#📱┃mobile
1 messages · Page 14 of 1
Give what a shot?
Here is an example of my game, everything is object pooled all materials are GPU instanced and all objects are pretty low poly
yeah but the issue occurs on your s10 right?
yeah
Oh i meant the s10 being the old phone i test on
mostly snapdragons
yeah
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
Or turn down the quality, remove some load off the gpu
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
I now have an iphone but im hows w11 so porting to an iphone in another headache
I know the pain hahah
Pretty criminal they force you to spend money on apple hardware
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
those are all 3D objects, are you able to change to 2D?
how do you mean? like recreate them as sprites?
sure, or use a shader that flattens them down or something
Would that help with performance??
well if you don't have to render/make calculations for an entire 3D object yeah
Do you know a way that can just turn a 3D object into 2D??
think about the rendering pipeline, all the stuff that goes into lighting and shading 3D objects
I remember seeing a demo on something I think from a Unity Unite video that did that. It made a barrel 2D
I'd try to dig up that shader and then move on to cutting up 2D sprites
oh cool
hmmm would this change all my 3d assets look like, i would want to keep the way everything looks
Use Unity with your favorite image editor to turn 3D models into sprites that you can use for 2D or 2.5D games!
Just like the greats back in the day the concept is basically photo-scanning models.. Theirs were clay, ours are digital.
Asset used in video :
Character Pack: Zombie Sample
https://assetstore.unity.com/packages/3d/characters/humanoid...
thanks spawncampgames!
oh man thats alot more work
hello, i cant build apk i have this errors anyone help ?
edit : i fixed it by switching to API Level 33 :)
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);`
the function runs in Update()
everything becomes blurry
do you have post processing on? low end android device usually struggles with post processing. Also, even if s10 is quite an old phone, I dont think it represent the low-end device (octa core, 8GB RAM, adreno 640).
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?
Hey there, I’ve found many android devices will demonstrate terrible input lag and disjointed framerates unless you set the desired frame rate to -1. We’re talking 2 second lag dragging the screen around difference going from 30fps to -1 (which the device still processes as 30)
Ultimately I’m going to default to -1 and provide a settings screen to override it with a warning.
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.
Got curious and went looking to see if it was possible. Came across this
https://learn.unity.com/tutorial/assets-resources-and-assetbundles#5c7f8528edbc2a002053b5a6
hey everyone! are there any services that build from unity to ios for you that you know of?
Might be able to use Unity DevOps Build Automation
or rent a mac in the cloud https://www.macincloud.com/
MacinCloud is a Mac cloud platform that provides on-demand Mac cloud servers, flexible dev workload infrastructure and comprehensive Mac in the Cloud solutions
or don't support apple's environment at all if you have the opinion that it is monopolistic
it's not though, is it
I can see both sides. As a consumer, yes totally. As a developer, it is very difficult to support an unknown environment.
what android phone you recommend for physical device test?
i look at moto g but not sure if there better ones
one you can afford, that fits the minimum spec you want to support
mmk, i not sure if i want to blow my budget off the latest pixel or s24 though
I didn't even remotely suggest that
i guess i might choose lower spec since my game is not need high spec
hmm, because of this i can assume that most thing run on lower one can run on higher one
not otherway round
a cheap used google pixel
im deciding between that and 6gb ram galaxy a i found for 154 bucks
def an upgrade from my s3
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.
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
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.
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.
okay so you have some specialized use case. How are they building their models such that they end up with so many draw calls?
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
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.
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?
are you on built in? URP batches by shader instead of material, so you might see performance improvements just through that alone
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.
and one material for every submesh too?
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.
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
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.
are their scenes typically one model (of a house)? Or are you composing multiple together?
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.
Triangle count wise, each house has maybe 50,000 in the actual walls, floors, ceilings, and trim
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
But then each piece of trim, the cielings, the walls, flooring are all different objects with different materials
Like, even flooring changes are different objects. i.e. hardwood to carpet
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
- split the room down into sensible objects
- add LODs to those objects. You might even use cheaper materials for distant ones
- occlusion culling
- 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
- you might need to decimate geometry even more; look for lots of small triangles because those are incredibly inefficient
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
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.
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.
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
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.
Like, there is a stove with 6 materials and submeshes and tiny little bevels all over it
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
it sounds like you've got a lot of work ahead of you
You can say that again.
If it got 1300 draw calls without using any texture, my guess is that it use material to color everything. Try to use vertex color instead if you havent
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?
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
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 ... :\
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
I am attaching a debugger (logcat), so if that's the reason then it's good to know anyway
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
I've been using this (mainly for the editor) but found it useful for iteration also: https://hotreload.net/
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 🙂
if you need to test the app/game fast, you can always switch to mono, and only use il2cpp if you are going to build final apk
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#
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...
Most android phones are limited to 30 or 60 fps by the manufacturer. Pretty sure the A52 is limited to 30.
So as long as your game is hitting the 30fps, you did good.
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
post process the gradle project and edit the manifest/insert resources yourself: https://docs.unity3d.com/ScriptReference/Android.IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject.html
I don;t know how to do this and the doc refrence doesn't explain it either
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
Yeah I have the AndroidMainifest open
are you 100% sure this is necessary? Unity normally does the right thing
you don't edit the manifest yourself unless you want to do that on literally every build
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
thats why i got that email , I opened a ticket with support over the matter
maybe I misunderstood what you were asking. If you're just testing it and want to edit the xml by hand, this is an Android and not a Unity thing
https://developer.android.com/guide/topics/manifest/application-element
https://developer.android.com/guide/topics/resources/drawable-resource
https://developer.android.com/guide/topics/resources/providing-resources
i am having an issue with my phone
i set the settings to be Landscape but it pops out as Portrait
if i put it in portrait mode it should be fine
tbh
im just going to make in portriat nvm its looks nbetter
ofc its going to be harder but looks better on phone
but theres also a problem where everything looks pixealted
it looks low quality
I fixed it , Like an idiot i should have loaded all the icon images in the correct formats its full screen now
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.
You probably want to use a canvas scaler, set to 0.5, with your target screen size.
oh, very interesting. thank you very much i appreciate it
why is my phone game all pixely?
sorry i am kinda new to mobile and 2d games
i know alot about the Unity interface but i never coded for myself i always coppied code so i learned nothign
wanted to start easy with a clicker game
wanted for it to be a landscrape game too but idk why it looks screetched when i activate landscape mode
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
It's not even that new, 2 years old
I'm using version 11.01 , I don't seem to have any issues with it
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!
That looks like a runtime error (I.e. something you can ignore). I doubt it is the error breaking the builds. What other errors are in the console ?
In the editor or as an actual build tested on a device?
heya! I’ll quickly grab a pic of them in a sec

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

ok update I got it working!
Turns out if I just dragged the apk file on the phone after avoiding the errors it just showed up!
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?
Hi guys, I get 18/20 testers in Google Play. Can anybody help me?
Has anyone had any success with Geo-Location AR ? Aka Pokémon Go
once in the past
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 ?
Install the logcat package, plug your phone in, run the game and find any errors.
ok
how do i see the errors now my device is connected the game is running
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
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)
You should be able to ignore that error. There are a lot of reasons it can appear and should really be more of a warning
Fwiw, minimum isn't usually the problem, it's the target api of 32 you want. Sometimes the targets conflict with the installed version of gradle. It isn't fun to explain and unity is quite the pain for it. But yeah don't change the minimum value, that's blocking you from doing the install.
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.
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.
But you can install below 32 via adb if you have to. Just not through the oculus store.
yeah i had the adb problem before too, but i resolved it with reinstalling the drives, thx for the info tho, ill try that
After messing with target APIs and reinstalling the SDK (again) to level 32, im now also getting
System.Threading.ThreadHelper:ThreadStart ()```
And
```Additionally, the fallback loader failed to parse the XML.
System.Threading.ThreadHelper:ThreadStart ()```
Its a never ending rabbit hole 😔
what gardle version is compatible with 2022.3.24f1?
i saw that gardle 7.2 is compatible with 2022.3 so will it work for 2022.3.24f1 too?
When building this keeps happening
Show the third error in full
thank you it worked
Now i have a problem with installing, it says failed to parse paket 🥹
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
You'll need to look at an error log etc, it's just a blind guess otherwise.
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.
this will be the link that works if I give you early access by the way: https://play.google.com/store/apps/details?id=com.FireJojoBoy.Jumpoline
god I need to learn to make better screenshots
but yeah this is just a silly little arcade game I've made like three years ago and finally want to release officially
you could get more help in discord of r/androidDev
I'm not in that discord hm
do you think it's enough to just make a post in the subreddit?
don't wanna join, beg for help and then leave again lol
you help people on there and vice versa
I see, thanks for the reccomendation!
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...
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.
you said editor but I assume you meant your debug build, editor won't work obviously. You have signed your build + added your gmail as a tester?
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
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)
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
Correct. I used the app signing for internal build.
double-check your package name matches the one in your google cloud project, that got somebody recently
I copy pasted the package name and double checked it.
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.
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
When I get home I'll double check my names and keys again. If they are all the same, what do you think could be the issue?
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
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!
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.
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?
Confirmed my email is a test user under OAuth consent screen
Im trying to understand your other questions. I have an app signing fingerprint and Upload key cert
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
Im just using the code provided by PlayGameServices (github) for authentication.
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.
then check logcat for more info about what might be going wrong
Alright, no idea what logcat is but I will check this out
oh its the thing used to get the errors, I thought I could do my custom catch for unity errors lol dang
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.
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.** { *; }
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
Hi all, how are you? Is this a good place for sharing playtesting details of my recent mobile game?
Nope, there is no real place for that on the server. Maybe do a #1180170818983051344 post about your game and ask in that thread?
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.
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
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?
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,
this didn't happen in your internal test builds?
Yes I did.
When I resolve those dependencies the Plugins android come back
That I'm not too sure. I just noticed it after this last build resolve
I'll be home in about an hour to do another deep dive.
sorry, the internal test thing was for sana
your thing is definitely happening on all builds, including sideloaded debug (non-dev) builds
it looks a lot like your proguard-user.txt is being ignored so make sure it's in the right place and there aren't any errors with it. Your keep line looks correct, although incomplete. I assume that's just a snippet based on the logcat error but just in case, it should include the following and be in Assets/Plugins/Android
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/scripts/proguard.txt
Hi, guys! I have posted this question on #archived-urp but not sure if is more accurate to this channel: #archived-urp message
oh yeah weird, that first file was blank except I added that one liner to it. The other versions were found under GooglePlayGames / com.google.play.games / Proguard / games
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
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
is it 100% of the time? which devices/os version? I've had a lot of success using Firebase TestLab to debug specific devices/gpus when encountering this type of issue
It has crashed on the Android phone my teammate is using for testing the game... Turning to "None" seems to have solved the issue. Any idea about this?
nope, you'd have to see if it's a limitation of the gpu his phone has. Assuming that was the problem anyway
Am I using the correct google dependencies? Play Games Service?
Im going to make a fresh project and test some more
looks right to me. Do you have other third party Android dependencies?
Only extra stuff was what came with the mobile install from unity which might be an issue, Im not sure tbh
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.
Definitely much love towards ya on the help. I appreciate your patience. Hopefully this info I've provided helps others with these niche ways to get mobile working lol
cool, glad you got it figured out
which unity version?
you can just try setting target SDK to 33 while waiting for a fix
unity 2022.3.21
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
what does the console say
this
I keep getting the same errors idk why
Um can anyone that can help me to fix the errors
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!
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
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
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
i'd still need help with that if someone can, ty
sounds like you or one of your dependencies is creating a PendingIntent that needs to be solved as the error describes
that doesn't invoke the permission dialog by default, so Unity is probably inserting the microphone permission into the android manifest and it's being requested on startup. See https://docs.unity3d.com/Manual/android-permissions-in-unity.html and write a script that postprocesses the gradle project to disable ask on startup
need more info. USB webcam ... plugged into your phone?
Yes! That!
But why? Wouldn't you want to use the built-in camera?
I need to access a webcam while wearing a Oculus quest 1, and that runs android
https://docs.unity3d.com/ScriptReference/WebCamTexture-devices.html and this lists nothing? You might need to ask for permission. You have a very unusual use case so I'm not sure I can help much besides point out what I would do
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.
However, how do i ask for webcam permission? Maybe that's something i should try
whoops it's this one for android: https://docs.unity3d.com/Manual/android-RequestingPermissions.html
are you able to test the webcam in another app to confirm it's actually working?
use playerprefs? Like, if player decline permission, just write to playerpref rejected = 1, so when player start the game next time, just check player prefs if rejected == 1
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?
The person whom i work for creating this cobfirms that another fairly old webcam app on android can pick up his webcam and display it inside the headset, however since he needs anothher bunch of things to run, like input if the controller being gotten and some light networking, i have to display the cam in a unity scene, so i can confirm the webcam works!
you want to use external USB camera via OTG? iirc, you'll need some native plugin to communicate to the camera. I've seen some paid asset on asset store. There's also yasirkula's native camera plugin repo, but I'm not sure if it's support external OTG camera
What is OTG? "On The Go"?
otg cable
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?
You'll need to click on the errors and read their descriptions to find the real reason. The error messages here at the top level are just generic. The details are in the error message body
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)
Depends on what broke?
These weird errors
Iirc, once you setup a device as a test device, it's supposed to stay that way.
something with a android sdk
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.
its not a test device, its just a random android phone where i sent the apk
Did you set it up with test ad id's, or test devices?
https://developers.google.com/admob/android/test-ads
I'm thinking its still set to the test ids
im not using google ads tho
Ah alright, you are on your own my friend.
im using unity ads, thats why i wrote in this server
That's fine, there are lots of ad platforms for Unity. I just don't use Unity services (just the engine) so I can't help you with their services stuff. Someone else probably will be able to though
oh ok thanks, do you suggest i switch to google too?
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
Which one?
tried some things still a problem ofc
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
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.
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?
You don't need to delete it, you'd want that for normal android releases. I'd install 32 as well though. And then specify that in the android build settings for the Quest project.
I use 34 for Google play, 32 for Quest & Pico.
Everytime When I try to build my game it shows this
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
I have these four but idk how to fix
@brazen birch Sorry for tagging you but do you know how to fix these errors?
Those are the surface messages, you need to read the actual bigger message - most likely unde the 3 errors one. It'll tell you more info on the error
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
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
Oh crap accidently downloaded 31
I still have the error
Should I also delete 31?
Gonna work further on the game so yeah
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.
Hello, is it possible to somehow make it possible to use a test card in internal testing in Google Play??
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
I'm still stuck on the Android Sdk I'm just so confused do I have to download Java 8 to fix it?
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
I haven't seen the cause yet in the log files, the real error I dont think has been shown here yet.
can I show them?
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
!logs
This the right place?
You probably want the editor ones
Is it not possible to build without android studio any more?
Nothing has changed in that regard
Really
Never has been, and still isn't, a requirement to have Android Studio
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
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
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 🖐🏻
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.
not that I know of. you need to run it on android device iirc, but you dont need to upload new apks to console
The thing is, if I build directly to my mobile, none of the gpgs works, like the sign in debug shows it failed, but if I upload the same build to play console and then install. Then it works. So am I missing something
Does anyone know how to implement speech-to-text functionality in Unity for iOS?
for anyone else google play sign in stopped working?
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
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?
Still having the same errors..
Finally i'm not the only one
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
Nahh Unity really doesn't like my game
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.
You usually use a service like playfab or nakama. But you can create your own using angular/react or web library of the week. But it's all server driven platform stuff to do that.
Is it possible to do it on firebase?
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
Sure, I don't use firebase, but you should be able to. You can even used plain php and just host it on any apache or nginx server
Fixed it! for me the problem was with the spacing in the folder name, just removed that space and it started building
Ahahahahaha, 😄
I have these weird errors
read the second error
It trying to find the class inside "Files\blablabla"
where it should be "C:\Program Files\blablabla"
try adding a " before and after the path in android sdk path
Place a camera?
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).
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:
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.
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.
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?
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)
You just need to take some unity learn courses on UI. Scalers, layoutgroups and layout elements will help you fix all that. But it isn't intuitive out of the box and has some dumb default settings
I know how to make adaptive ui,the question was about the game objects and layout ,how to make it suitabme for many devices with 9:16 aspect ratio
I think the real question you are asking is how to ensure 3D models are in the viewport regardless of resolution
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
yeah, probably ,sorry i don't know how correctly ask it
So I shall head onto walking the puppies and hopefully someone with an easier solution can help
Good luck, have a nice day, thanks that you try to help me
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.
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.
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.
so i just can put all my game object in ui container and just scale it?
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.
ok, got it, maybe you can advice some tutorials on this theme
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...
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:
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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.
Haha got you , thank you very much for you help)))
Guys, I'm having difficulty installing the MongoDB.Driver package
Does anyone know how to do it?
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!!!
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
fixed by changing
set DEFAULT_JVM_OPTS=-Dcom.android.sdklib.toolsdir=%~dp0\..
to
set DEFAULT_JVM_OPTS=-Dcom.android.sdklib.toolsdir="%~dp0\.."
in the .bat file
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?
hate to be obvious, but you selected the sdk directory and made sure it exists right?
Yeah.
When i set it, it gives this error:
I fixed it and it still doesnt work.
Why is Unity putting this as a default directory if it doesn even exist?
C:\Program Files\Unity\Hub\Editor\2022.3.23f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
show your external tools settings
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
Oh.
These are the errors when i put it manually there.
is that when the path is set to the sdk you downloaded?
Yeah.
And JDK.
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
What do you mean by that?
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
So i need to install different editor versions?
no, they told you to check the boxes to reset it to default, not to install new editors?
I did that.
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
That SDK and things were installed with android studio
Yes they are.
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 😄
Is iOS atleast easier?
Or is it hard like with android?
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
If its possible to install MacOS 14 now on a vm. Then i wouldnt need to spend money for a macbook.
You can always try
Can you atleast help me with the Andorid one?
I think I already shared everything I can on that. Without a log message on the current error, it's just guess work
reset back to the versions that shipped with Unity and try a new build. Start with the baseline stuff
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
JDK 17?
No idea, but google says: Java 17 61.0
So probably
Adn right now it says you have selected: Java 11 55.0
Class file version for each JDK release
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"
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?
YESSSS! I GOT IT WORKING!
I'm quite sure that google doesnt use client secret anymore, instead, it uses resource xml now
nop, for an android application. there is no client secret. just the client ID
yea the resources are available on the google play console. but when i select play games as ID provider in unity cloud authentication, it is asking me for Client Secret as well, which i literally dont have and cant get either.
I'm not familiar with Unity cloud save, but assuming this window is configuring it and not the actual game client, you need a separate web application credential. Cloud save is the web application and will use it to validate the GPG id token your game generates
you mean something like this? the game server is an web application and it have a client ID and client server. so in the unity cloud authentication, i add the client id and client server from this credential?
yes
Okay I'll defo try this and see what happens.
Thanks for updating my knowledge 🙂
We are all here to help each other and learn from each other. Cheers!
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?
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?
Hi guys
I want to learn how to create mobile games using unity is there any good tutorials to start with?
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 ?
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anyone knows why input field doesnt work on mobile? The keyboard doesnt pop up to allow me to type
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?
Is unity up to date? I remember there were some fixes to it in the last few months
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?
google > settings for google apps > play games > sign in account > change > sign out of all games
damn i see it, thank you so much. but this makes absolutely no sense as to why they removed it. but thank you so much mate. and i think there is just absolutely no way now to do anything from in game right? (just for sign out), like ur mentioned way is the only way to do it, right?
also thanks again
unless you want to stick on the previous version, looks like that's it. Google wants to farm more user data I guess
Is there no voice channel here?
No. See: #1180178376028327936 message
Yea I guess
I’ll check again but I’ll also have to try with the normal input field
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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?
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
@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?
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
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 :/
Just select the auto generated one by Google when you upload your first build
okay. whereabouts is that?
The upload page..
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
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?
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 !
Not on android, not sure on iOS
Even just to control how long the vibration last, I ended up calling native android functions from c#, but even with that, the behavior is inconsistent on different devices
Yeah I found a package but it's inconsistent, on my phone vibration is same no matter what intensity I set, but on another phone it works perfectly
Don't know what's up with that
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
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
give up
idk how ios works, but in android you have to enable developer mode with usb debugging
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?
We do using photon, so I'm sure you can, as i dont remember putting more than a few minutes into it... But besides getting player info from the docs, it might be good to ask in photons discord
Usually though we manage player deeper data separately (nakama/playfab) than the multiplayer (photon/fishnet/normcore)
Kinda in time crunch here and never used playfab/nakama so can't do those, will try it someday later thanks! 😅
Right now decided to upload playerdata in room properties and created a custom JoinRandomRoom method to get around it.
Yeah, there are lots of ways around it. It depends on the data, and on the why, and how important it is to build it right. You can even just send it via raw RPC if you want. And a lot of our VR titles have a pseudo lobby as a starting scene for folks to gather in first before joining a game.
I'll have to look what's rawRPC haven't heard that one before.
It's a 1v1 puzzle game like match masters, just need to see name/id of players who are finding a match
anyone has experience with levelplay?
In unity is it better to pack sprites into one file? Does it matter for performance
It is better to use sprite sheets, yes.
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
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?
Buy a mac or pay for cloud building.
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
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.
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 ??
How do you create adaptive joystick on touch screen?
The three I used the most are photon, normcore and fishnet. If you get stuck reach out for help in #archived-networking just keep in mind not everyone has used all frameworks
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
thank you!
because it's an endless loop, once the user chooses to not authorize, it will ask for permission again, which the system already decide that user doesnt authorize it, which then it will try to request again.
And seems like there's no built in API to check if user already chosen, so the only way I can think of is to save and read it using playerpref...
That or you check it via native code
Has anyone worked with Android & iOS homescreen widgets implementation on Unity ?
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
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.
"test exception please ignore" ?
yes
its from a tester script to check if its working properly or not
if it was working properly it would have shown the script name and the function causing the error instead of Fatal exception
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
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
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?
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?
Yeah exactly I want to have a button in the app that launches the game, and when we click on the back button on the main scene we go back to the app
So that sounds more like you'd want this: https://developer.android.com/training/basics/intents/sending
Again, not an expert here. But it seems unlikely you'd easily merge two different codebases like that.
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?
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?
Nvm
Oh... but the game needs to be imbibed on the main app, it's not its standalone application, isn't there any way to do so?
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.
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…
Thank you so much for the feedback! I will try my best to work with my team on this 
Hi, does anyone know that I can implement IAP or other payment gateway sdk to my game but not related with google play store?
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What could be the reason that my 2D Sprite Masks aren't working on Android?
they do work in the Editor
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
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&)```
iirc, there was a bug with spritemask on 2019, but I think it's already fixed
The problem was that depth was disabled in the settings. Would be great if the SpriteMask component would just check such thing
I have problem during building Android App Bundle:
Long cannot fit in uint
if android.useNewApkCreator set to true.
How can I fix it?
The bundle is too big
What exactly bundle?
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.
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
How can I figure out what takes place in AAB?
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.
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
Wait, but exists Play Asset Delivery that allows for uploading bigger apps.
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.
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
How can I compile to individual APKs?
Any guide?
Or link I would be aprecciated.
But it's not suitable for Play Store. Right?
right
Alright, thanks.
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
That wouldn't be in any settings anywhere, it'd be something you'd have to detect and change via code
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
afaik, you could only set the target resolution on PC and web.
Try using this, not sure with android 6, but it does work on 2021 on mobile
https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Screen.SetResolution.html
the biggest one is 1.2GB
So, there are other big asset bundles?
I know it does exist because im using 16:9 on my phone (also weird aspect ratio note 20 ultra) and I updated my project to unity 6, let me check
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
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?
has unity already a solution for the WebGL input field keyboard issue?
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
We can only speculate, because you’ve given zero information… you’ve probably not anchored the UI elements correctly
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
You can do the google's auth using Firebase. I've already use it, but it was more than 1 year ago.
I did the anchoring and all. It works on modern devices but not older ones. Is that because I anchored incorrectly or something? Because I am sure I did them right as this issue is literally on all Screens including UI with only one input field and button.
I don’t know. You haven’t shown what you’ve done or the issue.
Let me send the screenshots
So, this is how it looks in all devices. My phone is the one it's breaking in. It's an Old phone that uses arm 32 I think. So I guess it's an issue with ARM 32 phones as it works fine on ARM 64 phones. And yeah, my phone has almost the same screen size as the other two
I figured it out, just added a reference resolution as 1080 x 1920 to Canvas scaler and it worked
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.
I know you’ve worked it out, well done. But ARM 32/ 64 won’t make any difference in the layout of UI like this… it’s screen size.
You can test this in editor before even putting it on device… just select a different device in the simulator, that’s what it’s for
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
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
exporting unity build for android, and it keeps giving me gradle failure, do you guys know how to solve this?
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
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)
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
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.
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.
Show us your existing canvas inspector and eventsystem inspector
I've never encountered error like that, but it's been a very long time since I work with ios
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
You could try installing the missing tools in the android sdk manager. Sometimes unity would fail to install the correct once via the hub
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?
Just install the modules in the version you are using
Can you not install the modules for 2021 as well?
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
You can probably download the module installations outside of hub as well, but ideally you should use an lts version.
I'll try
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"
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.
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.
hello, someone know how I fix game resolution issues to run in all mobile devices?
What is the issue?
in some phones the app bug all elements and font sizes
Put some effort in your description 😄 Bug => ? Some phones => ?
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?
It can be the old api. But usually it's because the adaptive icon settings aren't filled out in the icon section of the build > player settings.
So filling out that section could let us get a full sized icon? Right now we have not filled in the adaptive, round or legacy icons, only the single "main icon".
Correct, the main icon will just use the legacy one
Is anyone facing memory leak and light flickering issue in unity 2022.3.30 version?(mobile build)
I’ll have to try that then. Thank you for the help.
At least I can say, that we reverted back to 24 because 30 was giving a lot of issues with our project.
where i can download jdk version 11.0.14.1 i am only finding 11.0.14
Why do you need .1?
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
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
Create your own shader.
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.
That worked kind of. The icon was full size with no extra empty padding, but instead Android zoomed in a lot on the icon. This by just using the exact same icon for all the adaptive versions as we set for "app icon".
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.
Oh yeah! I forgot to tell you. I also double the main icon part in size with white space. It's annoying :F
Does anyone know why Malloc (Persistent) is increasing?
So for an icon that’s, say, 100x100 you make it 200x200 with a 50 white margin around?
Yup!!
I must try that!
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.
Unity might add it automatically if you access certain APIs. Do you use LocationService? https://docs.unity3d.com/Manual/android-permissions-in-unity.html
Yeah well I use the location feature
It's cause of that ? 
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
Actually I amend what I said. I don't use it. I read this on the fly and mixed up with localization
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
I have to see but I only use Admod and Firebase
I have contacted Admob's support and they really don't request location
I just can't get Xcode to build Apple.Gamekit + Apple.Core. Is there any alternatives to logging in with Game Center?
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
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
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?
Nvm figured it out
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
i switched to iOS and the option became available, switched back and i can still use it
thanks unity
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
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.
Only through third-party plugins I'm afraid.
This'll work for you on android though
https://gist.github.com/ruzrobert/d98220a3b7f71ccc90403e041967c46b
Thank you very much man!!!
yes, if it's on Windows as the platform it doesn't seem to work. Switch platform to iOS
nevermind, just saw that ya figured it out
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
here
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
anyone knows why am i getting this and how to fix it ?
i installed the target sdk with android studio and restarted unity yet i keep gettting this message when i try to build, any help?
Has anyone else seen really poor android performance with some of the recent versions of unity 2022?
{
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
Can someone help with, having trouble with the android ndk
can someone here help me debug my apk build its not working properly
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?
define "not working properly"
i dont know i imported, it on andriod studio but still the game freezes idk why
not sure if unity provide it out of the box, most likely, you'll need to make java plugin for it
https://stackoverflow.com/questions/32825854/how-to-get-the-time-spent-on-an-application-in-android-programmatically
I'm not even sure if it still works now since, iirc, google limit app access to some cross-app and system functions recently
I rarely use android studio (mostly just to update android sdk), but you should check the log using logcat plugin to find why it freeze
why specifically target sdk 28? try using the highest installed option
not sure if it's 2022, but I've seen a lot of games on playstore with poor performance 😅
the multiple adb error can be fixed by killing adb using task manager, not sure about the rest
Thank you very much, but I probably will just change my approach because I'm just not skilled enough
I'm just going to make it so that you cannot touch the screen in that time
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.
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
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.
I tried to export blank project on unity and got this error :
A failure occurred while executing com.android.build.gradle.tasks.PackageAndroidArtifact$IncrementalSplitterRunnable See the Console for details.
unity version is 2021.3.39f1
Haven’t seen that one before. If you’d recently changed the build target in Unity I might recommend close and reopen. I often get weird errors when going from PC to mobile or back.
why is my estimated revenue like 90 cents from the past two months but my account balance is still 0?
what does "updated periodically" mean? like monthly? quaters of the year? yearly?
because it'd be good to know if it's just getting updated later or if I did something wrong
A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade See the Console for details.
See the Console for details
that is estimated, maybe different?
I doubt all these ads just earn me nothing
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
can anyone please export my unity project apk ?
how do i fix this
how to export for the first time? getting some errors about javasdk, licence and terms and condition
10 minutes I will explain how I fixed teh problems
Hello
Is it possible to somehow determine which account is used for online purchases without logging into Google Play Games?
because i'm building for VR that's the required
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?
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.
that shouldn't happen, my case was completely opposite tho, I had to tap 2 - 3 times to make it display even if the add loaded successfully
Hmm I wonder what could be causing it. The debug logs show it is only loading the ad once but 3 play :/
how to fix
See the console for details
See the console for details
||but most likely due to the SDK path contains space bar||
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
🤔 are you sure its properly installed?
try running avdmanager list target
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
Hello everyone. Is there anyone here who has experience with Unity deep link configuration for iOS?
just ask
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
Maybe the texture format or rendering queue?
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
looks like the camera doesnt clear the buffer correctly, this usually happens on some mobile gpu, try checking the camera clear buffer flag and color alpha
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
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
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
the answer is not possible
you can fullScreen webGL mobile, but the performance is horrible
1-5 fps expected
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);
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?
Nope, just had to swap over to Unity Player Accounts. It still allows for google and apple (not Google Play and game center) SSO so that was good enough.
I have hosted my WebGL game on my own website and had pretty good luck on iOS. You can see it and how it looks for iOS at http://wordflowergame.com .
I'm trying to replace an old server written by someone else with the built-in Game Center turn-based API, so I can't switch like that. :/
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?
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 ❤️
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
Discuss animating with Spine and using the Spine Runtimes in your apps and video games.
which of those solutions did you try?
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
that will fix it if it's a shader stripping issue
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
what exactly did the DontInclude error say? That sounds like a problem
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
I think my first step on seeing those errors would be to nuke the entirety of library and try again
was previously just setting it to inactive
okay
will try that next if this doesn't cause any issues
ty 🙂
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
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
those shaders were extras from the example package. I got rid of it. they're not longer available to add to the required shaders list, so should work now
Guys, a question, Unity 6 does not support Android 5.1 "Lollipop" (API level 22)?
I doubt it has been removed.
Android 6.0, "Marshmallow", API level 23. it appears to have been removed
5.1 has been removed.. 6.0 has been the lowest since 2023.2
Is IOS App store better than Android Google play store?
If you want to install apps on Apple, then it sure is.
Tyy 
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
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?
Holy cow! I figured out the problem, and it's completely idiotic on Apple's part. There was a space in the middle of the path to where the apple unity plugins folder was, and the space in the path broke ALL of their build scripts. Just moving it to a folder without a space anywhere in the path fixed it!!!
Oof
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
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')
can you show the inspector for that dll
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
ok, so this is a .Net Framework 4.x dll, So change your scripting backend from .Net Standard 2.1 to .Net Framework
Did you enable 'Allow unsafe code' ?
i need it on right? not asking to make sure its disabled?
still this error
ZstdSharp.dll'
System.ArgumentOutOfRangeException: Cannot create a constant value for types of System.UIntPtr for pos (Parameter 'declaredParameterOrFieldType')
yes, it needs to be on to use IntPtr and the setting is lower down on the same page
yes, well i did enable it but that didnt solve the error im getting
Then I suspect the dll was build with a version of .NetFramework > 4.7.2 which is what Unity uses. You may need to find another version of the plugin
now im getting this error
PlatformNotSupportedException: Registry is not supported on this platform.
from this line
MongoUrl url = new MongoUrl(connectionUri);
I have the same error fdh
lol, im trying with android studio instead
cant get mongo db working for android in unity
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>
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?
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
Nevermind, figured it out
Might not be wrong sharing it?
Huh?
Your solution 😉 if someone might search for that term on discord 🙂
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
Does anyone here have a google play console developer account?
you're in mobile, lots of people do
Is "Android studio" helpful for creating a game? I mean is there something that Android studio can do in creating games?
This is a unity server so it's not really the place for general android development questions
You don't need Android Studio at all when making a mobile game with Unity
Yeah as mentioned, it doesn't help much with Unity. I do use android studio, because it let's me inject things into projects, build libraries or have better control over my SDK. You can make a mobile app or game just fine with it (no unity needed) but it'll be for Android only and it's primarily meant for mobile apps.
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.
built in if you already have experience or assets with it, otherwise urp
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 ?
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
Thanks for the information.
Can someone help me to understand what is debug key?
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
The "build completed with a result of failed" one usually contains the actual error
That tab only contains these two lines:
Seems to come from Vuforia, I've never seen that unfortunately
Yeah vuforias an expensive nightmare of a plugin :D. It looks like its an Android build error from vuforia
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)
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
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?
omfg. I was moving library "out" by renaming it. Unity was using it and the new library.
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
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?
I get the same. I think there's a warning in the console about that if certain things are present in your code. haven't looked at the right way to implement dual mouse/touch support yet, so I think it's the touch-emulation-with-mouse side of it causing it, or vice versa and I'm using a mouse event.
In short, check for mouse and pointer events.
fixed
new problem though
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
here's a place to start, most ad sdks are pretty similar: https://docs.unity.com/ads/en-us/manual/GoogleDataSafety
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
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
figure out what's making http calls and why. Probably you want to block it entirely, so disable unencrypted http requests in player settings. If you have ad networks instead, you might need to whitelist specific domains in your network security config
did you resolve android dependencies? normally this is either a matter of missing a dependency entirely or it's been stripped out by proguard
Yes i deleted resolved dependencies and forced resolved twice but since im.using custom gradle, proguardand ,manifest i think it isnt working out properly im retrying this method
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.** { *; }
proguard was empty . i copied this and gonna rebuild now tnx @tired lily ill let you know in abit
@tired lily tnx alot its solved, was solved that time u send , just forgot to let you know
Hi, is unity levelplay (ironsource) better in revenue than the old unity ads?
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!
thank, i wil see what a going on, will probably update on the situation
3rd party libraries probably exist, or you could use the native API directly
I can't seem to find the native API though 😅
Switch to using https. if you're self-hosting I can guide you through setting up CertBot using Lets Encrypt
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
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
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
😮 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
Anyone having trouble building to Xcode?
I have an error caused by “dual reports: il2cpp”
Any thoughts?
thank. certbot/lets encrypt can encrypt http started by python server? i run a http python server tied to a subdomain that is backend, i should clarify earlier. We can go #💻┃unity-talk if needed
Google it then ask questions
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.
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.
thank, that seem a good approach
i prob have matter do iphone anyway
anyone have unity test ads working on the editor but can t see real ads on the apk while testing on mobile device ?
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
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.
Why build don't happen if we switch to API level 35.
Read the error, it will tell you why.
Hello, everyone. I am involved in a project about dynamic testing. Do you know if there are any tools similar to Android Monkey (https://developer.android.com/studio/test/other-testing-tools/monkey) designed for Unity Android games? Thanks.
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
I ignore that, I think it doesn't effect google service
HI guys, does anyone know why the admob cmp consent form appears in editor but not when the build apk?
how can I get player email when google play games sign is is successful?
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
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
Where is emulator?
This?
On simulator all is ok
So use logcat to debug on device
But I entered debug app id
It hasn't been saved....
Trying another time
I'm not familiar with ads issues. I can only guess that it could be something like lack if permission.