#📱┃mobile

1 messages · Page 14 of 1

sonic otter
#

Probably will be worse unless it's a specific driver issue. Eh, idk give it a shot

ripe pivot
sonic otter
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yeah but the issue occurs on your s10 right?

sonic otter
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You were saying you would try on older androids

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What GPU do those androids use?

ripe pivot
sonic otter
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mostly snapdragons

ripe pivot
sonic otter
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Can you try on a newer phone? The issue is that the s10's GPU is being thrown too much work with GPU instancing. The ultimate solution is just to get a better gpu on a phone. So upgrade

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Or turn down the quality, remove some load off the gpu

ripe pivot
# sonic otter Can you try on a newer phone? The issue is that the s10's GPU is being thrown to...

I plan to put this game on the playstore so the s10 was a test that if i can get it to run smoothly on that thats a good benchmarks for older phones, game quaily I've turned down to the lowest, URP setting on low everything pretty much on low, due to the natures of my game at 30fps it runs smoothly no problem but due to the speed, everything becomes blurry due to the low fps so ive been trying to figure out if i set it to 60 what is it that drops the frames, i drops to below 40

ripe pivot
sonic otter
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I know the pain hahah

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Pretty criminal they force you to spend money on apple hardware

ripe pivot
# sonic otter I know the pain hahah

yeah so Im just kinda stuck, either 60fps but limit the devices that can play or 30fps for more older phones to plays but everything is a blur

sonic otter
#

those are all 3D objects, are you able to change to 2D?

ripe pivot
sonic otter
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sure, or use a shader that flattens them down or something

ripe pivot
sonic otter
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well if you don't have to render/make calculations for an entire 3D object yeah

ripe pivot
sonic otter
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think about the rendering pipeline, all the stuff that goes into lighting and shading 3D objects

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I remember seeing a demo on something I think from a Unity Unite video that did that. It made a barrel 2D

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I'd try to dig up that shader and then move on to cutting up 2D sprites

ripe pivot
sonic otter
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thanks spawncampgames!

ripe pivot
glossy sluice
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hello, i cant build apk i have this errors anyone help ?
edit : i fixed it by switching to API Level 33 :)

limber merlin
#

Hi, i have this script for camera movement and when im on my phone and its on 60 fps, the camera moves ok but when i switch to 30 fps it becomes a laggy mess. Is there anything I could do to fix it? `Vector2 look = TCKInput.GetAxis("Touchpad");
// Get smooth velocity.
Vector2 mouseDelta = new Vector2(look.x * 10, look.y * 10);
Vector2 rawFrameVelocity = Vector2.Scale(mouseDelta, Vector2.one * sensitivity);
frameVelocity = Vector2.Lerp(frameVelocity, rawFrameVelocity, 1 / smoothing);
velocity += frameVelocity;
velocity.y = Mathf.Clamp(velocity.y, -70, 70);

    // Rotate camera up-down and controller left-right from velocity.
    cameraRotation = Quaternion.AngleAxis(-velocity.y, Vector3.right);
    transform.localRotation = cameraRotation;
    character.localRotation = Quaternion.AngleAxis(velocity.x, Vector3.up);`
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the function runs in Update()

rain leaf
cosmic mural
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I have a canvas with several elements, including buttons. When I press a canvas button, if behind the button there is an interactable object from the scene, both things are pressed. How can I do so that in that case only the canvas button is pressed?

heavy wraith
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Ultimately I’m going to default to -1 and provide a settings screen to override it with a warning.

olive fjord
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Does anyone know if it's possible to have a platform-conditional resource folder?
I want a folder that will be included in a desktop build but not a mobile build.

hardy quest
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hey everyone! are there any services that build from unity to ios for you that you know of?

sonic otter
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Might be able to use Unity DevOps Build Automation

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or don't support apple's environment at all if you have the opinion that it is monopolistic

fallen compass
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it's not though, is it

sonic otter
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I can see both sides. As a consumer, yes totally. As a developer, it is very difficult to support an unknown environment.

crisp cedar
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what android phone you recommend for physical device test?

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i look at moto g but not sure if there better ones

fallen compass
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one you can afford, that fits the minimum spec you want to support

crisp cedar
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mmk, i not sure if i want to blow my budget off the latest pixel or s24 though

fallen compass
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I didn't even remotely suggest that

crisp cedar
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i guess i might choose lower spec since my game is not need high spec

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hmm, because of this i can assume that most thing run on lower one can run on higher one

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not otherway round

sonic otter
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a cheap used google pixel

crisp cedar
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im deciding between that and 6gb ram galaxy a i found for 154 bucks

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def an upgrade from my s3

coral terrace
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Does anyone here have experience with communicating performance issues to clients moving their apps to mobile?

I've got a client who has done a lot of work to get their triangle counts down and they're still getting single digit FPS. I benchmarked an empty scene with just one model with imported materials and no textures and it's registering over 1,300 draw calls in the profiler.

tired lily
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Communicate what and how? I assume they know performance sucks. Based on your description, whomever is doing the performance work has no clue what they're doing or is actively malicious because it would take a lot of effort to make a single, texture-less model produce 1300 draw calls unless they literally combined every possible mesh in the scene in the stupidest possible way

coral terrace
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I'm a technical artist and I was hired by the client to solve the performance issue. We're going on week 3 since I was hired.

I'm confident that I can solve the issues but it's going to require some changes to how their currently creating models and textures. I could go into it here but then we'd be here all freaking day.

So far I've recommended 2 solutions. The first was Unity's Render Streaming feature, which they dismissed as too expensive and I'm currently waiting on feedback on a solution to use Texture arrays with a shader that implements a color ID map to cut out for tiling.

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For reference, the app in concern is an ArchViz app and the client wants to maintain the ability to change as much as possible at runtime.

tired lily
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okay so you have some specialized use case. How are they building their models such that they end up with so many draw calls?

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Both of your solutions sound crazy to me. Seems like you're treating the symptoms. I don't think solution #2 will work, since your test device is apparently already heavily gpu bound

coral terrace
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Literally everything in the scene can be material swapped right now. Like everything down to the trim along the bottom of the walls and even handles on cabinets.

And they're planning on expanding that to furniture. And one of the pieces of furniture has 14 materials attached to it.

tired lily
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material swapping is fine, but it sounds suspiciously like you have one mesh that has 1300 submeshes and 1300 materials on it. Do all the materials have different shaders? Are there really 1300 unique materials? Why can't the submeshes be split off?

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are you on built in? URP batches by shader instead of material, so you might see performance improvements just through that alone

coral terrace
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They are using URP with standard lit materials and the batch renderer is catching some things but not all.

Unfortunately I don't have a lot of visibility into their asset creation pipeline. My instinct is to combine as much as possible and create a custom tailored shader that would allow them to swap textures on a few materials for the whole scene. Allowing them to put most of the remaining draw calls into their texture assets which are being pulled down via addressables.

#

And yes, one model imported from 3DS Max is close to 1000 objects. These are entire houses they are importing.

tired lily
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and one material for every submesh too?

coral terrace
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On import yes, but they are swapping those out as part of a rigging process. i.e. all the cabinet handles getting a basic metal material.

#

And some things are being combined. Like if models already share a material and are in the same room, they are combining those.

tired lily
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after import? Or before import? Because you said they're just merging everything together so it doesn't really matter in the end, the cpu can't do any frustum culling of any geometry so it all goes into the gpu and the poor underpowered mobile gpu has to try and crunch through it

coral terrace
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I spent the past couple of days getting 2 of their scenes setup with occlusion volumes and portals and it appears to have made absolutely no difference.

Merging appears to be something they are doing before import.

tired lily
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are their scenes typically one model (of a house)? Or are you composing multiple together?

coral terrace
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It's one, very detailed house. But some of these houses are quite large and complex. i.e. one house has like 10 or 12 rooms in it.

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Triangle count wise, each house has maybe 50,000 in the actual walls, floors, ceilings, and trim

tired lily
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well occlusion culling would help in the latter case, but you're probably talking about increasing framerate by 300% ... from 1 FPS to 4 FPS or something if they're anything like your test scene

coral terrace
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But then each piece of trim, the cielings, the walls, flooring are all different objects with different materials

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Like, even flooring changes are different objects. i.e. hardwood to carpet

tired lily
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There's just no escaping the fact that you can't push the entire model as-is into the gpu and make it work, because that's exactly what they're already doing and you've seen the results

  1. split the room down into sensible objects
  2. add LODs to those objects. You might even use cheaper materials for distant ones
  3. occlusion culling
  4. you might even put the smallest things on their own layer and take advantage of layer-specific culling distances on the main camera if you can get away with it
  5. you might need to decimate geometry even more; look for lots of small triangles because those are incredibly inefficient
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I assume you are targeting consumer hardware btw; if this is something they're going to show off on their own devices you could just suggest they get better ones to demo with. We had a game with a UI that had 1600 draw calls once, which modern iphones could handle no problem at 60 FPS but which an older iphone 6s could barely run at 12 FPS

coral terrace
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Yeah, they're definitely targeting consumer hardware. My 2-3 year old motorola Moto G which has a gpu cannot get more than 8 frames per second.

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For reference. I've got one of the smaller house models open right now and the total triangle count for the whole scene is about 370,000 triangles and only has one URP material applied to it.

That scene will run at about 25 frames per second on my phone.

tired lily
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just for funsies, you could write a quick script that does nothing but split all the submeshes into their own meshes to see how much simple frustum culling will help you

coral terrace
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And there are no baked assets. It's almost like they are trying to use Unity like a raytrace renderer where each object has it's own shader.

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Like, there is a stove with 6 materials and submeshes and tiny little bevels all over it

tired lily
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Stove by itself is probably fine, but you'd want LODs so those tiny bevels and stuff isn't thrashing the gpu around if the camera isn't close enough to see that detail anyway

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it sounds like you've got a lot of work ahead of you

coral terrace
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You can say that again.

rain leaf
harsh hedge
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At the moment unity always builds a library at grade version 7.1.2, the grade that comes with unity only goes that high, is there a way for me to make it build at 8.1.2 so I don’t need to manually do the agp upgrade assistant before putting it in my android studio project?

vital agate
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Hey guys, I wanna know which save method is good if I wanna do google play cloud save? I am in the beginning of writing save and load and was wondering which is good one for if I wanna do cloud saves on Google play

obsidian patio
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Is there any particular reason that Android builds take so long? I've added very little beyond the basic AR application template, and even if I just change a single value in a script, the build takes like 20-30 minutes to complete. It says it's doing incremental building, but I cannot believe it takes this long. I saw elsewhere when googling that Android builds take forever with Unity, but I was hoping that maybe there's some setting that's incorrect (I have since disabled Autoconnect Profiler)

#

Example, in what feels like my millionth attempt at getting AprilTags to work, I added
Debug.LogError("Image conversion failed");
to an existing method in one of my scripts, and now I'm 26 minutes into the new build so that I can see if it works or not ... :\

tired lily
#

are you attaching a debugger to these builds? script debugging will substantially increase builds times, so most of the time you'll have it off unless debugging something specific

obsidian patio
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I am attaching a debugger (logcat), so if that's the reason then it's good to know anyway

tired lily
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logcat isn't a debugger, it's just reading output logs. No, script debugging is when you actually attach your IDE to the code and step through it a line at a time

obsidian patio
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Ah, that's fair. I guess I don't need the Script Debugging at the moment as I have been doing it the "add 50 things to logs" way.

#

Thanks a lot 🙂

rain leaf
robust elk
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hey im doing the learn unity pathway for mobile AR and I can't get to 60fps like in the tutorial. It seems like its limited to 30 fps. I am testing on the Samsung A52s. https://learn.unity.com/tutorial/test-the-frame-rate-of-the-portal-world?uv=2021.3&pathwayId=63e3a4c1edbc2a344bfe21d8&missionId=63f77ca2edbc2a007912d446&projectId=637b7ca6edbc2a48fd44b353#

Unity Learn

When the user touches a plane detected in the environment, a portal appears on that plane. In this tutorial, you’ll design the entire digital world that appears inside the portal. The portal window won’t be functional yet — you will be able to see the entire scene, even outside the portal. However, this is an exciting first opportunity to see th...

brazen birch
#

So as long as your game is hitting the 30fps, you did good.

hardy pawn
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How can I change this line android:icon="@mipmap/app_icon" in AndroidManifest.xml to use the Icon I want? I set the icon in project settings under player but it doesn't display correctly from google play build

tired lily
hardy pawn
tired lily
#

to do which part? You get the build path, Android manifest is located at {buildPath}/src/main/AndroidManifest.xml, and it's just an xml file you can edit

hardy pawn
tired lily
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are you 100% sure this is necessary? Unity normally does the right thing

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you don't edit the manifest yourself unless you want to do that on literally every build

hardy pawn
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the Icon isn't displaying correctly when set through the unity editor , I made it to conform to google icon requirents for a full icon

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thats why i got that email , I opened a ticket with support over the matter

tired lily
analog kindle
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i am having an issue with my phone

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i set the settings to be Landscape but it pops out as Portrait

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if i put it in portrait mode it should be fine

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tbh

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im just going to make in portriat nvm its looks nbetter

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ofc its going to be harder but looks better on phone

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but theres also a problem where everything looks pixealted

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it looks low quality

hardy pawn
icy pewter
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are there any tools for UI scaling? I have my anchor points set to the corners, but the UI still stretches when screen sizes change.
And also for the camera, certain screen sizes will change the camera's visibility.

brazen birch
icy pewter
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oh, very interesting. thank you very much i appreciate it

analog kindle
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why is my phone game all pixely?

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sorry i am kinda new to mobile and 2d games

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i know alot about the Unity interface but i never coded for myself i always coppied code so i learned nothign

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wanted to start easy with a clicker game

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wanted for it to be a landscrape game too but idk why it looks screetched when i activate landscape mode

mild warren
#

Im interested in this, because i've seen a lot of discussions online, especially against using the newest one, because it's missing some features. Personally i can't even get the new one to work

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It's not even that new, 2 years old

hardy pawn
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I'm using version 11.01 , I don't seem to have any issues with it

dreamy edge
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Hiii don't suppose anyone's had experience with this problem in the console when it comes to building for android? Been stuck on this problem for a bit now and it's the last roadblock I've had with building the game for my project haha.

As far as I'm aware, it has something todo with the textmeshpros of my game, but after looking around and doing some research on the problems I'm not really sure what I can tweak and do to solve this issue. I can send screenshots of my game aswell and explain what the textmeshpros are doing if that helps or anything like that too!

analog kindle
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hello

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so im having an issue where my mobile game is VERY pixely

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why is that?

brazen birch
brazen birch
dreamy edge
brazen birch
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Re pixely The editor has an annoying low res feature enabled by default. But if it is a build it'll be something else.

dreamy edge
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so in the red area there's these tonne of errors that only appeared once I clicked the original error (which sorta tells me it might sort itself if I fix the main one maybe?)

and as for the yellow ones I'm not sure what's up with them but as far as I'm aware they're not causing any massive troubles if at all

dreamy edge
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ok update I got it working!

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Turns out if I just dragged the apk file on the phone after avoiding the errors it just showed up!

hard blaze
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Greetings. I'm using Render Streaming on android. I think its auto adding android.Camera to android permissions. How can I stop it from doing that?

snow chasm
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Hi guys, I get 18/20 testers in Google Play. Can anybody help me?

worthy pasture
#

Has anyone had any success with Geo-Location AR ? Aka Pokémon Go

glossy sluice
#

guys i made an android build and after with unity splash screen im getting a gray screen with nothing and after a minute the application closes itself what's the problem ?

neon thicket
#

Install the logcat package, plug your phone in, run the game and find any errors.

glossy sluice
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how do i see the errors now my device is connected the game is running

bleak arch
#

Hey, trying to build to Android device (Oculus Quest 2) which is using API level 32

When Im trying to set minimum and target API to 33, or 34, im getting this error :
Software of device 'Oculus Quest 2 (...)' is not supported: Device: ... [Quest 2]
The connected device is running Android with API level 32, while minimum API level of the project is set to 34. Please change the project settings or connect a device with Android version not lower than the one set in the project settings.

When i set my minimum and target API to 32 or lower im getting this error :
[CXX1405] error when building with cmake using C:\Users...\Desktop...\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp\CMakeLists.txt: -- Android: Targeting API '31' with architecture 'arm64', ABI 'arm64-v8a', and processor 'aarch64' See the Console for details.

That was the building pop up error, this is the console error:
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2023.2.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2023.2.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.6.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

when i paste it in terminal, im getting:

+ ... e\lib\gradle-launcher-7.6.jar" org.gradle.launcher.GradleMain "-Dorg. ...
+                                    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unexpected token 'org.gradle.launcher.GradleMain' in expression or statement.
    + CategoryInfo          : ParserError: (:) [], ParentContainsErrorRecordException
    + FullyQualifiedErrorId : UnexpectedToken```

Ive tried every minimum / target API level out there, including both 32. Inside CMakeLists.txt, ive added the following
```# Set the target API level
set(CMAKE_ANDROID_API 32)```

I have the required SDK and NDK versions, any help would be greatly appreciated
vestal pendant
#

Hello everyone,

I am a student and I have a project on unity and I have a problem that I think it's easy to solve but I'm a newbie in this field. Can someone help me with my problem ?

I am creating a 2D platformer avec I have an issue when i paused the game, go to the menu and go play the game, I have a lots of errors like this :

MissingReferenceException while executing 'performed' callbacks of 'Land/Move[/Keyboard/leftArrow,/Keyboard1/leftArrow,/Keyboard/rightArrow,/Keyboard1/rightArrow,/Keyboard/q,/Keyboard1/q,/Keyboard/d,/Keyboard1/d]'

MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.

But my character can do all moves it supposed (just a problem in my console I think)

Thank you ❤️

(i am not english sorry for my faults)

brazen birch
brazen birch
#

Minimum is must have this OS version or higher. So you are saying it needs to be 34 or higher and the Quest is using 32.

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Target though is more like what it is meant for. I'd set that to 32, as the oculus store usually will reject you at 33 or 34.

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But you can install below 32 via adb if you have to. Just not through the oculus store.

bleak arch
bleak arch
analog kindle
#

what gardle version is compatible with 2022.3.24f1?

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i saw that gardle 7.2 is compatible with 2022.3 so will it work for 2022.3.24f1 too?

flat igloo
#

When building this keeps happening

analog plover
#

Show the third error in full

flat igloo
flat igloo
#

Now i have a problem with installing, it says failed to parse paket 🥹

merry radish
#

hey, i have somee problems with signing in with google play services in my game. So, for me, i can sign in perfectly, all nice. But, in another device that is not mine, the sign in doesnt work. Does anyone know why?? Thanks

brazen birch
#

You'll need to look at an error log etc, it's just a blind guess otherwise.

wild terrace
#

Can someone help me "playtest" my unity mobile game? Google forces me to get 20 people to have early access before I'm allowed to release it. It'll just take 5 minutes. If you're interested, just DM me your google play email and I can whitelist you and send you the link. You COULD also just ping me here but I'm pretty sure it's a bad idea to post your email in a public server.

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god I need to learn to make better screenshots

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but yeah this is just a silly little arcade game I've made like three years ago and finally want to release officially

open laurel
wild terrace
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I'm not in that discord hm

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do you think it's enough to just make a post in the subreddit?

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don't wanna join, beg for help and then leave again lol

open laurel
wild terrace
#

I see, thanks for the reccomendation!

silver siren
#

hello, sorry for disturb you guys. So im having issue with a video is lagging when run in mobile, but seems really fine when i tested it on simulator in unity. my video size is 22mb with fps 28.95 with codec H264. Thank you...

alpine nacelle
#

Good morning everyone. Running into a slight problem that isn't making any sense. I have the Google play setup for unity mobile and attempting to have user login.
Issue: editor tries to login and says failed. From build and download, nothing happens.

public void Start() {
      PlayGamesPlatform.Instance.Authenticate(ProcessAuthentication);
    }

    internal void ProcessAuthentication(SignInStatus status) {```
I've isolated to this. This internal void is not being ran from the build downloaded off Google store. 

 I went through and setup the SHA-1 cert to my oauth after build is uploaded etc. No failed is returned.
tired lily
alpine nacelle
#

The editor will output Failed to sign in, as it attempts and runs that internal void Process. In the main build off Google play, it won't run that function

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I have added my Gmail as a tester and I have the app signing sha-1 in the oauth cloud to match. (I was reading I have to do this after build is upload because it changes and I did notice that)

tired lily
#

you should have two sha-1 fingerprints, one for your upload key which you use to sign sideloaded builds and one for the play store key which will be used to sign internal and production builds

alpine nacelle
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Correct. I used the app signing for internal build.

tired lily
#

double-check your package name matches the one in your google cloud project, that got somebody recently

alpine nacelle
#

I copy pasted the package name and double checked it.

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What's confusing too is the fact the function isn't even running. From what I've seen in forums, that process function should output failed like the editor test if the keys or project name was incorrect.

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I need to see what the rest of the console outputs show on the phone. I need to look it up and see what it says

alpine nacelle
tired lily
#

well, confirm that the authentication method is actually running on device if you haven't done that already. Then you'd want to double-check whether you whitelisted your gmail correctly. Then clear data for the play store, confirm that you set the active profile there to the one you whitelisted, and restart device

inner sage
#

Hello, i need some help with unity. I recently wanted to do an app that can output live footage from an USB Webcam into the Unity scene. I have been stuck for a while now at this and nothing i do works, since they don't show up in my webcam-devices list when running the app. Thank you in advance!

alpine nacelle
# tired lily well, confirm that the authentication method is actually running on device if yo...

Alright here I am, these are the steps I've performed or covered in the last few hours:
App Signing key SHA-1 cert fingerprint was copied to cloud credentials / SHA-1 Fingerprint
Packname in credentials is the same as project
Internal app sharing has my testers emails
Configuration under Setup/Management has correct OAuth client from cloud
Testers has my email
Internal testing -> testers has my email
I checked, I am running 11.01 for android so I fixed the m2repository folder (assets instead of packages in xml)
I did External Dependency Manager-> Android Resolver -> Force Resolve and it updated everything
I added in my own debug catch so I can see errors and just place the text on a field in app (this works in editor)
I restarted everything with fresh build to include phone
In the editor run, the error catch displays the Insecure Connection not allowed. Steps through each part (Start() -> Authenticate -> internal void ProcessAuthent and if its SUCCESS or not)

In full build downloaded from the store, no debug logs and no stepping from Start() to Authenticate.

tired lily
#

did you add your email under test users in the oauth consent screen config? not play console, google cloud platform. Also you need to check logcat for any errors. And again, this is a mobile api so the editor isn't running anything real. If you only have your app signing fingerprint, you need to test exclusively with builds you downloaded from internal test track. And this is almost too dumb to mention, but you set up your credentials in the play console under play games services right?

alpine nacelle
alpine nacelle
tired lily
#

if you get through all that and see no errors, really scrutinize your deployed code because you should get a result relatively quickly (few seconds at most), so no callback at all might indicate you have an issue in your own logic

alpine nacelle
#

this is honestly my first attempt to all of the mobile side, so most likely I failed to do something

#
    using GooglePlayGames;

    public void Start() {
      PlayGamesPlatform.Instance.Authenticate(ProcessAuthentication);
    }

    internal void ProcessAuthentication(SignInStatus status) {
      if (status == SignInStatus.Success) {
        // Continue with Play Games Services
      } else {
        // Disable your integration with Play Games Services or show a login button
        // to ask users to sign-in. Clicking it should call
        // PlayGamesPlatform.Instance.ManuallyAuthenticate(ProcessAuthentication).
      }
    }
}```
#

Not sure if I displayed this as this wasn't a code channel, however this is straight from the github.

tired lily
#

then check logcat for more info about what might be going wrong

alpine nacelle
#

Alright, no idea what logcat is but I will check this out

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oh its the thing used to get the errors, I thought I could do my custom catch for unity errors lol dang

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this is an entire studio for android. @tired lily I appreciate the help so far. Hopefully this can id some issues for me to work off of.

alpine nacelle
#

Good morning, got some new errors to figure out.
I did try a few solutions as described by the unity forums, one was building the project with android studios and another was using Proguard-user.txt and adding line -keep class com.google.android.gms.** { *; }

cursive roost
#

i have released my app to android around 1/4, minimum api level is 29 and target is 34, now when i open my app on an android device with version 37 (android 14) the app is not responding to any click

#

on any other decive is working fine, no issue

bold laurel
#

Hi all, how are you? Is this a good place for sharing playtesting details of my recent mobile game?

fallen compass
alpine nacelle
#

Weird. Did get another force resolve and now I'm getting double android.core. one is from Jetified and the other is modules annotation. I see the modules is newer however not sure which one to delete.

alpine nacelle
#

So I've deleted all the libs from Asset/ Plugins/Android that were duplicates. No more unity error, build is good, however still receiving the Java class not found

tired lily
#

something is wrong with your proguard-user file then. You have ticked the option in build settings, right?

#

and you have resolved android dependencies right?

cursive roost
#

guys please i need serious help, my company spend over 5k usd on this campaign for android and we still have a huge issue on android 14, the app gets installed and all, and you can open it but after that it just do nothing, you can't click on anything,

tired lily
#

this didn't happen in your internal test builds?

alpine nacelle
alpine nacelle
#

I'll be home in about an hour to do another deep dive.

tired lily
#

sorry, the internal test thing was for sana

#

your thing is definitely happening on all builds, including sideloaded debug (non-dev) builds

haughty escarp
alpine nacelle
#

Yeah, I resolve dependencies and googlePlayGames adds that entire Plugins / Andriod with everything, but its conflicting with duplicate androidx.core:core:1.9.0 / and 1.2.0 etc

tired lily
#

hmm you might need to solve the conflicts first, then. My suggestion is to make a nearly-blank project that just tests out the play services stuff first so you can debug it quickly

tired lily
haughty escarp
tired lily
#

nope, you'd have to see if it's a limitation of the gpu his phone has. Assuming that was the problem anyway

alpine nacelle
#

Im going to make a fresh project and test some more

tired lily
#

looks right to me. Do you have other third party Android dependencies?

alpine nacelle
#

Only extra stuff was what came with the mobile install from unity which might be an issue, Im not sure tbh

alpine nacelle
#

holy smokes, finally got it

#

So I deleted all the Google Play folders / External Dependency Tool, started over with all of that. I even deleted the mobile info but I dont think that mattered now.
Imported the Play Game Services + that External Dependency, I imported the EDM4U which is a better dependency resolver by google. I made sure to unselect Use Jetifier in the settings for Resolver. I also made sure my Player Settings, No minify release and use Custom Main Gradle Temp / Custom Gradle Props temp. Double checked no extra android dependencies inside the plugin folder.
Did build and yeah finally got it.

alpine nacelle
tired lily
#

cool, glad you got it figured out

rain leaf
ivory raven
#

Hi

#

I'm having problems

#

So uh I'm using 2021 3.3.7f1

#

And making a vr game

#

for ocolus

#

And when I click on build it shows uh this error

#

And when I wanna test the game it just shows a sky and floor not the platform where the camera is

round gale
ivory raven
#

this

#

I keep getting the same errors idk why

#

Um can anyone that can help me to fix the errors

karmic rivet
#

Hello friends, I am using Google admob and Facebook audience network SDK in Unity and getting this error (Targeting S+ (version 31 and above) requires that one of FLAG_IMMUTABLE or FLAG_MUTABLE be specified when creating a PendingIntent.). Please help!

rain leaf
# ivory raven

That first error looks like unity cant find sdk manager because its looking for "Files/Unity..." instead of "C:\Program Files\Unity..."

Try adding " at the start and end of your external tools android sdk path

ivory raven
#

thx

#

also download 2022 right?

#

Gonna try that if doesn't work I download 2022

karmic rivet
#

Targeting S+ (version 31 and above) requires that one of FLAG_IMMUTABLE or FLAG_MUTABLE be specified when creating a PendingIntent. How to solve this error

cursive roost
#

How to know the user denied the permission? because when they accept it, it's not asked again but when they deny it, it asks everytime you open unity, i want a way for when the user denied it once it will never show up again

inner sage
tired lily
tired lily
tired lily
inner sage
#

Yes! That!

tired lily
#

But why? Wouldn't you want to use the built-in camera?

inner sage
#

I need to access a webcam while wearing a Oculus quest 1, and that runs android

tired lily
inner sage
#

This is how i get the list.

#

seems like it should work... which it does since if i run it on PC it works just fine!

#

listing all my virtual cams, OBS, iriun etc.

inner sage
tired lily
#

are you able to test the webcam in another app to confirm it's actually working?

rain leaf
barren gate
#

I want to create an open-world mobile game. Do you have any good suggestions or help? Or are there any videos that can assist me?

inner sage
rain leaf
inner sage
#

What is OTG? "On The Go"?

open laurel
solid mesa
#

can someone help me. im trying to download the game to my phone for testing and this error keeps popping up (fix Gradle build failed) how do i fix this?

brazen birch
dusk meadow
#

i have a problem with ads:

i tried to download a test release build on an android phone but, even if its not a development build, it still shows the fake testing ads unity has.

can someone tell me how i could actually see if the real ads work before i buy developer accounts? (ping me if you answer please)

ivory raven
#

how to fix android sdk?

#

for applab

brazen birch
ivory raven
#

These weird errors

brazen birch
ivory raven
#

something with a android sdk

brazen birch
# ivory raven These weird errors

Go through the errors, and read the messages in the body. One will list why it failed. Otherwise you'll just be guessing as those are just generic errors.

dusk meadow
ivory raven
#

picked up java tool?

brazen birch
brazen birch
dusk meadow
brazen birch
dusk meadow
#

oh ok thanks, do you suggest i switch to google too?

brazen birch
#

I'm a bit biased because we've been moving to another engine :). But I think the Unity ad platform uses to have the best financial return. I just haven't used it in 7 or 8 years

ivory raven
#

Which one?

ivory raven
#

tried some things still a problem ofc

solid mesa
#

I need help. Im trying to add the cs file to the touch screen inspector you can see in the pic but an error keeps popping up nothing is wrong with the code

brazen birch
# ivory raven Which one?

For Quest specifically, you should only be using the target sdk of 32. Above you'll get rejected on submission to applab, below it won't install to device.

ivory raven
#

so I need to delete the one from not sdk of 32 and keep that one?

#

ohh

#

Alr I get it thank you

#

is that why I keep getting the android sdk thing?

brazen birch
#

I use 34 for Google play, 32 for Quest & Pico.

ivory raven
#

Everytime When I try to build my game it shows this

brazen birch
#

Yeah, that's just a generic message that means something went wrong

#

In the console you'll see a bunch of errors, one has a bunch of actual errors on the body of the message. That error is specifically whats blocking it

ivory raven
#

I have these four but idk how to fix

#

@brazen birch Sorry for tagging you but do you know how to fix these errors?

brazen birch
#

It sounds like the command line android tools are messed up, but it's just a guess.

#

You are on the right path. I use standalone android studio, so I can manage all my sdks for unity/unreal/godot etc easier. But it takes a lot of patience

ivory raven
#

Btw Should I send the screenshots so it's easier ?

brazen birch
#

It might help, how the SDKs are configured, and the full error log can help a lot.

#

For my part, I'm about to go back to work though, so I'll probably not see this for a good 3 or 4 hours

ivory raven
#

Oh crap accidently downloaded 31

ivory raven
#

I still have the error

#

Should I also delete 31?

#

Gonna work further on the game so yeah

nimble bloom
#

has anyone ever seen this error before:
BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
I get it when I try to export my project to iOS and it fails build every time. Tried reimporting all assets that did not work.

copper knoll
#

Hello, is it possible to somehow make it possible to use a test card in internal testing in Google Play??

rapid phoenix
#

Hello guys i have a flutter app and i wantto launch unity app from the flutter app. (Unity is its own app package) just that when i press a button in my flutter app it launch the unity app. But i cant find the package name for the app

#

Asap

#

Thx in advance

ivory raven
#

I'm still stuck on the Android Sdk I'm just so confused do I have to download Java 8 to fix it?

brazen birch
# rapid phoenix Asap

This isn't a paid support channel by Unity, it's non unity people putting in time to help if they have time.

Anyway, the Unity app will have an app package name specified by whomever compiles it. You can use a bunch of tools to pull that from the APK or use Java to query all packages on the device and go from there.

We didn't make whatever Unity app is on the device, so we won't know what package name you or someone else used

brazen birch
ivory raven
#

can I show them?

brazen birch
#

But could not load or find main class suggests yeah it could be Java or it could be the command line tools

#

But I suspect thats just a symptom not the full error

#

You can also copy those commands to windows command line and perform them manually to see the error first hand

#

But I suspect yeah the error is somewhere else in those log files

ivory raven
#

alr but where are the log files If i may ask?

#

I'm gonna send them just in case

brazen birch
#

!logs

grand windBOT
#
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

ivory raven
#

This the right place?

brazen birch
#

You probably want the editor ones

ivory raven
#

thx

#

Btw

#

how do I put them there?

valid oxide
#

Is it not possible to build without android studio any more?

analog plover
#

Nothing has changed in that regard

valid oxide
#

Really

fallen compass
valid oxide
#

Though I usually need to find suitable sdk/ndk builds for it

#

And now it doesn't push google play files

#

I mean it is ok, but I at least wanted to test it

brazen birch
# valid oxide Is it not possible to build without android studio any more?

The main problem is google changes their API targets every year, and older unity builds weren't meant for them. So it gets a bit messy.

I use android studio, because I need reliable android builds for godot, unity, Unreal and a ton of unity versions. But theoretically you should be able to use the latest LTS and be relatively safe to just build for android with the built in tooling. But it's better to do it yourself and aim for a higher build target so you have to update your projects less often down the road.

#

In my world, I need api target 32 for Quest and Pico, but 34 for Google play. And unreal likes a very specific Java and command line tools. So eventually you'll self manage it all. It's not trivial though

#

I suppose the real problem though is just a lack of documentation from unity on how to fix these problems and they leave it on volunteers in the community to support their product for them

valid oxide
#

Hmm, I worked with api targets changing two years back

#

I haven't done it the past year and a half

#

So whatever did happen must be in between

#

Thanks for the help 🖐🏻

vital agate
#

Guys, to test gpgs(google play games services) like Google cloud save and stuff like that, do I have to upload to Google play console literally every single time? like I have enabled in the play console for gpgs to work even if the game was downloaded outside of play store but that doesn't seem to change anything. Like this is quite a hassle if you wanna test anything you have to make a new .aab with a new version code and all and upload then install.

rain leaf
vital agate
south tundra
#

Does anyone know how to implement speech-to-text functionality in Unity for iOS?

mild warren
#

for anyone else google play sign in stopped working?

quiet glen
#

Hey! Guys, so right now I'm trying to build for android over my mac but it is continuously giving me build errors and I have no idea how to fix that! I have tried changing the sdk and jdk but nothing works at all. Right now the sdk, ndk and the jdk are all the default one's provided by Unity but weirdly the SDK which is of 6.0 does not even support JDK 11 says something like this

priyanshu@192 bin % sdkmanager --list
Error: LinkageError occurred while loading main class com.android.sdklib.tool.sdkmanager.SdkManagerCli
    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 55.0

but this error doesn't occur with JDK 17 and Unity 2022 does not even support JDK 8 or JDK 17 just JDK 11

Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Error: Could not find or load main class Editor.2022.3.21f1.PlaybackEngines.AndroidPlayer.SDK.cmdline-tools.6.0
Caused by: java.lang.ClassNotFoundException: Editor.2022.3.21f1.PlaybackEngines.AndroidPlayer.SDK.cmdline-tools.6.0

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:203)
#

It would really helpful if someone could help me out with this! everything works on my windows just fine but never does on my Mac. Unity 2021 is building perfectly but not 2022

severe scaffold
#

Hi all, I've been having this problem with Apple Privacy while building from Unity Cloud Build (UCB). Event though I've added all of API usage reasons for "NSPrivacyAccessedAPICategoryFileTimestamp", I'm still getting warning in the email. What am I missing here?

ivory raven
#

Still having the same errors..

lusty relic
#

Any pointers on how can I get one device to send notification to other device?

For example how in clash of clans you get a notification when someone attacks your village

ivory raven
#

Nahh Unity really doesn't like my game

brazen birch
# quiet glen Hey! Guys, so right now I'm trying to build for android over my mac but it is co...

The Android SDK it downloaded needs a newer Java than what you currently have installed and configured for Unity. You can try to download a newer OpenJDK and manually configure your editor to use that one. You can also try running the commands manually in cmd prompt / terminal without needing to do the whole build pipeline and to check if it is working (faster way to check). And sometimes while testing, I'll create a new empty project just so build troubleshooting is faster.

brazen birch
lusty relic
rancid sonnet
#

Hello guys, i am developing a java native plugin for unity,got 2 questions:1.Other than UnitySendMessage,is there a better way to call c# from java? 2. How to attach a debugger to the java native plugin? Thx

brazen birch
quiet glen
rustic shoal
rain leaf
#

try adding a " before and after the path in android sdk path

proud loom
#

how do i fix this?

ivory raven
#

Place a camera?

proper quartz
#

hello, i need help ,so i want to make game for android and i what that it work on most of devices, right now when i put my game objects to scene and then change resolution for a bit smaller it's cut off edges. Also i tried to make the same in Godot and i succsefull complete it i just make some setting in setting and now when i put the game on smaller or bigger screen it's scale with it and add some black borders. So the question how can i make it in Unity2d for android phones(no Tablets).

proven solstice
#

Hi! has anyone struggled with the following error "The application bundle does not contain an icon in ICNS format, containing both a 512x512 and a 512x512@2x image. For further assistance, see the Human Interface Guidelines at https://developer.apple.com/design/human-interface-guidelines/foundations/app-icons/. (ID: 58c5a5ea-21bd-43f0-a680-2c28db8df7f4)" when you are trying to validate your build for appstore? In my case it is actually for MacOS not mobile but I wonder if the same logic applies. Is there something special you need to do in player settings to create icns images? this is what I did:

Apple Developer Documentation

A unique, memorable icon communicates the purpose and personality of your app or game and can help people recognize your product at a glance in the App Store and on their devices.

heavy wraith
#

I have suddenly encountered a strange point light corruption in my iOS game that I cannot explain and am unsure how to debug. The black noise will come and go, and is animated even if the scene is paused. It only happens around areas that are lit with a point light. This didn't happen for the past couple of years so I'm afraid it may be due to having upgraded Unity here recently. Running on 2022LTS. Has anyone seen anything like this? It doesn't seem to happen on Windows or Android. I've tried ultra and low quality without a change. If I disable lighting it goes away.

heavy wraith
#

This is a Light2D and the tilemap is just using Sprite-Lit-Default here. So nothing too unusual. Been playing with all the quality/player settings to see if something is responsible. Haven't homed in on it yet though.

heavy wraith
#

Alright so the newer iOS versions have windowing. Not sure what its officially called, but by default apps launch in a window you can resize. I notice when I drag it around to resize the noise/corruption gets substantially worse. Curious if anyone else has encountered this?

urban moon
#

Do anyone of you have the same issue with ads mediation and facebook (meta) network ? All of the rewarded video ads having 0 ecpm and 0 revenue, but its winning bidding against other networks. (Unityads, Iron Source, Admob working perfectly fine, meta app-mode is "live" and testing disabled)

brazen birch
proper quartz
brazen birch
#

I have a script I use for that, but it's hard to explain over discord - and I'm sure there are smarter ways than how I do it

proper quartz
#

yeah, probably ,sorry i don't know how correctly ask it

brazen birch
#

So I shall head onto walking the puppies and hopefully someone with an easier solution can help

proper quartz
heavy wraith
# proper quartz I know how to make adaptive ui,the question was about the game objects and layo...

One approach that may or may not be applicable, is akin to what they use in fighting games like Super Smash Brothers. Take the critical game objects that must remain on-screen, and attach 4 children game objects that are rendering only transparent textures. Arrange them in a cross extending out from the parent. Periodically check if they are visble or not. If they aren't, you know the player/NPC/whatever is getting near the edge of the screen, and so you can pan/zoom out/whatever to better capture the action. Complex scenes may require a couple layers of children extending outward, where the scene reacts faster when the closer children are obscured, and have a more gradual tween effect when its just the outer ones being hidden.

#

If this isn't dynamic, then you might be able to check for IsVisble on your critical game objects when first rendering the scene and adjust it before the player sees it for the first time by adjusting the pan/zoom level.

proper quartz
# heavy wraith One approach that may or may not be applicable, is akin to what they use in figh...

very interesting, but it isn't what i 'am searching. So i have several phones with different resolution and approximately aspect ration 9/16 so i want that my game look like the same on this aspect ratio. In godot i fund some options in setting and it's work good . For example if the screen smaller it make all my viewport smaller and the game look like on default resolution. If the screen bigger it's make a bit bigger and add some borders to not miss aspect ration.

heavy wraith
#

Oh I thought it wasn’t the UI but just the game elements you wanted to keep on screen. It’s tricky supporting different scaling options because they could be quite non standard in the wild.

#

Something always has to give.

#

Unity does support natively enough UI and canvas adjustments to do just about everything you’d need though.

#

One trick is to make borders and UI containers by nine slice so they resize properly.

proper quartz
heavy wraith
#

You can scale the canvas upon which your scene is rendered. Or you can scale any objects or containers within that canvas. I echo the suggestion to recommend you watch some tutorials on designing Unity apps for multiple resolutions and aspect ratios. Probably not the best topic for mobile as this isn’t as active and this seems more like Unity talk or coding basics? Sharing an example of unity vs GoDot and the settings you use can also be helpful.

proper quartz
heavy wraith
#

Not sure I have one to recommend more than others. Certainly try to watch ones relevant to your version. Googling the topic returns dozens of videos though. Usually in these cases I’d take the hit of a couple hours and go dive in watching as much as I can on the issue. https://youtu.be/ft72lLJFN4M?si=z_kUBidY-0OEShTl. https://youtu.be/Tys6QWi9RpM?si=spP2BHR3_D5ZJIHi

A guide for how to build Unity UI for multiple resolutions and aspect rations.
Build universal UI for all devices.

GUI assets used in video:
https://assetstore.unity.com/packages/2d/gui/gui-pro-kit-casual-game-176695?aid=1100l8ya9

Also check out these GUI assets for sci fi and fantasy games:
https://assetstore.unity.com/packages/2d/gui/gui-pro...

▶ Play video

How to effectively scale your UI's for different resolutions in Unity, using canvas scaling. We'll look at what you must look out for and how to overcome some of these issues in your Unity UI's.

🎁 Get OVER 160+ Scripts, Projects and premium content on my PATREON HERE:
➡️http://bit.ly/SpeedTutorPatreon

········································...

▶ Play video
#

It’s possible to make successful games with perfect scaling - like Honkai Star rail. Or successful games that just ignore it - like Idle Champions haha.

proper quartz
#

Haha got you , thank you very much for you help)))

spice plover
#

Guys, I'm having difficulty installing the MongoDB.Driver package

#

Does anyone know how to do it?

eager harness
#

Good morning everyone, I stuck on Unity ads is not working even I publish my game on Google play. Can you provide the link if there any best tutorial which explain it in detail. Thank you!!!

fair python
#

CommandInvokationFailure: Failed to update Android SDK package list. C:\Program Files\Unity\Hub\Editor\2021.3.37f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\sdkmanager.bat --list

Error: Could not find or load main class Files\Unity\Hub\Editor\2021.3.37f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\2.1\bin\\.. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

I am building to quest3

fair python
devout crescent
#

I have been trying to fix for like 5 hours and no luck. Why is this still there? I download 54546848 SDK's and Java's and none of them worked. Now im clueless. Can anyone tell me how to fix this?

tired lily
#

hate to be obvious, but you selected the sdk directory and made sure it exists right?

devout crescent
#

I fixed it and it still doesnt work.

devout crescent
#

C:\Program Files\Unity\Hub\Editor\2022.3.23f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK

tired lily
#

show your external tools settings

devout crescent
tired lily
#

uncheck ndk path but leave path as-is

#

btw I highly recommend installing your editors to a path without spaces, that can cause a lot of headache

devout crescent
#

These are the errors when i put it manually there.

tired lily
#

is that when the path is set to the sdk you downloaded?

devout crescent
#

And JDK.

tired lily
#

go back to the editor defaults

#

use the same trick with the checkmark on them since sometimes Unity will store the wrong path in editor prefs for those fields

tired lily
#

Unity stores those paths in editor prefs called JdkPath, AndroidSdkRoot, AndroidNdkRoot, and AndroidNdkRootR19. If you have the '{x} installed with Unity' box checked, it will use whatever it finds at those prefs which can be wrong if you change editor versions

#

it happened to me so frequently that I have my build script set them explicitly now

devout crescent
#

So i need to install different editor versions?

brazen birch
devout crescent
#

I did that.

brazen birch
#

I'd also open explorer, browse to that folder, and see specifically what is in that folder. And look in the console log in case there are more specific messages about what the error is (i.e. maybe it is missing the command-line tools.

#

Actually, seeing the error above, that is what it looks like it says (hard to tell as it is only the dialog not the full error message) - the folder doesn't have a command-line tools subfolder. Browse to it and make sure

devout crescent
brazen birch
#

But not every version of the SDK and Android studio is the same, or compatible with Unity. If it says a folder is missing - check and make sure

#

My blind guess is you have android studio installed, and the SDK installed, but it didn't install the platform or comamnd line tools. So the folders needed by Unity are missing. But again, without a log, I'm just blind guessing.

#

The second error you posted is different, it shows taht you are using an incompatible version of java.

#

I know, trust me, getting Android working with Unity is harder every day. And the Unity dev team don't make it easy on you 😄

devout crescent
devout crescent
#

Or is it hard like with android?

brazen birch
# devout crescent Is iOS atleast easier?

Sort of but not really. You need to build it on a Mac, and it needs to be built inside Xcode, and it needs to be a recent version of Xcode - which apple ensures is only "newish" devices. From there, assuming the libraries are all compatible, you can build. But I find usually I ahve to patch 3 or 4 issues in xcode on projects to get them compiling

devout crescent
devout crescent
brazen birch
devout crescent
tired lily
#

reset back to the versions that shipped with Unity and try a new build. Start with the baseline stuff

brazen birch
# devout crescent

This error says that the Java you specified is older than the one that was used to compile the Android SDK. You either need to use a different Android SDK that is compatible with the Java you have, or use a different Java. Or use defaults if you can.

I'd probably just swap out the OpenJDK with something newer

brazen birch
#

So probably

#

Adn right now it says you have selected: Java 11 55.0

devout crescent
vital agate
#

Hello, i have been trying to add unity cloud save using the google play games as ID provider in the authentication. and unity is asking for a Client ID and "Client Secret" but google has stopped giving client secret for an android application in google play console and "API and Services" so i dont have anything called "Client Secret" but without that unity wont let me add google play games as the id provider for authentication

#

can anyone from unity or someone who knows the workaround to this, sees this answer me?

#

i have just one thing in my google play console and API and services, that is "Client ID"

vital agate
#

anyone please?

sacred creek
# vital agate anyone please?

I am sure you need and have a client secret, because otherwise, everyone knowing your clientID would be able to connect to your part of the service

#

Did you check the cloud console?

devout crescent
rain leaf
vital agate
vital agate
tired lily
vital agate
tired lily
#

yes

vital agate
sacred creek
vital agate
cursive venture
#

Hi guys, we have an Android game built using Unity. Google has sent us a warning that we are sending unencrypted HTTP requests from our application to a particular URL: http://ghent-gce-or.bidswitch.net and that it is not allowed. We have added advertisement SDKs like Admob and AppsFlyer (of course Unity ads is also there). We tried checking the logs using Charles Proxy but we are unable to find any HTTP calls to this particular domain ".bidswitch.net". Has anyone else faced a similar issue?

vital agate
#

guys, in the google play games services v11.01 (v2 sdk), how are we supposed to sign out the user? as google removed the SignOut() feature from this new sdk. in the previous one, v10.14, it was there and worked like a charm, but not present in the new one. google didnt write how to sign out and just wrote that sign out is removed from this version. anyone know the workaround?

stoic stag
#

Hi guys
I want to learn how to create mobile games using unity is there any good tutorials to start with?

grand dove
#

Hey guys!
My android app currently support cross-device progress save using Facebook login.
meaning - the user authenticates with Facebook, and I use its Facebook UserId to read/write data to my DB.
It works great, but Facebook keeps requesting stuff and its annoying to maintain... I wanted to release myself from relaying on Facebook.

Any tips for another similar solution that I can offer my users to login for cross-device progress ?

grand windBOT
#

:teacher: Unity Learn ↗

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

ebon nacelle
#

anyone knows why input field doesnt work on mobile? The keyboard doesnt pop up to allow me to type

vital agate
#

guys, in the google play games services v11.01 (v2 sdk), how are we supposed to sign out the user? as google removed the SignOut() feature from this new sdk. in the previous one, v10.14, it was there and worked like a charm, but not present in the new one. google didnt write how to sign out and just wrote that sign out is removed from this version. anyone know the workaround?

tired lily
#

technically they did document how sign out works now

sleek eagle
vital agate
# tired lily technically they did document how sign out works now

am i missing something there? cause i can only see how to sign in and but not how to sign out. i see just one line about sign out and that doesnt even tell how to do it instead just says no need to do sign in and sign out flows any more and its tagged as improvement.

"Improvements for developers:
Client code no longer needs to handle the sign-in or sign-out flow, as login is automatically triggered when the game starts, and account management is handled in the OS settings."

like which os setting is handling account management? i see nothing, or am i missing something?

tired lily
#

google > settings for google apps > play games > sign in account > change > sign out of all games

vital agate
#

also thanks again

tired lily
#

unless you want to stick on the previous version, looks like that's it. Google wants to farm more user data I guess

vital agate
#

Such a bummer

#

But thx anyways

tough sentinel
#

Is there no voice channel here?

ebon nacelle
#

I’ll check again but I’ll also have to try with the normal input field

fallen compass
#

!collab

grand windBOT
warped tree
#

Hiya! I'm trying to use this scratch / reveal effect lib: https://github.com/vape/ScratchCard
however i am running into an issue on ios (everything works fine in editor)..

In editor everything everything looks cool. However something goes wrong on ios. After digging through the code, this seems to be the issue:

Image.texture = targetTexture;
ClearTexture();```

After doing some googling it sounds like lots of people having issues with RenderTextures on Ios however I couldn't find anything conclusive.
Tips / thoughts?
GitHub

Scratch card effect for Unity UI (UGUI). Contribute to vape/ScratchCard development by creating an account on GitHub.

rain leaf
#

targetTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.ARGB32);
try using another render texture format, like RGBAUShort

Also, I'm not sure which are the correct images and which are not, but if the garbled image is the wrong one, you should also check camera clear flag. It seems like the camera buffer doesnt get cleaned up properly

warped tree
#

@rain leaf thanks for your reply! I tried different render texture formats but none of them work right. Setting it to specifically RGBAUShort actually crashes the app on startup.
Camera clear flag is Skybox which should be correct? But then if it was camera clear flag, why would it work in editor but not in build?

marble jacinth
#

is there an exact, step-by-step guide to signing for android/google play somewhere? I have the key I need to sign during build and it works, but it looks like there's an upload key I need to generate somehow

lusty relic
#

Can we control the intensity of vibration/haptic feedback? If yes how? Or do you know any asset that allows to do it? I've tried few tutorials from YouTube but it's not working :/

fallen compass
marble jacinth
#

okay. whereabouts is that?

fallen compass
#

The upload page..

marble jacinth
#

okay, I'll take a look

#

the other question I had was: when I build addressables groups, where do the bundles build to? need to upload them to my server

#

I found a likely location under ServerData/Android but everything is a month old

pine surge
#

Hello, I am also making a puzzle game, and I have about 25 levels, however I can not find the perfect way to save the level on which the player is so that when he presses play he goes to that level, can anyone please help me?

heavy furnace
#

how can you solve this silly error ?

#

yes i am exactly using LTS version

#

but can not build ios without close and open unity again

#

perfect !

rain leaf
lusty relic
#

Don't know what's up with that

north slate
# warped tree <@338892857995952159> thanks for your reply! I tried different render texture fo...

Unfortunatly i can't help with you problem, but unity recommends to avoid the clear flags skybox and don't clear on mobile. Here's the source https://learn.unity.com/tutorial/optimizing-graphics-in-unity#64dc7690edbc2a26d993c1a8

Unity Learn

Rendering graphics in Unity is a complex task. This guide provides a better understanding of the underlying concepts related to rendering, and best practices for reducing the rendering workload on the GPU.

spark finch
#

trying to test my game with unity remote 5 but i cant seem to make it work

#

i have my build in ios and i see my device when i plug it in

#

idk what else to do

open laurel
open laurel
lusty relic
#

Hello I'm using photon,
Can we get player data of players in a room from lobby? Or if are there any work arounds to get it?

brazen birch
#

Usually though we manage player deeper data separately (nakama/playfab) than the multiplayer (photon/fishnet/normcore)

lusty relic
brazen birch
lusty relic
mild warren
#

anyone has experience with levelplay?

chrome patrol
#

In unity is it better to pack sprites into one file? Does it matter for performance

neon thicket
#

It is better to use sprite sheets, yes.

lost walrus
#

hey

Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
C:\Library\Bee\Android\Prj\Mono2x\Gradle\unityLibrary\src\main\java\com\unity\androidnotifications\UnityNotificationManager.java:164: error: cannot find symbol
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU)
^
symbol: variable TIRAMISU
location: class VERSION_CODES
C:\Library\Bee\Android\Prj\Mono2x\Gradle\unityLibrary\src\main\java\com\unity\androidnotifications\UnityNotificationManager.java:165: error: cannot find symbol
permissionGranted = mContext.checkCallingOrSelfPermission(Manifest.permission.POST_NOTIFICATIONS) == PackageManager.PERMISSION_GRANTED;
^
symbol: variable POST_NOTIFICATIONS
location: class permission
Note: C:\Library\Bee\Android\Prj\Mono2x\Gradle\unityLibrary\src\main\java\com\unity3d\player\UnityPlayerActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Note: Some input files use unchecked or unsafe operations.
Note: Recompile with -Xlint:unchecked for details.
2 errors
FAILURE: Build failed with an exception.

I want to build my mobile game but unity say because there are no TIRAMISU detected... help

frosty jacinth
#

Hi everyone, I want to make a build for iOS of a game I'm making in Unity. The problem is that my computer is Windows, what options do you recommend?

neon thicket
#

Buy a mac or pay for cloud building.

civic cedar
#

any tips to making my singleplayer game to have a multiplayer mode?

#

im making a mobile game

#

but i tought it would be cool to add a multiplayer function

#

and i was searching on unity store and i found this

#

does anyone have experience with it making multiplayer games?

#

or

neon thicket
#

You can't just "make" a single player game multiplayer. There is no easy way to do it, so the only tip anyone can give you is learn how to make a multiplayer game and with that knowledge, put it towards converting your existing game.

cursive roost
#

i use this code to ask for microphone permission on android device and added micrphone permission in manifect, but after choosing from the dialog the app freezes ??

trail shard
#

How do you create adaptive joystick on touch screen?

brazen birch
#

Photons pretty solid, lots of tutorials and samples. And pretty good about not making too many massive breaking changes. Restrictive as hell if you go into nongames though

rain leaf
blissful sky
#

Has anyone worked with Android & iOS homescreen widgets implementation on Unity ?

neon thicket
#

The advantage for the tutorial is that there's less to explain. It's slightly easier to deal with to keep it all in one scene, especially for such a simple game.

#

You could use two different scenes without noticing any hiccups

past turret
#

I'm having trouble with this crash on Firebase Console
It seems like the firebase isn't initializing properly or so I think...
how do I solve this issue?
I am using Firebase Crashlytics with Admob GDPR plugin.

analog plover
#

"test exception please ignore" ?

past turret
tired lily
#

what version of Firebase? there was once a bug in crashlytics that would cause crashlytics to crash if it ever tried to report a crash. That was a fun one

light fog
#

Im making a car race game and i added a video on loop for the background, it plays well on the editor but in android its barely playing like terrible frame drops

signal marsh
#

Hey y'all, my team made a Unity game and now we're trying to implement it on an already existing phone app that uses Android Studio, any tips on how to do so?

heavy wraith
# signal marsh Hey y'all, my team made a Unity game and now we're trying to implement it on an ...

I'm not an expert on Android Studio, but Unity is essentially its own project. And then you have your separate project. It may actually be easier to add the upper-level app framework into the unity game if it isn't too complex. What is desired here isn't exactly clear. Do you want the Unity game to be launched on a button press in the main app perhaps? Or do you want it to play in a window or something?

signal marsh
heavy wraith
#

Again, not an expert here. But it seems unlikely you'd easily merge two different codebases like that.

quick kindle
#

I am following a tutorial saying I should install Android SDK Tools, and unity says that it is already installed. The tutorial is 4 years old, is it just outdated?

proud crater
#

Quick question y’all

#

I’m attempting to upload my Unity game to the App Store and it’s asking this

#

I creating a basic Unity game with Unity ads, nothing more

#

Which should I select?

proud crater
#

Nvm

signal marsh
brazen birch
# signal marsh Oh... but the game needs to be imbibed on the main app, it's not its standalone ...

Yes, you can, but it's not trivial. There are a few ways to do this,

https://medium.com/xrpractices/embedding-unity-app-inside-native-android-application-c7b82245f8af

One is as a library and accessing it via android studio app. The other is to actually stitch it in. Unity can output an android studio project, and you can open that to manually wire all the pieces over. But the library is the recommended way.

It's not easy, it's usually a studio level project at that point.

Medium

While unity provides android build out of the box, there are scenarios where we would like to do a part unity and part android kind of…

signal marsh
dire token
#

Hi, does anyone know that I can implement IAP or other payment gateway sdk to my game but not related with google play store?

neon thicket
#

@jade rose There are no job posting in this server. !collab

grand windBOT
weak idol
#

What could be the reason that my 2D Sprite Masks aren't working on Android?

#

they do work in the Editor

tranquil turret
#

When I start the game in unity and play it on my phone, it thinks that I press the screen at the same position every time, even if I doesn't touch my phone. When I make a build, this problem doesn't occur. I tryed deleting the cache, but it didn't worked.

#

Oh, restarting unity helped

solemn moth
#

Hello, I can't change the Aspect Ratio Mode without getting an error and idk how to fix this
I'm using Unity 2022.3.19f1
The error :

System.FormatException: Input string was not in a correct format.
   at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
   at System.Single.Parse(String s)
   at AndroidPlayerBuildProgram.Actions.GenerateManifests.PatchLibraryManifest(Manifest manifest, ManifestDiagnostics diagnostics)
   at AndroidPlayerBuildProgram.Actions.GenerateManifests..ctor(Arguments arguments)
   at AndroidPlayerBuildProgram.Actions.GenerateManifests.Run(CSharpActionContext context, Arguments arguments)

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
rain leaf
weak idol
ripe gyro
#

I have problem during building Android App Bundle:

Long cannot fit in uint

if android.useNewApkCreator set to true.

#

How can I fix it?

ripe gyro
#

This error in zipflinger's exception.

analog plover
#

The bundle is too big

ripe gyro
#

Asset Bundle or game itself APK?

#

Sorry, I'm newby in Android dev, so I can don't understand simple things.

#

If you speak about Asset Bundles, so, the biggest one is 1.2GB and I set it to Install-TIme.

analog plover
#

The bundle that you're trying to build

#

The size limit for aab is 4 GB. If you have assets that are several GB big it's likely that it's going over that limit

ripe gyro
#

But really, I don't know why it takes 4GBs! Because project on IOS takes 1.1GBs.

#

So, different in size is dramatic and I don't know why.

analog plover
#

AAB is a bundle of several APKs for multiple different device configurations. It's usually at least 4 times bigger than APK or IPA files

#

You can't upload apps that big to Play Store anyway if that's where it's going

ripe gyro
#

Okay, but anyway, on IOS build takes 1.1GBs, but on Android it takes bigger than 4GBs, so, how can I fix it?

#

What's the reason.

#

That's very strange.

analog plover
#

I just explained the reason

#

If you want AAB files you have to reduce the size of the assets, or compile to individual APKs instead

ripe gyro
#

Any guide?

#

Or link I would be aprecciated.

analog plover
ripe gyro
analog plover
#

right

ripe gyro
high mirage
#

how do I force an aspect ratio for my mobile game (Unity 6 preview)? I developed for 9:16 but my phone is 9:20ish so it's kinda stretched vertically. I can't find the setting in player settings anymore

fallen compass
#

That wouldn't be in any settings anywhere, it'd be something you'd have to detect and change via code

high mirage
#

In previous versions you could set a target resolution in the player settings but I don't see anything of that nature in Unity 6

brazen birch
#

afaik, you could only set the target resolution on PC and web.

rain leaf
obsidian patio
#

Yeah, for android build its under player/resolution and presentation/supported aspect ratio

#

I have mine set to legacy wide screen and it forces 16:9

finite tiger
#

Hello! My game looks perfect in Simulator and on modern Android phones but when I try to run it on an older android phone, the game looks bad. Like, the UI breaks and all. Why is that?

kind basalt
#

has unity already a solution for the WebGL input field keyboard issue?

high mirage
#

is there a comprehensive guide to implementing authentication anywhere? I'm trying to implement game center, google, and anonymous auth into my game and everything seems super complicated. Any good YT vids that go into detail about what goes on behind the scenes when a user opens the app, connects their account, etc would be really helpful but I haven't been able to find anything so far

fallen compass
high mirage
#

also is there any way to implement either of the apple auth methods without doing it directly on a mac? really would like to stick to my pc

kind basalt
finite tiger
fallen compass
finite tiger
finite tiger
#

I figured it out, just added a reference resolution as 1080 x 1920 to Canvas scaler and it worked

ripe gyro
#

Can you say why Unity won't find JDK on MacOS?
I specified path to the JDK:
/usr/local/opt/openjdk@21/libexec/open.jdk/Contents/Home.

fallen compass
finite tiger
#

I tested with the available devices on Simulator and it looked fine. And yeah, I kinda forgot how to make Mobile games as it's been a while xD. Silly of me to think it was cuz of Arm 32 and 64

timber slate
#

hey guys, did anyone get this error from apple, when submitting app?

#

ITMS-90338: Non-public API usage - The app references non-public selectors in Frameworks/UnityFramework.framework/UnityFramework: initWithImageData:. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/

#

can't really find any useful information what could it be?

#

worked fine, today I upgraded firebase and admob sdk, and now I am getting this neither of them have any issues on git for that

jade tangle
#

exporting unity build for android, and it keeps giving me gradle failure, do you guys know how to solve this?

real zinc
#

i want help uhmm its not showing android 12,13 in target api level i am using unity 2021 i want to release my game on playstore

real zinc
# real zinc i want help uhmm its not showing android 12,13 in target api level i am using un...

also this problem CommandInvokationFailure: Unity Remote requirements check failed
E:\SDK\platform-tools\adb.exe forward tcp:7201 tcp:7201

stderr[
adb.exe: error: no devices/emulators found
]
stdout[

]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <d0b2474c7e244b3982f42b52c1ccc4c1>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <d0b2474c7e244b3982f42b52c1ccc4c1>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <d0b2474c7e244b3982f42b52c1ccc4c1>:0)
UnityEditor.Android.ADB.RunInternal (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <d0b2474c7e244b3982f42b52c1ccc4c1>:0)
UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <d0b2474c7e244b3982f42b52c1ccc4c1>:0)
UnityEditor.Android.ADB.Run (System.String[] command, System.String errorMsg) (at <d0b2474c7e244b3982f42b52c1ccc4c1>:0)

odd jackal
#

Hey guys, anyone with ios experience, I need some help. I've switched an app from android to ios build, and none of the UI is functional anymore. Touching is dead. If I create a new canvas in the scene with some buttons, sliders etc, that one is functioning. The existing UI is not. No errors when running it on the simulator. Xcode says ""touch was already dealocated" not sure what that means

odd jackal
#

hehe, there was a faint illusion i used to have that discord is kinda like a chatting platform, but in many cases its somewhere inbetween a rarely visited forum, and watching an ocean dry.

heavy wraith
#

Haha. I watch/read a couple of these categories and comment when I can. But mobile issues in particular seem to comprise some of the gnarliest things possible.

rain leaf
signal bone
#

someone can help me? in the last week, i'm trying to build the project of my game but i never can do this. now is appearing this error message in my screen

#

before this, a person suggest me to install all mobile build modules of unity in the hub, I try this, and the errors persist

iron acorn
#

You could try installing the missing tools in the android sdk manager. Sometimes unity would fail to install the correct once via the hub

signal bone
#

I check now, and the version of unity that I've installed the modules are different of the version that my project stay loaded. How I switch this?

#

I need to uninstall the 2021 version, or remake my project by zero?

safe oracle
iron acorn
signal bone
#

I can't install modules in 2021 version for I've installed her out of hub

#

don't show the "add modules" option in this option

iron acorn
signal bone
#

I'll try

sharp kite
#

bruh

Connection to Android device failed: Unable to reverse network traffic to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
C:\Program Files\Unity\Hub\Editor\2023.2.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe -s "Z5Z5H6Q4Z5SGHMJV" reverse "tcp:55510" "tcp:55510"
tawny wind
#

Hello,
What is the reason for being my game size is 3.65 gb when using PAD (Google Play Asset Delivery) while when I build it as an apk is 1.5 gb only. Anyone have any explain for that? I googled that but nothing helpt me.

ashen mantle
#

I want to use ironsource sdk to show rewarded ads in my game. In EEA and UK regions I need to get user user consent for GDPR and I am using Google UMP for that. I have added my app and set my consent prompt on Google admob dashboard. I have also Admob Sdk inside. Ironsource says in the documentation "consent from the Google UMP and CMPs that support Google’s Additional Consent, is automatically passed to the ironSource SDK ". But is it really? I cannot test it because I do not live in EEA and UK regions. Is there a way to test it?

#

I am also using Applovin and all this consent process works automatically. I can even test my prompt outside of EEA and UK regions.

signal bone
#

hello, someone know how I fix game resolution issues to run in all mobile devices?

signal bone
#

in some phones the app bug all elements and font sizes

sacred creek
#

Put some effort in your description 😄 Bug => ? Some phones => ?

plush lava
#

The Android version of our game seems to get these tiny "adaptive icons" on some devices. Is it possible to somehow get rid of that stupid feature and have full size icons on all devices?

#

Or is it something that can't be done if we target API >= 26? Many apps have these old nice looking icons, so maybe they all target a really old API in order to have at least some users?

brazen birch
plush lava
brazen birch
north thunder
#

Is anyone facing memory leak and light flickering issue in unity 2022.3.30 version?(mobile build)

plush lava
sacred creek
real zinc
#

where i can download jdk version 11.0.14.1 i am only finding 11.0.14

sacred creek
real zinc
#

Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Error: LinkageError occurred while loading main class com.android.sdklib.tool.sdkmanager.SdkManagerCli
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 55.0

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
CommandInvokationFailure: Failed to update Android SDK package list.
E:\SDK\cmdline-tools\latest\bin\sdkmanager.bat --list
i am getting this when trying to build in untiy 2022.3.30f1
i am using custom sdk,ndk,jdk
Build completed with a result of 'Failed' in 30 seconds (29679 ms)
2 errors
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
please help me fastPicked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Error: LinkageError occurred while loading main class com.android.sdklib.tool.sdkmanager.SdkManagerCli
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 55.0

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
CommandInvokationFailure: Failed to update Android SDK package list.
E:\SDK\cmdline-tools\latest\bin\sdkmanager.bat --list
i am getting this when trying to build in untiy 2022.3.30f1
i am using custom sdk,ndk,jdk
Build completed with a result of 'Failed' in 30 seconds (29679 ms)
2 errors
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
please help me fast

copper knoll
#

What are the fastest mobile blurs for UI? I need to make sure that the photo blurs, some testing, it lags and the FPS drops to almost 0

warped glacier
#

When I start Unity for the first android build, it takes over 2 hours. Subsequent builds complete in about 5 minutes.

However, after every restart, it again takes more than 40 minutes for the first build. I suspect the cache is being cleared somehow, but I'm not sure why. This issue has become extremely frustrating.

I was using Unity 2022.3.19F1 and tried the following solutions, but none worked:
Deleting the Library folder
Resetting the project setup
Unchecking Settings > Optimization > Optimize Mesh Data
Running Unity in administrator mode
Ensuring both Unity and projects are on an SSD
Adding the folder as an exception in Bitdefender antivirus
Removing the antivirus
Increasing the maximum cache size (File -> Preference -> GI Cache -> Maximum Cache Size (GB) 200)
Updating to the new version 2022.3.28f1 and applying all the above solutions

I analysed the profiler in Chrome from the build report and found that UpdateFromStreamAsync is consuming most of the time.

Please help, as this issue is significantly slowing down our development and testing process.

plush lava
#

Much better than before though. I wonder why Android has to make this so hard. On iOS you just set an icon and that's it.

brazen birch
north thunder
#

Does anyone know why Malloc (Persistent) is increasing?

plush lava
plush lava
#

I must try that!

tender cloud
#

Hi

I'm making an Android game using 2022.3.30, I'm encountering a strange behavior ...
I have my game that request for accurate location knowing that don't need it at all.
I included some packages (Admod and some Firebase ones) but they don't ask for permission (I know I have exported the project as an Android one and checked the manifest). But I can see that the permission is added in the manifest of the game ... I have tried to use a custom manifest but this stays regardless.

tired lily
tender cloud
#

It's cause of that ? notlikethis

#

That's super odd, at the moment I just added English in it

#

And I did it a while ago (acouple month)

#

I just came across this quite recently

tender cloud
tired lily
#

then something (third party plugin?) might be adding it. You should try and find whatever that thing is, otherwise strip it out before gradle runs if it's unneeded

tender cloud
#

I have contacted Admob's support and they really don't request location

broken steppe
#

I just can't get Xcode to build Apple.Gamekit + Apple.Core. Is there any alternatives to logging in with Game Center?

mild warren
#

if I would call google play games services cloud save on application quit, would it manage to save it or not?

#

also, do i always need to call this when saving a game
PlayGamesPlatform.Instance.SavedGame.OpenWithAutomaticConflictResolution

or do i just save the metadata after the first time, and then just do commitUpdate every time

tepid thorn
#

Hello, good afternoon, nights or days, depending on the time you read this, I am working on a project on mobile where I want the previous scene to load using the mobile's backtracking button, but I am referring to the previous one seen by me and not the previous one of the list. could you help? or provide the code

slender mulch
#

Yo yo guys , I am making a project in mobile and everytime I import a file glb , it's quality is really terrible , I have directional light on the scene still and I am using the ready player me asset to import glbs .can anyone help me out?

slender mulch
#

Nvm figured it out

gloomy wing
#

how do i use unity remote for IOS

#

it only has the option for 'Any Android Device'

#

my phone is plugged in

#

do i HAVE to switch platform for the ios option to appear?

#

im on Windows rn

#

as the platform for the game

gloomy wing
#

i switched to iOS and the option became available, switched back and i can still use it

#

thanks unity

amber imp
#

hello, i have an issue doing cloud builds for ios. recently updated the distribution certificate, so i have to rebuild all my apps, but im getting some really weird errors. the weird things is that building works with macOS sonoma and xcode 15.2 on my macbook, no errors there (im using macos ventura and xcode 15.2 for the cloud build, also tried it with xcode 15.1). also some additional info, the repo is on bitbucket server, but idont think that should be an issue. logs are attached

static kindle
#

Hi People!

Is there another way to control device vibration on Android besides Handheld.Vibrate?
I want to be able to control the time and intensity of the vibration.

brazen birch
balmy nest
balmy nest
#

nevermind, just saw that ya figured it out

heavy imp
#

Hello everyone, I have ran into a few errors last week Ive tried to solve them im going crazy now I need some help haha, can I post my errors here or is there a specific spot? thanks

icy pewter
#

here

heavy imp
#

Trying to make this short: The single log message i get everytime opening my unity dosent matter the version, the 5 errors I get now on build how do I fix this gradle problem and multiple SDK problem? thanks

gleaming zinc
#

anyone knows why am i getting this and how to fix it ?

autumn prairie
#

i installed the target sdk with android studio and restarted unity yet i keep gettting this message when i try to build, any help?

paper pike
#

Has anyone else seen really poor android performance with some of the recent versions of unity 2022?

worldly thunder
#
        {
            UnityEngine.Android.Permission.RequestUserPermission("android.permission.BLUETOOTH_SCAN");
            Debug.Log("Requesting Scan Permission");
        }

        if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission("android.permission.ACCESS_COARSE_LOCATION"))
        {
            UnityEngine.Android.Permission.RequestUserPermission("android.permission.ACCESS_COARSE_LOCATION");
            Debug.Log("Requesting Location Permission");
        }```

Why is neither of those actually requesting for permission ? The logs print but no pop up on android for permission request
#

oh unity isn't using my custom manifest/integrating it correctly

gleaming zinc
#

Can someone help with, having trouble with the android ndk

gleaming zinc
#

can someone here help me debug my apk build its not working properly

dapper portal
#

Hi, I wanted to make a game that rewards your for not using your phone, is there anyway with unity to access app usage time or to check if another app apart from the game is being used?

rain leaf
gleaming zinc
rain leaf
rain leaf
rain leaf
rain leaf
rain leaf
dapper portal
#

I'm just going to make it so that you cannot touch the screen in that time

heavy wraith
# paper pike Has anyone else seen really poor android performance with some of the recent ver...

Yes but it’s often solvable. In testing I found many Android devices would suffer extreme fps drops and stuttering if the target framerate was -1, 30 or 60. Every device has an ideal setting that has no rhyme or reason that I could suss out during testing. For launch I am considering a first-boot performance check type thing to try and guess the best value - and I already have it adjustable in config.

#

Furthermore, some Android devices see a marked fps improvement during touch events and for a short time thereafter. Holding a finger on the screen can add 20fps in some situations.

#

I’ve designed a few Android hardware platforms and am acutely aware of how close they bring them to the thermal limits. So it’s possible they are down clocked during normal use and then jump to normal clocks briefly during touch events.

paper pike
#

Thanks for the tips! I'm already running an on boot check for ar support, maybe I'll add a device specific check there. I've been getting good equivalent performance on both android and iOS up through this March.

I'm noticing increased time before the Unity splash screen shows up on both platforms. And on android poor performance in even simple empty UI scenes running the profiler (taking the hit to performance from the profiler into account lol). I'll try reverting to an older version of unity 2022 and see if that helps.

I've been testing with a wide range of android devices (pixel 3a, jellystar, pixel 7 pro, pixel 8, Samsung fold...) and haven't run into performance this bad before

heavy wraith
#

Android logcat can significantly slow down all facets of profiling. So just be aware my results are generally random with it. It likes to spew errors out at times and bog everything down.

#

I always test release builds when I want apples to apples performance confirmations.

bleak stump
#

I tried to export blank project on unity and got this error :
A failure occurred while executing com.android.build.gradle.tasks.PackageAndroidArtifact$IncrementalSplitterRunnable See the Console for details.

#

unity version is 2021.3.39f1

heavy wraith
#

Haven’t seen that one before. If you’d recently changed the build target in Unity I might recommend close and reopen. I often get weird errors when going from PC to mobile or back.

wild terrace
#

why is my estimated revenue like 90 cents from the past two months but my account balance is still 0?

#

what does "updated periodically" mean? like monthly? quaters of the year? yearly?

#

because it'd be good to know if it's just getting updated later or if I did something wrong

bleak stump
#

A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade See the Console for details.

analog plover
#

See the Console for details

open laurel
wild terrace
#

I doubt all these ads just earn me nothing

oblique shale
#

Hello everyone , I have been using meta SDK for a while but I CANT GET THE NAVMESH TO BE GENERATED FOR ALL ROOMS. It always generates navmesh just for a single room and ignores the others

bleak stump
#

can anyone please export my unity project apk ?

merry tundra
#

how do i fix this

median zodiac
#

how to export for the first time? getting some errors about javasdk, licence and terms and condition

bleak stump
#

10 minutes I will explain how I fixed teh problems

copper knoll
#

Hello

Is it possible to somehow determine which account is used for online purchases without logging into Google Play Games?

autumn prairie
hollow spruce
#

Hello, anyone familiar with Uity Ads here? In my game I am using an Interstitial ad at certain points which is working great. My problem/question is, how do I limit how many ads are shown each time the ads are loaded? The game always shows 3 ads (1 after the other) and I'd like to configure it to only show 1 ad each load. Any ideas where this setting is in the console?

dusty locust
#

Heyo!
My question is regarding the Google Play Games Plugin For Unity (GPGS Plugin)[https://github.com/playgameservices/play-games-plugin-for-unity], Is that plugin abandonded or something? as last commit was around 1 year ago and last release was around 2 years ago, and now that Social API is Obsolete, and will be removed in future release (not my words but Unity's) that package is certainly useless now, tho until google changes their end I don't think so old apps will stop but still new games won't work with Social.

And just don't get me started on our good old

AndroidJNIHelper: converting Byte array is obsolete, use SByte array instead.```

These are not fixed even after 5 - 6 years.
dusty locust
hollow spruce
#

Hmm I wonder what could be causing it. The debug logs show it is only loading the ad once but 3 play :/

high nacelle
#

how to fix

rain leaf
# high nacelle how to fix

See the console for details
See the console for details
||but most likely due to the SDK path contains space bar||

mint bobcat
#

hey im trying to upload a vrchat avatar and its saying something with the rig just got this model already rigged and idk what to do

rain leaf
eager harness
#

I am getting "Command PhaseScriptExecution failed with a nonzero exit code" when I try to build or archive the project using XCode. I'm using Unity 2022.3.6f1 and XCode version 15.1

merry tundra
ashen mantle
#

Hello everyone. Is there anyone here who has experience with Unity deep link configuration for iOS?

tired lily
#

just ask

glossy sluice
#

Hello, im new to Unity and im trying to make an fps game
After building and compiling my project the render texture seems to be glitching or something
I dont know why it works fine in my editor

summer crow
ripe pivot
#
void GenerateMaterialButtons()
    {
        for (int i = 0; i < materials.Length; i++)
        {
            GameObject button = Instantiate(materialButtonPrefab, materialButtonContainer);
            int index = i; // Capture the index for the closure
            button.GetComponent<Button>().onClick.AddListener(() => SelectMaterial(index));

            // Optionally, set a thumbnail or color on the button to represent the material
            button.GetComponentInChildren<Image>().color = materials[i].color;

            materialButtons.Add(button);
        }
    }

    void SelectMaterial(int index)
    {
        selectedMaterialIndex = index;
        Debug.Log("Selected Material Index: " + selectedMaterialIndex);
    }

    void ApplyMaterial()
    {
        if (characterRenderer != null && materials.Length > selectedMaterialIndex)
        {
            Material[] currentMaterials = characterRenderer.sharedMaterials;
            int[] indicesToUpdate = { 0, 1, 3, 4, 7 };

            foreach (int i in indicesToUpdate)
            {
                if (i < currentMaterials.Length)
                {
                    currentMaterials[i] = materials[selectedMaterialIndex];
                }
            }

            characterRenderer.sharedMaterials = currentMaterials;
            Debug.Log("Applied Material Index: " + selectedMaterialIndex + " to specified material slots.");
        }
    }

    void SaveMaterial()
    {
        PlayerPrefs.SetInt("CharacterMaterialIndex", selectedMaterialIndex);
        PlayerPrefs.Save();
        Debug.Log("Saved Material Index: " + selectedMaterialIndex);
    }

    public void LoadMaterial()
    {
        selectedMaterialIndex = PlayerPrefs.GetInt("CharacterMaterialIndex", 0);
        ApplyMaterial(); // Apply the loaded material
        Debug.Log("Loaded Material Index: " + selectedMaterialIndex);
    }

#

This code applies a new material to my player, this works fine when testing it but when on mobile the material wont change even though the debug logs clearly set and save and load the correct material

rain leaf
marble jacinth
#

google play is suddenly telling me that my app isn't signed. I've set it up the usual way, and the last build worked, but now it's not...
also, the build has doubled in size. I'm so lost. I didn't change anything aside from a few scripts

#

I'm building it as an appbundle. my last big action was to re-enable 64 bit builds. when I did it gave me the same size build (which did confuse me) but I was able to upload it and release it to the test track

#

oh, the signing thing is from it being a development build. okay

#

guess i have to find out why the release version is hanging

gloomy wing
#

idk wtf is happening but when i build to android my game is so much darker so no reason
2019.4.40f1
Built In Render Pipeline

errant shard
#

So I’m making a mobile game. Not to publish or make money off of just to send to a few friends to play. Well I’m on windows and came across the issue of needing a Mac/Apple device in order to make it an application due to needing XCode. I switched to trying to make it possibly a WebGL but now I’m having the issues of not having a way for iPhone users to full screen the game in something like itch.io. Is there any solution to my issue. I just want iPhone users to be able to run my game full screen without issues

open laurel
#

you can fullScreen webGL mobile, but the performance is horrible

#

1-5 fps expected

vestal pendant
#

Does someone know what I have to do for building my game ?

Building Library\Bee\artifacts\Android\iz17e\hjxq9l9u98f0.o failed with output:
C:\Users\33628\Documents\GitHub\Projet-MIN-Game\Library\Bee\artifacts\Android\il2cppOutput\cpp\GenericMethods__19.cpp(15727,91): error: unknown type name 'Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668'
                typedef double ( *func_L_28)(SquareEuclidean_t7D455591968D62E424E96927FD8DDA6231CC1501*,Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668*,Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668*,const RuntimeMethod*);
                                                                                                        ^
C:\Users\33628\Documents\GitHub\Projet-MIN-Game\Library\Bee\artifacts\Android\il2cppOutput\cpp\GenericMethods__19.cpp(15727,143): error: unknown type name 'Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668'
                typedef double ( *func_L_28)(SquareEuclidean_t7D455591968D62E424E96927FD8DDA6231CC1501*,Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668*,Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668*,const RuntimeMethod*);
                                                                                                                                                            ^
C:\Users\33628\Documents\GitHub\Projet-MIN-Game\Library\Bee\artifacts\Android\il2cppOutput\cpp\GenericMethods__19.cpp(15728,96): error: use of undeclared identifier 'Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668'
                double L_29 = ((func_L_28)il2cpp_codegen_get_direct_method_pointer(L_27))((&___2_distance), (Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668*)L_19, (Sparse_1_t2B37F496308C51B005F6B737F6DA2974891E4668*)L_26,L_27);

vast current
# broken steppe I just can't get Xcode to build Apple.Gamekit + Apple.Core. Is there any alterna...

I'm having this exact same issue. Looking at the Unity forums, every time there is an issue with the Apple Game Center plug-ins that Apple launched 2 years ago, Unity says it's Apple's fault and ignores it. And, as far as I can tell, Apple has completely abandoned the project. The thing is, this IS a Unity problem because Unity is currently the top 3rd party platform for iOS game development, but if making GameCenter work is broken, and no one does anything about it, Unity could very easily lose their top spot.

Did you ever get this resolved?

broken steppe
vast current
vast current
desert wave
#

Is there a way to capture the pointer on Android? I know it's been possible since Android 8 but for Unity, is there anything?

marble jacinth
#

I have an error on-device in android. I can't tell if it's related to Spine 2D specifically or if it's something else. I've googled it and I've never heard about keywords in this context before so I don't know what it means.

Shader Spine/Skeleton, subshader 0, pass 1, stage all: variant <no keywords> not found.

This is the last thing stopping me from hitting a milestone and getting the app into the test track so I'm dying to fix it ❤️

marble jacinth
#

I had this reply on the spine forums:
https://en.esotericsoftware.com/forum/d/26357-shader-variant-error-on-android-device-running-in-unity-runtime

it's a pretty generic reply and I don't really know what to do with it. I don't want to break the shaders. everything LOOKS like it's set up okay, and in development even with the error the animations show and play

tired lily
#

which of those solutions did you try?

marble jacinth
#

I wrote a reply detailing what I was able to try. I'm not confident editing the shaders

#

like it's not clear exactly what I'd even need to do

#

this is how the graphics settings looks

#

I guess I'm trying this next

#

is my keyword missing a part of it, or does that not matter?

#

like, to be completely clear, even though these errors are there, I can SEE the spine animation on screen on the device

#

they're also the only errors being logged from the device

tired lily
#

that will fix it if it's a shader stripping issue

marble jacinth
#

cheers, building now

#

including those shaders gave me a DontInclude flag error

#

I also found the sub-section of settings with all of the variant stuff and it's set as inclusive as possible

#

this is strange. it's firing the eror on a stage with no spine builds. there is an empty spine2d object there but I deactivate the gameobject that has it

#

by default I have a missing reference to the spine animation in the component, because if I include a default one I don't seem to be able to change it later. I think it's that

tired lily
#

what exactly did the DontInclude error say? That sounds like a problem

marble jacinth
#

one sec I'll readd one and build again

#

also seeing lots of this

#

it's just bizarre, these shaders are definitely already there

#

I've plugged that empty asset param, still seeing the runtime error

#

I'm going to make it destroy the spineanimation gameobject if it's not used

tired lily
#

I think my first step on seeing those errors would be to nuke the entirety of library and try again

marble jacinth
#

was previously just setting it to inactive

#

okay

#

will try that next if this doesn't cause any issues

#

ty 🙂

marble jacinth
#

k, after blitzing the library and setting it all back up again it's still doing the same thing

#

my theory is that the spine shaders for the runtime are different and are definitely getting included. the spine shaders for the editor aren't meant to be bundled with it.

#

but why is something in runtime looking for the editor shader? second, I'm getting 24 instances of this error on a scene with only two spine components that are destroyed straight away

fallen compass
#

Is there a limit to how much GB you can have in the Streaming Assets folder on iOS? (Ignoring the app store limits, that is not a factor here)

Want to put 140GB in it

marble jacinth
burnt hollow
#

Guys, a question, Unity 6 does not support Android 5.1 "Lollipop" (API level 22)?

fallen compass
burnt hollow
latent violet
#

Is IOS App store better than Android Google play store?

brazen birch
#

If you want to install apps on Apple, then it sure is.

foggy pier
#

Anyone run into issues with URP with the 2D lighting not having things lit for only some devices on Android?

#

right now game works for whole team aside from 2 people with pixel 6's where everything that should be lit is just black

civic crescent
#

do android devices not use pagefiles and virtual memory? e.g if a unity game is running on an android device with 8GB ram, then that's all the memory we ahve for the game?

vast current
glossy sluice
#

I am building an android project. But the buttons doesn't work at all when I try the build in a phone.
I've tried unity buttons, (custom) event buttons, Input System On-Screen Buttons. Still doesn't work on phone but works fine in editor.
version 2022.3.29f1

bright widget
#

im trying to build my project to my android (version 14) but getting an error

ive been trying to find any solution at all, but cant find anything
the problem comes with any IMongoDatabase variable as some of the drivers dont seem to be fully compatible
ZstdSharp.dll'
System.ArgumentOutOfRangeException: Cannot create a constant value for types of System.UIntPtr for pos (Parameter 'declaredParameterOrFieldType')

bright widget
limpid axle
bright widget
#

this one is the only file that shows anything in the inspector

#

although, its path in inspector does not show the same as in the error

limpid axle
bright widget
#

ok building, lets see if i get errors

#

exact same error again

limpid axle
#

Did you enable 'Allow unsafe code' ?

bright widget
#

what where?

#

didnt know that is a thing

bright widget
#

still this error
ZstdSharp.dll'
System.ArgumentOutOfRangeException: Cannot create a constant value for types of System.UIntPtr for pos (Parameter 'declaredParameterOrFieldType')

limpid axle
bright widget
#

yes, well i did enable it but that didnt solve the error im getting

limpid axle
bright widget
#

now im getting this error
PlatformNotSupportedException: Registry is not supported on this platform.
from this line
MongoUrl url = new MongoUrl(connectionUri);

dry pendant
#

I have the same error fdh

bright widget
north jetty
#

What does it mean for me too be getting this from play console after I just updated it to mention that I will be using advertizing:

1 Error
Error
Your advertising ID declaration in Play Console says that your app uses advertising ID. A manifest file in one of your active artifacts doesn't include the com.google.android.gms.permission.AD_ID permission.

If you don't include this permission in your manifest file, your advertising identifier will be zeroed out. This may break your advertising and analytics use cases, and cause loss of revenue. Learn more

You can remove these errors by updating your advertising ID declaration

Apps that target Android 13 (API 33) without the AD_ID permission will have their advertising identifier zeroed out. This may impact advertising and analytics use-cases. Learn more

#

And I already added it to my manifest yet it's still saying all that:

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools">

<!-- Add the necessary permissions -->
<uses-permission android:name="com.google.android.gms.permission.AD_ID" />
<uses-permission android:name="com.android.vending.BILLING" />

<application>
    <!-- Add the Google Mobile Ads application ID -->
    <meta-data
        android:name="com.google.android.gms.ads.APPLICATION_ID"
        android:value="some specail code"/>

    <activity android:name="com.unity3d.player.UnityPlayerActivity"
              android:theme="@style/UnityThemeSelector">
        <intent-filter>
            <action android:name="android.intent.action.MAIN" />
            <category android:name="android.intent.category.LAUNCHER" />
        </intent-filter>
        <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
    </activity>
</application>

</manifest>

tired lily
#

A manifest file in one of your *active artifacts* doesn't include the com.google.android.gms.permission.AD_ID permission.

#

do you have any active releases?

balmy nest
#

So, I'm making a 3ds game just for the fun of it. How do I preview both LCDs at once in the unity editor

balmy nest
#

Nevermind, figured it out

sacred creek
balmy nest
sacred creek
# balmy nest Huh?

Your solution 😉 if someone might search for that term on discord 🙂

balmy nest
#

oh, you're asking me to share my solution

#

Sure

#

I just opened another 'game' tab on the side and set that one to the other screen

brittle pine
#

Does anyone here have a google play console developer account?

tired lily
#

you're in mobile, lots of people do

brittle pine
#

Is "Android studio" helpful for creating a game? I mean is there something that Android studio can do in creating games?

quartz kernel
#

This is a unity server so it's not really the place for general android development questions

neon thicket
#

You don't need Android Studio at all when making a mobile game with Unity

brazen birch
glossy sluice
#

Hello
I need suggestions on what rendering pipeline I should use for a mobile 3d game?
I know hdrp isnt an option but im confused about standard, universal and lightweight.

tired lily
#

built in if you already have experience or assets with it, otherwise urp

bleak stump
#

anyone added unity ads to his mobile game ?

#

i don t have my game released on apps store as google play and apple store but I have test ads working on unity why it doesn t work on teh androdi device ?

tired lily
#

if you mean test ads in the editor, those are fake. Use logcat and see if there are any config issues

#

You might need to whitelist your device to receive test ads also

brittle pine
#

Can someone help me to understand what is debug key?

gray creek
#

Hello! I'm having troubles exporting my project, it's giving me this enormous error. The project itself runs smoothly in the editor. The problem is only when i'm trying to build it. So I don't even know how to debug it

analog plover
#

The "build completed with a result of failed" one usually contains the actual error

gray creek
analog plover
#

Seems to come from Vuforia, I've never seen that unfortunately

brazen birch
marble jacinth
#

does anyone know what this error is about?

Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

FAILURE: Build failed with an exception.

* Where:
Build file 'D:\Projects\PoppyAndBuddyURP\Library\Bee\Android\Prj\IL2CPP\Gradle\build.gradle' line: 18

* What went wrong:
A problem occurred evaluating root project 'Gradle'.
> Cannot change dependencies of dependency configuration ':classpath' after it has been resolved.

* 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 1s

UnityEditor.BuildPlayerWindow:BuildPlayerAndRun ()
#

I've run through a ton of things to try to fix it, nothing seems to make a difference
(deleting /Library got me into this mess)

marble jacinth
#

is it possible to reset all of the android/gradle settings somehow? I don't know what I should delete, all the files are swiss-cheesed together in unity

marble jacinth
#

I'm narrowing it down. I removed the plugins folder and redid dependencies

#

still getting a gradle failure:

> A failure occurred while executing com.android.build.gradle.internal.tasks.CheckDuplicatesRunnable
   > Duplicate class android.support.v4.app.INotificationSideChannel found in modules androidx.core.core-1.2.0-runtime (:androidx.core.core-1.2.0:) and core-1.5.0-runtime (androidx.core:core:1.5.0)
     Duplicate class android.support.v4.app.INotificationSideChannel$Stub found in modules androidx.core.core-1.2.0-runtime (:androidx.core.core-1.2.0:) and core-1.5.0-runtime (androidx.core:core:1.5.0)
     Duplicate class android.support.v4.app.INotificationSideChannel$Stub$Proxy found in modules androidx.core.core-1.2.0-runtime (:androidx.core.core-1.2.0:) and core-1.5.0-runtime (androidx.core:core:1.5.0)
     Duplicate class android.support.v4.app.RemoteActionCompatParcelizer found in modules androidx.core.core-1.2.0-runtime (:androidx.core.core-1.2.0:) and core-1.5.0-runtime (androidx.core:core:1.5.0)
etc...

does anyone know where these libraries are? I can check for duplicate installations or something?

marble jacinth
#

omfg. I was moving library "out" by renaming it. Unity was using it and the new library.

marble jacinth
#

one of the problems is if the android auto-resolver is on it hangs on building the v tiny loader scene

#

just never finishes. isn't doing any downloading or installing, and I've left it overnight before

pliant plume
#

I'm hitting huge times in the profiler with an android build and it seems to be from the touchpointereventdata() Is this expected because it seems unnaturally high?

marble jacinth
north jetty
#

Can someone guide me in the part about data safety when uploading an upadate

#

Like what are the things I need to enable in data safety for adding ads and payment. Pretty sure I've added everything I'm supposed to

tired lily
crisp cedar
#
Your app's usage of HTTP is significant. Continued use of this insecure protocol may affect your app's visibility in the Play Store. We recommend the use of HTTPS to avoid this possibility.

If you need help finding the source of HTTP requests, consider instrumenting the entry points of your app with detectCleartextNework

If you find the use of HTTP wholly unnecessary for your app to function, consider setting the android:usesCleartextTraffic flag to false. If you're targeting Android N or above, you may consider setting cleartextTrafficPermitted to false in your network security config.

Please fill out this survey about the HTTP usage of your app if you have not already.

How would i best fix this warning? i got it after publishing my game for android

tulip comet
#

HI everyone, hoping you all are doing great, I wanted to ask a question about adjust sdk, I have implemented it on my game and when i try the apk on my phone it gives error

AndroidJavaException: java.lang.ClassNotFoundException: com.adjust.sdk.Adjust
java.lang.ClassNotFoundException: com.adjust.sdk.Adjust
java.lang.Class.classForName(Native Method)
java.lang.Class.forName(Class.java:454)
com.unity3d.player.UnityPlayer.nativeRender(Native Method)
com.unity3d.player.UnityPlayer.access$500(Unknown Source:0)
com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:114)
android.os.Handler.dispatchMessage(Handler.java:102)
android.os.Looper.loop(Looper.java:236)
com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
Caused by: java.lang.ClassNotFoundException: com.adjust.sdk.Adjust
... 8 more
UnityEngine.AndroidJNISafe.CheckException () (at <00000000000000000000000000000000>:0)
UnityEngine.AndroidJNISafe.FindClass (System.String name) (at <00000000000000000000000000000000>:0)
UnityEngine.AndroidJavaClass._AndroidJavaClass (System.String className) (at <00000000000000000000000000000000>:0)
com.adjust.sdk.AdjustAndroid..cctor () (at <00000000000000000000000000000000>:0)
com.adjust.sdk.Adjust.OnApplicationPause (System.Boolean pauseStatus) (at <00000000000000000000000000000000>:0)
Rethrow as TypeInitializationException: The type initializer for 'com.adjust.sdk.AdjustAndroid' threw an exception.
com.adjust.sdk.Adjust.OnApplicationPause (System.Boolean pauseStatus) (at <00000000000000000000000000000000>:0)

if anyone knows why this is happening id really appreciate it alot if you could help me. I have added the adjust prefab and the token id, sdk id etc

tired lily
tired lily
tulip comet
tired lily
#

did you tweak proguard?

-keep class com.adjust.sdk.** { *; }
-keep class com.google.android.gms.common.ConnectionResult {
    int SUCCESS;
}
-keep class com.google.android.gms.ads.identifier.AdvertisingIdClient {
    com.google.android.gms.ads.identifier.AdvertisingIdClient$Info getAdvertisingIdInfo(android.content.Context);
}
-keep class com.google.android.gms.ads.identifier.AdvertisingIdClient$Info {
    java.lang.String getId();
    boolean isLimitAdTrackingEnabled();
}
-keep public class com.android.installreferrer.** { *; }
tulip comet
#

proguard was empty . i copied this and gonna rebuild now tnx @tired lily ill let you know in abit

tulip comet
#

@tired lily tnx alot its solved, was solved that time u send , just forgot to let you know

urban barn
#

Hi, is unity levelplay (ironsource) better in revenue than the old unity ads?

stone stag
#

Hey guys, i'm trying to figure out how to use IAP without using Unity's Game Services :) I would appreciate if someone could point me in the right direction!

crisp cedar
tired lily
stone stag
marble jacinth
#

this isn't really optional. even if you got away with it in the editor on desktop, the moment you go to android you need https no matter what options you've chosen

wooden agate
#

Hey guys - how can I do "reproduce" the same resolution as my phone?

I'm generating a series of blocks at the center + a ball below it, but on my pc it looks fine.
On my phone the generated ball is inside the series of blocks.

I tried changing the resolutions, but I can't reproduce it on my pc

fallen compass
#

use the device simulator

#

top left of the game view, it says 'game' .. this is a button, change it to 'simulator'

#

then you can select a mobile device

wooden agate
#

😮 never seen that! Checking that

#

mm still doesn't work. That is, the ball and bricks are still positioned fine in the simulator - but bad on the phone

elfin trench
#

Anyone having trouble building to Xcode?

I have an error caused by “dual reports: il2cpp”

Any thoughts?

crisp cedar
marble jacinth
#

Google it then ask questions

wooden basin
# crisp cedar thank. certbot/lets encrypt can encrypt http started by python server? i run a h...

Setup a http server infront of your pyton server that can mange https and certificates. Depending on what you run I would say that Caddy is very simple to setup for having a simple proxy that handles https termination and acts as a reverse proxy. Look at their documentation and it should be easy to setup. The pros with Caddy is that it handles the certificate renewals automatically for you.

sacred creek
#

Hey everyone. Is there like a bestpractice to toggle camera tracking on mobile devices? So I am using an iPad and the camera tracks to the position. Now I want to be able to switch between "animation" and actual ar tracking. I was disabling tracked poser driver and xrorigin too, but that did not do the trick.

crisp cedar
#

thank, that seem a good approach

crisp cedar
#

i prob have matter do iphone anyway

bleak stump
#

anyone have unity test ads working on the editor but can t see real ads on the apk while testing on mobile device ?

tired lily
#

common problem, check logcat for any issues. Test ads in the editor aren't real

#

some ad sdks require you to whitelist test devices also, so if you don't find anything in logcat you should look over their setup instructions and any example projects

bleak stump
#

what is logcat ?

#

and how I can add test device to test the ads ?

tulip comet
#

Hi everyone, hoping everyones having a good day, im working on implementing on admobs cmp and i have implemented the script ,

its showing the consent form on the editor but when i build the apk i recieve a form error when the update function is called, i have been trying to solve this for the whole day but seems im not getting anywhere .

Id really appreciate if anyone can help and also can anyone tell me about how this Google bidding and GAM on MAX mediation works tnx alot in advance.

lapis tree
#

Why build don't happen if we switch to API level 35.

fallen compass
#

Read the error, it will tell you why.

cobalt creek
urban barn
#

Hi guys, I have an issue when trying to import Google Play Services to my unity project

Win32Exception: ApplicationName='F:\Unity Projects\Rock Mining casual mobile game\Temp\PlayServicesResolverGradle\gradlew.bat', CommandLine='--no-daemon -b "F:\Unity Projects\Rock Mining casual mobile game\Temp\PlayServicesResolverGradle\PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=F:/Unity/Downloads/2022.3.21f1/Editor/Data/PlaybackEngines/AndroidPlayer\SDK" "-PTARGET_DIR=F:\Unity Projects\Rock Mining casual mobile game\Assets\Plugins\Android" "-PMAVEN_REPOS=file:///F:/Unity%20Projects/Rock%20Mining%20casual%20mobile%20game/Packages/com.google.play.games/Editor/m2repository" "-PPACKAGES_TO_COPY=com.google.games:gpgs-plugin-support:0.11.01" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=7.1.2"', CurrentDirectory='F:\Unity Projects\Rock Mining casual mobile game\Temp\PlayServicesResolverGradle', Native error= The system cannot find the file specified.

The current Unity version is 2022.3.21f1

deep star
#

I ignore that, I think it doesn't effect google service

tulip comet
#

HI guys, does anyone know why the admob cmp consent form appears in editor but not when the build apk?

tropic basin
#

how can I get player email when google play games sign is is successful?

neat furnace
#

Hello, guys. Help me please. I added Google Ads in my project, created release build and installed it on BlueStacks 5. But when I ran it, i got black screen, without Unity logo

#

On my mobile phone(Xiaomi Redmi 9C NFC) game has a black screen for a second and crashes

odd arrow
#

You should test on Unity device emulator or actual device. It could be a third party related problem no-one could help you here with.

#

And use Logcat to debug what's happening

odd arrow
#

So use logcat to debug on device

neat furnace
#

I will try now

#

On bluestacks, firstly

neat furnace
#

It hasn't been saved....

#

Trying another time

odd arrow
#

I'm not familiar with ads issues. I can only guess that it could be something like lack if permission.

neat furnace
#

Nothing