#📱┃mobile

1 messages · Page 13 of 1

glacial quail
#

I tested without custom files (except the custom android manifest. i cannot turn that off) and it still doesnt go through with the build.

iron acorn
#

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

lavish grove
#

Hi guys! We need help.... [split_config.arm64_v8a.apk!libunity.so] is causing crash on the android version of our app

glossy sluice
#

is there any way to check draw calls or monitoring if static batching is working in mobile?

sleek eagle
glossy sluice
lavish grove
#

List of devices affected

rain leaf
glossy sluice
#

or developer option inside mobile setting to be enabled?

sleek eagle
brazen birch
#

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

hearty oriole
#

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

GitHub

I make this for Problems. Contribute to Just1n12354/MyGameProblems development by creating an account on GitHub.

rain leaf
hearty oriole
#
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?

rain leaf
#

yep, something like that

hearty oriole
#

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

rain leaf
#

Oh I forgot, your initial isReloading have to be set to false

eager raptor
#

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.

ornate stone
#

Hey dudes
I have 2 questions

  1. Some of my colleages cannot install the game due "app not installed as app isnt compitable with your phone"
  2. 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
frail wraith
#

hey everyone one simple question , can i make and BUILD a ios game directly òn a windows?

brazen birch
#

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

viral quiver
#

ndk 21.4.7075529 detected. unity requires NDK r21d(64-bit) (21.3.6528147). how i can fix this error

river wolf
#

right

river wolf
#

who is french?

marble jacinth
#

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

hearty oriole
#

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?

hidden geode
#

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?

tender basalt
#

Hello, i wanna ask.

  1. What is the meaning of that warning ?
  2. How to fix this warning ?
  3. If i leave it, is it ok ?

Thank you

wooden basin
tender basalt
wooden basin
# tender basalt 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.

fallow dome
fallow dome
#

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

polar vortex
#

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?

wooden basin
polar vortex
#

oh, thank you so much!

wooden basin
#

No problem, hope it might be what you are looking for

hidden geode
#

hello

#

can I ask something

#

Is there a way to change the android device's volume through unity?

low maple
#

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 ?

fallow dome
#

It's only actually using the identifier after the -

low maple
#

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

fallow dome
random steppe
#

Is it possible to disable ugly pixel blending inside unity editor?

sleek eagle
#

By not rendering in 144p?
Or using some upscaling?

fallow dome
random steppe
maiden summit
#

can any one tell me how to fix lag?

sleek eagle
sleek eagle
#

<@&502884371011731486>

odd arrow
#

They left, not the first time posting insults.

#

!ban save 623908852680753153 Insults, spam.

grand windBOT
#

dynoSuccess trainzgamepro was banned.

harsh hedge
#

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

rich gust
#

hey

copper knoll
#

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

uncut knoll
#

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?

idle anchor
#

How to solve this logcat error? I'm using firebase data to generate pdf , all is working on unity editor but not on android

marble jacinth
#

is there a way to get more debug info out of errors like this?

#

nevermind, this is my own error output

fallen compass
#

It’s a warning, not an error

urban moon
#

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.

fast crypt
#

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?

vernal trail
#

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

errant spruce
tired lily
# idle anchor 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

sacred breach
#

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

ripe bison
sacred breach
#

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

ripe bison
sacred breach
#

Thanks you I will try to find a good one. Have a nice day ✨

ripe bison
proven solstice
#

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"

wooden basin
proven solstice
wooden basin
proven solstice
proven solstice
wooden basin
proven solstice
wooden basin
proven solstice
wooden basin
#

Then you should look at adressables it might require some refactoring depending on how your game is built

quartz kernel
#

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

proven solstice
proven solstice
wooden basin
#

It will also give you a good foundation if you want to add dlc or more content in the future

proven solstice
wooden basin
#

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.

river cosmos
#

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/

velvet ermine
#

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!

stray juniper
#

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

rain leaf
#

Unity is originally for mac iirc, so yeah, I think it'll work

river cosmos
#

Has anyone encoutnered on this "AbstractMethodError : abstract method "void androidx.lifecycle.DefaultLifecycleObserver" -- it crashes the game on android 😦

wooden basin
#

I have seen that error, but as it is a generic callback it could have many different meanings.

river cosmos
proven idol
#

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?

brazen birch
rain leaf
marble jacinth
icy pewter
#

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.

brazen birch
# icy pewter Hi everyone. I've been looking online for a solution to my problem but I can't f...

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.

icy pewter
#

thank you. that is very helpful!

stiff galleon
#

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

tired lily
wooden basin
latent violet
#

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?

wooden basin
latent violet
wooden basin
latent violet
wooden basin
#

Then it won't be a problem

latent violet
#

I know it sounds crazy but that's why am getting the Macbook.. Lol

#

In summary, am getting it just for Xcode.. Lol

wooden basin
#

then you will be fine.

latent violet
low maple
#

ok i give up does anyone have a link for a free policy generator for ads and analytics + google play login ?

bleak hamlet
#

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

analog plover
#

still not an error

bleak hamlet
#

@analog plover still you are not capable with this 🥹

#

@analog plover Do you know anyone understand this ? please share with me

analog plover
#

If you can't find the actual error yourself, post the entire output

boreal sigil
#

It's pretty straightforward. They recommend using a newer version of the android gradle plugin than 7.1.2

bleak hamlet
brazen birch
proven idol
#

Close enough...

brazen birch
#

Gotta love it!

sturdy forge
#

How can I add a permission to the manifest?

sturdy forge
#

hi?

tired lily
#

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

latent violet
#

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?

neon thicket
latent violet
neon thicket
#

Doesn't matter. Just get it from an Apple source.

latent violet
#

And also can I install exe files in Macbook?

neon thicket
#

What are you trying to install? 🤔

latent violet
#

Or it's not possible

neon thicket
#

You need to download them on mac. You can't just copy paste software.

latent violet
#

💀

#

How about my unity projects?

#

So does that mean I'll lose it?

neon thicket
#

No. You can move those files. But you should be using version control instead of copying files across computers.

neon thicket
#

Using something like git and upload your projects. That's not something I'm going to explain step by step.

latent violet
#

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?

neon thicket
#

Put it on a USB key if it's just files

latent violet
idle anchor
#

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??

lavish grove
#

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&)

latent violet
#

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??

tired lily
#

silicon if your mac is relatively recent

latent violet
tired lily
#

that's a silicon chip, so silicon

latent violet
#

2022.3.21f1

tired lily
#

Yes, I give you permission to do this

latent violet
winged dust
#

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.

latent violet
#

Use the game editor Simulator option

wooden basin
lavish grove
wooden basin
lavish grove
#

Yeah, I noticed the crash occurs mostly on devices with MediaTek chips

#

Mostly Vivo, Huawei, Redmi and Samsung devices running Android 10 (SDK 29)

wooden basin
#

I still think it could be a memory issue, any data on device memory?

lavish grove
wooden basin
#

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.

lavish grove
#

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

wooden basin
lavish grove
errant spruce
#

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;
        }
    }
}

}```

inner osprey
#

Is there a good way to accomodate for different aspect ratios

merry dove
#

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?

feral egret
#

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

wooden basin
# feral egret how do i fix it

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?

feral egret
versed sundial
#

On Google play

neon thicket
#

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.

hazy horizon
#

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

brazen birch
#

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.

tired lily
#

yep tweening an animated sprite along a curve + fake shadows

hazy horizon
#

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 ?

tired lily
#

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

mild warren
#

what's the easiest way to build for iphones if i'm running windows?

fallen compass
#
  • get a mac
  • use a cloud build service
  • use a VM
  • ask a friend with a mac
hoary goblet
#

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"

hoary goblet
latent violet
mild warren
#

i have quite a grudge against apple

#

just setup a VM with macos

latent violet
latent violet
#

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

wooden basin
shrewd lotus
#

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".

latent violet
#

I've checked project settings...still didn't see it

#

no preference section

#

absolutely nothing.......is that how it is on a macbook?

fallen compass
#

Preferences is never going to be under an 'edit' file menu. Usually under File, View, Window, or (on Mac) the app name

latent violet
latent violet
fallen compass
#

It's the middle error message you need to read and google

latent violet
fallen compass
#

that does not look like an issue that cares about which o/s

latent violet
fallen compass
#

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.

latent violet
#

i have everything installed but yet i dont know why i cant build to android

fallen compass
#

Which bit do you not understand

latent violet
fallen compass
#

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

latent violet
#

lemme try that

#

so i just need to rename the folder?

mild warren
#

are the custom signing keys gone from google play console? before i had the option to upload my own, now the button is gone.

fallen compass
latent violet
latent violet
#

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😁

fallen compass
#

Yes, obviously.. did you only do the one I pointed out at first ? 😂

royal grove
#

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"

fallen compass
#

How long has it been live?

glossy sluice
#

i dont know how to download this, why is it "locked"??

glossy sluice
#

please help idk what to do

fast egret
#

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.

fast egret
#

Unlock button has the BuySoulPassAct1() function

#

here are the componets of Unlock button

fallen compass
# glossy sluice i dont know how to download this, why is it "locked"??

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)_/¯

fallen compass
fast egret
fallen compass
#

So use Android logcat to read the logs when you try..

fast egret
#

got it. thanks

fast egret
#

this is so confusing.

#

I guess I'll just make an appeal.

rain leaf
tired lily
#

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

fast egret
fast egret
fast egret
#

why would they reject it? 😐

rain leaf
#

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

fast egret
rain leaf
#

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

fast egret
rain leaf
#

np
and good luck 🍀

ornate knot
#

It's been more than 4 hours in this state. Is there any solution?

cursive roost
#

Please please please help, i have a very very strict deadline and i got stuck on this error for days

odd arrow
cursive roost
#

I'm on macbook M1, i have java 17 installed on my machine, and use unity 2022.3

odd arrow
#

Something could have corrupted during updates, try a clead install.

cursive roost
odd arrow
#

If you installed Java separately it could have conflicted as well

cursive roost
#

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

odd arrow
#

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

cursive roost
#

I have remived every trace of java on my mac and re installed again and still no luck

odd arrow
#

It might still point to wrong components in the cache somewhere.

cursive roost
odd arrow
#

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.

cursive roost
#

The main issue is that it says, sdkmanager failed to download source list

odd arrow
#

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

glossy sluice
frozen blaze
#

i have build my mobile game to .apk and send it to my phone

#

but my phone says "didn't install"

brazen birch
#

There are a lot of reasons that can happen

frozen blaze
#

i am on android 9

#

its an extremly simple app

frozen blaze
brazen birch
#

By itself it just said it failed to add something in android, to figure out what, look at the log

glossy sluice
#

[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?

fallen compass
#

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.

glossy sluice
#

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...

brazen birch
#

That's one way to get rid of the error messages 😄

versed sundial
versed sundial
#

Or just publish it free in github

neon thicket
#

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.

scarlet berry
scarlet berry
# versed sundial 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.

brazen birch
cursive roost
#

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

latent violet
latent violet
#

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!

cursive roost
cursive roost
#

but i don't have any space

cursive roost
cursive roost
latent violet
#

Hmmm... Tho for me I installed unity on a folder I created

latent violet
cursive roost
# latent violet 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

wind orbit
#

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 ThinkSpin wonder if its common issue

odd jackal
#

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?

quartz kernel
odd jackal
quartz kernel
#

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

vagrant jackal
#

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.

glossy sluice
versed sundial
scarlet berry
oak geode
#

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?

tired lily
#

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)

oak geode
tired lily
#

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

oak geode
tired lily
#

if you want (almost) real-time revenue data, yes

oak geode
#

I thought they will send some information to my server, the server will validate the ad information and reponse to them.

tired lily
#

validate what ad information?

oak geode
#

Something like ad complete confirmation, I suppose?

#

And the server can return, if legit, the rewards and reward amount

#

If they send the receipt only, it's a big meh

tired lily
#

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

oak geode
#

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

tired lily
#

okay, well first question is: does the player expect to be rewarded immediately?

oak geode
#

Like in app purchase and in game currency purchase, no, there'll be a little delay

tired lily
#

well this would be for ads only; those you secure differently and have nothing to do with this

oak geode
#

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?

tired lily
#

correct

oak geode
#

That's what I need, thank you for your time and support! 😁

tulip comet
#

when ininstalling an apk an d re installing the game loads some old playerprefs data instead of starting from zero
how to fix this

tulip comet
#

ok ill give it a try and a way to clear the backup file already? @rain leaf

glossy sluice
latent violet
#

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

open laurel
fallen compass
wispy vapor
#

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.

latent violet
fallen compass
open laurel
#

😂

brazen birch
#

I ended up putting their app into our store front, so they don't really care much, but yeah. Apple is funny sometimes.

latent violet
#

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

latent violet
prime rain
#

Hey new to unity and was wonder the best first steps to creating my mobile game. Appreciate any knowledge that comes my way.

fallen compass
#

!learn

grand windBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

fallen compass
#

also, see pinned msgs in this channel

glossy sluice
#

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

tender cloud
#

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 ?

analog plover
#

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

glossy sluice
#

PLEASE HELP THAT SHOWS WHEN I TRY TO EXPORT TO ANDROID

brazen birch
#

But it is buried in those logs

glossy sluice
#

i fixed it by downloading newer version of android sdk

tender cloud
#

In the database

glossy sluice
#

anybody up to test the game?

hardy belfry
wispy vapor
latent violet
latent violet
wooden basin
fallen compass
latent violet
latent violet
wooden basin
#

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?

latent violet
#

I already contacted customer support.... Yet to receive their reply

wooden basin
#

For me when I have had contact they usually responeded within 2 business days.

glossy sluice
#

its growing

mild warren
#

anyone here using the Sign in with apple plugin?

fallen compass
mild warren
odd jackal
#

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?

glossy sluice
amber plume
#

what does that mean?

tired lily
#

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

amber plume
#

did that, several times

#

they just keep coming back after I resolve

tired lily
#

you manually deleted everything? sometimes they won't all get deleted properly

amber plume
#

I deleted every jar under plugins/android

tired lily
#

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

amber plume
#

somehow it works now

vestal radish
#

guys does it possible to use a mobile controller with new input system ?

wooden basin
#

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.

shrewd lotus
#

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)

glossy sluice
#

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.

fallen compass
#

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..)

mild warren
#

i ran into some issues myself, but trust me - compared to apple sign in the setup is as smooth as butter

mild warren
edgy quail
#

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.

shrewd lotus
# mild warren also just to add, a few reasons for canceled is : you have to publish the gpgs a...

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!)

brazen birch
#

(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.

edgy quail
vestal radish
wooden basin
vestal radish
wooden basin
lusty vault
#

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.

icy ginkgo
#

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.

icy spade
#

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

fallow seal
#

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.

brazen birch
heavy wraith
#

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.

heavy wraith
#

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.

brazen birch
#

But thats just a guess. I'd need to see the project to know for sure. Vsync does suggest gpu

heavy wraith
#

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...

sleek eagle
#

Check the profiler hierarchy maybe

mild warren
#

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

brazen birch
#

Sounds it needs you to set/change the build target in xcode. It's a not so fun process

heavy wraith
# sleek eagle Check the profiler hierarchy maybe

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.

brazen birch
heavy wraith
#

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!

heavy wraith
#

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..

brazen birch
#

Sending you positive energy in the hopes if success 🙂

heavy wraith
#

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.

brazen birch
#

It should be enabled by default though

tired geyser
#

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

heavy wraith
eternal mason
#

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.

heavy wraith
eternal mason
#

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.

fallen compass
#

it'll just be 20 unique downloads over a period of 14 days

heavy wraith
#

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.

frozen blaze
#

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```
hazy canyon
#

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.

heavy wraith
#

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.

frozen blaze
#

i'm opening the project ...

heavy wraith
# frozen blaze unity 2023.1

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.

frozen blaze
heavy wraith
#

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?

frozen blaze
#

mobile 2d

heavy wraith
#

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.

frozen blaze
# heavy wraith I unfortunately don't have that template, or that Unity version installed to com...

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```
heavy wraith
#

I typically just do 2D (URP) Core and deploy to mobile targets from there because my stuff is multiplatform.

frozen blaze
heavy wraith
#

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

frozen blaze
#

It's probably an error of me

#

But thanks for your time @heavy wraith

heavy wraith
#

So yeah just a blank project compiled the Android APK just fine.

#

Did you change anything in the Project Options?

sterile haven
#

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!\

shell stream
#

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?

glossy sluice
#

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

heavy wraith
#

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.

barren sluice
#

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 !

hazy canyon
#

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.

heavy wraith
# barren sluice Hey there 🙂 Hoping I am in the good channel.. I am creating a mobile game, an...

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.

barren sluice
brazen birch
#

Well, I'd say only choice. Maybe not best :D. But that's just me

open laurel
#

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.

sleek eagle
open laurel
#

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

sleek eagle
#

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

open laurel
#

Most of people problems here, they uses URP by default without much reasoning. Then they bump into a wall talking about performance 🤷‍♂️

rain leaf
sleek eagle
# open laurel > Urp does give a lot more features out of the box as well and yeah, whats that?

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

long birch
#

guys need help how can i lock the camera and canvas with the player in fps?

open laurel
sleek eagle
#

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

latent violet
open laurel
#

please dont allow me to debate with another person

rain leaf
# latent violet What are you saying?....URP actually has the optimization for mobile..lol

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

rain leaf
rain leaf
# sleek eagle Better (or at least more flexible) batcher Shader graph (BiRP is supported, but ...

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...

proven solstice
#

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?

brazen birch
# rain leaf I think URP was made with accessibility and marketability in mind, not performan...

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.

brazen birch
#

It could be batch calls & polycounts & real-time lights. But that's just a guess.

proven solstice
brazen birch
#

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

proven solstice
#

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!

proven solstice
#

I also have 2055 batch calls. Maybe it could be the reason for the playerloop being so high?

heavy wraith
heavy wraith
heavy wraith
proven solstice
#

the scene actually continues running just very slow. I just happend to stop it.

#

the quality is low

heavy wraith
#

How does it run in the editor on your PC?

proven solstice
#

also, do i need OpenGLE?

#

is it this setting:

heavy wraith
#

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.

heavy wraith
#

What exactly are you testing here? Is this a scene you made? Is it a demo?

proven solstice
mild warren
#

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.

heavy wraith
# proven solstice Yes, it is the first scene in a game. But all scenes are slow. Oh darn. Which c...

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.

proven solstice
heavy wraith
#

So you put together the scene from a collection of mobile assets? Is any code running at all?

heavy wraith
heavy wraith
rain leaf
#

Lower dynamic/realtime light count as low as possible (3 can be too much for low end devices)
Bake static lights (and shadows)

proven solstice
#

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

proven solstice
rain leaf
proven solstice
rain leaf
#

🤔 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

proven solstice
heavy wraith
#

URP is much more powerful, but it could certainly use more documentation and examples for proper configuration on low-end devices.

heavy wraith
#

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.

rain leaf
heavy wraith
#

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...

rain leaf
#

Yeah, that URP shader size is something need to look at

#

Its weird... I ve seen more complex shadergraph and its rarely reach 20MB

heavy wraith
#

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.

rain leaf
proven solstice
#

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 🙂

heavy wraith
#

Analytics are in the editor, and you then connect to your device.

heavy wraith
#

Where are you seeing the percentage of build size consumption?

proven solstice
heavy wraith
#

Could you perhaps show an editor view of the scene so we could gauge what kind of impacts various things might be causing?

proven solstice
heavy wraith
#

Just want to get an idea of what is on-screen when the android device is struggling at 10fps.

proven solstice
heavy wraith
#

Don't need the profiler no.

proven solstice
#

both work slow

#

completely differnt

heavy wraith
#

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?

proven solstice
heavy wraith
#

I have Gaia but only really profiled it on PC. Always expected it would murder mobile devices.

proven solstice
proven solstice
#

Let me check a non terrain scene that i have

heavy wraith
#

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.

proven solstice
#

so...every scene with terrain slow. the two i showed you are slow. Also every scene that uses Umodeler is slow

heavy wraith
#

You likely need to reduce the render distance significantly, and add a fog to help cover up objects as they pop in.

proven solstice
#

scenes that don't use that seem to be fast

heavy wraith
#

I don't know anything about umodeler and its performance impact.

heavy wraith
heavy wraith
proven solstice
rain leaf
heavy wraith
#

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.

gray shard
#

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);
heavy wraith
#
#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

gray shard
#

fyi use

//code here

for formatting

ill see if i can get this working

heavy wraith
#

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.

gray shard
#

isn't this more or less what im doing?
or have i missed something?

heavy wraith
#

I'm trying to determine that. Small differences caused issues here. Maybe the destination file needs to be deleted first?

heavy wraith
#

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.

gray shard
#

im testing them both now

heavy wraith
#

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.

gray shard
#

same error

heavy wraith
#

Hmm... what device and version of OS?

#

This appears to be Android given the live debug view?

gray shard
#

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)

heavy wraith
#

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 😦

gray shard
#

for some reason my phone refuses to let me copy from my pc so i cant copy apks reliably

gray shard
heavy wraith
#

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.

gray shard
#

i uh. hadn't tried build and run. dont know why i hadn't but that fixed it
thanks.

heavy wraith
#

Oh wow awesome.

gray shard
#

day 1 mobile dev momento

heavy wraith
#

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.

gray shard
#

you need a mac for ios development though dont you?

heavy wraith
#

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.

fallen compass
#

“Crazy Xcode mess” 🤔

heavy wraith
#

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.

gray shard
#

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

heavy wraith
# fallen compass “Crazy Xcode mess” 🤔

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.

gray shard
#

can unity (c#) compile to ios or do you need to learn xcode?

heavy wraith
#

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.

fallen compass
#

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

heavy wraith
#

Gradle errors do seem to plague way too many newcomers yes.

fallen compass
fallen compass
gray shard
#

so its Unity(c#) -> Xcode -> ios app

heavy wraith
#

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.

fallen compass
heavy wraith
#

:nod:

#

I literally confirm iOS compatibility every major release at this stage, so its not in my critical path workflow at all.

#

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 :/

fallen compass
#

Ah, I don’t touch tech streams.. especially not for production

heavy wraith
#

It affected the LTS version when it went live too.

fallen compass
#

MacOS 14 supports some intels devices still btw

#

I’m expecting my work Mac mini to need replacing with MacOS 15

heavy wraith
#

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.

fallen compass
#

Yep, frustratingly so

heavy wraith
#

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.

fallen compass
#

But happens once a year

heavy wraith
#

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.

fallen compass
#

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

heavy wraith
#

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?

fallen compass
#

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

heavy wraith
#

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.

fallen compass
#

That was ~5 years ago, no idea if anything has changed

heavy wraith
#

Someday these EE tools that cost tens of thousands of dollars need to get with the times and support Mac haha...

fallen compass
#

I’d setup remote access to my Mac if I needed to build away from home

#

I’m already doing Remote Desktop locally

heavy wraith
#

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.

mild warren
heavy wraith
mild warren
#

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

heavy wraith
#

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.

mild warren
heavy wraith
# mild warren what platforms? I'm quite interested. It is true about everyone doing it, but it...

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...

shrewd lotus
#

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?

harsh matrix
# proven solstice so...every scene with terrain slow. the two i showed you are slow. Also every sc...

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.

shrewd lotus
open laurel
#

elaborate on your control jittery

mild warren
mild warren
heavy wraith
# shrewd lotus 60 on each

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.

heavy wraith
# shrewd lotus 60 on each

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.

heavy wraith
limber merlin
#

Whenever im saving something in my game I get this popup:

#

Any way I can disable it?

heavy wraith
#

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?

limber merlin
#

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

heavy wraith
#

That would seem to be the culprit. I don't know what the GUIUtility is. Haven't used it before.

mild warren
#

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

shrewd lotus
shrewd lotus
# heavy wraith Many Android models also seem to significantly increase clock speed when the scr...

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

heavy wraith
shrewd lotus
#

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.

heavy wraith
#

So I'm assuming you connect the android device to the PC, uncheck Development Build, and then build/run on your device to test?

shrewd lotus
#

Another theory was maybe Rewired (only there for controllers) is messing some stuff up in the touch control.

heavy wraith
#

You said this isn't happening when you test so the first step is to try and identify what is different between the two.

shrewd lotus
#

Yeah if I build&run, it's perfect. But I build an app bundle, upload it, install via internal testing - wonky controls.

heavy wraith
#

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.

shrewd lotus
#

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

balmy herald
#

Hey is there any way to official port unity program to mobile ?

neon thicket
#

Make a build of your game to mobile? Yes, Unity can build for mobile, hence this channel.

balmy herald
balmy herald
# neon thicket The Unity editor? No

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...

▶ Play video
crisp cedar
#

anyone else encounter this building the project for android?

#

ive been waiting but i dont know how much longer it will take to finish

neon thicket
# balmy herald Why not ?

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.

open laurel
#

godot has an official editor for android

rain leaf
balmy herald
balmy herald
gusty meadow
#

whats the best thing for logs? Sentry, or the Unity Advanced Crash analytics (which seems to use Sentry..) ?

wanton trail
#

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

brazen birch
# wanton trail any fixes?

What do you mean fixes? That's by design. A touch is the same as a click. What are you wanting it to do?

wanton trail
#

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

vague merlin
#

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

frozen blaze
#

I am on Android 9, can I open my APK file with unity 2023 build ?

tired lily
#

assuming your apk was built with min sdk <= 28, yes

fallow briar
#

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!

opaque anvil
#

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 ?

fallen compass
fallen compass
opaque anvil
#

by adding text or highlights or w/e on them

fallen compass
#

Then don’t

opaque anvil
fallen compass
#

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

opaque anvil
hallow halo
#

Hey, what's the best way and easy to make my game scale on all screen sizes of mobile?

tired lily
#

wise use of anchors and layout groups

hallow halo
#

@tired lily sorry for the ping, but should I worry about it now or once I'm done with my game?

tired lily
#

do you want to rebuild your UI after you're done with the game? Build your (non-prototype) UI with it in mind

hallow halo
#

yes

#

Im just currently making the game mechanics

hallow halo
#

but regarding the ACTUAL game, I should use anchors and layout groups?

hallow hawk
#

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

tired lily
hallow halo
#

gotcha

tired lily
hallow hawk
#

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

tired lily
#

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

hallow hawk
#

nope, unchecked them, exited unity, reopened project via unity hub then tried building but got the same error

tired lily
#

what is the actual error?

hallow hawk
#

despite seeing this:

tired lily
hallow hawk
#

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

hallow hawk
#

Oof... looks like unity hub is installing the wrong version completely

marble jacinth
#

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?

proven solstice
#

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!

heavy wraith
#

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.

hollow pagoda
#

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

median snow
#

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

tidal palm
hallow hawk
frail hornet
#

Hey is there anyone here that can give me feedback on my resume?

acoustic orbit
#

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&)

wooden basin
alpine harbor
proven solstice
heavy wraith
heavy wraith
modest schooner
#

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.

mild berry
fallen compass
#

quality level, but shape and .. everything else, nothing like roblox

proven solstice
modest schooner
mild berry
#

i js thought it luked a lil similar

mild berry
modest schooner
mild berry
#

my skill level

#

this pics kinda unfinished xD

#

better

heavy wraith
#

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.

proven solstice
#

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?

heavy wraith
proven solstice
eternal tundra
#

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

vernal trail
#

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

brazen birch
proven solstice
#

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?

fallen compass
#

it's not a thing in the player settings, you have to code it

idle anchor
#

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?

wooden basin
idle anchor
wooden basin
idle anchor
wooden basin
#

can't connect to what? Might be a good idea to make sure the game works without internet connectivety as well.

idle anchor
wooden basin
#

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?

cosmic mural
#

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?

mortal zinc
#

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 🙂

fallen compass
#

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

mortal zinc
#

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 😛

quartz kernel
mortal zinc
#

By APK path, you mean the file name I’m storing it as
e.g
Practice 1

quartz kernel
#

As in C:/MyBuilds/MyApp.apk

#

But if the folder is C:/MyBúilds/MyApp.apk the install can fail

mortal zinc
#

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.

quartz kernel
mortal zinc
#

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?

quartz kernel
#

Yes, it builds the APK file, transfers it to your device, installs it, and runs it automatically

mortal zinc
#

Great, I’ll try that shortly then!
When it crashes again, where can I find the debug reports?

quartz kernel
#

Install the Android Logcat package in the Unity Package Manager, it gives you the log directly from the device

mortal zinc
#

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 😛

fallen compass
mortal zinc
#

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!

idle anchor
#

Does it have to do with samsung provider? adapative performance?

wooden basin
#

Try to remove each package and see if it works.

crisp cedar
#

has anyone successfully ran their unity game in android studio?

#

im just exported and building on there

fallen compass
#

Never needed to

versed sundial
crisp cedar
# fallen compass Never needed to

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

ripe pivot
#

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

fallen compass
#

Never had that, but google gives quite a few results

wooden basin
# idle anchor 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.

idle anchor
#

ok we'll try

#

thank you

wooden basin
#

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 😉

hasty pebble
#

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

ripe pivot
#

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?

sonic otter
versed sundial
#

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

ripe pivot