sprites/sprite37-113-0.bytes share common GUID (61225d882aa0c146bc83125cfb66f15e)
[ ] Require frontend run. Library\Bee\Player618d7779.dag.json failed to freeze
Starting: C:\Program Files\Unity\Hub\Editor\2022.3.16f1\Editor\Data\Tools\netcorerun\netcorerun.exe "C:\Program Files\Unity\Hub\Editor\2022.3.16f1\Editor\Data\PlaybackEngines\AndroidPlayer\AndroidPlayerBuildProgram.exe" "C:/Program Files/Unity/Hub/Editor/2022.3.16f1/Editor/Data/PlaybackEngines/AndroidPlayer/Bee;C:/Program Files/Unity/Hub/Editor/2022.3.16f1/Editor/Data/Tools/BuildPipeline" "Library/Bee/Player618d7779.dag.json" "Library/Bee/Player618d7779-inputdata.json" "Library\Bee\buildprogram5.traceevents"
WorkingDir: D:/Programming/Unity/Gacha-Animator
ExitCode: 4 Duration: 0s74ms
ExitCode: 0 Duration: 1s272ms
Is it at all possible to develop for IOS without having a mac to submit the game to apple?
I have an iphone but from what i understand you need a mac. Which i dont currently have.
possible? yes
You can make a hackintosh from intel notebooks, some ppl successed with AMD notebooks too. I have one from my previous ThinkPad.
Hello, my code is running very well in the editor, but when i build and run i got some random error of NullReferenceException that is only on the build and i dont have this error on editor
{
canvas = GameObject.FindGameObjectWithTag("MainCanvas").GetComponent<Canvas>(); // Assuming there's only one canvas
Carousel = GameObject.FindGameObjectWithTag("Carousel");
OnTop = GameObject.FindGameObjectWithTag("OnTop");
scrollRect = Carousel.GetComponent<ScrollRect>();
ContentCarousel = Carousel.transform.GetChild(0).GetChild(0).gameObject;
}
public void OnBeginDrag(PointerEventData eventData) //IBeginDragHandler
{
if (!IsHoveringOverCarousel(eventData))
{
this.transform.SetParent(OnTop.transform);
}
scrollRect.horizontal = false; // <-- This is the ERROR
}
2024/01/09 18:22:20.089 17255 17279 Error Unity at Tile.OnBeginDrag (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0
2024/01/09 18:22:20.089 17255 17279 Error Unity at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0
2024/01/09 18:22:20.089 17255 17279 Error Unity at UnityEngine.EventSystems.PointerInputModule.ProcessDrag (UnityEngine.EventSystems.PointerEventData pointerEvent) [0x00000] in <00000000000000000000000000000000>:0
2024/01/09 18:22:20.089 17255 17279 Error Unity at UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents () [0x00000] in <00000000000000000000000000000000>:0
2024/01/09 18:22:20.089 17255 17279 Error Unity at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0
2024/01/09 18:22:20.089 17255 17279 Error Unity UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
That means somewhere you attached that script to something just doesn't contain a scroll rect
Or it is losing the reference, such as can happen with a singleton etc.
Using FindObject is really a last resort thing. You should set those references via public references in the inspector.
It's a pain, but honestly, just getting a Mac is the answer. I can't stand the platform myself. But hackintosh can get out of date and difficult to keep updated, macincloud or other cloud services could be used. But it's a lot easier to just get a Mac that supports the latest OS and xcode and that will be maintained for the next 3 or so years at least.
But i dont have this error when i play on the editor...
And it is a prefab, i cant set the object as a reference... :/ is there any workaround?
You probably need to play from the main menu scene and move into this one to see the error in the editor
Hey, I am making a game and need 20 testers for the google play store requirements to publish it. Anyone interested DM me your email (must be gmail) so I can send you the invitation to the test for android. Thanks!
The game is called Fist Project, I can share a web version but not sure if i can send links here
Or if anyone knows a good way to get the 20 testers, it would help a lot
I haven't moved anything in a month, I know I didn't install Unity and when I installed it and created the project, that's what I saw
" I know I didn't install Unity and when I installed it" off of this just reinstall unity
and make sure you install a version with it
I don't think it works because I was reinstalling it several times, until I formatted my computer lol
Web won't work, it needs to go through the play store, and I believe they need to test for 2 weeks.
i know
its just a webgl build
If it helps I think there are review circles on reddit to get you your 20, and in exchange you have to help out others
thanks, i will look that up
does anyone have like a chart of a mobile game using unity cloud saves so i can make myself an idea of how much id have to pay ? something like analytics for it or some data ?
guys on 2022.3 I am trying to build on .apk , but when I click on build it releasing as .aab , how I can make it .apk?
Can somebody please help me with android sdk, its says that it cant update Android SDK ive done everything i gave up please help
you have to look the target device, what is the latest updateable version of android, coud be 5.1 lolipop than its harder but possible to find a old sdk they build *.APK , not aap .
Middle Versions are easy and default if you use emulator, developer mode: enable no / unknown signature . not only version but apk 32 bit or 64 that is the question.
alternative android stores have a lot version sdk but also 32 / 64 bit - some of few device even 64 bit works only apk in 32 bit. Start high 64 to lower till 32 bit android by try.
always wonder where is the webgl unity-plugin/flash/player for mobile it was not a premise of previous ea ceo, but to have a android player webgl+webgpu (kind of flash/player unity plugin installed) would speed up games for sure multithread for next next ceo. with a link press here to load with unity-flash-player-app (hardware accelerated sandboxed allow restrict reights decide battery usage gpu flags ondevice plugins webrtc connect ) instead building lot of versions apk, else stayin webgl 2 / webgpu is a bit slow await multithreads 8 core cpus not to use just 1 in browsers
what does it actually says? like any error log or popup message?
Has anyone tried the Google Play Games PC Android Emulator? I am wondering how it handles Unity packaged games for dev purposes
hi, anyone thats had to add bloom glow to your projects, how did you go about it? everytime i try, i loose 30fps
You'll need to go through those errors. When you expand them out you'll find the actual error underneath
It's in the subtext of the error
Most bloom techniques use post processing, and yes post processing is expensive on mobile. You need a mobile friendly post processing shader or other hacks to make it work nicely.
Bloom in of itself I've used extensively on mobile without much in terms of noticible quality declines though. But it may depend on URP vs Built in etc.
I’ve been trying for weeks to find hacks or alternatives but have come@up short, right now I just have volume and bloom on very low intensity and I still get get awful fps
I’m using urp
Ah I can't help with URP I'm afraid, we haven't been using it as we haven't liked the benchmarks so far
Okay, could you explain the other option?
I don't think it would help, we have a post processing shader we use, but its for built in
So what would you recommend I could do in my situation?
I’m only asking due to there not being much anyway and it’s put my projects at a dead stop
I'd fake it, fix it, or skip it. I don't know how you'd go about fixing anything in URP though for post processing performance. I'm just not familiar enough with it to give meaningful guidance I'm afraid
With built in, I used a great now depreciated shader set from the asset store, and have modified them to be more performant and I usually use those on mobile titles if I really have to
But I also use normal post processing in the built in renderer on our mobile VR projects without much overhead (keeping in mind to do so very sparingly). So it's not something I look into very often.
I'd probably start by looking for any non post processing full-screen shader effects for URP. Or benchmarking and testing any mobile post processing bloom equivilent for mobile.
Wow okay thanks, didn’t realise a bit of glow would be so much effort. By any chance do you know any links or resources towards that?
Hello, I am strugguling with the Addressables Package, I have connected to Unity CCD and I have created and Addressable Scene, I am calling the scene with this piece of code
"
public void LoadSceneOnClick()
{
Addressables.LoadSceneAsync("Scenes/CharacterCreation.unity", LoadSceneMode.Single).Completed += (asyncHandle) => {
Debug.Log("Scene Has been loaded");
};
}
"
In unity editor play mode is working on i press the button but when I build the APK and run it I am getting this error "Assets/AutoBundles/Scenes/CharacterCreation.unity couldn't be loaded because it has not been added to the build settings or the assetbundle has not been loaded"
does anyone had this issue before?
Hi guys,
I have the following piece of code that I use in my Android game to leave it.
It's working well on different phones, but I recently changed mine which is on Android 13 and it detects that I hit the escape key like 1 out of 3 4 times
// Update is called once per frame
void Update()
{
// Make sure user is on Android platform
if (Application.platform == RuntimePlatform.Android) {
// Check if Back was pressed this frame
if (Keyboard.current.escapeKey.wasPressedThisFrame)
{
Debug.Log("Key Pressed"); // I added this just for debuging
previousState = GameManager.state;
GameManager.Instance.UpdateGameSate(GameManager.GameState.Leaving);
}
}
}
I have logged this
MIUIInput [KeyEvent] ViewRootImpl windowName 'com.company.game/com.unity3d.player.UnityPlayerActivity', KeyEvent { action=ACTION_UP, keyCode=KEYCODE_BACK, scanCode=0, metaState=0, flags=0x48, repeatCount=0, eventTime=53889710000000, downTime=53889621000000, deviceId=-1, source=0x101, displayId=0 }, phoneEventTime=10:34:36.402
MIUIInput [KeyEvent] ViewRootImpl windowName 'com.company.game/com.unity3d.player.UnityPlayerActivity', KeyEvent { action=ACTION_DOWN, keyCode=KEYCODE_BACK, scanCode=0, metaState=0, flags=0x48, repeatCount=0, eventTime=53890230000000, downTime=53890230000000, deviceId=-1, source=0x101, displayId=0 }, phoneEventTime=10:34:36.922
Meaning that the "key stroke" is detected. Is there a better way to do this ?
can anyone tell me what is this error
Anybody knows how to detect clicks from an on-screen Dpad for example in code?
Hey guys, if there's any expert dev active on here, I could really use some guidance on URP and BiRP. Which is better for mobile, considering that I'm a solo developer and want a decent graphics/performance ratio without having to spend weeks on tweaking every single setting, and considering the fact that I rely heavily on assetstore assets
Not an "expert dev", but I'd stick with BiRP for Mobile if you want to target low-end devices as well.
I didn't check URP performance on mobile for months, but the last time I did, BiRP had waaayyyyyy better performance (out of the box, without adjusting URP Settings).
The best thing would probably be if you create a Sample with the amount of Geometry that you're going to have in your Project and then build it once with BiRP and once with URP and compare the performance
Yeah I really do want to work with URP since Unity is pushing it pretty hard
but fact is its a pain in the ass
URP is awesome, I started using it exclusively, but I'm not targeting mobile anymore 😄
No jokes, my "Sample" a few months ago was a single LowPoly SkinnedMeshRenderer with an Animation playing, and BiRP gave me 60 FPS while URP gave me pretty bad stuttering.. for a single GameObject in a Scene..
Yeah they say that URP is supposedly a lot "better" for mobile, but the content they're releasing for URP in their samples as well as other stuff is more for PC
Let's hope they have better optimization in Unity 6
It would be great to get a "MRP".. Mobile Render Pipeline.. one that "just works" for any low/high end Mobile Device out of the Box 😂
But I'm still assuming that the "bad" URP performance was due to a lack of adjusting the settings properly, many people told me that it's "better" then URP when setup properly.
As said, it would be best if you'd just create a Sample and test it for yourself.
Oh, and forget about PostProcessing if you target Mobile.. 😅
PostProcessing with URP* I have managed to use color grading, ambient occlusion, and bloom while retaining performance in BiRP
I'll second what is said above. I built and benchmarked a URP vs BiRP a while back. Saw BiRP still had better performance. And quickly realized URP is really just a make work project in thr VR space at least.
I have a few inherited projects from other studios that use URP, and they are stable enough. But I literally see zero reasons to use it right now.
so i have this problem where first time a new user launches the game the GooglePlayServices RequestServerSide Token is null and then if they close the game and open it again it works any idea why ?
its like first install start =fail then if i start it again it works
Maybe it isn't waiting for the request to finish the first time, second time is quick because it's cached
private void LoginWithGooglePlayGames()
{
try
{
PlayGamesPlatform.Instance.Authenticate((success) =>
{
if (success == SignInStatus.Success)
{
Debug.Log("#### - Login with Google Play games successful.");
Debug.Log("#### - Request Server Token Started");
PlayGamesPlatform.Instance.RequestServerSideAccess(true, code =>
{
if (!string.IsNullOrEmpty(code))
{
Debug.Log("#### - Authorization code: " + code);
Token = code;
}
else
{
Debug.Log($"#### - {code}");
}
});
}
else
{
Debug.LogError($"#### - Failed to retrieve Google play games authorization code");
Debug.Log("#### - Login Unsuccessful");
}
});
}
catch(Exception ex)
{
Debug.LogError($"#### LoginWithGooglePlayGames - {ex.Message}");
}
}
it like returns empty
Anyone here have any luck with glowing objects on mobile with good fps?
like realtime GI?
Does someone have experience with unity ads? I need help with one thing, thanks <3
Every time I go to build my game for Android/Quest Standalone, this happens
And these are the headers of the three errors I get every time
Show the full text of the third error
I fixed the third error, it had to do with importing dependencies for one of my plugins,
oh shit
I changed this line to have true instead of **MINIFY- something something** and it worked
Question: Does making a landscape game drastically reduce the chances of its succecss?
No?
Especially not compared to your marketing, design, etc. Most users wouldn't know if it's landscape, portrait, or both until they purchase it.
Does anyone know if I have an iOS function which requires a usage declaration in a plugin (specifically ProcessInfo.processInfo.systemUptime which requires usage declaration due to the potential to track the user with fingerprinting https://developer.apple.com/documentation/foundation/nsprocessinfo/1414553-systemuptime?language=objc)
Do I need to declare the usage just from having the code in the plugin or is declaration only needed if the function is called? (I'm wanting to use the same generic plugin across multiple projects)
hello can anyone help me with a doubt cause someone is willing to buy my 2d mobile game for $200 i just dont know what should be the good price
To exclude specific classes with reflection functionalities in ProGuard files in Unity for Android, you can use the -keep option in your ProGuard configuration file. For example, if you have a class called SomeClass that uses reflection and you want to keep it from being obfuscated, you can add the following line to your ProGuard configuration file:
-keep class com.example.SomeClass { *; }
Replace com.example.SomeClass with the actual package and class name you want to exclude. This rule will prevent ProGuard from obfuscating the specified class and its members, including those accessed via reflection.
My question is what exactly I should write. Just namespace and class name?
If Post processing is not an option to have glowing objects in my mobile game, what have others done to get it to work?
you could just try 'shell' glow, it's like 'shell' outline shader but you render the shell multiple time with increasing size and decreasing alpha
Sounds suspicious
Why does profiler show texture size twice of the original texture? I'm trying to load 10-15 images and it just a. Doesn't Destroy the old textures and b. The size of textures are 2-4 times the size of the original image. (Og image 50kb, loaded from weh in unity image 1mb)
the last time i had this error i created new keystore
hey, I'm having some issues building an app for iOS, it worked prior, but without changes it now shows (2D) a blank blue screen as if it was empty...
I tried changing up the scene order, going from release to development build, some playing around with the build settings but to no avail. does anyone have some ideas or a place to find more information? I'm happy to share some information or data 🙂 just would need to know what you want to see
So as i understand for google play games services v0.11.1 you can't sign out?
what happens if i want to switch my account
I have the same error but I cant fix it 🥲
check the Gradle Template Properties on in the Publishing settings in your project player settings
Hi I have this new error while trying to Build on Android, ChatGPT asks me to do things that doesn't solve the thing, I'm desperate, it's been 2 days I've been working only on this bug
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
FAILURE: Build failed with an exception.
What went wrong:
Could not determine the dependencies of task ':unityLibrary:mobilenotifications.androidlib:compileReleaseJavaWithJavac'.
Failed to install the following Android SDK packages as some licences have not been accepted.
platforms;android-33 Android SDK Platform 33
To build this project, accept the SDK license agreements and install the missing components using the Android Studio SDK Manager.
Alternatively, to transfer the license agreements from one workstation to another, see http://d.android.com/r/studio-ui/export-licenses.html
Using Android SDK: C:\Program Files\Unity\Unity_Files\2022.3.16f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
Get more help at https://help.gradle.org/
You need to find a way to accept the license terms. I prefer to have the full android studio installed, which has an SDK manager that gives you a lot more control.
This explains it a bit better
Thanks, I will definitely get into this. I have Android Studio with the SDK manager but I can't figure out what I am expected to do. I will give try this in a few hours.
Anyone have any ideas, why the hell my gpgs authentication suddenly stopped working?
I get this in logcat : Error AuthPII ywn: Long live credential not available
Can someone explain to me what this message means? I've been looking for a solution online but nothing's worked
i see people referemces m_StoreController a lot, but how do i actually get data from it?
trying to get a .hasReceipt from a Product but i have no idea how to get that Product from m_StoreController
yeah, how do i make sure someone has a receipt for a product on googleplay and iOS?
this is surprisingly hard!
I run the apk and it can't access it. It always crashes out. Does anyone know what it is?
Has anyone used fast bloom from the unity store?
Thank you so much with your help. it worked just fine
yellow logs are just warnings, look at the first red log (related to Unity) and then google what it says
Argument 1: cannot convert from 'UnityEngine.ParticleSystem' to 'System.Func<UnityEngine.ParticleSystem>'CS1503
Can anyone tell me how to fix this error
Not more more to tell you, you aren't using the right type and it doesn't known how to convert it to what you tried to make it do
I'd go to #💻┃code-beginner or #archived-code-general
And post the code causing the error there
Hey guys, I imported google ads package and when it is resolving for android I get this error:
Gradle failed to fetch dependencies.
Failed to run 'C:\Users\Sebas\Documents\Unity Projects\Juego de los aviones - copia\Temp\PlayServicesResolverGradle\gradlew.bat --no-daemon -b "C:\Users\Sebas\Documents\Unity Projects\Juego de los aviones - copia\Temp\PlayServicesResolverGradle\PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=C:\Program Files\Unity\Hub\Editor\2021.3.29f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK" "-PTARGET_DIR=C:\Users\Sebas\Documents\Unity Projects\Juego de los aviones - copia\Assets\Plugins\Android" "-PMAVEN_REPOS=https://maven.google.com/" "-PPACKAGES_TO_COPY=com.google.android.gms:play-services-ads:22.5.0;com.google.android.ump:user-messaging-platform:2.1.0" "-PUSE_JETIFIER=1" "-PDATA_BINDING_VERSION=4.0.1"'
stdout:
ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation.
stderr:
exit code: 1
I searched for solutions online and people said I should add JAVA_HOME to my environment variables, I did it but it still throws same error
Try rebooting to ensure the environment variable is active
Hey I saw you once talked about fast bloom here some time ago, did you have any luck??
Yup! I use a set of modified post processing scripts from a now defunct unity asset called TOZ I think it was. These were built in the 4.x era. I usually use them for mobile and VR. But I don't use URP, etc. I will use standard post processing when I absolutely have to, but it's performance isn't great for VR and needs to be done very sparingly.
Yeah I’ve bought two fast bloom assets from the store which justdont work and spend weeks messing around with post processing and still get below 30fps. I’ve never spent so long on something. What exactly do you use now for mobile
The same one I mentioned above. You could try creating your own if you need to. You might be able to create a decent one using shader graph
I’m not too good at that. I’ve tried to look for some online but nothing really comes up. Did you make your own shader and I am using urp
What's the generally recommended resolution for vertical orientation mobile game development? 1080x1920?
i got error
u are can help me for fix this: Could not resolve all files for configuration ':unityLibrary:GoogleMobileAdsPlugin.androidlib:detachedConfiguration2'. See the Console for details.
Has anyone experienced game not getting installed on a certain device?
While my Android game successfully got installed on many phones, I tried it on a single tablet and it didn't install. I checked the CPU of the tablet and it's also ARMv8, like my phone, which has the game installed.
What could be wrong?
It's Android 11, so no problem on API level as well.
Also I believe there's no problem with free space.
Hey guys, I'm trying to build my test version of the game for ios, I finished the process in Unity and I've got the Xcode project, How do I build an IPA and make it public so everyone that I want can download it, I've heard there's a special store for a test version of apps, anyone knows what is it?, and how can I build and publish on it? or there is a way without using any store?
Upload to the appstore, then go to the 'testflight' tab in appstore connect for that app
is there a way to use android studio to debug an app on a device? I can't find a project to open in android studio that'll get it halfway to the right UI for debugging on a device
or is there a way to debug what assets are making it as far as the device? my APK seems a bit small, and I'm getting black screens with UI on them and missing UI textures
You can use Console Packages na?
so while building games for android, is there any way that I can make these games to go directly into the Game Launcher?
The same way how most of the games we download will be get moved to Game Launcher
is there a way of seeing what assets made it into an APK? unzipping it isn't enough
the build log in the editor log should show which assets are included into apk
cheers
does android support .NET Framework and does such support AppDomain ?
What is a "D-U-N-S" and why do I need a organization?
Organization sound so expensive and wrong because I am a small dev that is not even earning money with the products I made.
So why do I need a organization and how expensive is it to make and own one for google play?
You don't need one for google play
OK its to high for me.
How can I disable my google play dev account because I dont agree with the new license agreements.
they always wanting from me so much and I literally have to dox myself in the public to get google play greenlight.
So I dont want to continue with it how I delete or disable my google play dev account without deleting my google account itself?
Hi everyone, I'd like to know how to make my 3d character move with a joystick (made from an image) and move the camera in 3rd person view by touching the screen. Can you help me?
I'm assuming you know this is a Unity discord, not a Google discord. But I'm sure you can open an email to their support channel. My advice is to always be polite and clear on what you need. They can deactivate your account in its entirety if they feel like it. So don't provoke them if you can avoid it.
And yes, they are starting to require proof of organization (same as Steam, etc). Or proof of personal identity. In 6 months, the only way to be on their store, is to send them documented proof of who you are. And yes companies are expensive, I have to also submit yearly taxes, annual returns etc for each of them, all that fun stuff. You can expect to spend anywhere from about 500 to 1,000 depending on where you are to open one up.
You may want to look up third person controllers and virtual joystick controllers for Unity.
"Please select a date to verify your Google Play account before February 29th - otherwise you will automatically receive one from us"
- what is this and why is it something I need to select a specific day for it?
Do I have to get in a phone call with a google employe or why do I need to reserve a day for it?
In November, we announced that all developers would need to verify their accounts to comply with the updated Play Console Usage Policy. It was also announced that developers can choose a convenient date by which their account must be confirmed.
We noticed that you have not yet selected a confirmation date for your developer account (LetMeDwight). Choose a date in Play Console now so you have enough time to prepare. Appointments will be made in the order in which reservations are received.```
I have a problem, after clicking on input field old android version not showing keyboard, build is il2spp target api 33
after treing to find solution for hours without result, i've decided to buy keyboard asset on asset store, but there was no popular ones, so that means problem i have is not a common problem, so if there is anyone here who had similar problem and fixed it please share your opinion
Google has a series of new policies coming in. Your Google play account must be your personal identity (you'll need to send them your ID etc), or your branded account must be an actual registered legal business (you'll need to send them proof of organization)
Probably, in part, related to US tax evasion and money laundering.
Right now anyone can make an account for $30 and sell almost anything
As an aside, Apple already does this in part, and it's why it takes so long to open an Apple Developer account. Sony, Nintendo and Steam all have a similar process.
$25 not $30
I'm Canadian and forget the USD conversion sometimes 😄
The fees in my head are always 130 for Apple and 30 for Google. Interestingly I think of steam as 100 not 130.
ah, I assumed you were talking USD because of the line above!
But why do I need a specific date to make this?
Is this a phone call why can it not be made just with a email they send me right away instead sending me a announcement to register for a specific date to make this information showing thing?
I suspect they are doing that just because they have millions and millions of developers to go through and don't want to do it in a compressed timeframe. It'll be more of a paperwork and ID sharing process. I suspect a lot of accounts are fake or brands without an organization. So they need time to replace the brand / legally register the business, get listed with a DUNS etc.
I have no doubt this will result in the number of developer accounts reducing by about 75%
I should also say, I thought it was a bit odd as well. If I had my way, I'd just submit the documents now and be done with it.
Wow, I took a look to reserve a date for my google play meeting. What is this meeting and what will they gonna do with me?
I only know that the reservation is now in the 12/2024 because there are so many other devs also doing the same kind of meeting with google play.
What is this and what will happen on the 12/2024 for me?
I only know I have to make a reservation otherwise google will force me a date that I am not able to choose.
Nobody knows, this has literally been just announced. Stop worrying so much.
Hopefully a lot of garbage apps get taken down too. So much anymore is not far off from blatant malware
I keep getting gradle build errors I am unable to resolve
Anyone has any idea how to prevent apps on a android device to not crash after the phone has been on sleep for a long time?
can someone help me with my error please
i keep getting failed to find entry points and burst compiler 1.8.12 failed to run
Also, Apple sux. (getting my first ios build going too.)
They shouldn't crash, but the OS will eventually unload the application, making it restart when you click on it again.
Hey guys, getting this error when I try to run my WebGL game on Itch.io but I don't get the error on desktop browsers. Same thing for all apps.
Blocked a frame with origin “https://myitchaccount.itch.io”/ from accessing a frame with origini “https://html-classic.itch.io”/ Protocols, domains, and ports must match.
Anyone have any ideas?
Okay, I have worked my gradle build error into some missing dependencies in Firebase. Anyone have experience fixing this?
Could not find com.google.firebase:firebase-analytics-unity:10.6.0
I get ARN error, it does not crash but it becomes unresponsive
I would rather that it shuts down the app entirely since ANR errors causes your app to get lower store ranking
Thats a terrible way to take a screenshot. But click on the bottom error and read the description that comes from it. In therr it'll say what the 4 errors are. Right now it just says it failed not why
Hi!
I{m very new on this, I wanted to create an AR app to scan pictures and being able to watch a video, I was able to do it using Vuforia, the thing is that there is 1 specific mobile where the app does not work, so I tried to create another AR app but using ARFoundation this time, but I was not able to move forward because the AR Session Origin is not on the XR list. Does anybody know why is this? Also, I wanted to know if it is possible to build the same on iOS using a Windows
You have to build for ios with ios, or a build server of sorts unfortunately
Hello. So I have an issue with audio source that when I click there's sound but the first video sounds good but when I build it and play it it sounds slower so how can I fix that it needs to be like in the first video
Or maybe I need audio clip?
But i don't know if is the FPS even is 60Fps
I have a weird problem when I build through xcode. I've installed one build but now whenever I try to make a new build it's always the first build. I've removed any trace of the previous build.
Am i the only one that has this problem with google play plugin first installation does not give you Auth Code on RequestServerSide ?
Hey, Im currently publishing my app, and I will need some international testers as well in the next days. For anyone interested shoot me a dm!
which game? why not just 'advertise' it on #1180170818983051344 ?
AndroidPlayer "Lenovo_Lenovo TB 7306F@ADB:HA1NSPJ4:0" DirectoryNotFoundException: Could not find a part of the path '/Assets/Resources/Stories'.
```I don't know why I'm getting this. I do a bit of dynamic loading, but none of my paths include `/Assets/Resources` since that's included automatically right? everything else is loading, I can't even see what's NOT loading.
it's not a broken path where the part after `/Stories/` is missing
I do a debug before trying to load anything dynamically and this doesn't seem to be related to that for some reason
nevermind, it was me. I found it.
I guess that doesn't work on android. does anyone have an example of how to do it?
I found this that seems to handle mobile/desktop, but they say it doesn't work: https://stackoverflow.com/questions/37553313/in-unity-getdirectories-does-not-work-on-android
I guess I should just hard-code the list of directories I expect, and all of the folder structure?
you might want to use addressable for that, or use streamingassets
Hi
i have a question
How can I make it so that I only need to glide to press?
I am making a 2D platformer for mobile and I am using unity's input system for it. I want it so that i can just slide my finger to to the other button instead of lifting it up at pressing it down again. For example I am pressing the right arrow key and i want to go to the left, I want to just slide my finger to the left button and not press it again.
Use virtual joystick
Or you can also make it yourself, using InputSystem Touch
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/Touch.html
dude was it not a fair price cause i already sold it for $200 
Did the sale by chance include your developer account?
thank you my
They do that to do things like get access to your account, or inject malware into your game etc.
hello,
i just installed unity hub and then unity version 2021.3.1f1 from the archive, and not from the unity hub.
Now when i try to add the Android Build Support the option doesn't show in Unity hub. How can i add modules to this version of unity?
You can't. Install it through the Hub.
i tried but the only versions available are these, i need the 2021.3.1f1
You can get previous versions here:
https://unity.com/releases/editor/archive
yes i downloaded it from there, but when i add it to unity hub and right click, i cannot add modules, as you can see.
When you downloaded it from the archive, did you choose the Unity Hub option?
Guys, which IPointers to use for mobile. Does anyone have any idea, I am stuck and searched all the forums for this.
What do you want to do with them
I want to track my movement over UI elements and then if hovered -> set hovered to true and item can be placed inside of that ui block.
finally released my first mobile game

Congratz
When an Android user updates their app through the Play Store, do the PlayerPrefs persist? Assuming they don't uninstall. I'm getting mixed results on this on Google.
Yes
i need the LTS release, and it looks like this. I downloaded both unity and the android build support, but i don't know how to add the latter to unity, it's so annoying
That didn't answer my question
mostly yes, with some exceptions like when you add permission, the playerprefs filename might be changed and you will lost prev progress (the old playerpref is there, but since it use new playerprefs file, the progress is reset)
Not sure if it's already fixed in new unity version
https://stackoverflow.com/questions/21604119/resource-code-path-changing-for-pkg-on-android-app-update
did you download and install the Android Build Support?
Here's an example, I'm just too lazy to find the 2021.3.1f
You need to click on the red things in the console to read what the real errors are. It's in the body of the error message.
there's no unity hub option for the lts release
should i download the android build support and run the .exe?
Yes, just download it and run the exe.
That's just the easy part though... you'll have to setup android sdk manually after that 😅
you have to manually download and install all of them
android sdk, ndk, gradle, java, etc
https://youtu.be/ortBCyTLgeg?si=-q9KycEXFyAFqCI0
Link of game is in video's description.
Game Link:
Play Store : https://play.google.com/store/apps/details?id=com.yepisindiestudios.interval
What's New?
•New Post-Credit Scene Added for better understanding of the story.
•New Hospital Room Added.
•Bugs Fixes.
•Ambient Music Added.
•Randomization of Items every time the game restarts.
About The Game :
'Interval' is a Horror-Advent...
This isn't an advertising channel
Cuz the dude above posted a link too so I did so
He shouldn't have either
I'm starting to think that unity should start considering to show the proper/filtered error message instead of dumping the whole gradle error 🤔
is there a way to automatically get the console in unity to show the device log on build and run? it keeps switching back to editor
is this the right way to check files and directories on android?
public bool AndroidDirectoryExists(string directoryPath)
{
string projectRoot = Application.dataPath;
string fullPath = Path.Combine(projectRoot, directoryPath);
Debug.Log("Checking if directory exists: " + fullPath);
return Directory.Exists(fullPath);
}
public string[] AndroidGetFilesInDirectory(string directoryPath)
{
string projectRoot = Application.dataPath;
string fullPath = Path.Combine(projectRoot, directoryPath);
Debug.Log("Getting files in directory: " + fullPath);
if (Directory.Exists(fullPath))
{
string[] allFiles = Directory.GetFiles(fullPath);
return Array.FindAll(allFiles, file => Path.GetExtension(file).Equals(".csv"));
}
else
{
Debug.Log("Directory does not exist: " + fullPath);
return new string[0];
}
}```
hello i wanna ask about optimize build game to .aab, i've already compress everything like mesh, fbx, texture with below to 3mb, but when i build it become over to 20mb for individual file, how can i fix this ?
Use the Android Logcat package?
You can't an empty Android build is just around that size
I mean the total size build is around 300mb. I need to small size for uploading to play store
Why say the size is 20mb then 🤦♂️
After you do a build, click the 3 dots on the console and open the editor log. In there it will tell you the file size of each and every file/ asset/ etc that is in the build. Find the big ones and see what you can do to lower their size, or possibly remove if it shouldn't be there
Can someone explain to me deferred purchasing ? I see that in the example IAP project OnDeferred purchase just throws a debug message, but there is another script for handling deferred purchases, that seems like it's own entity not having anything to do with the main IAP manager
Guys, which IPointers to use for mobile. Does anyone have any idea, I am stuck and searched all the forums for this.
Does OnPointerEnter and OnPointerExit even work in unity for mobile on simulator?
OnPointerEnter enters and then Exit exits almost the same moment even tho i still have my mmouse down
you should probably be using Input touch events instead, mobiles don't have pointers
@chrome haven #1180170818983051344
it's for every file, like this and the total is 300mb
I have an issue with a game but its not related to ui.
Game camera zoom looks different on different devices how i can solve it does anyone know
anyone been hitting issues of extreamly high memory usage while making Android builds with Script Debugging enabled?
for larger projects it will eat literally all of my systems memory and the build will never complete and just stall
when it happens i end up with a bunch of clang++ processes with some of them using 20gb or more before i end up just force quitting everything with total usage from unity and all of htem being sometimes up to 60gbs
upload the assets online then download them when your game opens
how many vertex your models have? more vertex means bigger file size (uncompressed), so try to lower your vertex count
Hello just a question, say I want to make a html build be compatible for mobile. What are the steps to do so? Or is it even possible for that?
So since google play plugin happens on awake now what if user has no internet should i create a script to check for internet on awake aswell and act acordingly ?
rework the input to be mobile friendly, remove any javascript dependencies that may have been added.
i would think the plugin can operate with or without internet?
Thats the thing idk how exactly it works all i wanted was to delay the authentication to google play games and have it start on a loading screen instead of when app opens
I'd give it a test - turn off data and wifi and launch the app on the phone. But I'm sure they have a no-internet scenario for the plugin
It would be weird if it didn't
Its funny still signs in 😄 still see the google popup at top of the screen with no internet on or mobile data
Aparently its intended if the user is allready signed in which lets be honest everyone's phone is
They call it silent signin
Yeah that's pretty much what I was expecting
so how do i remove an ad network from level play integration ?
no it's not, #1180170818983051344
i get this error when trying to build any mobile application
Click on the bottom error and read the content inside it. It should give you a better idea or what the real error is
It can't hurt to read all of them, but the last one looks the most relevant
hi, does anyone here know how to test app performance without actually have the said device? for example i want to test my game on low end device but i dont want to buy another phone just to test my game
You can estimate it if you look at benchmarks comparing devices, but the only way to know is to test on the actual device
anyone know how selling from an app works these days, do u still need to use google/apples own methods and they take a cut? or can u use say a paypal sdk and avoid paying them their cut?
Google will disable your account if you don't use their inapp and put the app in their store.
Apple just opened licensing to allow it. But you still need to pay them a royalty plus 42 cents a user I believe
In practice it's locked down more than ever
Google however is starting to relax the policy post lawsuit
All of this is in reaction to Epic fighting to allow third party inapp purchases.
Hey, I need for my google Play store game a few more testers, its enough if you just install it. Anyone interested? Its basically a game where you play with up to 4 players on 1 device
where can I see this list?
I am getting gradle error while buidling my project.
Here is the console details :-
Error 1:
FAILURE: Build failed with an exception.
Where:
Build file 'B:\unityProject\Test\Library\Bee\Android\Prj\IL2CPP\Gradle\build.gradle' line: 6
What went wrong:
Plugin [id: 'com.android.application', version: '7.3.1', apply: false] was not found in any of the following sources:
Gradle Core Plugins (plugin is not in 'org.gradle' namespace)
Plugin Repositories (could not resolve plugin artifact 'com.android.application:com.android.application.gradle.plugin:7.3.1')
Searched in the following repositories:
Gradle Central Plugin Repository
Google
MavenRepo
Try:
Run with --stacktrace option to get the stack trace.
Run with --info or --debug option to get more log output.
Run with --scan to get full insights.
Get more help at https://help.gradle.org/
BUILD FAILED in 3m 21s
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Error 2:
@rain leaf In the forum one has written "What worked for me was, I built with internet connection. I guess it got what it needed from the internet. Let me know if that works for you." But i dont know how to built with internet connection and what does it exactly mean, can you help me with that?
I guess you need internet connection when you build the game (at least for the 1st time)
I have internet connection working the whole time, but the issue still persist
Can anyone help me with this?
https://forum.unity.com/threads/unable-to-list-keys-in-the-keystore-please-make-sure-the-location-and-password-of-the-keystore-is-c.1544834/
Its for an android project already uploaded to play store
Did you upgraded from unity 2021.3? Iirc unity 2021 still use gradle 6 while unity 2022 and above use gradle 7.
Has anyone also experienced inconsistency in frame rate when testing on mobile. I’ll build my game, run it and get constant 30 fps with bloom on but then if I close the app and open it again or try to play it some other time I’m getting frame drops where I once never did. Or when I turn off post processing completely and still cannot keep a constant 30 fps but then again closing the app then opening it again it’s a totally different outcome in frame. Yes I have use object pooling and all the other steps into to make the game more efficient for mobile and check the debugging to see what is causing the frame drops but it’s always so inconsistent to when it might happen or even happen at all I’m not sure what to focus on fixing. I’ll rebuild my game in a new unity project do me any good, I’m kinda running out of ideas
Good morning, what are good free ways to save/load for IOS? knowing that I'm using Game Center for player authentication
sounds like cpu throttling.
So what can I do?
you can try profiling to find what is causing the slowdown, but if it is indeed cpu throttling, there's not much you can do, except optimizing your game further (if possible)
Yeah that’s the problem, run it once no issues in the profile. Close it and run it again different outcome. I’m testing it on a old s10 but obviously it’s not that old where people still use it and might download the game on that phone
Issue got fixed, actually my gradle.properties file had some http proxy settings of my college and i discovered it yesterday while exporting my project to android studio. This was the issue that gradle was not able to download the dependencies. BTW Thanks for your help.
Does anyone know how to achieve 90 or 120 fps on iphone?
Application.targetFrameRate = (int) Screen.currentResolution.refreshRateRatio.value;
or Application.targetFrameRate =90;
does not work.
Unity 2022 LTS, Unity 2023.2.8f1
FPS lock is disabled in iOS settings.
Can someone help me please?
Im trying to run my game for android at a fixed 16x9 aspect ratio but I cant figure out how to do it
Many phones can't, it's typical for an android phone for example to be manufacturer limited to 30/60fps. They don't want you burning up the cpu/gpu and battery
You can't, you need to fake it. You can't alter the screen resolution for mobile, so you need to add black bars etc programmatically if you do. That said your then removing screen sizing from viable phones, so those users may not be so happy about it
You can just read/write files to somewhere, I.e. playerprefs or Application.persistentDataPath or whatever it's called.
There are tons of examples online
no i have already gave one service to that client and it went very well
That's a very old message. And you posted these responses that day. Something tells me you sir are now an owned bot account of some kind 😄

i am real perosn
a bot wont make typing error
Depends on who wrote it. Nice dodge to the real question robot 😉
nvm are u familiar with photon PUN2
Very much
I was thinking more about this, as you can use the camera view port to adjust it if you want. Saw this script and thought it may help you
https://forum.unity.com/threads/force-camera-aspect-ratio-16-9-in-viewport.385541/
iphone 13 pro, iphone 15 pro... ? both phones support 120 hz
This may help, I don't use apple, but it might be good to check if the Unity xcode project is also frame limiting somewhere
Hey! I have an app Fluid Simulation with +10m install base https://apps.apple.com/us/app/fluid-simulation/id1443124993?platform=iphone
I have a...
yes, thank you. I've already tried all this 😦
Thanks!
so if i understand this right my game if i use google play games login it should have on google cloud 3 credentials 1x WebClient 1xDebug Android and 1x AppSignByGoogle Android to be able to sign in? Cuz right now when i build game from editor it works but when i install it from the internal testing page on google play it no longer signs in
Sorry not related to what you asked i was just asking for my own problem cuz idk its weird
I have a problem
So I've duplicated my project to test add another feature (Leaderboard) and what I did was follow coco codes video on sharing projects and mistakenly I deleted the keystore which led to this problem.
I also tried creating another keystore using cmd because unity wont let me and after I did I used it and it wont let me write the password even if I wrote it correctly.
I have these in my projects:
Firebase (Gmail login)
Google Pad (Play asset deliever)
I have tried several things:
Change my project location (Not in a one drive folder)
Remove the editor dll files of firebase
use a different keystore
change unity versions (3 times)
Changed the jdk sdk ndk and etc to custom downloaded versions
NOTE: The game is already uploaded to play store
Any help will be apperciated 😄
Here is the error code
@onyx lagoon if you are using google play app signing you can upload a new key and request a new public key
i had a similar problem only i did not lose the keystore i deleted the oauths from cloud while everything was setup what i did was refresh all keys and worked after.
install logcat package in unity and check logs
i don't remember it's name
oh, it's Android Logcat package
google it
Yeah ik, already tried that.. got 0 errors, but a couple warnings that still didnt give me a clue about the problem 
if it crashes there should be an error that makes it crash
I didnt find anything tho, it just freezes right after the splashscreen
for some reason when i build my game to iOS (issue is not on windows only iOS) my main camera refuses to render multiple layers, only one layer
the UI and TransparentFx layers just refuse to be renderered for some reason, or maybe its rendering the environment infront of them
these blue buttons are on a world space canvas (UI layer) and just do not appear whenever i build to iOS UNLESS i add a new camera that only renders the UI layer but then the UI is always infront of walls and stuff
also, this plane refuses to show up as well - its just using standard and its on the same layer as the environment but is NOT present in iOS builds
TYYYYYYYYYYYYYYYYYYY
I was struggling for multiple days!!!!!!! 😭
Hello, I'm looking for someone to test a game I'm making. It's a 2d runner with a Trivia integration. It's apk. Let me know here or DM me
But there is also one more problem I cant use/create a new key I created a new key by the help of cmd but I cant use it
You need java installed or use the unity key creation
This is the end for me guys
Ok
Lel what did you try to do ?
Tried it but shows the same error
I used a custom jdk tool
This might sound stupid but are you using onedrive as your project folder ?
Oh no I already changed it from a onedrive directory to another one which isnt there
Someone already said that to me
Nothing... Woke up to the message and the annoying part is they didn't even give a specific reason or cause of it
ACtually the keystore is in onedrive
seems like they gave you a vague reason mhmh developer program policy
might show in spanish for no reason but right click translate
Ok I've changed the location of my keystore and now as you can see it still doesnt let me build
You might have the wrong password as location is correct i assume
i have this bug on 2023 where once i place right password once it fails
then i have to remove it and place it again
and works]
only the password field
ok
I have retried and did everything but still
Is there a way to access your keystore using cmd to verify the password?
yea
navigate to your jdk bin folder
and use this
keytool -keystore path-to-debug-or-production-keystore -list -v
keep in mind you must be in bin folder
Does it work in windows\system32?
Ok
Ok so my password is correct
mhmh im running out of ideas
Have you tryed copy pasting error on gpt might give you some ideas
Same here I have been using unity since 2019 and still dont kbnow how tos olve this
Google is just trash... IOS App store is better
I did but I didnt gave it some attention
No it doesnt works tried a lot
Well this issue is difficult to solve
I am still trying to solve this issue but no success
They can ban you just as easily. I greatly prefer building for Android, but iOS is often less effort to maintain
I don't really like either
But when i asked some devs who are into IOS App store, they said it's more better than Google play store and if they actually ban your game, they give you the reason in specific details and you can actually fix it unlike Google
Not really, every platform is a black box. It just depends how nice they are on that day.
Don't get me wrong, I don't like Google's policies or the mess that is their policy system and store front. But apple is not a safe haven in that regard.
It is usually less fuss though.
As long as you don't mind having to buy apple products to build, paying a yearly fee, dealing with xcode, their weird signing, and making a bunch of new policy agreements everytime you go to submit a build.
But their Customer support is better than Google play store
Good afternoon, have anyone used EPPZ cloud save/load before?
So i have a question about addresables if i use them how exactly do they work for example scene 1 uses a bundle of addresables and then player moves to a new scene and comes back to scene 1 does he have to download the addresable for scene 1 every time he loads scene 1 or its like a 1 time download on device ?
It's cached on the device at that point and loads it in the same as it would the scene resources.
It basically checks if it is cached, if not, downloads it.
A bit more on memory vs disk and how is here:
https://docs.unity3d.com/Manual/AssetBundles-Cache.html
Thanks il look into it
hi i wanted to created a simple 2d game the issue i have is how do i scale the game objects so i can play it on different devices like phone or tablet?
The camera view will auto scale. The trickier part is the UI. There are a few ways there, but using a canvas scaler set to scale with screen size at 0.5 is usually the easiest trick
i have no problems with ui for me right now ui is kinda the easiest part as you said with the 0.5 scaling, but i dont understand the camera view auto scale. how does it scale automatically and hold the position at the same time? 🤔
Use the simulator to view different options and looks also a 2d game you can also tap on the 2d indicator at top of your scene editor and view the gismo of the camera in real action
The quickest way, is to hit play, and change the view settings to different scales and resolutions, and you'll see how it handles the camera view
Its a bit harder if you want a fixed camera view over say a game table and not following a player
I think if you use camera space it won't matter nothing will show up 😄
In that last case, what I usually do is screen to world point on the 4 corners of the table, and that'll tell you how far off the camera is
But cinecamera or whatever it is would probably do it too
I'm setting up asset bundles for my app so I can get it into google play's test track
- is there a way to assign everything that's inside a hierarchy to an asset bundle?
- a lot of my content is in
/Resources/because it's dynamically assembled at runtime. is that going to have an impact on asset bundles? I want all this stuff to be in the external bundle.
Hello, I wanted to build my game for Android, however, right as I press build button, it seems to give out this error, anyone knows how I can solve this?(I tried almost everything I can with online solutions)
CommandInvokationFailure: Failed to update Android SDK package list.
C:\Program Files\Unity\Hub\Editor\2021.3.35f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\sdkmanager.bat --list
I install android studio as a stand alone thing, it has a GUI for managing SDKs. But thr error you saw isn't the full error. It's saying it couldn't see what SDKs are installed.
Fixing it can be difficult. You want to see if there are other errors. And the command you see there you can run at command line and see what it does
I'm having an issue where calling Application.RequestUserAuthorizaton(UserAuthorization.WebCam) in a coroutine on iOS doesn't prompt the user to enable their device camera. I have a value set for the camera key in the project, but it doesn't seem to be prompting the user. Has anyone encountered this before?
Hey, I am using the Safe Area Helper asset to make sure my UI is rendering only in visible parts of the display. We just tested our app on the iPhone 15 and the bottom UI is still messed up. Would you still recommend using that asset or solve the problem differently? Using Unity 2020.3.34f1.
(Link to asset https://assetstore.unity.com/packages/tools/gui/safe-area-helper-130488)
It sounds really buggy to me
https://forum.unity.com/threads/ios-app-never-asks-for-microphone-permissions.450307/
That one gets into mic, Webcam, etc.
It's a third party asset, I think you may need to ask the people who made it.
Yeah that's the conclusion I came to as well. In the end we had to manually edit PreProcessor.h in the xcode project and that seemed to do the trick
I think the only really relevant point in the post though is checking the log in real-time to see if it is coming back true, false, showing an error etc. And it might be missing the raw xcode permission for Webcam.
Yeah that's the lazy approach I was thinking
And then just document it in the projects Readme for the time being
Why would doing anything with xode affect Unity building?
There’s more than one error log, click and read them all, then google to relevant bits to find the problem and solution.
can i ask question about improving performance on low end android devices here?
ok
i was asking whether i can use this channel for this problem or have to go to a diff one...
yes, Android is mobile.. ask in the mobile channel about mobile questions
anyone else has a problem with Resolving Android Dependencies after updating ironSource to 7.7 taking 20 years to resolve everything ?
like its been 1h allready for me its still making things
Hey, I've started development on my first mobile game but the playtest with unity remote 5 isn't working. I've gone into project settings and selected any android device and enabled Android SDK in preferences. I'm currently using unity 2020.30f1. The problem is that the game isn't being mirrored to my device, making it so I can't playtest.
would there be any difference in performanc or visual quality if i choose all same options in Very Low and Very High in the quality setting?
No, that would make them the same
hey all, I want a button in my game UI that can be polled each frame, instead of using an event. Is there a simple way to do this?
default unity button seems to lack an "IsPressed" bool or anything like that
This is a #📲┃ui-ux question, not a mobile one
make your own bool, onbutton down set it true, onbuttonup set it false
how to generate pdf in unity? I'm using itext sharp , it generates 0 bytes on android but working on unity editor, pdf sharp working on unity editor but not on android
You can use the built in adb to start directly into your android / ios physical device with 1 button just head over to build profile and add the ip of your wifi device
I am trying to publish my game on playstore. But the app review got rejected due to links not complaint. After doing some research, I figured it is because of the Discord Server link I have put both in the game and the description, and the game is for all ages. Removing it should ideally fix the issue, but I cant understand if I should modify my studios website that I have put both in the description and the game. The website includes images of weapons, and the link to discord server.
Any suggestions on what I should do?
Is ironSource 7.7 requiring api 34 ?
what polygons count should i aim for detailed anime hair in my android mobile game ? Most hair models have around 5.000, while one is around 50.000 (not optimized so far)
It depends a lot on the project. As a rough goal, I get concerned when a project is over 750k tris and 200 batch calls.
EDIT: Solved! this was an issue with Game Center not being enabled for my apple app id. After enabling game center, regenerating my provisioning profile, and then manually enabling Game Center in xcode, I was able to sign is succesfully with my personal game center account.
Hello mobile devs,
I'm attempting to authenticate with Game Center as described here:
https://docs.unity.com/ugs/manual/authentication/manual/platform-signin-apple-game-center
upon calling var player = await GKLocalPlayer.Authenticate(); I get this error on my device:
GameKitException: Code=6 Domain=GKErrorDomain Description=The requested operation could not be completed because local player has not been authenticated.
So it is throwing a not-authenticated error while authenticating... hmm... I think what the Apple dev was attempting to communicate here is that the player has not enabled GameCenter on their device, but I absolutely have done that and am logged in with my personal GameCenter account. Is this some sort of sandbox account thing, or do I need to be logged into a tester apple id somehow?
Thanks in advance
You can also just delete them. I usually only create two, high (PC) and low (mobile). Unless it's a really complex project
even on mobile, you can create some kind of 'adaptive performance' by switching quality according to framerate
Hello guys.. So my Google play console account got terminated for no specific reason, tried appealing countless times but no hope... So now am planning on focusing on IOS App store but am told to first get a Macbook so I wanna ask.... Which Macbook is better to use.. I don't have a big budget but I wanna know if there's any Macbook that can run Xcode since I'll be using my windows to continue creating the games
You are right to be cautious. To submit to apple, you need to use the latest xcode. And that only runs on the latest OS. Which only runs on more recent Mac hardware.
So you want to get something new enough to be usable for 2 or 3 years.
To complicate things - if you want to build for their new headset, you also need an m1 or higher
Then just pay your yearly dev fees. Get unity pro if you want to build for visionos. Gotta love the apple Ecosystem.
So any recommendations?
Like the types and stuff.. Don't mind me... I don't have any clue about the Apple encyclopedia in relating to thier devices
Not really no, we just buy the team macbook airs. They just use them for building projects and otherwise go unused.
I'm not much of an apple person so I'm not sure what's good and recent enough
At my personal station I use a recent Mac mini for builds - it takes up less space that way for me
What's a Mac mini... It's a Laptop?
Oh just searched and saw it's like a cpu
CPU is a single processor inside a machine, a mac mini isn't "like a cpu". A mac mini is a small PC, a desktop mac
Hello Devs,
I have a problem developing a mobile game for android, which I can't fix for weeks...
When I build my project as .aab and install it on my phone (||Samsung Galaxy S21 Ultra||) and try to open the game,
right after the unity-logo splash screen the game freezes. It doesn't load into the first scene, which is the main menu.
However, if I open the game, and instantly minimize it (not completely closed from background, but instead went out from the app)
before the splash screen is finished showing, then reopen it from background apps.. it loads the first scene and works just fine.
You can see the action in detail in the following videos that I uploaded.
I don't know why or what the cause of this bug is, I even tried analysing the logcat, but still can't find the problem.
It would be very nice, if someone who is advanced at android game development could help me solve this issue.
I can send the game .aab file (and other necessary info if needed) via DM, if anyone is willing to take a look at it and help me.
Thanks in advance
What else have you tried? Does a barebones project work? Did you try different Unity versions? did you try different scenes? Did you start ripping out pieces of your project to figure out which thing causes it to break?
i am using unity verison 2019.2.0f1 LTS and i've event tried an empty scene as the first one to load, but the game still froze after splash screen.. when i tried running the app on firebase robo test, it worked without any errors. but trying it on physical phone, it crashes. i've sent the game to some of my friends with different android versions, but still the same result. so the phone isn't the problem
what about the other things?
i tried what i could. the thing is, it works fine on computer and it also works fine on mobile if i open the game in a specific way as shows in second video above
i think it has something to do with player/platform settings
does a project with nothing but a scene in it work?
yes
does a project with nothing but a scene in it and the same player and platform settings work?
hmm didn't try out yet
Hello everyone! what should I answer to this?
That's the correct one
Thank you!
So to complile with api 34 i need to upgrade gradle to 8.6 ? (I use unity 22.3)
Data Collection and Secuirty (Google Play Console). I want to release my android game on google play store and I need to fill out the Data Safety form on google Play console. I do not have any ads, use any services or anything that I would be aware of, it's just an arcadey game I made. Is there anything collected (like crash logs for example) that every unity game just does by default that I need to disclose?
Unless you disabled them (and you should) unity does collect analytics
Oh wow, will do thanks.
It seems this information is not up to date and unity game do NOT collect any data unless unity analytics is added by us https://www.reddit.com/r/Unity3D/comments/10rh882/privacy_policy_if_im_not_using_unity_analytics/
I have an issue
I cant open my APK file on API Version 34
and I need version 34 or it wont work
No errors in Unity, also tried several android devices on the correct version. The error when opening the APk I get is:
There was a problem while parsing the package
-
I have tried building again
-
Tried different unity versions
-
Started again from scratch, same thing
-
I have tried restarting PC
Any help appreciated!
I told you in the other channel, but share the whole error details.
There are no errors within Unity itself
It's just that 1 error when I try opening the APK on any of my devices
Then the build didn't complete correctly. Were there no errors/warnings during the build?
None at all.
I mean, all I got is:
Build completed with a result of 'Succeeded' in 10 seconds (9718 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Also, use logcat or similar tool to see the device logs.
No errors or warnings
use the logcat package to find out what's happening when you try to launch the app
install it via the package manager
I can launch it fine on bluestacks
I just cant open the APK file to click install on a device
Not sure if I still need logcat for that
this sounds like you're doing it wrong
you have to put the apk file on the device, then use the folder/files app to go to that apk and tap it to install it
Yeah thats what I did 👍
then use the logcat.
Yes
basically a corrupted apk normally
but in this case
idk
I tried a clean apk install
because the list of things you said you tried, which wouldn't have any affect, aren't gonna do anything
build I meant
If you say you need that version, you must also know what android version that is.😅
ill try it on my sisters phone
alr ty guys
cya
getting the s24 ultra in a few days so itll work
you know there's also a difference between the TARGET api version and the MINIMUM api version?
I actually didn't haha
I just saw they were originally both the same version number, so I assumed they are always the same
Target needs to be what Google requires (33 currently), minimum can be lower
If they were always the same, there would be no point in having the two and being able to change them separately
soloution
Don't use foreground services.
sir how to disible?
i dont know how to turn off
please teach me sir
I can't, there isn't enough information, sorry. But something in your project is requesting access to use the service. It's being added to the manifest. You need to figure out why and stop it, or change how you request the service and declare it on the website. I can't provide any details beyond what the website says unfortunately.
https://developer.android.com/develop/background-work/services/foreground-services
okay sir thankyou
one of my prefabs is saying that it's unrecognised and can't be included in the bundle:
Unrecognized assets cannot be included in AssetBundle: "Assets/Resources/StoryPrefab/StoryPageTemplate.prefab".
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
CreateAssetBundles:BuildAllAssetBundles (string) (at Assets/Editor/CreateAssetBundles.cs:24)
CreateAssetBundles:BuildAllAssetBundlesResources () (at Assets/Editor/CreateAssetBundles.cs:16)
what would be causing that? I have a lot of prefabs that are just working, including the sub-prefabs that are used in it
I think this might be why. what is that?
Does it reference a script that is not included in the original project?
Might do, thank you
Oh wait no, it can't
I made all the scripts
It does use spine animation components though
Maybe the prefabs shouldn't be in an asset bundle
Asset bundles only allow referencing scripts and components that are included in the main build.
I've also asked this in #archived-shaders but since it seems it might also be a mobile problem, I'll ask it here
so I have a ShaderGraph that creates my water texture, it's ripples, etc. The thing is, idk why, but it doesn't export to mobile. I've built to my Samsung S23+ plus multiple times and I JUST realized the shader isn't showing up at all, although in the game view in Unity, the shader shows up and is correct.
Maybe it's because I'm using URP? I'm not sure. I have no experience with shaders and no clue where to start when it comes to troubleshooting
The last image is my water on my phone. It seems the shaders solid color is showing, with its alpha value. But the voronoi noise I'm using for the ripples isn't working/showing
Is it computed voronoi or texture cached?
The simplest thing to do is to just use a texture that does what you want. Vastly faster, no curly mobile shader issues
Hello, I need assistance. The graphics on my PC look good, but when I test them on my phone using Unity Remote, the graphics appear very pixelated. I have set the resolution to landscape 1920x1080, and my phone has an FHD+ resolution of 2280 x 1080. I want the game to look the same on every device. I only speak German and have limited English proficiency, so I might need some time to respond as I use Google Translate. Thank you for your help!
Unity remote isn't the real application. You need to actually build it and run it on the phone. If it doesn't look good in the actual build, you need to adjust the quality settings as PC and mobile will use different quality configurations.
Hi, it's been another week and i'm still stuck on this... I would really really appreciate ANY help or tips please!
Yes thanks it works
Remove all custom android publishing checks in player settings. Then it should at least build