#📱┃mobile
1 messages · Page 13 of 1
One of the first errors points out that it can't find TIRAMISU constant, which would imply that you don't have the correct sdk installed
TIRAMISU
Added in API level 33
That or you're targeting an older sdk
Hi guys! We need help.... [split_config.arm64_v8a.apk!libunity.so] is causing crash on the android version of our app
is there any way to check draw calls or monitoring if static batching is working in mobile?
The profiler?
Can you reproduce it yourself?
Is unity updated?
Can you access crash logs? (If not, set up a system for that!)
as far i know , frame debugger shows it, but idk how to do it when the game is running on the phone
No, we can't reproduce on all devices we've tested on. seems it only affects 1% of devices. We are using Unity 2022.3.17f
Playstore crash log
List of devices affected
connect the phone to editor, then open frame debugger and click enable
the game needs to be on development mode
thanks a lot , i thought it wasnt possible , but you mean development build ?
or developer option inside mobile setting to be enabled?
yep, development build
- Worth trying 2022.3.20 in case there was a fix
- Do you have some method in the project ArtMethod or something? I see some art stuff from the logs. If so, the crash is caused there. (and if so, might be worth making a bug report since it should not crash just on some devices but none or all)
- If it's rendering related, make sure vulkan is not a graphics API maybe. Or disable graphics jobs?
That's just saying unity crashed, not where or why. You need an actual log to see the problem.
And as mentioned above, upgrading may fix it (may be a k own unity specific issue).
We haven't switched to 2022 as we identified issues with Android in our last round of testing. But that was ages ago.
But the advice above is invaluable
I need help with the gun script. I've written the script in a way that only one shot is possible before the reload, but the problem is, in my mobile game, there is a button, and when it is spammed, I get 10 bullets before the reload kicks in. Can someone please help me?
https://github.com/Just1n12354/MyGameProblems/blob/main/GunScript.cs
in Reload coroutine, check if isreloading then yield break
IEnumerator Reload()
{
if (isReloading)
yield break; // Beende die Coroutine, wenn bereits im Nachladen
isReloading = true;
Debug.Log("Reloading. . .");
yield return new WaitForSeconds(reloadTime);
currentAmmo = maxAmmo;
isReloading = false;
}
@rain leaf do mean that?
yep, something like that
or just check if bullet > 0
i make this with @rain leaf idea, and it working. i think i must change the script when the game is finished, aber bis jetzt funktioniert es gut
Now i have 10/10 Ammo when i Shoot, i have 9/10 - 8/10 and when i have 0/10 ammo i dont can shoot
Oh I forgot, your initial isReloading have to be set to false
Does a iOS build automatically use the device's native resolution now? I see in older Unity versions there was a target resolution option that could be set to native but this has been removed.
Hey dudes
I have 2 questions
- Some of my colleages cannot install the game due "app not installed as app isnt compitable with your phone"
- How can i use unity profiler on an apk build on the phone, the profiler using untiy remote does not seem to run the same way
hey everyone one simple question , can i make and BUILD a ios game directly òn a windows?
No
You need a Mac. Macincloud if desperate, or physical device.
It needs to be compiled and submitted through xcode and a relatively recent OS. So needs to be a newer Mac as well
simple and clear , thanks
ndk 21.4.7075529 detected. unity requires NDK r21d(64-bit) (21.3.6528147). how i can fix this error
right
who is french?
hiya! is there anyone here who has done asset bundles before? I need to chat to someone as I have a bunch of questions but I'm a bit hazy on what I'm specifically asking. it would probably help to show the details of my setup but it's a lot
When I play games on my phone I feel like the game is very sloppy but. It's fluid, but the things that move look strange. I don't know if it's due to too low FPS or no plan. What can I set in Unity's project settings to make it smoother?
Yo
Can I ask smthng
Is there any way I can add wifi configuration to my game for android?
Like on settings to show a dropdown that has all the wifi your phone does
and connect to it. Also If it needs password to ask for it?
Hello, i wanna ask.
- What is the meaning of that warning ?
- How to fix this warning ?
- If i leave it, is it ok ?
Thank you
You can ignore it, if you do not use proguard it will be easier to reverse compile your aab. So it is recommended to use proguard before you go live but if you are doing tests with limited users don't worry about it.
Sorry for tag, i wanna ask again. How to use proguard ?
It is a checkbox in the build settings to use proguard/r8, and then depending on which plugins you use you might need to add additional rules so proguard doesn't make changes to the plugin code that breaks it. Proguard is a build step that obfuscate the bytecode to make it harder to make a readable version of it.
Are there any up to date documentation for IAP? This is 6 years out of date, lol: https://docs.unity3d.com/Manual/UnityIAPAppleConfiguration.html
I feel crazy, is product ID not what goes into IAP? I've set up a sandbox user and everything, but whenever the app queries for products it finds 0
I dont understand, i played some unity games, and they had vibrations, short ones, not long, but when i use Handled.Vibrate(); i cant chose duration, is that some type of library/API/Plugin or smth?
I haven't played with this one, but I have seen a lot of positive feedback on this library, https://github.com/Lofelt/NiceVibrations
oh, thank you so much!
No problem, hope it might be what you are looking for
hello
can I ask something
Is there a way to change the android device's volume through unity?
am i the only one that has this problem with in app purchases initializer not adding the right item ids ?
coins_5000 becomes coins_5000-coins_5000 for no reason ?
It's showing the default id and the store override (which is the same if none is specified)
It's only actually using the identifier after the -
Its weird cuz it was not working but now it works again and i have not done anything i just went and walked my dog
I'm still having issues with it on appstore only x_x
Product id is the correct one as listed in there, but for some reason it just doesn't find them
Is it possible to disable ugly pixel blending inside unity editor?
By not rendering in 144p?
Or using some upscaling?
what resolution do you have the game view in?
i wanna just see raw blocky pixels
can any one tell me how to fix lag?
Define lag
<@&502884371011731486>
They left, not the first time posting insults.
!ban save 623908852680753153 Insults, spam.
trainzgamepro was banned.
I've got myself an android studio project with a unityLibrary which I exported from unity and put in as a module, I can correctly play the game from the app, however I want some way to put this on github so that my project mates can also download and play it with minimal fuss. Is it possible to set up the gitignore to allow for me to upload it without being too large? It seems to be several hundred MB even with the smallest set of folders
hey
Hello. Does anyone know how to adequately raise some part of the UI when the keyboard appears on the mobile (I enter text into TMP_InputField)? The issue is not the raising itself. But the question is how to determine the height of the keyboard on Android and raise it if this keyboard appears
Not sure if this is the correct place to post this but simulator is used for mobile dev so maybe. I have a really annoying issue with the simulator resizing itself and scaling itself incorrectly when the window is resized (2022.3.X). Anyone know any fixes and / or work arounds that dont involve just randomly jiggling the window until it fixes itself?
How to solve this logcat error? I'm using firebase data to generate pdf , all is working on unity editor but not on android
is there a way to get more debug info out of errors like this?
nevermind, this is my own error output
It’s a warning, not an error
in play store i get this warning:
There is no deobfuscation file associated with this App Bundle. If you use obfuscated code (R8/proguard), uploading a deobfuscation file will make crashes and ANRs easier to analyse and debug. Using R8/proguard can help reduce app size.
How can i add such a file ? Do i have to create a "custom proguard file" and what do i have to add there ?
If i use minify - release the warning dissappear, but first scene with play games login stops working already.
Did anyone use FFPMEG Unity-Bind 2 here?
I am trying to use it for android but it's not working.
can anyone help me?
hey guys, i need help with using play asset delivery.
normally my game is consisted of 3 scenes, but its size was somewhere around 1gb, so for me to upload it on google play store i need it to be less than 200 mb, for that i decided on using play asset delivery, i have this code right here that is supposed to download the asset bundles and then have 3 different functions for loading the 3 scenes, is it correct ? and if it is how should i do the build and how am i supposed to try it ?
https://gdl.space/soriqihawu.cpp
i put all the scenes in an asset bundle and created a new almost empty scene that has buttons and stuff to load the scenes
the assetbundle name is allscenes
when i try making a build using the google plugin and pressing build and run while my mobile phone is connected with debugging on the game launches and download starts, then it displays the download successful message just like intended in the code but then game just closes
Hi, I'm having a small issue where a variable isn't synchonising across different gameobjects with the same script attatched to it and im hoping someone can help me out. I added a video to make it a bit more clear. I also have the code thats added to the gameobject here https://gdl.space/zetipucogu.cs
up
add more logging + use a dev build. This is a standard Unity error so something is wrong in your code. The way you are fetching data is suspicious based on the fragment of code I see so my guess is that your userPath is wrong or maybe has some unsupported chars in it
Hi everyone. I have a game that was intended for PC platforms and I now want to compile it for Android platforms and I don't really know how to proceed. Can you help me ? Thanks in advance
You can switch the target platform in the build settings and then you can build it as an APK file. Is that what you mean?
Thanks you, but the real problem is that the player no longer responds to any movement with the directional arrows
@ripe bison so how do I proceed in this case to have my player move on screen touch
AH ok so in this case you have to use other controls. You could use a Joystick for example, just search up on Youtube, there are many good tutorials
Thanks you I will try to find a good one. Have a nice day ✨
Np, have a great day too!
Hi! I keep getting the following two errors when I build on Android. Any help would be appreciated! 1. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
FAILURE: Build failed with an exception.
What went wrong:
Execution failed for task ':launcher:packageReleaseBundle'.
java.nio.file.FileSystemException: C:\Users***\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build\intermediates\intermediary_bundle\release\intermediary-bundle.aab: The process cannot access the file because it is being used by another process
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.2.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "bundleRelease"
Do you have the filen open in some other software? Looks like a file locking error.
not that I know of. Maybe I can restart the PC and see
Should be enough to restart unity
let me try.
well that was embarassing! you were right! Now I just have to figure out how to reduce my game's size. It is huge for google play
I guess you have checked "split application binary" in the build settings? Then I would suggest adressables but it will be a bit of a start strech to get going
Let me check. Looking for that setting. Do I need to do something after teh game is built if i check that?
No, split application binary just build the aab with some settings and the google does the rest.
thanks copy! sadly it was already checked. And the game is still huge
Then you should look at adressables it might require some refactoring depending on how your game is built
If you check the editor log, Unity creates a list of all the files in your build sorted by file size. You can see what takes up space there
thanks for the suggestion! let me check
is that really the only option to reduce size? darn
Not for reducing size but to be able to split the game into different chunks so you can download parts that isn't needed after the inital install.
It will also give you a good foundation if you want to add dlc or more content in the future
ah I see. I don't know much about them so need to read up on what they are
But a first step could be to check the editor log and see what parts of the game consume specific sizes. It can also be a good idea to look at the import settings for different assets and see if they can be compressed more.
thank you! checking
Hello everyone!
We have serious problem in our 4th year game... Since we have upgraded to Unity 2023 our builld gets this error "**Unity Application Crash at startup java.lang.RuntimeException: Unable to get provider androidx.startup.InitializationProvider: **
Has anyone seen it? We saw unity post, but there is no solution and the work around is not working https://forum.unity.com/threads/unable-to-get-provider-androidx-startup-initializationprovider.1382868/
Greetings,
Has anyone implemented firebase for Unity? We are using RemoteConfig, Analytics and Crashlytics.
Everything is setup properly on the dashboard, the Google-ServiceInfo.plist, etc. are added to project, everything works in editor.
However CheckAndFixDependenciesAsync never finishes on devices...(Testing on iOS at the moment).
Any ideas/pointers would be very helpful!
Hello all!
Is anyone using the new M3's PRO (mac) and Unity ? I want to know if they're working well, we're going to develop mobile games
Unity is originally for mac iirc, so yeah, I think it'll work
Has anyone encoutnered on this "AbstractMethodError : abstract method "void androidx.lifecycle.DefaultLifecycleObserver" -- it crashes the game on android 😦
I have seen that error, but as it is a generic callback it could have many different meanings.
We have found the solution, here I have created a thread for some poor souls, who will stumble into this https://forum.unity.com/threads/abstractmethoderror-abstract-method-void-androidx-lifecycle-defaultlifecycleobserver.1554350/
How can I optimize my mobile builds? My game is just a cube and a skinned mesh renderer doing the Mixamo's capeira animation. Even though the game runs at 200 FPS in my pc and has basically nothing in the scene, it is slow in my cellphone
not even 500 vertices, no codes running updates, is there a specific configuration for URP when targeting mobiles?
How slow? Usually mobile is force frame limited to 30fps/60fps for lots of android phones for example
turning off post processing might help, iirc it's defaulted to ON in URP
if anyone can help me with asset bundle loading I would appreciate it a lot. I think I'm almost through it:
https://discord.com/channels/489222168727519232/1211466456433299486
Hi everyone. I've been looking online for a solution to my problem but I can't find much documentation about it. I want to access the android phone's call logs.
That's not suspicious at all... but
https://stackoverflow.com/questions/71427493/how-to-access-call-log-permission-android-11-api-30
You need permission, then code access. If it's even allowed.
thank you. that is very helpful!
I am making android apk update pop up using google play in app update plugin, where user gets a pop in app when there is new update available for the app, but in 'AppUpdateInfoOperation' this is giving app not owned anyone know whats the reason
it tells you the reason. You are probably installing the apk directly instead of a bundle distributed via the play store
Easiets way to see why it is slow is to make debug build and connect the unity profiler, then you will see what in your game that uses what resources. And as others pointed out mobile is framelocked to 30fps by default. So if the profiler keeps at a consitent 30fps then it works as it should.
Hello guys
So am about to dive into IOS App store and am about to get a Macbook... Can Macbook air m2 13 inch run unity and xcode?
Of course, I would recomend at least 16Gb of RAM or more if you can afford it.
Can't really afford that... But is the 8GB ok?
It is ok, you might get slowdowns with larger projects as unity is quite memory hungry. But it will work without problems
I have a windows which I use for development 🙂, the Macbook is more like helping me to port to App store
Then it won't be a problem
I know it sounds crazy but that's why am getting the Macbook.. Lol
In summary, am getting it just for Xcode.. Lol
then you will be fine.
Alright... Thanks 😁... Can't wait to experience how the App store is
ok i give up does anyone have a link for a free policy generator for ads and analytics + google play login ?
hey do you guys familiar with this error ? WARNING:We recommend using a newer Android Gradle plugin to use compileSdk = 33 This Android Gradle plugin (7.1.2) was tested up to compileSdk = 32
still not an error
@analog plover still you are not capable with this 🥹
@analog plover Do you know anyone understand this ? please share with me
If you can't find the actual error yourself, post the entire output
It's pretty straightforward. They recommend using a newer version of the android gradle plugin than 7.1.2
Here's a link to where you can find the newest gradle plugin version number: https://developer.android.com/build/releases/gradle-plugin
@boreal sigil Do you know any docs with unity implementation? My version is 2022.3.13f. https://developers.google.com/admob/unity/gradle
Yeah, as others said, install a newer gradle. You can just download it, unzip it, and point to it in the editor (you can change the path to gradle in your editor preferences)
Yeah, that was the case. It was locking to 30 FPS.
But now, I changed the framerate to 60 FPS and now it is locked to 51 FPS.
Close enough...
Gotta love it!
How can I add a permission to the manifest?
hi?
what did you try? "unity android manifest" leads you straight to all the info you need so it's kind of a pointless question unless you have something specific to ask
Hey guys
Pls how do i get xcode.... Am a new Macbook pro user(still trying to get used to the system cuz it's alot different from windows.. Lol) and I need help in getting xcode... So any help?
So i should not download it from the App store?
Doesn't matter. Just get it from an Apple source.
Ok
And also can I install exe files in Macbook?
What are you trying to install? 🤔
Some softwares like Microsoft Office and my unity versions... I already have them installed in my windows but am trying to copy them from my windows into my Mac
Or it's not possible
You need to download them on mac. You can't just copy paste software.
Ohhh
💀
How about my unity projects?
So does that mean I'll lose it?
No. You can move those files. But you should be using version control instead of copying files across computers.
How do i do that
Using something like git and upload your projects. That's not something I'm going to explain step by step.
Oh.. Ok. Ok.. Understandable
Tho i have other folders like where I usually store my app keys and UI assets/3D models... How can I love them to the Mac?
I can still use the github for that?
Put it on a USB key if it's just files
Ok
Hello! We have a project that has Bluetooth plugin and firebase, it's only building on development build, will it affect getting of data on firebase? or affect anything at all??
Hi guys,
we need help, please. Our game is crashing on startup on some versions of Android 10 devices. We've been trying to find the cause of this problem with no luck.
- We've tried the latest versions of 2021 and 2022 LTS
Crashlog:
[split_config.arm64_v8a.apk!libunity.so] void std::__ndk1::__insertion_sort_3<ShadowCasterSortDataSorter&, ShadowCasterSortData*>(ShadowCasterSortData*, ShadowCasterSortData*, ShadowCasterSortDataSorter&)
Hey guys…. So am new to Mac and I wanna installed unity but am seeing silicon and also seeing intel in some unity versions, pls what should I pick??
Am on MacBook Pro M2 13 inch
that's a silicon chip, so silicon
Alright, so is it ok if I download the latest version of 2022 LTS version?
2022.3.21f1
Yes, I give you permission to do this
Alright…thanks
I recently started convering my pc game to mobile, and I'm having trouble testing with Unity Remote 5. I added joystick movement, and it works fine when I test it in the unity editor with my mouse. However, when I test the game on Unity Remote 5 the joystick movement is all messed up and it's not smooth. Also, the latest Iphone resolution on my unity version is an Iphone 12 max pro, and I'm using a Iphone 13 pro max.
Unity remote 5 is kinda bugged to be honest
Use the game editor Simulator option
Do you have access to those devices so you can connect it to the unity profiler? I think it might be a GPU issue, that those devices has a less able gpu than what your game is designed for. Or the devices has less memory so you somehow crashes when there isn't enought memory.
No, we don't have access to any of the devices. The crashing is happening on the production build and Android only. The iOS version works fine.
Do you collect any metadata on the devices that crashes? Like which cpu and gpu, device models so you might be able to see what can be the difference on these devices.
Yeah, I noticed the crash occurs mostly on devices with MediaTek chips
Mostly Vivo, Huawei, Redmi and Samsung devices running Android 10 (SDK 29)
I still think it could be a memory issue, any data on device memory?
Most of the devices have decent RAM (6 GB - 8 GB). The game runs fine on other devices with 4 GB RAM
Can you share any more details from the crash log? Hard to give more guesses, but something with that specific hardware setup seems to cause issues.
vivo crash log from Play Console
pid: 0, tid: 13302 >>> com.RavenIllusionStudio.ADVENTURERSMOBILE <<<
backtrace:
#00 pc 0x00000000048cccb4 /data/app/com.RavenIllusionStudio.ADVENTURERSMOBILE-S1Cgomy-ozHYSBGpCvYCoQ==/split_config.arm64_v8a.apk
If you have no more details I would suggest to try to buy a device of the same model that crashes so you can get more debug details and actually see what goes wrong. Do you have remote config and conditional logging? Maybe you could send a logging instruction to affected users to get more details?
Yeah... I guess buying the same model of the device is the only viable option right now. Thanks Johan
So I'm making this game but i don't quite know how i make this orange object in the center move. I want the player to be able to drag it and place it where ever they want to but idk how I make that. Also because im new with c# i asked chatgpt how to do this but that code didnt work here it is. ```
using UnityEngine;
public class Draggable : MonoBehaviour
{
private Vector3 touchOffset;
private bool isDragging = false;
void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
Vector3 touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
switch (touch.phase)
{
case TouchPhase.Began:
if (GetComponent<Collider2D>() == Physics2D.OverlapPoint(touchPosition))
{
isDragging = true;
touchOffset = transform.position - touchPosition;
}
break;
case TouchPhase.Moved:
if (isDragging)
{
transform.position = touchPosition + touchOffset;
}
break;
case TouchPhase.Ended:
isDragging = false;
break;
}
}
}
}```
Is there a good way to accomodate for different aspect ratios
Hey guys, is there a way to completely disable the Status Bar (Navigation bar is OK) appearing over my app when i slide my finger over the upper edge of the screen?
why
i need help so im making a game but when i try to export it gets this error: Error: Could not find or load main class Files\Unity\Hub\Editor\2021.3.35f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\..
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
how do i fix it
yes its mobile version android
Those errors are hard to debug without more details. Usually you either have the wrong gradle version so you cannot build or you have an external dependency not working correctly. If you can show the whole error message then it might be possible to determine what goes wrong. Can you build the game for any other platform successfully?
Good news, I fixed it , it's because the Android Sdk tools can't handle folders with spaces so I change the download location to a new folder with no spaces and named it C:\UnityEditors and I redownloaded the version I was using and it fixed it
If you have never released a game on the app stores before, it's worth doing for the experience of learning the process.
But this game won't make money, no.
Hi guys, Could someone please help me figure out the pipeline to exactly 100% replicate these animations. Was it entirely done in Spine or is it truly 3d animations. I've also included a slow motion version for y'all to analyse better.
the king's animation could be achieved in spine perfectly. Need to figure out the propeller part where it moves dynamically into different location. Also, the part where the pieces while falling down cast a shadow onto the board if you observe
To me it just looks like a spritesheet for the animations and explosions and propeller thing
Shadows are probably just slightly transparent images
They could have gone all particle systems and physics, but that wouldn't run as smooth on low end devices and those are their key clientele. So they should have just faked it all if they did it properly.
yep tweening an animated sprite along a curve + fake shadows
If you closely observe the slow-mo, the propeller dynamically changes it's direction mid-air. Do you guys think that could also be achieved with tweening animated sprites ?
Your question doesn't make sense to me. You can position the sprite in any way that you want. Nothing says you have to move it straight from A to B
what's the easiest way to build for iphones if i'm running windows?
- get a mac
- use a cloud build service
- use a VM
- ask a friend with a mac
I know android emulators aren't officially supported, but I'm curious if anyone is running on one of the emulators that come with Android Studio. I just tried with 2023.3.0b10, new Android Studio install (2023.2.1.23), and the 3D Mobile Template project, and get this crash when the app starts: "Undefined instruction 0xd50320bf"
This seems to be fixed by installing a newer emulator with the latest OS
Just buy a mac like I did😌
nah, i already bought an iphone (used tho), i aint buying a mac
i have quite a grudge against apple
just setup a VM with macos
Hmmm...that's strange
Help...can someone help me out, so I have android module downloaded with the sdk, jdk and ndk Installed on my new Macbook but when i try building to Android, I get a error about Java home path or something.... So i wanna ask if y'all can help me out
Go into preferences for unity and check under external tools that you have path for all the android sdks. If you could paste the error message it would be easier to determine what kind of issue you are having, there are quite a lot of build error that can happend when you build for android that on the surface looks like java path errors.
You can build to Android on Mac without downloading any sdk stuff on the side
custom installations of things might be confusing it
I've never had any luck going up SDK levels on old Unity versions, I tend to just use newest Unity versions, e.g. API level 33 requirement currently has been killing me on trying to get an update done.
speaking of - anyone know if there's any possible way to test Google Play Game Services from within Unity editor? Or is the only way to dev the calls/callbacks and then run builds?
followup question - I can't even authenticate on my device anymore - this is an old update come in from a new Unity version, trying to make sure leaderboards still work. I just get a status returned; "Cancelled".
I don't know if it's my eyes but I can't find preference over here
I've checked project settings...still didn't see it
no preference section
absolutely nothing.......is that how it is on a macbook?
Preferences is under 'Unity'
Preferences is never going to be under an 'edit' file menu. Usually under File, View, Window, or (on Mac) the app name
ohhhhh...thanks ive seen it
see the error message i get
this is the log
It's the middle error message you need to read and google
ive searched but could not find any solution for macbook
the solution given in that thrend does not work for macOS
Then the problem is also caused by something else
what version of unity are you using?
The easiest way is to simply install to path without whitespaces or apply fix manually like described above.
am using 2022.3.21f1
i have everything installed but yet i dont know why i cant build to android
☝️
how do i do that?...am lost
Which bit do you not understand
the install to path, i already have the android sdk,jdk and ndk installed from the module given by the unity hub...so what am i to install again?
I think you don't understand what "whitespace" is..
whitespace is just a space, your filepaths have 4 lots of whitespace (spaces) in them. It's generally bad practice to put spaces in folder/file names.
My Game Dev World = bad
MyGameDevWorld = good
ohh
lemme try that
so i just need to rename the folder?
are the custom signing keys gone from google play console? before i had the option to upload my own, now the button is gone.
possibly
so i tried it but didnt work
Update: so I had to make sure there was no space in all the beginning folders and luckily..it solves the problem..haha
@fallen compass thanks😁
Yes, obviously.. did you only do the one I pointed out at first ? 😂
Yep😂
Just wanna find out if anybody else has experienced this, basically I've uploaded my Unity game to the app store and it's "Active" under production and "LIVE" according to Google. I can find it via direct link in the app store and have no warnings on my account. Yet I cannot seem to search it at all even when typing the app name + company name. It's been like this for over a week and I am not exactly sure what is happening and Google's support isn't being helpful at all.
Additionally, under Production > Releases it also says that the app is "Available on Google Play"
How long has it been live?
i dont know how to download this, why is it "locked"??
please help idk what to do
Hi, how is it that the dummy store works pre-build but the google tester said that it isn't working.
and here's what the GooglePlay tester sent me, pointing out that the unlock button isn't working.
https://hatebin.com/rpshqhcquu here's the code
Unlock button has the BuySoulPassAct1() function
here are the componets of Unlock button
You can't download it because it's already imported into your project.
It's locked because it was imported as part of a group of packages.
If I were you, to investigate I would have clicked the 'unlock' button and seen what that changed, and then worked out what to do next from the new information ¯_(ツ)_/¯
Have you tested on a device in the same situation as your tester?
If not, why not?
If so, what logs did you get?
On an apk build it is actually not working for some reason.
So use Android logcat to read the logs when you try..
got it. thanks
I tried to make an internal testing release and it worked.
this is so confusing.
I guess I'll just make an appeal.
seems like you need to publish the app first to make iap works
Once you've added the library to your app, build and publish your app. For this step, create your app and then publish to any track, including the internal test track.
https://developer.android.com/google/play/billing/getting-ready
if your first screenshot was in editor, know that all play store apis are faked and you cannot test anything (google sign in, iap, app integrity, ads) that way. Seems like a common mistake for some reason
yeah it was in editor but I it was different on the device that was part of "Internal testing", It showed the normal payment window.
the thing is they rejected the app.
here it shows there's nothing wrong
why would they reject it? 😐
if you are trying to publish (to public) on the 1st apk, the iap most likely won't work yet, thats why they rejected it. but once you publish to internal test, the iap should now works then you can try to submit another apk
so I just need to publish this from internal testing and it will be okay?
should be, but since google already reject that version, maybe you should build another apk then resubmit it
oh, is that a new version? if it is, then yes, you can try to promote it to production
yeah it's a different version. thanks for helping!! ❤️
np
and good luck 🍀
It's been more than 4 hours in this state. Is there any solution?
Please please please help, i have a very very strict deadline and i got stuck on this error for days
@ornate knot Stop pinging people into your questions. Read #📖┃code-of-conduct
I've been building this project for android and ios for over 2 years with no issue and now when i try to build for android i face this
I'm on macbook M1, i have java 17 installed on my machine, and use unity 2022.3
Something could have corrupted during updates, try a clead install.
Clear install ? how ?
If you installed Java separately it could have conflicted as well
2 month ago i was working on a project and i switched to java 1.8 (8) and ever since my android build doesn't work anymore
Uninstall and cleanup anything third party you've installed outside of the Hub and use just the Hub installer for all components, they will be the correct supported version
I have remived every trace of java on my mac and re installed again and still no luck
It might still point to wrong components in the cache somewhere.
I uninstalled my unity editor and installed unity 2021.2, 2023 and the one I always used to use 2022.3.2 from unity hub
Try installing into a clean new location. Not familiar with Mac
Might want to lookup how to cleanup all the remnants of the related installs. If you do it on the clean OS it isually works just fine.
Lookup how to remove everything related to Unity install to cleanup
Then do a new location. Make sure to clean up all installs to be sure all cached files were removed
it may be loaded but it doesnt work, i want to reinstall it but when i press unload nothing changes and the remove button is still unactive
i have build my mobile game to .apk and send it to my phone
but my phone says "didn't install"
There are a lot of reasons that can happen
com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
You'll need to look at the errors in the console for the reason
By itself it just said it failed to add something in android, to figure out what, look at the log
[Adaptive Performance] No Provider was configured for use. Make sure you added at least one Provider in the Adaptive Performance Settings.
UnityEngine.AdaptivePerformance.AdaptivePerformanceInitializer:Initialize () (at ./Library/PackageCache/com.unity.adaptiveperformance@4.0.1/Runtime/Core/AdaptivePerformanceInit.cs:60)
what is that error?
It's an error that tells you No Provider was configured for use and that you need to Make sure you added at least one Provider in the Adaptive Performance Settings.
how is this possible to get so many errors just from switching platform to ios?
then after switching to android im getting this(only one) error
Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs(1160,27): error CS0234: The type or namespace name 'AndroidExternalToolsSettings' does not exist in the namespace 'UnityEditor.Android' (are you missing an assembly reference?)
after i saved the project and trying reopening unity my scene got deleted...
That's one way to get rid of the error messages 😄
I guess you are right. I put so much effort into it now I just give up. I had a feeling it wasn't a good Game
Or just publish it free in github
Knowing how to release an app is still a valuable thing to know. Don't need to wait until you think you have a hit game to learn it.
Publish it on google play, having this up in your portfolio is a dream for a recruiter 😄
Mmm interesting
Also
I put so much effort into it now I just give up
Thats the wrong thought, you created a so called "Hyper casual game" on your own, you learned how to do it, if you ever have an idea that can make money you will have a way easier time developing it
You have an awesome show-off for your portfolio, showing that you can create a game from 0-100 in your own agency, even if it might not be the next candy crush, it still shows that you can develop games.
Thanks sidia that helped me
Fwiw, I'm sitting on a couple dozen complete games, some kinda fun, just because I lost interest in working on them. I do think putting them in the store for a portfolio is a good idea if you can. It'll help you build up that library :).
please help i'm still struggling with this !!!!!
i downloaded java 17, 11, 8
i downloaded android sdk from unity hub and android studio
i downloaded sdk command line from internet and android studio
i changed the folder path to sdk/cmdline_tool/latest/bin
i downloaded new unity editors 2021, 2022, 2023
i unchecked sdk ndk and jdk from prefrences and checked them again
stil no luck at all
Brooo... This was the same problem I had about 2 days ago before I solved it
howww
Am on Macbook pro M2... Installed unity 2022 LTS latest version and i couldn't build for android but I solved it.....make sure you don't have spaces on your Folder that leads to the SDK
Check the folder that leads to the Unity editor, make sure it doesn't have any spaces.... It worked for me ASAP!
this is my path: /Applications/Unity/Hub/Editor/2022.3.21f1/PlaybackEngines/AndroidPlayer/SDK/
See
but i don't have any space
please help i have a very sctrict deadline and i don't know what to do
okay the error changed, thanksss alott.
Hmmm... Tho for me I installed unity on a folder I created
It solved it?
i still get errors about my packagecache idk but the annoying sdk problem is resolved, i'm on macbook, it turns out one of the languages i installed on my pc was my native language (kurdish) and i deleted it and it got fixed
this is absolutely brutal
Thanks. I'll do that
anyone every had any issues with performance for 2D games on motorola phones ? for some reason my project runs perfectly on everything but motorola devices
wonder if its common issue
I need some help with a simple video player app I created for amazon firestick (android). It sometimes loses focus, (goes back to main menu) and occasionally crashes. Is there a way to retain focus on the app window?
That sounds like something you should be asking on a dedicated forum. It's probably too niche for this server
I assumed that mobile app programmers deal with application focus all the time. I also see some apps programmatically regaining focus to their window without user interaction. That's all I need to find out. Something is putting my app to the background and I need to reverse that.
A unity application runs as its own process and only loses focus on user actions or via code, so this is not something we have to deal with. At least as far as I'm aware
An Android keystore lets you store cryptographic key entries for security. Android Keystore can be used to sign your apk, sign data, store certificates, and a variety of other needs. To release your app to a marketplace, you will need to setup the keystore.
@lapis umbra thats the game
Looking good
Hey, idk if you want feedback, but when you put that on mobile the things will be almost impossible to click, give them a slightly larger hitbox than their visuals are 😄
Have a nice day, guys.
I'd like to ask does Max Mediation s2s callback API send notification to user after receiving response from the game's server or does the game's server have to send the notification to the user itself after receiving request from API?
what's your use case? Why would you send a notification to the user? If you want to know if they got credit for seeing a rewarded ad, max has a callback it will invoke for that
the s2s stuff is normally used for your own secure info, for example to track revenue by player
you wouldn't want the client to self-report that (even though it's available in recent versions of max client-side now)
I'm not using a real server at the moment so I can't test Max s2s flow. I understand that when the users finish their rewards ad, Max s2s will be triggered and send a request to my server.
But the thing I'm unsure is, how the players will receive the rewards after that?
rewarded ads will invoke a reward received callback if the player watches enough of the ad to receive a reward. Reward player if it's invoked
So, the Max s2s is just sent some kind of receipt to my server?
if you want (almost) real-time revenue data, yes
I thought they will send some information to my server, the server will validate the ad information and reponse to them.
validate what ad information?
Something like ad complete confirmation, I suppose?
And the server can return, if legit, the rewards and reward amount
https://dash.applovin.com/documentation/mediation/s2s-rewarded-callback-api
I read that the Max s2s is supposed to be "another layer of protection against malicious users..."
If they send the receipt only, it's a big meh
I mean, it's technically true but I can't imagine a scenario where verifying a rewarded ad watch is worth multiple minutes of turnaround time that isn't going to piss the player off
We use the s2s system because we adjust the amount of reward constantly. If you just want to track player revenue, there is an endpoint you can call to just export that day's data and avoid the s2s hassle. If you just want to verify the player should be rewarded, I would stick to the client side callback and not worry about the people who will try to cheat it
Well, in my scenario, the reward ad is a type of currency, so I have to check its legitimation before giving the users their rewards
okay, well first question is: does the player expect to be rewarded immediately?
Like in app purchase and in game currency purchase, no, there'll be a little delay
well this would be for ads only; those you secure differently and have nothing to do with this
Yeah, returning to my original concern, so the Max s2s are just simply "notify" to my server and they don't need a reponse from my server to do other stuffs, right?
correct
That's what I need, thank you for your time and support! 😁
when ininstalling an apk an d re installing the game loads some old playerprefs data instead of starting from zero
how to fix this
sounds like that old auto backup problem
https://forum.unity.com/threads/playerprefs-persist-between-installs-on-android.434886/page-2#post-9381677
ok ill give it a try and a way to clear the backup file already? @rain leaf
Okay thanks for your feedback
hey guys...so i requested for a apple dev account, i got a message from apple saying they’ll get back to me in 2 working days but its been over 2 weeks now and i haven’t gotten any response from them, please does it usually take this long cuz i don’t know why they haven’t replied to me for 2 weeks despite saying they’ll reply within 2 days
you need to buy the latest iPhone
Did you enrol as an individual?
Have you paid?
There's nothing on the Apple site about having to wait: https://developer.apple.com/support/app-account/
When I registered, IIRC, it was just a normal account creation.. no waiting, instant access. Though that was many years ago, it could have changed, but I would expect information about it to be on the above link
Hi i'm new to Unity and I'm struggling to display a 3d text in my object detection apllication. It shows a bounding box with label of the object but instead of the bounding box I want to display the label of the object as 3d text. Please help me.
Huh??
ignore their msg
😂
The last time I did that for someone, few years back, their account fell into a void. They never created the account, took the cash, but it's pending even to this day
I ended up putting their app into our store front, so they don't really care much, but yeah. Apple is funny sometimes.
I enrolled as an individual and after that I got an email from Apple saying they'll get back to me in 2 days after they're done reviewing then I'll be able to pay....but the problem is...I never heard from them again
I haven't paid yet, am still waiting for their reply so I can pay....I've only requested
show this email
Hey new to unity and was wonder the best first steps to creating my mobile game. Appreciate any knowledge that comes my way.
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
also, see pinned msgs in this channel
data now saves in my mobile game
now need to take care of elo score
also made hitboxes of pieces 30% bigger as @scarlet berry requested
Hi guys, in my game I use the OnApplicationQuit method to send data to my backend when someone closes the game.
I have an issue though on Android, when someone "kills" the game (meaning they tap the square and swipe it) this isn't called. I wanted to know if there is a method that would surely be called ? Or is it better to change my overall strategy ?
There's no 100% sure method. For example if the player just switches the Internet connection off there's nothing you can do. Or the phone runs out of battery and so on
i'd add autosave
If you click on those individual errors, one will show you the actual error message from gradle. You might get lucky and its just something as simple as an incorrect password for the keystore.
But it is buried in those logs
i fixed it by downloading newer version of android sdk
I use Firestore and they bill upon the number of reads and writes
In the database
anybody up to test the game?
Youtube is a fantastic place to learn unity
you can use text mesh, but I more prefer canvas + text in world space
Thanks, I'll check it out.
Look
Till date I never got any notification from them
Why not contact developer support and ask?
Have you just sat around waiting for notification? Or have you tried using the dev account?
Maybe the notification didn’t get sent, maybe it went into junk..
Either way, there’s nothing anyone here can do and you should contact Apple dev support
I sent them a message but no reply yet
I don't have access to the dev account yet cuz they haven't replied me for payment and didn't see any notification in Junk(which is very rare cuz for a big company like Apple, i doubt their email will appear in Junk)
I think you should have access to the developer website without paying, but you will not be able to access appstore connect. Can you login to developer.apple.com/account?
Ok so It seems I have access to the developer website but I the payment section it's showing pending
I already contacted customer support.... Yet to receive their reply
For me when I have had contact they usually responeded within 2 business days.
anyone here using the Sign in with apple plugin?
There's most definitely more than one available asset to do this, soe "the sign.." isn't going to garner any help. You're best of contacting the developer of it for help.
i've only found the one, and it's the only one referenced in unity docs
Does anyone know why my android app is often losing focus but keeps running on the background? I'm running it on an Amazon Firestick. Is there a way to fix this?
little showcase
you have duplicate classes because you have multiple versions of a dependency. If you're using the android resolver, delete all dependencies, check for any that linger in Assets/Plugins/Android, and re-resolve
you manually deleted everything? sometimes they won't all get deleted properly
I deleted every jar under plugins/android
then it looks like you have a conflict you'll have to track down. Something is apparently pulling in an alpha version of a dependency, so that might be a good place to start looking
somehow it works now
guys does it possible to use a mobile controller with new input system ?
Not sure what you mean by mobile controller, but the new input system supports both external bluetooth based controllers as well as on-screen input.
authenticating Google Play Game services seems insanely complicated now.. I did this in 2016, didn't need to really update the app since then, but now that I need API 33 I've had to update to Unity 2022, throw out all my old plugins, and get on the official Google one. Whether the old plugin did more or things are just differnet I dunno, but the instructions are all over the place.
I'm piecing things together from a combo of official docs and Unity employees' forum posts
do I need a web client ID? or not? forum post + responders say yes, official docs say no, the PLUGIN ITSELF says no; "if it's only for game services"
the credentials situation, I swear wasn't there years ago, or maybe I just forgot.. but what the hell.. do I need to go into cloud? does my upload key have to match some aspects of the GPGS credential? I need to put SH1 fingerprints somewhere?
I dunno how I did this once because I feel like I need a science degree to get any other status than "CANCELLED" when trying to authenticate. (which, in itself.. WTF is that for a status message)
How do you guys recommend handling modified UI's for mobile builds generally?
For example just having some elements resized and shifted around to more optimal spots. I'm not sure if I should do it on runtime somehow or just have a copy of the canvas for mobile.
If you have a non-mobile version and a mobile version of your game.. then they should have completely separate UI's designed and developed
(depending on the complexity of the UI..)
The cancelled status is just what is getting returned, you have to scroll through all android logs to find the real reason.
this is the proper tutorial to follow.
https://forum.unity.com/threads/tutorial-authentication-with-google-play-games.1409151/
i ran into some issues myself, but trust me - compared to apple sign in the setup is as smooth as butter
also just to add, a few reasons for canceled is : you have to publish the gpgs and add testers for it to work, and you have to login with the tester account, otherwise it will say canceled
Given today's technology, can mobile games support fully cinematic cutscenes? I'm not talking something built using cinemachine. I'm talking a cutscene created in 3dsMax and played in engine.
Thanks for the link and info - the publish and tester is maybe where I've gone wrong, although the confusing part there is that this leaderboard has been "published" since 2016, the current live version of the game (last updated in 2021) is using it currently. But due to credentials seemingly being a little more involved these days, I can't tell whether I'm supposed to be able to hook up tester access to that old/existing leaderboard. Or otherwise how I add testers to that. And wanted to be careful not hitting too many buttons in GPC with trial and error incase I mess up the current live app.
Frustratingly, absolutely the ONLY thing I've wanted to update since the 2021 build is the API level. And the whole tower has come down just due to new Unity version, plugins dying, changed dev-ops environment, etc..
Just ranting now though. Solo dev life (take me back to gameplay programming!)
That would just be a video
That's pretty much all we do in VR all day so I'm going to say yes
(probably helpful to mention that VR is really PC and Android, so definitely can run on mobile). But just be cautious about old devices that don't run 3D as well.
Or yeah, if it doesn't need to be 3D, a video would be your best option.
Yes... Most fully cinematic cutscenes are just videos rendered in a 3D program, and played back in engine.
Got it. Thanks.
sorry I mean like a mobile controller on screen
I plan to use a mobile controller framework, but I'm not sure if it's compatible with my current scene which is using new input system
You have to check that framwork, but the new input system includes ready-made scripts for creating on-screen controllers. I would suggest you to check out those first and if they are not what you want look at other frameworks. Just my thoughts.
seems most of mobile controller framework using the old input system 😩
Either revert to use the old input system or look into using the built-in tools to make your own on-screen controllers.
Hello everyone 👋. Quick question: Does anyone know how to refund test purchases made in TestFlight? We are testing in app purchases in our game in iOS. So far so good, but we want to refund them so we can continue testing said purchases and its integration with other features.
i've got a mobile game that runs in portrait mode and i've noticed that when the touch keyboard appears, it pushes the unity game canvas upwards. i'm using TMP_InputField for the text field and this happens on both ios and android. is there a way to keep the unity game canvas fixed in place when the keyboard appears?
in other words i want the phone's keyboard to just cover the bottom part of the game, instead of pushing the entire game canvas upwards to make room for it.
im trying to develop a game for android, i've gotten to a pre-launch report with google play console, and its come up with 1 stability error and 6 accessibility errors, the accessibility errors are minor apparently, but the stability is whats worrying me
Input dispatching timed out, unityplayeractivity (server) not responding, waited 5002ms for motionevent
quite new to building for mobile so any help is greatly appreciated
Hello! I have a quick question. I have google admob working properly on my editor and when I build the app I can see the real world ads too. However after a day, the ads stopped showing. I did not do anything in the meantime. The banners just stopped working. What could be the problem? I cannot see any errors on the google admob console either.
I'd check the logs on the device when it happens. Assuming you put logs around the return results from the ad request. It could just be there aren't any ads available for you to serve.
Hey folks. I've expanded testing on multiple android devices, and am finding some of them throttle horribly after about a minute of play. At least that is my assumption. Lower-speed devices continue chugging away at 60fps, but some of the faster devices have marked shifts in the time spent rendering. Minimizing the app and going back repeats the behavior. So my question is - how might I confirm the devices are throttling, both on-device and from Unity? Given how 50% of the profiler time is spent doing VSync, I'm not sure there's much I can do?
I've also found some devices may be throttling after 2-3 seconds of not touching the screen? I've not heard of that behavior before.
The yellow being Vsync, this is on a paused scene with nothing going on. Fps is maintained at 60, but the margin available changes drastically based on touch vs no touch.
And I can confirm that in a busier scene, fps is a nice 60 when touching/panning, and it drops to 25-45 bouncing all over when finger isn't on the screen.
Fwiw, sounds like thermal throttling maybe
But thats just a guess. I'd need to see the project to know for sure. Vsync does suggest gpu
Yeah but on some of these tablets I'm positive its related to touch input. When touching the screen the CPU/GPU speed increases by a factor of 2-4x. And it drops when I let go.
Searching online I see scattered reports of this since 2015. But never any way to address it.
There must be a way to address it though. I enjoy plenty of games on Android that don't do this...
Check the profiler hierarchy maybe
Building for 'iOS-simulator', but linking in dylib (ApplePluginLibraries/Apple.Core/AppleCoreNative.framework/AppleCoreNative) built for 'iOS'
Help please, i'm gonna go insane with this shit company
Sounds it needs you to set/change the build target in xcode. It's a not so fun process
On the Amazon Fire Max 11 I get 60fps with 50% Vsync when touching the screen. When I stop touching the screen the VSync vanishes as the GPU Usage triples. The profiler only shows the GPU load as having increased best I can tell.
For the Amazon fire HD10 that appears to be throttling, I'm unable to display even a static tilemap with no user code running. Just seems like this platform isn't very Unity compatible. My much older Samsung Tab from 2019 sits at a stable 60fps with much more going on, despite having half the memory and cores.
I wouldn't be surprised if Amazon slowed the devices down intentionally when no touch is detected, as they were primarily meant for reading, and it would have a strong impact on battery life
Fire Tablets are more designed for Video though?
I dunno, our kids use them for everything. Wife hardly reads on hers. Lots of video, some games, social media apps, etc. I hate Android because every device is a unicorn!
Alright so the tablet throttling was fixed by setting TargetFrameRate to -1. 30, 31, 45, 60 and 61 were apparently bad values for it. With it set to -1 the frametime is only 8% utilized, even with all the lights and shaders turned on. I'd like to target 60fps because input lag on tablets seems really atrocious at 30. There's like a half second lag when panning. Unity UI button clicks seem to frequently get missed. That sort of thing. But, I'll take it for now.
Now to see if that helps with the not-touch throttling tablet..
Sending you positive energy in the hopes if success 🙂
Seems like it doesn't care, and the throttling when not touched is always present. Still, its functional at least. I'm just going to make the targetframerate a value folks can adjust in settings because guessing it for each platform isn't going to be possible.
Oh yeah, I came across this yesterday and wanted to make sure you gave this a shot
https://developer.amazon.com/docs/fire-tablets/ft-graphics-performance.html
IntroductionOptimizing graphics can significantly improve the performance of your app. Graphics optimization includes using hardware acceleration when available, and writing you...
It should be enabled by default though
I am building a kids game, and I'm trying to make a system where parents can track their kid's progress, on the website, not inside of the app. What's is the best approach to do so, without registering in the app itself, but within the website. Basically kid will play the game normally without any interuptions, but parent has to go through registering process any time (not required) to see deep insights about his kids progress. My initial thougths are:
- Expose UDID, unique identifier in the settings
- Parent registers on the website, and he enters that UDID, after doing so (to prevent someone randomly typing a number and spying on your kid) Popup will appear on the app, requesting him to add his username. Thus linking those 2 accounts. Now he can track the data from the phone. Or maybe a RNG number on the phone that he just needs to enter beside UDID like a keycode or smth.
Is cloud firestore the best apporach to writing/reading data? It would be like: how many seconds per level, accuracy, time spent in the app... Any additional advice would be greately appreciated
Oh interesting. I am surprised the enabling of hardware acceleration relies on the minimum api level defined. I actually think mine is a bit less than 11. I really appreciate the info!
Hey guys, I am trying to go through the google play store publishing process.. I made it to closed alpha and then hit the notification of needing 20 testers over 14 days (which is insane). Is there any loop hole to publish or how have others passed this hurdle? The game I am trying to publish is a simple "toddler" game which requires almost no testing... and as a 1 person indie dev, 20 testers is crazy. It sounds like google play has been dominated by larger developers yet again locking out indies? It's also kind of crazy that they block this information off until after you've paid them for the dev account and gone through hours of app setup.
My understanding is Google made the change to help filter out shovelware apps. It has the unfortunate side effect of hindering the Indie market :/ I've read anecdotally about services popping up in China where you can cheaply hire testers to get around this requirement. Though with China banning the App store there I don't know how it all works in practice?
Yeah I'm not sure, I came across 2 services to pay for testing but they both appear "sketchy". One is $30 the other is only like $5. But the 2nd has a "Wait 48 hours" clause which would probably put the purchase past the point of claiming fraud.
Google also doesn't make it clear what the 14 days means. Im not sure if it means 20 unique downloads over 14 days, or all 20 people test everyday for 14 days.
it'll just be 20 unique downloads over a period of 14 days
Sketchy as they may be, satisfying the requirement is satisfying the requirement 😛
Though it will likely result in your app being pirated a wee bit sooner than normal. So there is that.
i had this error during builgning my game, what should i do ?
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
Note: D:\Romain\UNITY\UNITY\projets\EscapeRoom\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\java\com\unity3d\player\UnityPlayerActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':launcher:processReleaseResources'.
> A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
> Android resource linking failed
ERROR:D:\Romain\UNITY\UNITY\projets\EscapeRoom\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build\intermediates\incremental\release\mergeReleaseResources\merged.dir\values\values.xml:10: AAPT: error: resource attr/?? (aka com.DefaultCompany.com.unity.template.mobile2D:attr/??) not found.
* 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 31s```
i have uplaod a game to internal testing to get IAP key. i have also created purchasing script. i have a question regarding this did i have to publish the game on playstore to test its working or not. because when i build apk and tested on mobile its showing the item that you were attempting to purchase could not be found.
Hey there, What version of Unity? What project template did you use? What does your Project Settings -> Player -> Identification and Configuration window look like?
In this case it seems like some resource was tied up. Often when switching from Windows->Android or back Unity borks up and I need to close/re-open to be able to compile again.
unity 2023.1
i'm opening the project ...
Oh, hmm. I've not done significant Android testing on 2023 yet. Is using 2022.3 not an option? I've found it more stable at the moment for anything mobile related.
is it possible to swich version ?
Moving up in version is possible. I don't think there is any way to downgrade aside from manually porting stuff. I recently did that on a project I'd worked on for 2 years... so its possible haha. Not necessarily easy though.
How far along is this project? What template did you start it with?
mobile 2d
I unfortunately don't have that template, or that Unity version installed to compare against. It looks like 2023.2.15f1 is now out. I recommend backing up, downloading it, and clicking to update the project to that and seeing if the problem goes away.
the error still the same on unity 2023.2
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
Note: D:\Romain\UNITY\UNITY\projets\EscapeRoom\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\java\com\unity3d\player\UnityPlayerActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':launcher:processReleaseResources'.
> A failure occurred while executing com.android.build.gradle.internal.res.LinkApplicationAndroidResourcesTask$TaskAction
> Android resource linking failed
ERROR:D:\Romain\UNITY\UNITY\projets\EscapeRoom\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build\intermediates\incremental\release\mergeReleaseResources\merged.dir\values\values.xml:10: AAPT: error: resource attr/?? (aka com.DefaultCompany.com.unity.template.mobile2D:attr/??) not found.
* 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 29s```
Ok let me get the mobile platform installed and just see what it does for me.
I typically just do 2D (URP) Core and deploy to mobile targets from there because my stuff is multiplatform.
don't worry i'm just gonna redo my project on 2023.2, it was not that huge
Well no I mean
2023.2 is a simple click upgrade from 2023.1
Earlier I was recommending going BACK to 2022.3 since it is what I use and I know it works well for android and iOS
Are you using any 3rd party assets out of curiosity?
So yeah just a blank project compiled the Android APK just fine.
Did you change anything in the Project Options?
Hello, if anyone could be so kind as to help me with the app name on iOS. It has over 12 characters and Apple seems to refuse to put spaces between names. As an example let's say the app name is Monkey's World. In store it appears fine but when downloaded and installed on iPhone, it appears like Monkey'sWorld.
I have tried the following in my post process script (this was one of the solutions found scrambiling on Google):
proj.SetBuildProperty(targets, "CFBundleDisplayName", "Monkey's" + "\x2008" + "World"); proj.SetBuildProperty(targets, "Bundle display name", "Monkey's" + "\x2008" + "World");
I do my builds with Unity Cloud if it helps, any help would be greatly appreciated!\
Hello! Im using the Native Gallery plugin to import media content to my app, but i need to implement a validation to check the size of the file before importing it, i tried accessing the path of the file but it doesnt work, is there any way to implement this without creating a native plugin or is there any existing tool that i can use?
For handling a mobile UI with different positions to the PC edition is it better to reposition the controls with a script, make a separate canvas, prefab the UIs, or or something else
I generally make an OS-specific panel on the canvas to contain those controls native to each platform, and control showing/hiding it with a check for being on mobile or not in code.
The space/overhead of a couple more unused panels doesn't seem to be more than a few kilobytes assuming the art assets are the same.
Hey there 🙂
Hoping I am in the good channel..
I am creating a mobile game, and just wanted to know if, when we create a Unity project, there is a reason to NOT chose the "URP" version instead of the classical. because I checked (https://unity.com/srp/universal-render-pipeline) and it seems there are only benefits to use it..
I don't really know what would be better for me to use for my game, it it will better with standard 2D mobile, or the URP version..
Thank you very much in advance for your help !
i have uplaod a game to internal testing to get IAP key. i have also created purchasing script. i have a question regarding this did i have to publish the game on playstore to test its working or not. because when i build apk and tested on mobile its showing the item that you were attempting to purchase could not be found.
ok thanks!!
URP is more flexible and offers better visuals if properly utilized by the developer. But the Standard Render Pipeline can be more performant on slower mobile devices. I've been generally able to get 60fps on a straightforward 2D game on all iOS devices, and 30fps on Android devices from 2019+ with URP. SRP support will be getting dropped in a future Unity release I believe, so I've been focusing on URP for all of my stuff.
Ok so it seems better to go with URP if the SRP will become deprecated in the future.. Ok thank you very much 🙂
Well, I'd say only choice. Maybe not best :D. But that's just me
go for Built In (classic)
your mobile games will be suffering if you use URP
I have met a lot of developers using URP, damn... their FPS was so bad.
so unplayable
only 50% of games are using URP in mobile.
All projects I've seen with bad performance just set up the project poorly tbh. Did you see how the project was setup, or is it an assumption it is because of URP?
And some use advanced features which BiRP doesn't have, so then it makes sense performance is worse.
I once upgraded my shooter project from birp, 60 smooth butter. After upgraded, its turning into 40-50 stutter
2D games, nothing need to be tweaked out
Im not going to debate you, AAA Companies never uses URP on their mobile game, believe it
People asking here aren't usually AAA companies, and I am not sure if I fully agree with newly started projects. I do know quite some indie and AA studios using URP.
And yes URP might need some more tweaks then BiRP, but with the same features I've seen performance be similar.
Urp does give a lot more features out of the box as well, which makes that one time setup worth the time to me
Urp does give a lot more features out of the box as well
and yeah, whats that?
Most of people problems here, they uses URP by default without much reasoning. Then they bump into a wall talking about performance 🤷♂️
Can't blame them actually, URP is advertised as performant on mobile.
Better (or at least more flexible) batcher
Shader graph (BiRP is supported, but not as good) and vfx graph
2D lights is the biggest one probably
ECS for those few into extremes
And stuff like opaque texture etc can also be done in BiRP but iirc opaque texture performs a lot better than grab pass
They aren't major things, and they can be added into BiRP, but that also takes time.
For many these features aren't needed at the start of course
But they should maybe add some sort of onboarding where it can disable features like the opaque texture, or have a better template.
The issue URP has is mostly within the template making questionable choices
guys need help how can i lock the camera and canvas with the player in fps?
I Partially agree at some extent the URP is better. just not all the time.
It also introduce slower build timer, larger build size.
Fair enough, everything comes with trade offs.
I am lucky enough that my PC is fast enough for great build times and build size isn't that much of an issue
What are you saying?....URP actually has the optimization for mobile..lol
wheres the proof?
please dont allow me to debate with another person
Have you actually benchmarked both URP and BiRP on actual android device?
Can you show us profiler snapshot from both URP and BiRP on actual android device?
Here's mine from a prototype few years ago, top = BiRP, bottom = URP.
If you can read it right, while both managed to run at 30 fps, the built in still has much time frame budget for me to add stuff (it's basically just sitting there patiently waiting for vsync).
URP on the other side, was struggling on keeping it at 30 fps, with hiccups here and there. Once I add more stuffs, the frame rate will jump down the sink
The easy way is to set canvas to screen space, and set camera as player's child
I think URP was made with accessibility and marketability in mind, not performance. It's made to impress new users ||(and maybe the higher ups)||
That's why the templates come with everything enabled, post process, and render feature stuffs I cant remember.
It does looks more feature rich, compared to the blank built in pipeline scene, until they built and run on low end android device...
hi! does anyone know why a mobile build is so slow? Mine is about 430mb. I am trying to reduce shaders (the biggest part of the build - separate discussion post). Is there something else that can be causing the slowness or it is just due to size? I keep reading to turn off vSync (which I did) and change frames (which I couldn't find in unity 2022). Any other suggestions?
You'd be surprised though, URP has shown performance degradation for one to one projects on mobile quite a bit, I believe it was primarily caused by a Vulcan issue with URP. I'm not sure if it was ever resolved, but in our own benchmarks for Quest we saw a performance decrease of around 3 to 5%. Added to that the overhead of shader problems, less access to things like weather systems etc, it's high risk / low reward.
I have seen two other people do benchmarking with lower results. I have yet to see a one to one benchmark with a performance improvement. But i also have not been looking and haven't touched it in about 6 months. I would hope / assume it's been addressed since, but I'm not entirely sure since the URP team quit at unity.
It doesn't much matter though as they have been suggesting that BiRP is more or less no longer being worked on for Unity 6. They claim URP is the default (but it actually isn't yet, you have to manually install it, so it's unclear what they mean when they say default).
I suspect though, when you aren't doing a one to one with a BiRP optimized project (I.e. trying to use post processing on mobile) that's when URP can finally shine.
If check the Unity logs on the device to make sure there isn't an error, and do some performance checks (stats pane, and running the profiler to see where specifically it is slowing down). Lots of possible reasons.
It could be batch calls & polycounts & real-time lights. But that's just a guess.
thanks! I am analyzing the profiler and the game seems to un fine on the PC. I guess I need to connect the android device to see the detail. thank you so much!
Also, check the stats pane in the game view... It'll give you an idea if it is creating a lot geometry or batch calls you don't know about
Thank you!!!!
Hi! I connected the profiler to my android device to check why my game is so slow. I am still very new to using profiler. Seems like the player loop is the reason why the game is so slow? Am I reading it right? Any idea on how do I optimize it? thanks!
I also have 2055 batch calls. Maybe it could be the reason for the playerloop being so high?
Oh, read that wrong. Didn't notice the CPU time went nuts afterwards.
Ok so are we concerned with the 30fps operation early on, or where it goes to 15fps and has a 650ms frame time?
Assuming that is when the scene loaded and it died, it has all the hallmarks of the rendering cratering. Would be useful to understand what the scene consists of. What is the end device. Vulkan vs OpenGL. URP vs BIRP. And double check all quality and post-processing options.
thank you for responding! it is URP and Vulkan. End Device is android device (specifically samsung galaxy tablet).
the scene actually continues running just very slow. I just happend to stop it.
the quality is low
Which model Galaxy Tablet? And is the scene 2D or 3D? If you are trying to force a framerate I recommend setting it to -1 as I've recently had issues with that on various Android devices. That seems incredibly bad performance but hard to say why without more info.
How does it run in the editor on your PC?
It is galaxy tab a7 lite. I feel like if it can’t run on this device it can’t run on any phone. The scene is 3D..
How do I set it to -1? I am having trouble finding that menu on 2022 lts
also, do i need OpenGLE?
is it this setting:
Ancedotally OpenGL can run slower than Vulcan, but its really device dependant. I usually let it auto decide unless I hit a problem. Or just force Vulkan.
You'll set the targetframerate in code.
What exactly are you testing here? Is this a scene you made? Is it a demo?
Yes, it is the first scene in a game. But all scenes are slow.
Oh darn. Which code do I need to modify? Is it already an existing one?
Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.2S1bjF/extracted/Drop Down.app/Frameworks/GameKitWrapper.framework : 0xe800801c (No code signature found.)
f*cking apple, i swear to god, making my life 100x more difficult.
Anyone has any ideas? xcode - it builds the app, but fails to install it, even though the app was installed on the connected iphone.
The framerate thing is just something to confirm as it may introduce a performance penalty. But you don't seem to have a good understanding of what you are testing here, so modifying it may be challenging. If this game scene wasn't designed to run on mobile, it generally won't have good performance. It is why I've asked for more information about it, including if it even gets good performance on your PC.
It runs very well on PC. Runs well on MAC. All the assets I use are for mobile. The file is big 500mb, guess I don’t understand what is causing the lagging issue.
So you put together the scene from a collection of mobile assets? Is any code running at all?
does it use any post-processing? Lighting? Lighting is particularly challenging on those lower end devices.
Haven't run into that one before. What version of Unity, Xcode, iOS, etc? Usually those are important in finding a fix 😦
2055 is very high for mobile, you should aim below 500, under 300 is ideal for average devices
Try merging textures into texture atlas, share materials as much as possible.
Lower dynamic/realtime light count as low as possible (3 can be too much for low end devices)
Bake static lights (and shadows)
I am using 2022.3.22. For Xcode it is 15. But I haven’t ran on an iPhone yet just Mac which works fine
So all those can reduce batch?
What about shaders? My urp shaders are huge!!! They take most of my build size. Specifically lit and standard lit
Hopefully 😅 .
Im not sure about why urp shaders could take up a lot of space, they usually less than 10MB, check your build log and see if its really shaders.
Usually its the textures that take up most of the build size.
Yeah it’s shaders. Textures used to be it but I reduced
🤔 interesting...
I'll add that to the "reasons for me to not use URP list"
What kind of shader is it so it can be bloated like that if I may ask? Maybe you can make a more simpler one
It is lit.shader . I am trying to upgrade things to simplelit but somehow lit keeps popping up and it’s huge!
You don’t use urp?
Not really. Since researching the topic and modifying my project, I have not had issues with shader sizes in URP mobile apps Like most things though, it requires study and understanding to configure properly.
URP is much more powerful, but it could certainly use more documentation and examples for proper configuration on low-end devices.
URP loads a number of shaders by default with the core project templates. They can use about 150MB of memory, but don't slow down the scene unless they are actually used or the device is running out of memory. Why do you think shaders are the problem for your application?
I usually view shader memory consumption in the Analysis->Memory Profile, done on-device, not in the Editor. And my understanding is if the shader isn't listed there, it is not a concern. Just a glance at my current project shows about 2.1MB of shader usage - assuming my understanding is correct.
Got any proof on this? People keep saying that URP is more powerful but none of them actually give any proof, like side by side profile/benchmark from actual low end device
I'm not talking about benchmarks. Powerful in the sense of feature set, capabilities and configurable options. The shader pipeline can handle much more, but obviously at the cost of performance and with skilled hands guiding it.
My perception is URP takes a lot of hits for misuse more than anything. I just provided an example of a URP project only using 2.1MB of shaders. This is counter to Miamia's claim that URP shaders are huge...
Yeah, that URP shader size is something need to look at
Its weird... I ve seen more complex shadergraph and its rarely reach 20MB
Miamia hasn't gone into much detail on this project/scene, so who knows.
It could just be a misconfigured set of shader stripping settings.
When I researched why URP might be of benefit to my project, I landed on enhanced sprite Atlasing and enhanced materials batching. I make use of those, and without them would lose significant performance.
One of the assets I use also heavily leverages HLSL and the shadergraph. I realize BIRP got this now too, but it isn't compatible. So for me URP is better.
Only when my client already use it 😅
Looks like someone did benchmarks - https://colorful-flyaway-e2f.notion.site/Unity-URP-vs-BiRP-Benchmark-2-0-5abdbae0887744e3bc94edadb967e960
It shows them as the highest percentage of my build. Hmm I cant find analytics on my device. I also don’t use android much 🙂
Analytics are in the editor, and you then connect to your device.
windows->analysis->memory profiler.
Where are you seeing the percentage of build size consumption?
thank you! I appreciate all of you helping!. and you are right it doesn't look like shaders actually take all of the memory. "i think.."
Could you perhaps show an editor view of the scene so we could gauge what kind of impacts various things might be causing?
sure! so you want me to just play on PC with profiler or?
Just want to get an idea of what is on-screen when the android device is struggling at 10fps.
yup. do you want me to play the scene with profiler on on PC?
Don't need the profiler no.
Does the scene utilize LOD?
Trees really need to be billboarded for mobile. Anything far away should get fog and billboarding or be culled entirely.
Hard to say if its taking place there.
I've heard unity terrain is also very expensive for mobile rendering.
In the...asteroid scene, is that individual lights on some structure in the bottom right area?
I can check on that. I am using Gaia URP. I can load one of my other non terrain scenes
I have Gaia but only really profiled it on PC. Always expected it would murder mobile devices.
I actually don't know...I need to check
oh no!!! I am communicating with developer and they see to say it is fine
Let me check a non terrain scene that i have
Yeah but keep in mind Gaia has dozens of sliders that would directly impact scene performance. And, out of the box unity has poor built-in culling. So I've always thought to get decent performance on PC would require implementing my own or utilizing an asset for it.
bingo
so...every scene with terrain slow. the two i showed you are slow. Also every scene that uses Umodeler is slow
You likely need to reduce the render distance significantly, and add a fog to help cover up objects as they pop in.
scenes that don't use that seem to be fast
I don't know anything about umodeler and its performance impact.
I think I know the author 👍
Oh yeah? Are they reputable?
Also please see this thread: https://forum.unity.com/threads/terrain-is-too-heavy-for-mobile-phone.1519783/
thank you! I have no idea how to do that but I will look into it. thank you so much I really appreciate this!
Of course
But even though his benchmark shows urp and birp performs almost equally, he still prefer to use built in pipeline
Yeah that is fine. Everyone has their preference. Given BIRP is EOL, it just doesn't make sense for me to master it. And URP gives me specific advantages. Without a clear "performance is worse" I don't see why I'd favor BIRP at this stage.
For me the important thing is we now have at least a few data points showing performance pairity for folks interested in such things.
anyone know why this gives a read-only path error? (android)
string path = $"{Application.persistentDataPath}/savegame.dat";
Debug.LogError($"Trying to save to {path}");
string saveData = $"{money}";
File.WriteAllText(path, saveData);
Reading and writing on Android/iOS is really tricky. Let me pull up some code I use.
#if UNITY_ANDROID && !UNITY_EDITOR
StartCoroutine(LoadSettingsFilesFromStreamingAssets("GameSettings.es3", false));
#elif UNITY_IOS && !UNITY_EDITOR
LoadDirectiOSSettingsFilesFromStreamingAssets("GameSettings.es3", false);
#else
LoadDirectiOSSettingsFilesFromStreamingAssets("GameSettings.es3", false);
#endif``````
Looks like at some point I settled on the same method for iOS and Android.
{
string sourceFile = System.IO.Path.Combine(Application.streamingAssetsPath, fileName);
string destinationFile = Application.persistentDataPath + "/Settings/" + fileName;
string destinationFolder = Application.persistentDataPath + "/Settings/";
Debug.Log("--==Mobile Handling of Files==--");
Debug.Log("Source:" + sourceFile);
Debug.Log("Dest:" + destinationFile);
// Create the Levels folder if it doesn't exist
if (!Directory.Exists(destinationFolder))
{
Debug.Log("Creating " + destinationFolder + " folder.");
Directory.CreateDirectory(Application.persistentDataPath + "/Settings/");
}
else
{
Debug.Log(destinationFolder + " Folder Exists");
}
if (File.Exists(destinationFile))
{
if (eraseFile == true)
{
Debug.Log("Deleting File");
File.Delete(destinationFile);
}
else
{
Debug.Log("File Exists, Aborting.");
return;
}
}
Debug.Log("Copying new file..." + destinationFile);
string firstLine = File.ReadLines(sourceFile).FirstOrDefault();
Debug.Log("First line of file: " + firstLine);
string content = File.ReadAllText(sourceFile);
File.WriteAllText(destinationFile, content);
Debug.Log("Writing file");
}```
I wanted a way to scan the persistent data folder, and delete anything in it, then copy over files fresh
fyi use
//code here
for formatting
ill see if i can get this working
Ok thank you. I post code infrequently and couldn't find the method on google or the sticking. Argh.
This has been tested with several Apple devices, and about a dozen Android devices. So far no problems that I've seen.
isn't this more or less what im doing?
or have i missed something?
I'm trying to determine that. Small differences caused issues here. Maybe the destination file needs to be deleted first?
THANKS SIR
It does look as though everywhere I'm doing something where files could exist, I'm deleting the old files first.
Or checking if they exist and leaving them alone sort of thing.
You might run your code and mine and see if the paths somehow resolve differently.
im testing them both now
I also never got coroutine file interaction working on mobile devices. Only on PC. Mobile is very finicky about file access for obvious reasons.
It may be that you can only operate on files within folders in the destination folder too. I can't recall if that is why I ended up with subfolders for everything.
same error
Hmm... what device and version of OS?
This appears to be Android given the live debug view?
also everytime i hotpatch to my phone it gives a build failed error but seems to copy fine anyway (not sure if this is related though)
Can you show the results of printfs of the source and destination directory.
Oh.
I never patch.
Maybe its just me, but a full rebuild/load is necessary for good confidence in what is going on.
I realize that is a major issue for folks with slow computers. Had to really build a super computer to do this effectively 😦
for some reason my phone refuses to let me copy from my pc so i cant copy apks reliably
ZTE P652 (Android 11)
So I just select my build device, and Build and run
I don't click PATCH or PATCH and RUN
I'll do a quick run and see if I can't copy out what the log looks like for my file manipulation here in a minute.
i uh. hadn't tried build and run. dont know why i hadn't but that fixed it
thanks.
Oh wow awesome.
day 1 mobile dev momento
The iOS build chain is a real pain... having to do it on another PC and manage all the crazy Xcode mess. Worth it though I think in the end for most people.
If you ever run into problems there maybe I can help too.
you need a mac for ios development though dont you?
Legally speaking, yes that is correct.
However, there are some mechanisms now for building in the Cloud I think.
I should probably look into those at some point.
“Crazy Xcode mess” 🤔
One of the more recent Xcode/MacOS releases is necessary for building iOS17, and if I'm not mistaken they've just about EOL'd intel based macs. So I'm going to need a new build path soon.
ill probs get the hang of mobile with android then buy a second hand mac at some point, i literally bought a android for mobile dev anyway
Builds in 2021/2022 were broken for a year. Massive forum thread on the matter with hundreds of posts. Glad its all better now, but that was not fun. Now its just that Xcode/MacOS update too frequently, requiring being spotlessly up to date for compatibility reasons.
can unity (c#) compile to ios or do you need to learn xcode?
I find with Android I just click a button and deploy on any device in the last 3 years without incident. Versus building on PC, copying over to my Mac, opening in Xcode, fixing things, recompiling which is slow, and then debugging from there on-device only to find out iOS updated last night and I need to update Xcode and my MacOS version.
Hope that makes sense.
Been building iOS and Android for years , never had an issue with Xcode. Not that it didn’t happen, there’s obviously a thread of evidence but it wasn’t affecting everyone
Android gradle is the worst thing about mobile dev
Gradle errors do seem to plague way too many newcomers yes.
Unity builds an Xcode project, you open that and build for iOS. Don’t need to know much Xcode
I’m far from a new comer.
so its Unity(c#) -> Xcode -> ios app
I wasn't implying you were. My observation here is that many newcomers are affected though.
For hobby things you don't need to know much Xcode. But for a sellable product you'll need to go a bit deeper. Also owning an iOS developer account and signing is the basics for hobbiest development. But the iOS review process can snag you up on a number of issues you'll want to understand Xcode more to avoid or fix.
Shouldn’t be copying anything over to Mac. Use your version control to have the project on the Mac.
:nod:
I literally confirm iOS compatibility every major release at this stage, so its not in my critical path workflow at all.
here is the thread in question: https://forum.unity.com/threads/xcode-build-error-after-upgrading-to-2022-2-0.1371966/
In any case, it is addressed now and I am happier for it 🙂
What annoyed me perhaps more than the errors, was how broken submitting a Unity bug proved to be for several of us in that thread :/
Ah, I don’t touch tech streams.. especially not for production
It affected the LTS version when it went live too.
MacOS 14 supports some intels devices still btw
I’m expecting my work Mac mini to need replacing with MacOS 15
About a month ago when I last tested, I needed the latest Xcode to build for my iPad Air 3 on iOS17.2 or so, and that required me to upgrade to the latest MacOS as well. It was...unexpected how tightly coupled everything is.
Yep, frustratingly so
For a while I was able to just manually copy over the lastest Xcode definitions to support new iOS versions. But they appear to have gotten rid of that.
But happens once a year
In any case, its not a huge rant or anything. Just an observation that iOS development requires a Mac and a few more steps that can be difficult to work into a workflow. I prefer to develop on PC/Android and then periodically test on iOS to make more efficient use of my time.
Ditto, but because my main machine is Windows
And, I find, less issues crop up on iOS if I dev Android first.. rather than the other way
Oh yes, I agree that iOs is faster and more stable when I actually get to testing on it.
Have you ever tried the Cloud building that is offered?
No, it’s too slow for me and I’ve access to a Mac
It was occasionally used by other devs in a previous job.. there could be a wait of like 30mins
Dang. Well, good to know.
When I travel I use an Alienware Laptop so... not really possible to build unless I utilize something like that.
That was ~5 years ago, no idea if anything has changed
Someday these EE tools that cost tens of thousands of dollars need to get with the times and support Mac haha...
I’d setup remote access to my Mac if I needed to build away from home
I’m already doing Remote Desktop locally
I don't generally leave anything powered at home when I travel for long periods of time. And don't always have access to reliable data.
But I understand in some cases it would work, yes.
I'm trying to rebuild the project, and ran into another issue i had before :
I have two entitlements files exported, and before i would just select the first one to go around the error, but I think i should fix it. Any ideas? Unity exports the xcode project like this, so i'm not sure how to manage with the two files
I'm really not sure. From your last post it sounds like it is building, just not loading on the device to run? I often have to tap-hold-remove the app on my iPhone before loading it again if my Unity, iOS or Xcode version changed, or a lot of time has passed, so you might try that. Or reboot the device. Sometimes things just gum up and prevent loading it.
i'm trying to rebuild the whole project to see if it helps with the last error, and maybe this was the issue (the entitlements files). I'll maybe try to merge the values inside the files, this is quite annoying.
to answer your last suggestion - unity version is 2022.3.10f1, xcode version is the latest and macOS is also the latest i think
at this point i just wish apple didnt exist
why does this have to be like this, why can't i just have an executable file built without having to buy a freaking mac and an iphone and deal for two weeks with all the bullshit. sorry, i'm just so frustrated with all of this
Oh, yes I certainly understand. With my daytime profession as a EE/Firmware guy, I say that all day long regarding dozens of development platforms that cost far more than a Mac and MacOS... If this was easy then everyone would be doing it.
what platforms? I'm quite interested. It is true about everyone doing it, but it still is needlesly complicated, and all apple's fault - android does it way simpler without the need of stuff like xcode
Don't want to get offtopic, so PM me to discuss further. I'll just post a short summary: Siemen's PADS and Altium for board design are the priciest ones. IAR/Keil licenses are also pricey, and I use them across several platforms. ADI's SigmaStudio and Realtek and Parade's Configuration Suites (the cost is shifted into the expensive ICs). MPLabs XC. And then a smattering of free yet borked toolchains that you are forced into using like Simplicity Studio, E2 Studio, anything Infineon/Cypress, and Nordic's Zephyr platform. CubeIDE and CodeComposer are ok, but the HALs are buggy. I've also been brought onto a project where a replacement embedded-IntelAtom toolchain was developed for well into the 6-figures, and within an hour I discovered its an order of magnitude slower than the toolchain my team developed over a decade ago. I don't see how we turn that one around into a success just yet...
Any luck with things?
Any seen issues with Android builds having touch controls feeling pretty good in a build that went direct to device, but when published in an internal testing track, the controls go jittery and unplayable?
isnt that fps problem?
Hello @proven solstice,
I'm the developer of UModeler, and I'm sorry to learn about the slowdowns you're experiencing with UModeler objects in your scene. To assist us in diagnosing and resolving the issue, could you please share how many UModeler objects are present in the scene?
Additionally, it would be helpful to know whether the slowdown occurs consistently or under specific conditions, such as when running your project on a mobile device or PC.
Could you also verify whether the 'Don’t Save In Build' property for each UModeler object is enabled in the Local Settings tool? You can find more information here: https://umodeler.github.io/MiscGroup/LocalSettingsTool.html.
Lastly, knowing the versions of Unity and UModeler you're working with, along with any video clips or screenshots of the issue, would be greatly appreciated. This information will greatly aid us in providing you with the best possible support.
60 on each
elaborate on your control jittery
jesus christ, sounds like a pain in the ass to have to work on so many different platforms.
nope
I've recently discovered that many Android devices handle framerate limiting in ways that can severely impact fps and control latency. For example I have a bunch of really old 2019 Samsungs Tabs that get a solid 60fps when using Application.TargetFramerate = 60. But then some newer/faster Amazon Fire HD 10s that still manage to hit 30fps, but assume 1-2 seconds of input lag. If we set them to TargetFrameRate -1 they get 60fps and no input lag. At -1 the HD10 runs at a nice 30fps with no input lag, Trying to force it up to 60 causes problems. I have a latest-gen Samsung that sits at 30fps unless we force it to 60. It has left us unsure how to anticipate issues and adjust accordingly. We may need to let the player decide for their own specific device what framerate to try.
Many Android models also seem to significantly increase clock speed when the screen is undergoing a touch. We'll observe significantly improved performance until the finger is removed. This can cause some interesting issues as well. It is the opposite on iOS devices, where touches generally halve the framerate for the moment of touch. Lots of fun trying to look out for and handle these edge cases. Figured I'd mention these, in case you weren't aware of them and they happen to be influencing your performance problems.
You might try pushing a dev build with logging through the testing track as an experiment to see if the process introduces some config change you weren't anticipating. And it'll let you gather all the profiler data you need to hopefully isolate and fix it.
Whenever im saving something in my game I get this popup:
Any way I can disable it?
I'm not really sure what I'm seeing here. Before saving the game, does that box element exist at all? It appears to be something you added as a part of your UI. What controls the display of data there in normal operation?
It almost looks like you are using an asset for the UI. And perhaps that asset has a diagnostic/debug overlay that is getting enabled by the saving operation since they tend to spit a lot of stuff out on the Debug Log?
Its native ui element
Give me a sec, I will send you the code responsible for saving data in my game
now , when im looking at this
issue is probably this guiutility call
and I have no idea why I have it here tbh
gona try to remove it and test again
That would seem to be the culprit. I don't know what the GUIUtility is. Haven't used it before.
Any ideas on how to go through iphone logs and filter all the other bullshit? ADB logcat makes it easy on android, but for ios - if the app is not run through xcode, the logs are a huge mess that is impossible to read and debug.
preferably on windows
I had no idea about this! That's awesome advice, thank you. I'll try a -1 default and allow some other options in settings. cheers!
Yeah I've been wondering if part of the issie is the way my logic is handling the touch phases (up/moved/down) and whether some of that is coming through unpredictably when published. It's only a recent issue too. I'm updating a game first launched in 2016, wa always perfect on Android back then (and since). I'm still usuing an S7 as a baseline test device to ensure I haven't messed up / decreased performance. And this jittery control issue is just a brand new random thing that's up since moving to Unity 2022.x
Are you using the legacy Unity input handling, or did you migrate to the new model? That may be something to investigate. My game largely uses the built in UI events for button handling, and then I get touch inputs on Update to allow scrolling the screen, zooming, etc. But nothing unusual aside from up to 2-second input lag if the framerate is fighting the OS.
the S7 has the same Android version too, so I'm thinking it must be a change from the new APIs (updated at both low/high end), or something new that happens to the published code.
Still OG input model. I was trying to change as few things as possible, but yeah it is an option.
So I'm assuming you connect the android device to the PC, uncheck Development Build, and then build/run on your device to test?
Another theory was maybe Rewired (only there for controllers) is messing some stuff up in the touch control.
You said this isn't happening when you test so the first step is to try and identify what is different between the two.
Yeah if I build&run, it's perfect. But I build an app bundle, upload it, install via internal testing - wonky controls.
Earlier I suggested you enable development mode and profiling in the app bundle for testing. Is that possible?
Connecting the profiler and looking at the results may point you in a direction.
Yeah it's another step I'll try soon, good advice.
There could be all kinds of hidden issues. I was a lot worse at coding in Unity in 2016, and I've not really done any major refactoring
Hey is there any way to official port unity program to mobile ?
The Unity editor? No
Make a build of your game to mobile? Yes, Unity can build for mobile, hence this channel.
Why not ?
Well look it's already can be work on emulators so why not ?
https://youtu.be/yzXckUdrWsk?si=CsFgSE0iosCt5Zyj
Disclaimer & Copyright :- This Video is only for Educational purpose. I ( Tech & Tips with King ) or YouTube Will not be responsible for anything. The Software/Windows use in this video is Fully licensed and Paid Version. And I ( Tech & Tips with King ) not promoting any illegal Software/Windows or Free Software/Windows. The Videos is only Tutor...
anyone else encounter this building the project for android?
ive been waiting but i dont know how much longer it will take to finish
Because it's not something that you can do? Unity requires a lot of resources to run, and a phone isn't going to cut it. But if you think doing some work around is going to work for you, then go for it.
ok thanks anyway 😅
better to install godot
godot has an official editor for android
I can barely work with unity on a 14 inch laptop screen, there's no way anyone can work with unity on a 6 inch mobile screen
Yeah is just an emulator that can run pc games and programs i hope just they do it someday in the near future
Is already on my phone installed (learn currently how to use it)*
whats the best thing for logs? Sentry, or the Unity Advanced Crash analytics (which seems to use Sentry..) ?
when i have a game which is for both pc n mobile
and i have mouse click left for attack
when i switch to andriod
and play the game tapping anywhere on the screen causes the left click event
any fixes?
ping me on reply
What do you mean fixes? That's by design. A touch is the same as a click. What are you wanting it to do?
Well in that case I need to make 2 different scripts ig one for pc and for mobile I'll make a gameobejct to cover half the screen that would take the input
I have tried multiple times, installing everything, cleaning up everything, including java, android n unity . but I am not able to build a plain simple mobile 2d and mobile 3d templates. If i build other regualr ones, they work. Error is
Probably the SDK is read-only
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2022.3.22f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
I googled, no answer seem to fit why a simple blank template woul dnot builf
I am on Android 9, can I open my APK file with unity 2023 build ?
assuming your apk was built with min sdk <= 28, yes
Hi everyone, I am very new to unity and just started making my first project. I encounterd a problem related to object size. I started the project with android build setting, then, I wanted to change to iOS so that I can release the game in both platforms. The problem is that in android, it looks perfectly fine but as soon as I change the build setting to iOS, almost everything become much bigger and out of place like the second screenshot. I have been googling for two days now and getting nowhere... I would really appreciate it if someone can help me out!
Hey everyone, I don't know if it's the correct place to write that but do you know some good resources/tutorials/tools on how to create content for the play/app stores ? I find it tedious (but that's probably normal) to create many screenshots of many resolutions.
Is there a single format you can use for your customized images ?
Your scene view for Android is set to a resolution and has a scale of 0.89.
Your scene view for iOS is set to free aspect and has a scale of 1.
For mobile you’re better off using the device simulator. On the scene view click the ‘game’ button and swap to the simulator and change the device to a mobile
Get an asset that will take all the different resolutions in a single click. I think the one I use is xARM or something like that
Yeah I have that actually, what I don't want is customize all those different resolutions
by adding text or highlights or w/e on them
Then don’t
Thank you so much!!
Wanting and having to do are two differents things, hence my question. If you don't know it's not a big deal
If you’re doing it in Unity, just anchor the store UI correctly and use the asset for screenshots.
Out of Unity, make it at the largest size and then export at the various sizes. There’s no need to keep making/ customising anything
That's very smart, I'll do that thanks
Hey, what's the best way and easy to make my game scale on all screen sizes of mobile?
wise use of anchors and layout groups
thank you
@tired lily sorry for the ping, but should I worry about it now or once I'm done with my game?
do you want to rebuild your UI after you're done with the game? Build your (non-prototype) UI with it in mind
I made the UI elements to be scale on screensize
but regarding the ACTUAL game, I should use anchors and layout groups?
I'm trying to figure out why Unity isn't finding my JDK when I try to build. I'm thinking its related to these warnings, but I'm at a loss as to what is actually wrong, but these paths exist and the contents look sane to me and I just reinstalled unity and these modules via Unity Hub
ui element scaling is just one of the pieces of the puzzle. You're already using anchors, but if you haven't been tweaking them it's probably going to be wrong for UI that doesn't match your aspect ratio
gotcha
restart Unity, uncheck the settings, and try building again. Unity seems to use the wrong path in some cases if you've had other versions installed. If that doesn't work, time to dive deeper
I've restarted it several times now, including after a fresh reinstall. I'm trying to figure out what to dive deeper in, but the unity log doesn't say what its actually checking and failing to find
as stupid as it sounds, the check/unchecking of those settings matters
so I do mean to literally restart Unity, untick all those settings and leave the path the exact same, and try a rebuild
nope, unchecked them, exited unity, reopened project via unity hub then tried building but got the same error
what is the actual error?
I remember there being some bugs with the version that gets installed, maybe this will help you: https://forum.unity.com/threads/unity-2022-open-jdk-issue.1385163/
I showed it before but...
hmmm that looks possibly relevant though I'm definitely being weirded out why it was broken on just this computer... I've built succesfully at other computers using this exact unity version installed via the same mechanism
Oof... looks like unity hub is installing the wrong version completely
hiya! I'm getting a majorly annoying problem with my asset bundle.
after creating the asset bundle and verifying that the files I want are in the manifest, when I try to load them, arbitrarily some files are always not able to be found.
actual example:
Assets/Resources/Stories/Art/Sentences/Art_Sentences_EnglishNZ.csv can't be loaded, but
Assets/Resources/Stories/Count/Sentences/Count_Sentences_EnglishNZ.csv can
so, it's not a path length thing.
I use the same loader function to load everything, and it's the same class grabbing both files.
does anyone know what might be causing it?
Hi! My mobile sprites are super blurry on mobile. I was told to turn off mini maps but that didn't do anything for me. Any suggestions? In my build settings I override texture to 128 size. thank you!
Hey there. For sprite art it’s recommended to turn off bilinear filtering.
Generally I use point on everything to keep it nice and sharp and avoid artifacts.
Another thing I’d recommend, is learn how to make atlases now and use them. You’ll ultimate set the atlas up with its own settings is why. Atlases should reduce disk and ram usage, and is generally faster by allowing more efficient batching.
I’d also look at your default tab and make sure compression is off. That’s another setting that doesn’t play well with sprite artwork.
Hi all I have problem analyzing mobile memories. Can anyone explain what are included in the profiler memory module's "take snapshot"? I'm confused because the values in snapshot do not sum up to the same as any of the "Used total" values in memory's simple view, I suspect something is missing in the details.
btw I'm using unity 2018.4
Does anyone know how to change Android App Icon dynamically with script? I know it's possible because some apps like reddit and github does it on Android
I wanted something like this but for Android: https://github.com/kyubuns/AppIconChangerUnity
why dont you just turn on the recommended checkbox
because it was NOT working. having dug deeper into the issue, it looks like unity hub installed the wrong version of the JDK (1.8) instead of the expected JDK 11
Hey is there anyone here that can give me feedback on my resume?
Hey- can somebody help me fix this issue? Every time I build an Android APK, I come across this error. I've tried everything from reinstalling to manually downloading the SDK, but nothing works. I've also tried redoing OpenJDK, but it just gives me more errors there.
java.lang.UnsupportedClassVersionError: com/android/sdklib/tool/sdkmanager/SdkManagerCli has been compiled by a more recent version of the Java Runtime (class file version 61.0), this version of the Java Runtime only recognizes class file versions up to 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:763)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:467)
at java.net.URLClassLoader.access$100(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:368)
at java.net.URLClassLoader$1.run(URLClassLoader.java:362)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:361)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:349)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:495)
Error: A JNI error has occurred, please check your installation and try again
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Exception in thread "main"
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
I think you have maybe jdk 8 installed on your system and unity is using that one instead of the one that is bundled with it. Try to update your systemwide jdk to jdk 11 I think that should solve your problem.
Try to put the API level to highest level then run the build and unity will ask you to install the newest jdk
thank you so much! I have been searching on doing sprite atlas for 3D games but it seems like the feature doesn't exist? It tells me to go to create>>2D>>spirte atlas but that is no where to be found in my unity version 2022 LTS. Does that work with 3D games?
Oh, I haven't looked in a Core 3D project. I assume you are 3D URP? Let me go check.
Ok, so in a 3D Core project, you'll need to install the 2D Sprite package to get Atlassing.
Hello everyone and good work. In my game, my character has a sword and a shield, and as I increase their level, they emit colorful steam. I add the particle effect of this vapor with code, and after adding it with the code, it throws the mesh of the object into the mesh renderer. When I try it in the editor, I do not have the slightest problem, but when I download it to the phone, the particle effect is added, but it does not cover my item. I think the reason for this is that the mesh renderer does not add the mesh of the object into it. If anyone knows what you think or knows the reason, I would be very grateful if you could help me.
This screenshot is from the editor. It covered the item as I wanted.
This screenshot is from the phone. If you look at the sword, particle effect has occurred, but since the mesh render is empty, it does not cover the weapon.
If I add the mesh into particle effect manually, it works normally as in the screenshot. But I don't want this, I have more than 60 weapons in the game and there are 4 types of steam colors, this would be ridiculous.
I'm very close to finishing my game and there are such problems. I would be very happy if someone could help me and tell me the reason for this problem. I don't understand whether it's not working as I wanted because I didn't set the Android settings properly. I would be very grateful if anyone who knows could help.
js saying the character kinda looks like roblox rthro xD
quality level, but shape and .. everything else, nothing like roblox
thank you! finally found it! yes, i am using 3D URP. I also updated my sprites to turn off billinear filtering. They are still pretty blurry. Do you think the sprite atlassing will help with that? these are the settings:
What does this have to do with roblox? Isn't this kid cute?
its a good model xd
😄
What does the build settings look like? You aren’t setting things to half resolution there by chance? Maybe share a screenshot of the blurring?
Oh I see the comment in the screenshot you provided saying the max texture size is limited to 128 in the Build Settings. That is probably causing the problem as most textures would be above that.
I am actually setting to half resolution and compressing everything to 128. Is that a bad choice? Trying to also shrink my game hence doing that
Btw the atlas after creation and dragging the sprites should be done automatically right? I see some people on google use code and other not. Prefer not to use code. Does the scene automatically know to use it when I call the sprite?
Well yes, that is a significant amount of compression and would naturally make things blurry. There are always tradeoffs. Atlassing won't "fix" anything like this. Its just a small performance gain. You drag the sprites onto it, configure it how you want then click preview to generate the packed atlas. The engine does the rest.
Oh nice! That's pretty simple. I guess in my case it must be the low texture size for the blurry. Of coarse it was great when I increased the size. Need to play with it. Thanks for your help!!
I'm trying to make GPS work on my phone but the LocationService is hanging on Initializing
I got perms enabled, tried both fine and coarse perms and changed the LocationService parameters
I've tried it using handheld as well as an emulator and I'm still getting it to time out
(The emulator timed out with prebaked GPX data)
IEnumerator Start()
{
if (!Input.location.isEnabledByUser)
{
statusText.text = "Location service is not enabled. Please enable it in settings.";
yield break;
}
statusText.text = "Initializing location services...";
yield return new WaitForSeconds(3);
UnityEngine.Input.location.Start(500f, 500f);
int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return new WaitForSeconds(1);
statusText.text = (20 - maxWait) + " seconds...";
Vibrate();
maxWait--;
}
if (maxWait < 1)
{
statusText.text = "Timed out. Try moving to an open area or check your GPS settings.";
yield break;
}
if (Input.location.status == LocationServiceStatus.Failed)
{
statusText.text = "Unable to determine device location. Please try again later.";
yield break;
}
else
{
statusText.text = "Location services initialized.";
StartCoroutine(CheckLocationRoutine());
}
}```
Specificially
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return new WaitForSeconds(1);
statusText.text = (20 - maxWait) + " seconds...";
Vibrate();
maxWait--;
}
Its hanging literally no matter what I do it seems
hey guys, im trying to publish a game on google play store, i did internal testing and closed testing and they worked fine.
now i want to make open testing but it says superseded for some reason.
anyone knows why ?
the version number of the open testing is the highest, the internal testing is 6, closed testing is 12 and now the open testing is 14
i just saw this and pressed on resume
but the release is still not live
My best guess from the above:
- superseded means there is a newer version available so that version isn't being released
- the track is paused would only apply to your testing track not the release panel
As for not live, it may need a minute after you hit it. I don't do testing through their storefront that way, so I'm not sure. But a full release rollout usually takes an hour or more.
Hi, I am trying to give permissions for external storage access. The speech recognition software I am using requests that I do so. I can't find it anywhere in the player settings. Is there a way to set it?
it's not a thing in the player settings, you have to code it
My unity app only works on samsung 😅
It's not the android version since I tried it on high and low version of samsung, and they both work
but when I try my app on another brand, it does not work regardless of the high version
Any idea how can I resolve this?
I guess you are using a samsung only library, can you get any log from a non-samsung device that might show what happends when the game doesn't start?
I'm actually using a bluetooth plugin, it's working for all devices before but when I added firebase, it does not work.
I'll send my logcat errors when I get home, thank you so much for your help!
Then go through the firebase setup, might be that it includes a samsung only library or a setting in the project forces it to use samsung only library.
My apologies, we don't have logcat errors,
there's only a log that says can't connect when I'm using other devices
can't connect to what? Might be a good idea to make sure the game works without internet connectivety as well.
can't connect to another device using Bluetooth, we are using arduino
it works before without internet but now not anymore
When you add firebase if you don't check that you have internet connectivety and start it it would fail, do you have a check for that? Might also be that firebase alters your manifest so permissions for bluetooth is lost?
I just downloaded the sdk to be able to use the most recent android apis in unity, is it also necessary to update the ndk or gradle?
Hope this is the right place :).
I’m looking to build my app directly onto my tablet.
When I do, it tells me “<my file name>.APK not found, check the file name”.
I’ve tried building it onto my PC first then moving it across, but all I can do is access my tablets “internal storage” so can’t seem to find a good place to put it there.
All the tutorials I find go through building it to the Google store, but I don’t want to put it there yet.
I’ve put the tablet into developer mode. It’s a Samsung galaxy tab A.
First up, is it possible to just build an app to go into the tablet without bothering with the Google store. If so, what basic step am I missing? 😛
Also if this is the wrong place in here to ask this, please could you point me to the right place. 🙂 thanks 🙂
but all I can do is access my tablets “internal storage” so can’t seem to find a good place to put it there.
Just put it in the downloads folder, then use a file app to access it
First up, is it possible to just build an app to go into the tablet without bothering with the Google store.
yes
Great. Thanks for that :).
Let’s me drag the build I made and stored on my PC in, then when I found it on my tablet, it let me “install” the app.
Now I have to work out why tI crashes straight after the Unity splash screen 😛
You should be able to use the build and run feature, this also has the option of automatically connecting the debugger. Make sur eyou don't have any special characters in your APK's path
By APK path, you mean the file name I’m storing it as
e.g
Practice 1
As in C:/MyBuilds/MyApp.apk
But if the folder is C:/MyBúilds/MyApp.apk the install can fail
Right gotcha.
This being built and run on the tablet though, (which is currently doing an update, sigh) my path would be straight into the internal storage? Or also into the downloads?
Think I tried build and run and it didn’t work, but will try again.
No, your app is built on your computer, and then it is installed on your tablet
Right! Ok, makes sense. Thanks. Few more mins of update and I’ll try again :).
Does the “build and run” way also do the installing? Or do I still go through the sending it to downloads after?
Yes, it builds the APK file, transfers it to your device, installs it, and runs it automatically
Great, I’ll try that shortly then!
When it crashes again, where can I find the debug reports?
Install the Android Logcat package in the Unity Package Manager, it gives you the log directly from the device
Next issues,.. I’m so sorry,.. is when going to build and run, it says “No android devices connected”
I can see the internal storage via my computer still, so I know it is.
Directs me to check out the Android environment set up section in the Unity manual. So guess I’m headed there, unless anyone has a good guess at what stupid thing I’ve missed 😛
import the Android Logcat package into your project, from the package manager.. connect to your device and hopefully you'll have a useful log when it crashes
Got the logcat installed now thanks :).
Just working on the fact Unity claims not to see the tablet when I go to build and run 😦
Woo worked that on out (,. I googled it to death,.) had to off and on again USB debugging setting
Boom! Success.
Sea of red errors at first, but sifting through I found the one thing I needed to change to let it play :).
@fallen compass @quartz kernel thank you both so much for your help!
Very much appreciated!
now upon recommendation, we tried building an app without firebase and it still do the same error, it works on samsung devices but not on other devices. This is without firebase
Does it have to do with samsung provider? adapative performance?
Could be the samsung provider package. I think adaptive performance should work well with all devices but not sure as i haven’t tested it myself.
Try to remove each package and see if it works.
has anyone successfully ran their unity game in android studio?
im just exported and building on there
Never needed to
Testing this idea for minimal game
the thing is when i run my game directly under android mode it works fine.. i believe the logs in Studio should help me figure out why the app crashes when i used a different emulator
This is not happend before but now when I build my game in developer mode to test it on mobile and do a patch and run i get this
error unity failed to load libmain.so
Never had that, but google gives quite a few results
we have this logcat error 😭
Very hard to say as the logcat error tells nothing of importance. Could you add unitys cloud diagnostics? Then a crash should be fetched and uploaded so you might actually see where it crashes in the code.
no problem, it's quite easy to add, you can use their sample prefab but don't expose the UI you will still get crashes and exceptions logged and uploaded for troubleshooting. Remember to setup a valid email so you get notifications when new things break 😉
im trying to build my unity game (unity 2022.3.) in xcode 14 i got this error "ld: library not found for -lGameAssembly clang: error: linker command failed with exit code 1 (use -v to see invocation)" I tried some online solution but didnt work any body please
What exactly is this referring to, I understand it has something to with the fact that its waiting for a frame to finish, but im not sure what to look for in my code to improve it?
https://forum.unity.com/threads/gfx-waitforpresentongfxthread.731327/
GPU bound -- provide specs
My friend struggling to get privacy policy for ironsource and the only way he could get is by paying like 50$ for a privacy policy. I just use unity ads
Samsung s10, Im testing on olders phones to see how it would work