#📱┃mobile

1 messages · Page 16 of 1

wary crag
#

It sounds good actually

potent cloak
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Hhahahaha nah man

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around 1K

wary crag
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Wow

potent cloak
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minimum

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Yea, you need RAM, storage, cooling

wary crag
#

But its yours actually, instead of paying rent

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In long term you will pay same amount to services too

potent cloak
potent cloak
wary crag
#

And i think it will be a good machine too, you have more options to use

potent cloak
wary crag
potent cloak
wary crag
#

For budget too

potent cloak
wary crag
potent cloak
#

for gaming is prolly better AIO

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But for sustained load (Server) I would go with that

wary crag
#

Are you planning to set up a server in the near future?

potent cloak
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those CPUs are crazy though

karmic rivet
#

appStateEventNotifier.AppStateChange += OnAuthStateChanged; this code is not working in Unity, It is It'sAppOpen ads code for Admob ads.
error is shown in image

iron acorn
wary crag
#

@potent cloak

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I think it never ends😖

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Is anyone knows what's mapping file?

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Maybe i can check that

potent cloak
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that's way over the expected time

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seems like it is stuck

wary crag
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Yeah

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Do you know whats "mapping file"

potent cloak
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It should be something real fast to do

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I usually spend the most time in compilation of native libraries

wary crag
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yeah

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Thats took long time too but

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The mapping file is another level

potent cloak
#

Seems like you are not the only one

wary crag
#

I think its %10000 editor related idk

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i will try another one cause really no one find a solution for this

potent cloak
#

you are not using one of these to build right?

wary crag
#

2022.3.20f

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2022.3.18f

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same

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error

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i think its about gradle

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i will try latest 44f

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wish we can see the logs of building process

potent cloak
wary crag
#

my major is game development too, next year ill graduate so i better not get bored quickly lol

potent cloak
#

I have had problems with Gradle once and I am now using "gradle-6.8", you could try to see if that works.

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I mean, I did try a few to be honest

wary crag
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just directly selecting gradle from external tools page right?

potent cloak
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the reccomended one didnt work for me

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conflicting dependecies or smth

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(i dont remember since it was about a year ago)

karmic rivet
# iron acorn What's `DefaultLifecycleObserver`? Is that the class that subscribes?

Maybe it is an internal class of Google Ads Mobile SDK, I am trying to show App Open Ads here is the code
`private void Awake(){
// Use the AppStateEventNotifier to listen to application open/close events.
// This is used to launch the loaded ad when we open the app.
AppStateEventNotifier.AppStateChanged += OnAppStateChanged;
}

private void OnDestroy()
{
// Always unlisten to events when complete.
AppStateEventNotifier.AppStateChanged -= OnAppStateChanged;
}`

iron acorn
wary crag
#

@potent cloak

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Just changed editor

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Finally.

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Thanks for your help

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Much obliged

potent cloak
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Really reliable version

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Not worth changing it due to the building complications

upper prawn
#

does anyone know of any potential drawbacks of Application.OpenURL() on mobile platforms, I just want to open social media links

sonic otter
#

It could open an instagram link

#

Or worse--tiktok

potent cloak
upper prawn
potent cloak
surreal crag
#

I think the average dev starting out has no idea how much cloud services will end up costing them… the fud pushing cloud adoption, especially some of the higher margin bits like serverless/lambda compute is amazing.

ancient badger
#

Thanks for that information. The tutorial I watched had given me the incorrect information that it was meant to always be set to the device resolution being used in deice simulator.

If I'm using a GUI asset kit, and they suggest 1920x1080 reference resolution (they showcase it used in landscape), should I still use that for portrait orientation, or is it better to use 1080x1920? I believe they look identical either way, just want to confirm if it matters or not.

brazen birch
#

Personally I prefer self hosted, and never worrying about ccus or mystery cloud fees. But that's just me. Phenomenally cheaper.

torn hatch
#

why is it when i export my game to webgl and upload it on itch.io that it runs much better and smoother on my phone than when i export it as an apk?
i really need help with this

surreal crag
#

Do you have some crazy background downloading package (stand up Ad libraries...) that's active on the phone build but got stripped because it's not compatible with webgl?

torn hatch
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but everything seems the same

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but i dont think this function have to do anything with the problem cause i tried a fresh start and made some basic stuff, ran it and it has the same terrible performance

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very low frame rate

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and seems kind of blurry i think

lucid shuttle
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Is it possible to build for iOS on a Windows machine? I've been researching, and it seems like the build automation service in UGS might be a solution. However, I'm struggling with matching the provisioning profile and .p12 file. I used OpenSSL to generate them but can’t seem to get it right. I don't have access to a Mac or iPhone, so any advice or help would be really appreciated! Alternatively, I’m considering using a virtual machine. Has anyone faced this issue before? Your guidance would be a huge help

cosmic yew
#

I updated my app to statisfy the new target API for android but the warning still won't go away. Does this take some time even though the internal test from google is already over? Using Unity 2022.3.35f1.

lucid shuttle
#

I don't have any issue with android build using build automation only I can't create ios builds

fallen compass
#

The Unity "iOS" build is creating an XCode project, it isn't creating an iOS app (this can't be done on Windows).

lucid shuttle
serene egret
lucid shuttle
serene egret
lucid shuttle
serene egret
fallen compass
#

Unity's cloud build will give you an installable app.

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(it would be useless otherwise, wouldn't it?)

serene egret
fallen compass
#

I have no idea how the cloud build system works.

lucid shuttle
#

I believe the Cloud Build service builds the app on macOS using Unity's own system, so we don't need macOS ourselves.

tired lily
fallen compass
#

Why aren't you getting them from apples dev dash?

lucid shuttle
#

getting those require macos which I don't have?

fallen compass
#

no, you can get them from the website

lucid shuttle
fallen compass
#

.. which has nothing to do with provising profiles or certs 😄

lucid shuttle
fallen compass
tired lily
#

it does, and it looks like you're actually getting a build except your certs and provisioning profile are nonsense so you can't sign it, and therefore it won't run on any devices

lucid shuttle
#

Generate the Certificate Signing Request file and create a .p12 file all on a Windows machine.

Follow me on Twitter: https://twitter.com/iBrent

Here are the command-line instructions:

set OPENSSL_CONF=c:\OpenSSL-Win64\bin\openssl.cfg

openssl genrsa -out mykey.key 2048

openssl req -new -key mykey.key -out CertificateSigningRequest.certSignin...

▶ Play video
fallen compass
tired lily
#

the video is still using the apple dev site (ancient version), it's just creating a csr

#

did you then create a provisoning profile in the apple site AdeelDev?

lucid shuttle
#

Yes I did it, the type could be wrong ?

lucid shuttle
lucid shuttle
tired lily
#

did you pay the fee to be in the apple dev program? one problem it it's app store, so it'll only be installable via testflight

#

the provisioning profile definitely isn't

tired lily
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did you create the provisioning profile after creating your dev cert?

lucid shuttle
#

Yes you need dev cert in order to create the provision profile

tired lily
#

maybe repeat the step where you converted the cer to p12 then, something has gone wrong

lucid shuttle
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Should i select the ios app development?

tired lily
#

how are you planning on distributing the build?

lucid shuttle
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currently i just want to test it

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on iphone

tired lily
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via testflight?

lucid shuttle
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Don't know what that is?

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I don't have an iphone myself but the other person have it so what I want is the other person to test the app on its phone I think UDID is required for this

tired lily
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ios app dev will work assuming your device is registered with your team, ad hoc will also work if you have external testers, and use app store if you're planning on using TestFlight which I would recommend

lucid shuttle
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The main issue is that why cloud build is not building the app it could be the conflict between provision profile or p12 just like you said to create new one

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Or i didn't created them correctly

tired lily
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that's another reason why I like testflight: every time you want to add a tester, you have to regenerate all the provisioning profiles to include team device UDIDs

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if your provisioning profile is for app store, TestFlight will sign them again for you

lucid shuttle
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Since I already have the certificate

tired lily
#

any chance you mixed up certs? I would regenerate the p12 also, from the certificate you download from apple

lucid shuttle
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I have two certificates

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For Unity cloud build iOS Development cert is ok

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So I will use that cert to create the provision profile

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also the p12

tired lily
#

make sure your provision is also dev then, a dev cert + app store profile makes no sense

lucid shuttle
#

this could be the issue

tired lily
#

once you get this working personally, look into TestFlight. Unity's BA already has Fastlane installed and it's fairly easy to have builds uploaded to the app store and automatically distributed among testers on your team

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I have to head out now. Hopefully you get it working

lucid shuttle
#

Trying the steps you mentioned let's hope it works.

north musk
#

Anyone know why my game crashes on mobile webGL? My build is kinda big could that be a reason? If you need more info tell me.

wintry epoch
#

Hi, does anyone have an idea/experience for integrating a 3D avatar into a mobile app?

lucid shuttle
#

@tired lily I have did the steps but Unity Cloud build is throwing error when building

tired lily
#

same error?

lucid shuttle
#

@tired lily It throws multiple errors not sure which one is the cause of build failed.

tired lily
#

that seems like a problem on their end, at first glance

#

btw you should create a minimal test project for this, cloud build fees stack up pretty fast and you want a fast turnaround to debug this issue anyway

lucid shuttle
#

Thanks for pointing out that it's now 2 dollars, and I still haven't been able to make a build, haha.

tired lily
#

that's cheaper than I expected, at one point I think I was spending 30-40c'ish per build hour

lucid shuttle
#

btw have you used cloud build for iOS ?

tired lily
#

yes, until we started hitting $500+/mo in fees and it made more sense to set up our own build machine with TeamCity instead

#

I don't have any more suggestions as to what might be wrong. I have a mac obviously, and setting up the certs was very simple with KeyChain and I never had a problem with it

lucid shuttle
coarse stream
#

Do i need to Enable the Accelerometer for mobile use manually or is it always turned on by default?

I am trying to make a step counter but through my logs it shows that all my accelerations are always 0

#

Both Acceleration and prevAcceleration return as 0.

This function is called in the update function

tired lily
#

on Android or iOS? on iOS, there's a player setting for accelerometer frequency that might be disabled

coarse stream
#

Android

tired lily
coarse stream
#

i see

torn hatch
#

can someone PLEASE help me, ive been stuck for days because whenever i export the game to android apk. it performs terribly meanwhile if i export it on webgl for example and test it on the same phone it runs perfectly on the web browser. my phone runs much heavier stuff so i have no idea whats wrong and i tried following tutorials and stuff but it aint working

brazen birch
#

If its performance I'd start by checking the logs first (maybe its just a platform specific error spamming things and impacting performance). Then move onto profiler etc.

sage pagoda
#

I have a hypothical question for publishing on the Apple App store. If i were to pay £100 a year to publish a game... but there's one thing i'm confused about, what happens if i cancel the yearly subscription? will my game stay up still or get auto removed from app store?

neon thicket
# sage pagoda I have a hypothical question for publishing on the Apple App store. If i were to...

https://developer.apple.com/support/renewal/

If your Apple Developer Program membership expires, your apps will no longer be available for download and you won’t be able to submit new apps or updates or access Certificates, Identifiers & Profiles. However, your apps will still function for users who have already installed or downloaded them, and you will still have access to certain App Store Connect features and free development resources.

sage pagoda
#

thank you and also YIKES!

torn hatch
torn hatch
#

idk what profiler is

torn hatch
torn hatch
#

the entire if statement here gets neglected when i build this on android. am i not allowed to make an if statement in a void on android? what is causing this exactly, works fine on pc tho

rain leaf
lucid shuttle
#

this is the error "[error] [2024-09-07T06:39:32Z - Unity] An error occurred while resolving packages:
[2024-09-07T06:39:32Z - Unity] One or more packages could not be added to the local file system:
[2024-09-07T06:39:32Z - Unity] com.unity.2d.animation: undefined == true
[2024-09-07T06:39:32Z - Unity] com.unity.burst: TAR_ENTRY_INVALID: checksum failure
[2024-09-07T06:39:32Z - Unity] com.unity.timeline: TAR_ENTRY_INVALID: checksum failure
[2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - INFO: Unity ran in '5418.480836' seconds
[warning] [2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - WARN: Running Unity in Batch Mode can help reproduce and debug potential build/test issues.
[warning] [2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - WARN: For additional information on building in Batch Mode see https://support.unity.com/hc/en-us/articles/9466056266004-How-do-I-Build-Unity-Project-in-Batchmode-Locally-
[warning] [2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - WARN: Try running Unity 2022.3.43f1 in batch mode locally with the following commands:
[warning] [2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - WARN: When running from Mac:
[warning] [2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - WARN: /APPLICATION_PATH/Unity/Hub/Editor/2022.3.43f1/Unity.app/Contents/MacOS/Unity -logFile {PATH_TO_LOG_FILE} -projectPath {PROJECT_PATH} -batchmode -skipMissingProjectID -skipMissingUPID -buildTarget ios --quit -executeMethod {CLASS_AND_STATIC_METHOD_NAME_OF_BUILD_SCRIPT} -quit
[error] [2024-09-07T06:39:32.443Z] - 7.4.12.2.7.4 - FATAL: ! Unity player export failed! "

#

causing cloud build failure

torn hatch
#

for more clarification it basically skips to instantiating the arrow instead of following the rules but like i said that only happens on android and not on pc which is very confusing to me

torn hatch
warm isle
#

Hello! Does anyone know what these kind of popups are called?

#

I want to add them to my game

rain leaf
#

or maybe native popup?

vague violet
#

I'm importing the android sdk, why is the banner so small?

tired lily
#

I assume that's the editor, so you're not running any android sdk and you're shown a fake placement. And that fake placement seems to have the wrong ui scaling on it so it's not accurate

vague violet
#

Ah I see

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Also when I run a video ad the banner still runs on top of it

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But it should be fine since its editor mode right?

tired lily
#

it's all faked with some temp UI, yes

#

make sure you test ads on an actual device because behavior can be different, for example the engine is typically paused in an actual build, but won't be with those fake ads

vague violet
#

Is there a guide for testing? I couldn't find anything so far, is the advertising ID provided by google? or is it something we add by ourselves

tired lily
#

that particular one is yes, you need to whitelist your test devices or advertisers will consider it fraud if they deliver real ads to you in development and then end up paying you

vague violet
#

oh I found my device's advertising ID 😄

#

im going solely off the docs without a video tutorial, this is all news to me

#

would building the game with a debug key still allow me to test ads? or must I have my keystore at the ready

tired lily
#

I'm actually not sure on that one, I always use my upload signing key for local builds because it's required for the auth system I use to work

coarse stream
#

Just a quick question, do I need to make special provisions for JSON to work on mobile, or does it work exactly the same for mobile as it does PC?

tired lily
#

in what context? If you're reading/writing to the persistent dir no; if you're reading from a TextAsset then no; if you're reading from StreamingAssets then yes because for example on Android that file gets packed into the bundle itself so you can't just access it on disk

prime vine
#

hi, have a couple of questions
Is Adaptive Performance um... cross-platform? In, like, it's available for all(most) mobile devices?
Is Adaptive Performance even worth learning/using if i'm aiming for work in gamedev studios? Is it common thing in development?

sacred creek
# prime vine hi, have a couple of questions Is Adaptive Performance um... cross-platform? In,...

These are some very generic questions. It depends on what you will work on. Some platforms support it, some dont. Some do it their own way like Apple decreasing FPS or throttling fans when surrounding loudness is too low. Its smart to take it into account, so nothing wrong with looking into it, even if gamedev studios might not care about this as much as other software studios might. but that also depends on the game studio of course.

prime vine
sacred creek
#

Its what the hardware manufacturer is willing to share. If they give you API access to thermal and power levels and are willing to work or expose them to Unity or other engines, unity devs can implement it in their platform specific core code. And it would be smart for every manifacturer to do so in the future, when things get smaller but more powerful and its just another approach, that was ignored the last decades of development and should be considered more depending on the apps usage. So why not learn about it if you got some free time 🙂

prime vine
#

alright, big thanks ❤️

cerulean valley
#

Hello, I am trying to publish my first mobile game and am very close the last step really is just building it to an abb file but when it I try to build it, at the end, it always does this.

#

This has been particularly annoying because as I have stated before this is basically the last thing I need to do and also I've been struggling with it for days

tired lily
#

and the details are?

cerulean valley
#

I believe it is some issue with the sdk. In the actual consle after it states: FAILURE: Build failed with an exception.

  • What went wrong:
    Could not determine the dependencies of task ':launcher:bundleReleaseResources'.

Installed Build Tools revision 35.0.0 is corrupted. Remove and install again using the SDK Manager.

  • 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.
#

I have attempted completley reinstalling android studio and using the sdk files i got from there but it hasn't changed anything

tired lily
#

What version of Unity are you on?

cerulean valley
#

2020.3.26f1

tired lily
#

why so old?

cerulean valley
#

not sure never bothered to update it i guess

#

is that a problem?

tired lily
#

It can be yes, since the api levels have changed and you need to target 34 at least

cerulean valley
#

Ok im installing the newest version and ill get back to you

tired lily
#

hopefully newest LTS and not Unity 6, I would use 2022.3.x

cerulean valley
#

got it

tired lily
#

and make sure your project is in source control or backed up at least before you upgrade

cerulean valley
#

oh yeah, ive already lost a lot of progress because i didnt have a back up of my project, thank you for reminding me

cerulean valley
#

thank you so much

#

that seemed to work

#

dude its always the most simple solutions

dusty locust
#

heyo, I am wondering wether I should keep ARM v7/32 bit support or drop it, I am saving significant space if I remove 32 bit support, tho my personal research found that even my oldest android 5.1 device from 2014 was 64bit, so currently most if not all device should be running 64bit.

dusty locust
tired lily
dusty locust
tired lily
#

optimize for space specifically?

dusty locust
tired lily
#

are they looking at the uploaded bundle or judging based on what they download to their devices?

dusty locust
#

the old version was very unoptimised (I was inexperienced) so, when we decided to update it, we set the limit to be less than what the original was, which we achieved as current bundle is only 2mb heavier than the original bundle

dusty locust
#

these created using smaller (faster) file size, and above one is with both 32 + 64 and the below one is only 64 bit

#

these are exported from unity 6 so they don't support anything below android 6 and maybe 3 gigs of ram

#

majority is surely textures -> audio files -> single intro mp4

tired lily
#

they're both the same size, except one eliminates all ARM v7/32 devices

dusty locust
tired lily
#

no, the size is totally irrelevant unless you changed texture/audio stuff like that

#

the top one supports more devices. It will not be any larger than the bottom one

dusty locust
#

ohh now I get it

tired lily
#

google will split the bundle for you and only relevant cpu architectures will be supported, so the top one and the bottom one are functionally equivalent at the end user side

dusty locust
#

basically the size for me != the size user will download

tired lily
#

correct

dusty locust
#

now I just have to find a way to insert this into the brain of my boss

#

anyways thanks a lot

tired lily
#

btw I would consider both of those to be quite tiny; you aren't anywhere near the size limit

dusty locust
#

you saved me shit tone of testing

dusty locust
brazen birch
#

I don't care much what the size is if the game looks fun

fallen compass
#

I never even look at the size

vernal trail
#

hey guys, i have an online mobile game that uses netcode relay for the multiplayer, when i build an apk and try to test it the multiplayer works fine, but when i make an app bundle for google play and publish it on internal testing and try it, the multiplayer doesnt work, on the host side both players are shown, but on the client side nothing happens. and i can move freely and whatever i want on the host side, but as i said on the client side nothing happens.
what should i do ?

tired lily
#

add much better logging and check any config that uses the signing cert fingerprint, since internal test builds are re-signed with the app signing cert

river escarp
#

anyone here build for iOS or Android and use Addressables? anyone else get errors relating to the build for ios not being compatable w the editor?

tired lily
pulsar cave
#

Hey, I upgraded to Unity 6 yesterday and only my skyboxes have become pink when i run my game on android, It seems fine in editor and also everything else seems fine. Have you guys stumbled upon this issue?

broken steppe
#

I have an existing mobile game that I have gone in to do updates for, and now I can't get the achievements to work at all (it's a live game with achievements that work). Did I set it to a wrong token or something somehow? Any thoughts?

burnt fox
#

when publishing to the apple app store, is there a way to prevent users with less than 4 GB RAM from downloading the app?

#

we use up a decent chunk of RAM, so 2GB crashes for sure, and it miiight run on 3GB but we don't have the devices to test for it lol

tired lily
tired lily
broken steppe
tired lily
#

Use a keystore that matches the fingerprint you set for the android credentials in PGS config

broken steppe
tired lily
#

The keystore? No. I've had the GPGS plugin wipe the resources I set up for it on the Unity side so double-check that too (Play Console/PGS -> Setup -> Config -> Get Resources)

broken steppe
tired lily
#

Play Games Services in Play Console -> Setup and management -> Configuration

#

are you testing with internal test builds or local builds?

broken steppe
tired lily
#

And you're signing it, right?

broken steppe
tired lily
#

the live one would be the one with a fingerprint that matches the app signing key certificate (Play store -> Setup -> App Signing)

broken steppe
tired lily
#

? No, you're verifying your test app has a fingerprint that matches your credentials

#

Are you signing your app with an actual key from a keystore, or did you leave it blank?

tired lily
#

And does the fingerprint of that keystore match any of the credentials you have set up?

#

key from keystore*

broken steppe
broken steppe
tired lily
#

okay, and did you check if your PGS resources config in Unity was right?

#

You said achievements are working on the prod game right?

broken steppe
tired lily
#

Are you getting any errors in logcat?

broken steppe
#

I'll run it locally real quick and see

broken steppe
#

Am I going about testing that wrong?

tired lily
#

you went from "achievements don't work at all" to this suddenly

#

Go to Play console -> PGs -> setup -> publishing, open the credentials you signed that apk with and confirm you didn't enable anti-piracy

#

if you did, you'll have to add your friend as a tester

broken steppe
broken steppe
tired lily
#

any chance your friend already tested and got the achievements with their PGS account?

#

nothing else comes to mind

tired lily
#

I guess my last suggestion would be to add your friend as a tester and use an internal test track to distribute builds. They'll be signed with the app signing key and pass any security checks the play store is running

broken steppe
tired lily
#

yeah if your friend isn't a tester, that has no chance of working

broken steppe
tired lily
#

they need to be a tester for PGS specifically to have access to draft achievements

#

PGS -> Testers -> testers tab -> Add testers

#

You might as well include them in your internal test track too, that's Play console -> Testing -> internal testing -> Testers. Then you can give him a link that invites him, and any builds you promote to the internal test track will be available to him as an update

broken steppe
broken steppe
tired lily
#

PGS tester should allow APK to work. Adding to internal test mean they can get the game straight from the play store instead of you distributing it signed with what I assume is your upload signing key

broken steppe
tired lily
#

Do they get the play games sign in popup on launch?

broken steppe
broken steppe
#

@tired lily Thank you!

lucid shuttle
#

I guess i have to use the script approach since i can't access xcode project on unity cloud build

lucid shuttle
#

Thank you @tired lily

The issue is fixed by adding the script

lucid shuttle
#

the app crashed upon launch on iOS

#

What could be the reason?

sacred creek
#

You should build with xcode directly to get debug information of whats going on

lucid shuttle
#

Unfortunately I don't have xcode I am using unity build automation to build the app

#

what if I build with no scenes included to test?

tired lily
#

it's more likely a third party dependency causing an issue in my experience, but yes without being able to debug it locally you're going to have to try things piecemeal until you find the issue

lucid shuttle
#

like facebook, google plugin?

tired lily
#

yes

lucid shuttle
#

what if I build with empty scene just for testing will it work?

tired lily
#

Let me get my crystal ball and check

#

Just try it dude, without being able to use a debugger you're in a nightmare scenario. I would guess you have a third party dependency that initializes on app launch and a blank test scene won't help, but if it does you can start adding related scripts to the scene until it fails

lucid shuttle
#

@tired lily You mentioned that the initialization occurs on app launch, which means no scene is loaded at that time. Therefore, it shouldn't matter if the scene is blank. How about I delete the third-party assets and test again? Since I'm using version control, this won’t be an issue. My goal is to see the app open on my iOS device, even if it's a blank scene, just to confirm that the previous steps were done correctly. This will help narrow down the search.

tired lily
#

you can't tell if the scene matters until you've tested it and seen whether something in the scene has, for example, given a third party invalid config data and they handled it in some stupid way that leads to an unhandled exception in the sdk = crash

sacred creek
#

To be honest, developing for iOS without a mac at hand will not give you much fun... maybe try to grab an older one, maybe used macmini or something, becuase just building and hoping wont make you finish your app in years. This is just ONE bug happening, but as you add code, do things that are platform dependent and will only occur on runtime, you are not gonna have a good time.

lucid shuttle
# sacred creek To be honest, developing for iOS without a mac at hand will not give you much fu...

I agree that eventually, I will need to purchase a Mac. However, when I started this process, I thought that since Unity provides a service for building iOS apps, I should use it. After many trials and errors, I’ve made it this far and believe it is possible to complete the task this way. As you mentioned, this approach may not be ideal in the long run, so I will consider getting a Mac. For now, I want to ensure that the progress I've made is not wasted, so I will focus on getting my app to run on iOS.

sacred creek
# lucid shuttle I agree that eventually, I will need to purchase a Mac. However, when I started ...

Hanging on to what work you put into to get the "workflow" going should not be the base of your decisions on how to continue if it was a lot of work just to get an iOS app going. How would the work also be wasted if you start working in xcode directly now? you still just build and run from unity instead of push to git and let unity do it. Thats all there to change but you get a ton of debug information and fix your error in minutes probably instead of hours waiting for the build, trying new things and so on. But you do you, this is just my guess

lucid shuttle
#

Got it. The remaining steps will stay the same, and Unity will handle the rest. I only need a Mac to obtain debug information. Thank you for your suggestion.

vague violet
#

I've installed the tapjoy sdk into a test app, and after following the guide to make a basic tapjoy manager and building the app for android, I get a Autoconnected Player "Autoconnected Player" AndroidJavaException: java.lang.ClassNotFoundException: com.tapjoy.Tapjoy error

tired lily
vague violet
#

ive checked all stripping settings and theyre disabled

north thunder
#

Hey all, is there any way to render grass for low end mobile?

vernal trail
tired lily
tired lily
vague violet
#

these files look different

tired lily
#

you can enable custom base gradle template

sour gate
#

When building my mobile game for IOS on mac, using unity 6000.0.16f1 + XCode 15.0.6 + cocoapods of Levelplay sdk 8.3.0, latest google fcm notifications and chartboost for Levelplay, facebook SDK 16+, I get the following issue in xcode during building:

Lib arch: arm64
Host arch: x86_64
Bee arch: x64
/Users/apple/Library/Developer/Xcode/DerivedData/Unity-iPhone-duhuneugkfypsugkzcifdezolqie/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 40: /Users/apple/Library/Developer/Xcode/DerivedData/Unity-iPhone-duhuneugkfypsugkzcifdezolqie/Build/Intermediates.noindex/Unity-iPhone.build/ReleaseForRunning-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/il2cpp: Operation not permitted
Command PhaseScriptExecution failed with a nonzero exit code

#

I feel lost with thje IL2CPP, tried chaning everything I coudl so far

#

are there any compatibility issues here ?

tired lily
#

Does a clean empty project build?

#

you might want to look at that script and see what it's doing on line 40

sour gate
#

well, I got it now so sorta build, not sure what happened

#

login with apple postprocessing script that I removed made it build on xcode

#

it adds the entitelements automatically - so I will now attempt do it manually

stoic vessel
#

I have a 3d animating app but all I can do on it is either 3d model or animate but bones and rigging is broken so I can only animate pre rigged models and objects

lucid shuttle
#

@tired lily So the scene wasn’t the issue. Even when I included a blank scene in the build, the problem persisted. I will erase everything in the assets except for two scripts and one scene, then test again.

tired lily
#

and delete your dependencies, yes? The odds are decent that a script-less, empty scene project still crashes because one or more of your plugins are initializing and failing

lucid shuttle
#

I have removed everything from the assets folder so there are no plugins and dependencies etc.

#

One is post-bash script the other is DisableEmbedSwiftLibs

#

So it is totally empty unless you are talking about unity packages.

river verge
#

I can not build my android project with keystore, im using unity's gradle version and it says its not working, im trying to make .aap file and its unity's lastest LTS version of 2022

tired lily
#

what does the error say?

river verge
#

WARNING:The option setting 'android.aapt2FromMavenOverride=/Applications/Unity/Hub/Editor/2022.3.46f1/PlaybackEngines/AndroidPlayer/SDK/build-tools/34.0.0/aapt2' is experimental.
WARNING:We recommend using a newer Android Gradle plugin to use compileSdk = 34

This Android Gradle plugin (7.4.2) was tested up to compileSdk = 33

#

This is the error that i got

#

when i create .aab file with debug keystore it works and when i try to build with my keystore its stop working, how its possible that Gradle stops working when i use my keystore

#

I already uploaded my .aab file with same my keystore and now its stop working

#

@tired lily Can you help! Thanks for listening.

#

Execution failed for task ':launcher:signReleaseBundle'. also this error

tired lily
#

the first two are warnings. The popup tells you to look in the console. You see how there are 4 red log entries there right? Look through them

hollow mural
#

How do i fix this error i tried installing a different version of the editor and a bunch of other stuff but when ever i make a new project it gives me this error

tired lily
#

how did you install the editor? There are people who get that due to permissions issues

tired lily
#

What did you find when you googled it? I don't know dude, I looked at a few stackoverflow results since I've never encountered that error

lucid shuttle
#

@tired lily After removing everything from the assets, the app successfully opened without crashing. This means the previous steps were correct, and a third-party dependency is causing the crash.

tired lily
#

well that's unfortunate; you've got your work cut out for you now

coarse elm
#

hello, any one know about Advertisement legacy package in unity? Im working with it and I followed the steps on the instalation guide but in the editor all the interstitial, banner, rewardedAdbutton works perfectly well but when build and export to my android device there is not banner nor ads nothing even on test mode, I notice something kinda sus in the package and in the pluggins section wich is this:

#

this package came only with iOS plugins is this the main reason why ads are not loading on my phone? because on LogCat on androidStudio I see the debu.Log() wich says not loaded Ad

tired lily
#

you're going to need to provide more information than that. Did you set up ad units? Did you configure the android dependencies correctly? Are there any errors in logcat?

vernal trail
# tired lily nevermind about that, mostly you need better logging. The client is probably thr...

im not sure what more logging i could implement

{
    Debug.Log("Joining Relay with " + joinCode);
    JoinAllocation joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode);

    RelayServerData relayServerData = new RelayServerData(joinAllocation, "dtls");

    NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(relayServerData);

    NetworkManager.Singleton.StartClient();

}
catch (RelayServiceException e)
{
    Debug.Log(e);
}```
this is the code, and i did a bit of testing on a new small scene and figured out that the multiplayer works when i dont use addressables and load the scene, like if the game starts at the main scene of the game the multiplayer worked, but if i put a starting scene to load the main scene just like i do with my main game it doesnt work, i use addressables with play asset delivery as install time for the size limit in google play console.
#

so the problem should be that while loading the main scene something breaks or something like that. but im not totally sure because i cant check because my main games main scene is 330 mb and google play accepts 200mb

#

but i have no idea on how to fix it

#

and again sorry for the late replay 😅

surreal crescent
#

hey, im trying to make a nonogram game for mobile, everything seems to be working correctly on unity's simulator phones, but once i build and run the game on my personal phone, the main grid object isn't rendering the grid, why that could be? i was getting some errors about Adaptive Performance, but it told me to install Samsung (Android) providers and so i did, but still no grid on my phone

coarse elm
#

like so right?

coarse elm
#

you mean that?

coarse elm
#

any fix for this bug?

vernal trail
#

and when i double click on the error it takes me to the NetworkMessageManager script

tired lily
# vernal trail but i have no idea on how to fix it

if you haven't installed one of those mobile console packages, that would be a good next step. Personally I use lunar console (free version) and configure it to appear on any error. It sounds like you are loading the 'testing multiplayer' scene incorrectly if it's supposed to be an addressable

tired lily
tired lily
# coarse elm you mean that?

no, I mean did you confirm the project has all the android dependencies it needs? Looks like it needs com.unity3d.ads:unity-ads:4.7.0. Normally there is some kind of resolution step. Are you switching to their new advertising? Your last screenshot seems to be using ironsource instead

tired lily
#

also you should enable test mode for whichever devices you're trying to test with. You could have a valid config but not receive any ads if the advertiser doesn't serve to non-live apps or considers your ad value to be low

prime socket
#

Hey guys
Im doing the Mobile AR tutorial
I replaced the component with a newer one called "XR Origin" and I put the AR default face prefab to the face prefab.
I updated the prefab so the face mesh won't be rendered but after "build and run" it still renderes although u can see in the pic it's only the hat and the mustache (With particles as well)

Did someone experience similar trouble?

prime socket
#

Solved:
It was because this was enabled

sick lance
#

Hi guys! I have a question. If I publish a game on Google Play, and it does not have any SDK, advertising, analytics or other services. Can I specify in the Data Security section that the application does not collect any user data?

austere nebula
#

Anyone have experience with Branch for deep linking and mobile ad attribution?

brazen birch
ancient badger
#

Does anyone else experience the device simulator screen occasionally bugging out, and I have to click anywhere in the device simulator tab to make the screen go back to normal. It only occurs while not in play mode, or at the very start of play mode.

acoustic frost
#

I have a problem, I finished my project and when I went to export it, it didn't go through, there was an error there, and I installed everything correctly

cursive roost
#

onApplicationQuit doesn't work on android mobiles, and i'm really desperate for a solution because i'm building a multiplayer game and when someone kills the app mid game they should become a looser??? is there any solution ????

#

i can't use on app pause and focus because i'm already using that to detect the player pased the game and there is a chance they are coming back to recconnect them, but when they kill the app there is no return

coarse stream
cursive roost
cursive roost
coarse stream
#

I am not entirely sure.

OnApplicationQuit should work but.... yeah...

I'll bring the question to a professor at my university

cursive roost
sacred creek
scenic vine
#

Hi Everyone , I have added Firebase Google Sign in in my app and one needs to log in via google to play my game. But it is getting rejected from Google. I have provided the login credentials of for the google sign in in "App Access" section. Still facing the same issue.
Any help would be appreciated.

brazen birch
#

I'd start by reading why they are rejecting it

regal thicket
#

Hey guys I figure it will be too late by the time someone answers here but I could have sworn there used to be a 2D Mobile URP template available in the 2022 LTS templates list. Anyone know if I'm making that up or if I am thinking of another version?

tired folio
#

is there any way to batch textures that are downloaded at runtime?

#

Willing to pay $$$ if someone can help

sleek eagle
tired folio
#

any way to batch them in that case?

sleek eagle
hollow hill
#

Hello, I'm having issues building my Android app related to AdMob LevelPlay Integration. I'm encountering 3 errors which I'm struggling to find solutions to online. I'm using Java 8 and Unity 2022.1.0f1, if it's relevant. I will paste some of the content of the 2nd error because the text is too long for discord messages. If there's a need I can send the rest of the error. All 3 errors are revolving around :launcher:processDebugResources.
I hope someone can help me Kheart

warning: C:\Users\mtryb\Documents\Unity Projects\Tents And Trees\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\libs\classes.jar(com/samsung/android/gamesdk/GameSDKManager.class): major version 53 is newer than 52, the highest major version supported by this compiler.
  It is recommended that the compiler be upgraded.
Note: Some input files use or override a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
1 warning

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':launcher:processDebugResources'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
   > Android resource linking failed
     AAPT: aapt2.exe E 09-18 20:09:25 33584 30476 LoadedArsc.cpp:109] RES_TABLE_TYPE_TYPE entry offsets overlap actual entry data.
     aapt2.exe E 09-18 20:09:25 33584 30476 ApkAssets.cpp:183] Failed to load 'resources.arsc' in APK 'C:\Program Files\Unity\Hub\Editor\2022.1.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-35\android.jar'.
     error: failed to load include path C:\Program Files\Unity\Hub\Editor\2022.1.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-35\android.jar.
tired folio
#
TimeSpan timeRemainingBeforeReset = (ProtectedTime.UtcNow.Date.AddDays(1) - ProtectedTime.UtcNow) + new TimeSpan(0,0, extraTimeToWaitBeforeLoadingMatchCounterAtMidnight);

timeRemainingBeforeResetTimerTxt.text = ((timeRemainingBeforeReset.Days * 24) + timeRemainingBeforeReset.Hours).ToString() + " : " + timeRemainingBeforeReset.Minutes.ToString() + " : " + timeRemainingBeforeReset.Seconds.ToString();```.ToString() functions uses a lot of GC Alloc, how can I fix this
analog plover
#

Use a format string: string.Format("{0}:{1}:{2}", timeRemainingBeforeReset.Hours, timeRemainingBeforeReset.Minutes, timeRemainingBeforeReset.Seconds)

#

and the text should only be set when the text changes. 3 new strings per second shouldn't have made any noticeable difference

tired folio
#

Got it

willow turret
#

Guysssss

#

Target API 35

tired folio
#

Building for android sucks the most, out of all platforms,
Youll get errors which youve never seen before

proven solstice
#

Hi! My app got rejected on Apple Store. I am honestly not sure why. I used legal unity assets anyone know what can it be?
Specific rejection: “Guideline 4.3(a) - Design - Spam

We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences.

Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.”

analog plover
#

It means that your game is too similar to other games. For example if you just copy-pasted the game from a tutorial with no or minimal changes of your own.

patent glen
#

Does it apply only to the assets, or the overall design? If it's about the design I think google has different politics 😂

#

Reminds me of uefn

proven solstice
patent glen
#

Bin/metadata check is automated for sure

proven solstice
patent glen
#

Ig it's somesuperspecialmagicmysteryflag that is not supposed to be known by devs to ensure they don't find workaround

#

btw any1 using Graphics.RenderMeshPrimitives on mobile? I have really bad perf on drawing 1000 unlit hexagons. I wonder if I should try switching to BRG or it's not worth the time and I should just redesign my app to not use instancing at all. That's a shame, bc compute shader for matrices works like a charm and it's probably just the vertex limit or smth

tired lily
#

no secret flag, just some reviewer who glanced at your app and decided it wasn't unique enough. A lot of devs try to cash out by buying those premade games and then reskinning

fallen compass
# proven solstice Yeah. I wonder what is flagging so I can remove it

Not a single person here can tell you, there isn't enough information in the message from Apple for you to know, so how can anyone here know? You haven't even shown your game.

Apple have the facility for you to reply to the rejection msgs - try sending a message asking for clarification.

patent glen
radiant nymph
#

anyone, im getting Gradle build failed error continuously

#

whenever i find some fixes in Unity discussions or stackoverflow i try them it fixes but i get other errors instead, can anyone help?

#

when someone is available i can send logs

proven solstice
languid garnet
radiant nymph
#

never heard of it tbh

languid garnet
#

You have ads in your game?

radiant nymph
#

it doesnt often happen until i use firebase i dont think it causing issues

radiant nymph
languid garnet
#

A, firebase, i wouldn’t know. Try to read in depth the logs since they usually include what is causing the failure

#

Worst case figure out which plugin/package causes it and delete it and implement it again. Its sometimes very stupid stuff, for me once i didn’t have one callback for a vibrations script and couldn’t figure it out for days

radiant nymph
#

i read them while i try fixing the stuff shown them doesnt match literally it was first saying that i needed gradle 7.4.0 while i was using 7.0.1 i installed one like 8.0.1 i dont really remember and now it gives 2 different errors

radiant nymph
languid garnet
#

Try switching to latest version of unity

languid garnet
#

You shouldn’t install your own gradle, unity does it for you

radiant nymph
#

im using 2021.3.33f1 because im not comfortable with new ones

#

like mostly for the pricing system but im not

languid garnet
#

Yeah, its an issue since its not gonna support newer gradle versions and you need them to upload to google play

radiant nymph
languid garnet
#

Yeah, just upgrade to the latest LTS

radiant nymph
radiant nymph
languid garnet
#

I understand. If you really want to stay with older versions then you have to lower the target android version to 33? I think

radiant nymph
#

i just have like 3 scenes 1 to connect 2 to login and 3rd to test sign out

languid garnet
#

Or 32

#

Not the latest one anyways

radiant nymph
#

i hope it helps ill try, thanks

languid garnet
#

For me the 7.4.0 error appeared once i switched target to 34

radiant nymph
#

i was also planning on recreating the project tho so uh ye

radiant nymph
languid garnet
#

Newest android version can’t play

#

For that you need to download the new unity version, but this should work for testing

radiant nymph
#

like newest

#

so whenever a new android version comes out it cant play thats what you mean?

#

or they can play once a newer version comes out?

languid garnet
#

No, the current main android version isn’t supported so you can’t upload it to google play

radiant nymph
#

does that mean that ill never be able to upload my game to the google play store unless i upgrade my unity version?

languid garnet
#

Yes, i think

radiant nymph
#

ah PAIN

languid garnet
#

Maybe someone else knows a way

#

But it makes sense, when your unity version was made this current android didn’t exist

radiant nymph
#

are you U18?

languid garnet
#

Like age?

radiant nymph
#

yeah like under 18?

languid garnet
#

19

radiant nymph
#

oh good

#

im 16 so i cant use google play console yet 2 more years to go

#

this is my first big project i start to make and im trying to get an advice at the beginning before i regret it

languid garnet
#

Advice: don’t do mobile😂

#

Anyone thats done mobile will tell you that

radiant nymph
#

im trying to make it crossplay lmfao

#

ah PAIN again

#

i need to go sleep cuz i have headache now lol

#

i mean im kidding but ill do the impossible

fallen compass
radiant nymph
#

turns out more complexity frfr

languid garnet
#

Converting a pc game to mobile almost never works. You need a completely different gameplay loop for mobile games for them to have even a slight chance of breaking even, but 99% of the time you’re gonna lose all your money if you are not working with a major publisher

radiant nymph
#

im hopefully not alone

#

im like with a friend that like helps me with the project

rain leaf
# radiant nymph all mobile games are literally recreated from pc like almost all of them (first ...

this is not true. While some mobile game uses the same theme/franchise with some pc games (like tomb raider, cod), they (the mobile version) are most likely developed as mobile game, not as PC to mobile port (some of them are even developed by different developer).

There might be several exceptions, like pubg, genshin or hsr, but most likely they are developed with cross platform capability in mind (not as pc game first, mobile later)

little mica
#

How tf do i convert my C# code to swift?

tired lily
#

if the context is Unity, your question makes no sense

jovial canopy
#

Building a game for Mobile is just pain 💀

#

any solution ???

analog plover
#

Show the third error message in full. Use a paste site: !code

grand windBOT
analog plover
jovial canopy
#

Hello how to update gradle to latest version that support Higher Target API level for Android ? My Unity Version 2022.3.32f current gradle version : 7.1.2 support only API 32

tired lily
#

it probably is warning you that it was only tested up to 32. Updating gradle is a giant pita that you should avoid if you can

#

are you targeting 34?

jovial canopy
#

But I have selected automatically highest installs

sullen cliff
#

hi, I have a question > Even if I open a new project, the ms values are very high, does anyone know how to fix it?

analog plover
#

How do you reckon 2.86 ms is high

sullen cliff
#

cpu 504 ms

analog plover
#

99% of that is the editor, not the game

sullen cliff
#

when i start the game cpu main is getting 10ms, is that related to the editor

analog plover
#

You can ignore the EditorLoop part of the profile. It's just the editor overhead. 10ms while playing in the editor sounds normal.

sullen cliff
#

got it, thank you for your help

lucid shuttle
#

I need help with saving a captured image using Native Gallery on iOS. While the image gets saved, the returned path is empty, preventing me from loading the image again. You can see this issue in my SaveImageToGallery() method. I've also added the necessary permissions to the info.plist using a post-process build script. Could you please help me resolve this?

tired lily
#

seems like a strange limitation to me though, might want to have a look at the ios docs and see if you can't find a way to fix that

sudden basin
#

hello guys, does anyone know about authenticating using Google, that works for pc and mobile?

#

with Unity Gaming Services, of course

opaque bolt
#

Hello,

Anyone please help me with this...

analog plover
#

Show the full text of the third error message, use a paste site: !code

grand windBOT
opaque bolt
#

Please check are these setting correct?

analog plover
#

I asked for the full text, and to use one of the sites in the bot message

analog plover
little crater
#

I got a warning
Android SDK platform tools missing
So I downloaded it manually, which folder do I put it in?

strong zephyr
#

I'm trying to build an apk for Android in Unity, and the scripting backend is Mono. however it doesn't support ARM64, so when I try running the apk in my android phone, it shows something like "version incompatible and please contact developer". However, it only shows up for the very first time, and the app is running fine atm (im not sure if its cuz the app doesn't have complicated things to work on yet). does that mean I have to change it to IL2CPP or is it not a big issue?

tired lily
#

fine for testing. You'll need to use il2cpp when uploading to stores though, since most will reject a bundle that doesn't support ARM64

young hill
#

hey guys, i'm creating a mobile app for a competition, and the topic this year is to create a game version of a learning app (such as prodigy for those who have played it in their elementary years). me and my group are thinking of doing something 3d, but we want the UI to look good and I've heard that it's hard to create complex ui's, which will probably be needed in my game since its built for learning and teaching. I've been reading into Android Studio, and it looks really good so far, but I'm not really sure exactly how the specifics work, like if I can have the 3d game with unity and the entire UI with android studio.

so my main question is, could I have my unity 3d game in the background, and have my android studio UI on top of it like an overlay? does android studio even work like that?

or is it better to just use unity by itself and learn how to make a proper 3d ui using the canvas?

thanks in advance 🙏

ancient badger
#

Is there any way I can get this same statistics from Game View tab to be visible in Device Simulator tab instead?

tired lily
#

I would use Unity UI if you're going with Unity though, mixing Android ui with unity will make your project considerably more complex

tired lily
young hill
young hill
#

i just dont want to waste too much time learning something if i wont need it, since i dont know Kotlin nor C#

tired lily
#

how long do you have to work on this? If you're starting at zero, you should aim for the simplest mvp you can

young hill
#

but i dont want to compromise the look and ux of the entire app

tired lily
#

march until when? making good UI can be challenging and unless you're starting your learning journey now, I wouldn't expect to produce anything without at least a couple months' effort

young hill
#

march is the last competition

young hill
#

the other two are planning out the game and the design, and it's my job to put their plans from paper into code

tired lily
#

if this is a group project, you got screwed over and will do 100x the work

#

if you're going to use a game engine, yes Unity would be the tool of choice unless you have experience with UE already

coarse stream
#

Can I please ask for help regarding how to use Unity's Pedometer or how to create a step counter on mobile?

I've followed the Api and a lot of guides online but most of them fail or don't work.

I would appreciate any help in getting a working solution, or if you can just point me towards a tried and tested guide, that would be a great help as well

tired lily
#

define doesn't work + show code snippet

jovial canopy
#
ERROR:C:\Program Files\Unity\Hub\Editor\2022.3.32f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-35\android.jar: D8: java.lang.NullPointerException

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':launcher:desugarReleaseFileDependencies'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.DexFileDependenciesTask$DexFileDependenciesWorkerAction
   > Error while dexing.

* 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 3s

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
#

any solution ?

brazen birch
#

I'd do what it said, manually run the command with the params. All that error says is it failed, not why.

#

Chances are it's a third party plugin, but why guess.

young hill
#

i appreciate the help 🙏

#

one question however tho, since I am not using android studio will I be able to run the apps on iOS?

#

i dont have a macOS though, so will I have to ask one of my friends with macOS to build it, or will the "Unity Build Automation" do it for me? idk i just read the unity documentation page. if the cloud build takes money, that's ok, just tell me how much as long as we can run it on iOS since we will need two devices to demo the app for the competition and we scoured our houses and only found one old android phone

tired lily
#

I wouldn't build it for iOS unless you have a mac. Borrow or buy a mediocre android if you must

young hill
young hill
solid lake
#

I'm trying to re-setup my whole project from scratch to obtain a clean Android dependencies resolution setup. Ideally I want EDM4U able to resolve the dependencies without me becoming mad each time for duplicate libs and such issues. I started with a clean Android project with Unity 2023.2.12f1, I added the latest EDM4U 1.2.183 (using openupm scoped registry in the Unity package manager), then I followed EDM4U docs suggestion to enable both “Custom Main Gradle Template” (see here and “Custom Main Gradle Template” (see here). Then I added the latest FirebaseAuth 12.2.1 from the .unitypackage. I can build it, but when a script tries to use the FirebaseAuth APIs, it throws DllNotFoundException: Unable to load DLL 'FirebaseCppApp-12_2_1'.

GitHub

Unity plugin which resolves Android & iOS dependencies and performs version management - googlesamples/unity-jar-resolver

solid lake
solid lake
tired lily
#

did you actually resolve dependencies?GeneratedLocalRepo is missing. Firebase puts its stuff in Assets/Plugins/Android, you should have at least a FirebaseApp.androidlib there

solid lake
solid lake
solid lake
# tired lily did you actually resolve dependencies?GeneratedLocalRepo is missing. Firebase pu...

There are a couple of things I'm not understanding:

  1. If "Prompt before auto-resolution" is checked, I ignore (close) the "Enable Android Auto-resolution" popup and then press External Dependencies Manager / Auto Resolver / Resolve (or Force Resolve), nothing happed. It's like if importing FirebaseAuth broke the Android Resolver. then I somehow (I think by doing: revert everything, import again, resolve from the popup, revert the resolution) fixed it
  2. When auto-resolving FirebaseAuth dependencies, the build settings where changed so now "Custom Gradle Settings Template" is enabled. Why? Should I keep it enabled?
tired lily
#

for 2, it's setting the path to that local repo. For 1, what's happening exactly? You should see a success/fail message popup

solid lake
cursive venture
#

Hi guys, I'm getting a NullReferenceException on FB.API() call if I logged into Facebook account and relaunch the game. This happens in iOS build only. I added some logs and found out the Facebook access token is null when I relaunch. I tried in v14, v15, v16 and v17 FB Unity SDKs but not able to solve it. Did anyone face this issue before?

solid lake
# tired lily for 2, it's setting the path to that local repo. For 1, what's happening exactly...

sorry if I bother you
I was finally able to make a build were FirebaseAuth is working: I get the anonymous login working, I get the user id and the auth token.
But when using the Firebase APIs, I get this error and warnings in the logcat:

Error restpro.staging Unable to resolve path '/data/app/~~FQQYVADCeutI2mfogIBm4g==/com.drest.drestpro.staging-YCnp61Zff8xBxRSYWdPT2w==/base.apk': No such file or directory

Warn restpro.staging ClassLoaderContext classpath element mismatch. expected=/data/app/~~FQQYVADCeutI2mfogIBm4g==/com.drest.drestpro.staging-YCnp61Zff8xBxRSYWdPT2w==/base.apk, found=/data/app/~~32BxfbYe7bgmQdkv3tdZSw==/com.drest.drestpro.staging-wrGIuJLY79UnGSYeQ0PXFQ==/base.apk (PCL[];PCL[/data/app/~~FQQYVADCeutI2mfogIBm4g==/com.drest.drestpro.staging-YCnp61Zff8xBxRSYWdPT2w==/base.apk1293435795] | PCL[];PCL[/data/app/~~32BxfbYe7bgmQdkv3tdZSw==/com.drest.drestpro.staging-wrGIuJLY79UnGSYeQ0PXFQ==/base.apk1293435795])

tired lily
#

seems like you have multiple versions of Firebase in the project somehow, based on the error. Anything strange in the various gradle files?

#

does it happen in a project containing only Firebase?

solid lake
#

yes, it's in a EUDM4 1.2.183 + FirebaseAuth 12.2.1 only Unity 2023.2.12f1 project, no other lib.
I attached my gradle files

#

and Android build settings

tired lily
#

could be something cached wrongly with your build. Try a clean build, and try wiping library and rebuilding after that. Did you install the same version unitypackages, and from where? Occasionally google messes something up so trying out different versions would also be useful

solid lake
#

the clean build did the trick, thank you so much for the hint!

jovial canopy
#

* What went wrong:
Execution failed for task ':unityLibrary:mergeReleaseJavaResource'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.MergeJavaResWorkAction
   > 2 files found with path 'META-INF/kotlinx_coroutines_core.version' from inputs:
      - D:\PROJECT BACK-UP\Asteroids Between Us\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\libs\org.jetbrains.kotlinx.kotlinx-coroutines-core-1.7.1.jar
      - D:\PROJECT BACK-UP\Asteroids Between Us\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\libs\org.jetbrains.kotlinx.kotlinx-coroutines-core-jvm-1.7.1.jar
     Adding a packagingOptions block may help, please refer to
     https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
     for more information```
#

any solution ??

tired lily
# jovial canopy any solution ??

edit packagingOptions as the error mentions. Depending on Unity version (installed version of gradle), you can use exclude or pickFirst. Would look something like this

   packagingOptions {
       exclude('META-INF/kotlinx_coroutines_core.version')
    }```
#

enable custom launcher and/or base template gradle files in Unity player publishing settings for Android if you haven't already

jovial canopy
#

Since I implemented unity's Ironsource levelplay package

tired lily
#

So? Fix the next error. You're assuming fixing this one causes the other one when you might just have two different build errors and it's getting farther along now

jovial canopy
#

Okay mate I'll try once again 👍

#

Tnxx

cyan pilot
#

hello anyone know how to fix this🥹 i believe everything is by default

UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <780782bc035845f9909cebbd4c983ae3>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <780782bc035845f9909cebbd4c983ae3>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

rain leaf
# cyan pilot hello anyone know how to fix this🥹 i believe everything is by default UnityEd...
  1. Unity 2021.3.0f1 is quite old, you might need to update your unity version if you want to upload to playstore
  2. Check the other error messages, one of those error messages usually says why the problem occured.
  3. Once you find the actual error message, you can try googling it first to find the answer
  4. Try building apk with empty project, like, before adding any external plugins. This to make sure that your unity and any needed sdks are properly set up
cyan pilot
#

i was following a tutorial so i tried to be as close as possible even the version unity to packages
_here i tried changing the baseProject file gradle version
tho i did try and some help and it still the same😥

cyan pilot
jovial canopy
#

Are you building for Android ?

cyan pilot
#

yes

jovial canopy
#

This looks like window build

#

You should switch to android first ig

cyan pilot
#

i did 🥹

jovial canopy
#

Enable gradle.properties and add this line : android.enableR8=false

#

Also maybe you mistyped your keystore password

cyan pilot
#

got it now ,,thanksfor yourr helpp the problem was the perms of androidSDK folder and that file thanks smm🥹

jovial canopy
sacred creek
#

Anyone in here knows, if we can alter the xported xcode project from Unity after build? Trying to add some custom code right now and not a fan of doing it manually

tired lily
#

Alter it how? Sure you can. I use a bunch of post build scripts to avoid having to do anything manually

sacred creek
#

So I would love to add the GroupActivity Capability to it and also add some .task() code to the immersive space inside the visionossetting file

#

Most of my code parts I have sourced out to a injected swift scene, which is working. But I cant seem to be able to trigger anything from inside the swift file

#

Basically after

 
var mainScenePart0: some Scene {
ImmersiveSpace(id: "Unbounded",...

I would love to add some custom content

#

I mean, best case would be to call the .task() I want to call from within the injected scene, but I am no swift dev, so I am just getting the gist of it

tired lily
#

most changes can be made using https://docs.unity3d.com/ScriptReference/iOS.Xcode.PBXProject.html. I don't see your GroupActivity capability but you should be able to edit it in by figuring out where it is in the build config files and just modifying it there. I'm not sure what you mean with the injected swift stuff. Is that a swift file you wrote or something that is generated?

sacred creek
#

You can use folders called SwiftAppSupport to create injected swift files. So those will get attached to the mains cene of the unity build. Anything you place in there will be included in the build and anything with injectetedscene at the end will be added to the main scene

tired lily
#

oh it's a visionos specific thing, that makes sense

sacred creek
#

Ah ye, sorry, been in the dev for months, forgot there is anything else 😄

tired lily
#

well if you want to edit some specific file after the Xcode project is actually built, the easiest way is with [PostProcessBuild] on an editor script and just make whatever text changes you want to make

sacred creek
# tired lily well if you want to edit some specific file after the Xcode project is actually ...

Alrighty, so I just have to do some intense manual work to get the things tied together and be happy to hit build and run afterwards 🙂

[PostProcessBuild]
    public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
    {
        if (target != BuildTarget.iOS && target != BuildTarget.VisionOS)
            return;

        string projectPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
        PBXProject project = new PBXProject();
        project.ReadFromFile(projectPath);

        string targetGuid = project.GetUnityMainTargetGuid();
        project.AddCapability(targetGuid, PBXCapabilityType.GroupActivities);

        File.WriteAllText(projectPath, project.WriteToString());
    }
#

Thanks a lot for clarification 🙂

#

Do you know, how I could access the build settings supported platforms inside the target unity project? Just wondering if I just need to alter a file or if there is already something, I cant find in the docs right now

#

This one should be forced to visionos, even if I build for simulator (to be able to add capabilities at all)

#

Ah, found it. Its just a simple build property. Getting the hang of it I guess, thanks 🙂

worthy pasture
#

Hi Everyone.
I was hoping someone could help me with this issue
When I build my project to iOS. I get this “Error Installing CocoaPods” and it requires an update to “Ruby”.
This is where I hit the wall.
Any suggestions ?

tired lily
#

what happened when you tried to use the suggested command?

worthy pasture
#

The error message continues to appear in Unity. But it seems like it’s installed

tired lily
#

what if you run pod install in the destination dir?

#

does it work?

worthy pasture
#

says successful installation.

#

But the error message still pops up in Unity

#

How could I run it in a different directory ?

tired lily
#

do you have cocoapods installed?

#

that's what Unity is trying to do atm so make that work. For reference, I installed ruby with rvm (3.2.2) and use cocoapods 1.15.2

worthy pasture
tired lily
#

now run which pod

worthy pasture
#

seems like it’s installed correctly.

#

But the error message still shows up

#

How do I install it your way ?

tired lily
#

did you install it with ruby? run which pod

worthy pasture
#

Yes I did.

#

How to I run “which pod”?

tired lily
#

type which pod into the terminal you have open right now

#

you need to make sure Unity is trying to run the right thing

worthy pasture
#

Like this

tired lily
#

which version of ruby do you have active?

worthy pasture
#

How can I check that ?

tired lily
#

looks like the command is rbenv version

worthy pasture
#

3.1.0

tired lily
#

Unity's trying to use 2.6.0 so something went wrong

#

iirc 2.6.0 is the system installed ruby version

#

what happens if you run rbenv global 3.1.0 and then restart Unity and try again?

worthy pasture
#

I’ll try it now

#

Same error message

tired lily
#

maybe rbenv isn't installed correctly, then

worthy pasture
#

How can I correct this?

tired lily
#

reinstall rbenv or another ruby version manager. I use rvm personally

worthy pasture
#

How do I install rvm ?

#

This is completely outside of my field of knowledge

#

I have no clue. I didn’t have this problem a few weeks ago. I was able to build test app and upload them to my iPhone.

tired lily
#

you must have followed some directions somewhere to have rbenv installed

#

did you update something? Did you modify your .zshrc/bash profile at some point? Maybe you edited the path value in there by hand

worthy pasture
#

no. I wouldn’t do anything like that! lol

#

this is confusing AF

#

I honestly don’t know what to do next.

tired lily
#

uninstall rbenv, install rbenv or rvm your choice, install ruby 3.x using one of those, make that version of ruby globally active, install cocoapods with gem install, reboot system just in case, try again

worthy pasture
#

How do I uninstall “rbenv” ?

worthy pasture
#

Apparently I have CocoaPods version 1.15.2. Which is the latest.

tired lily
#

yes, except it's installed with ruby 3.1.1 and not 2.6.0 which is the version Unity is picking up, then trying to install it because it's missing and it fails

#

2.6.0 is the system version of ruby so something is wrong with your shell bash, so your installation of rbenv is probably busted since it's not updating PATH correctly

worthy pasture
#

now in my terminal the error message is “Error running ‘__rvm_make -j12’

tired lily
#

did you try any of the stackoverflow solutions?

#

hopefully there is more to that message

hard blaze
#

Anyone have experience bridging a Monobehavior in unity with an XCode swift file? I can't find any resources within 2 years. Seems a lot has changed.

Here are the steps I've done.

  1. Created my C# Monohehavior in Unity
  2. Built my Unity project so the Xcode project is created.
  3. In the Xcode project, created the swift file with the logic I want to run (getting weather from Apple's WeatherKit)
  4. The main thing I'm not sorting out is the proper headers or whatever needed to link the @objc public func to be accessible from Unity.
prime socket
#

Only I can do an Official Unity learning course and hit shenanigans so hard
So basically Touch on screen doesn't work at all, I perform screen touches on my mobile and it doesn't detect it in the least.

What can be the issue? I tried to tweak and play with various "input managers" on the XR Origin or the event system or canvas...

coarse stream
#

Can someone please help me set up a simple Pedometer in Unity?

I've followed a few tutorials. I've researched the API, I've even asked ChatGPT to help me create one but all have failed.

Can someone please help guide me on how to set up a basic functioning Pedometer for Unity?

The program just needs to be able to count steps and display them in a text box please.

I genuinely need help, I have been struggling with this for weeks.

hard blaze
coarse stream
#

I'm not sure how to do it or if it is possible,

Every road I have followed has been a bust.

I wasted 5 $ today on a Pedometer from the asset store that caused my Gradle to have a stroke and me spending 2 hours just fixing build problems, and I am back at square 1.

tired lily
jovial canopy
#

I'm using TextMeshProUGUI but in android build it does not show any text

#

Any solution ???

patent glen
#

I've had similar issue, iirc the fix was to add mobile tmp and legacy sprite shaders to "always include" list. May not help in your case but worth trying

jovial canopy
patent glen
#

now when i checked, apparently its either one of shaders at idx 1-3 🤔

#

but may be completely different problem as well

#

tbh i dont even understand why it helped in my case, but... wel it did, even though my text uses "TextMeshPro/Mobile/Distance Field" xd

#

you can check in the inspector of TMP GameObject if your font material uses Mobile version of shader

wraith plover
#

Have any of you guys used Play Asset Delivery? I am developing a mobile application in Unity. I would be very happy if I could contact someone who has used it before.

worn vine
#

who know a good mobile publisher who can take the game and take care about promotion and monetization and publish it from his company name?

jovial canopy
marble jacinth
#

what version of Unity should I be using? I've just had to switch to Android APK 35, and now the gradle plugin looks like it's out of date. when I build I get an error about not being able to access 35's android.jar (it exists and is accessible, path is correct, but it fails)

#

I'm on 2022.3.0f1 at the moment

jovial canopy
marble jacinth
#

I had google play reject API 34

#

the delay between being forced to use a new API and the framework being updated is why I stopped using unreal

#

are we still able to upload stuff built with 34, or are we waiting?

jovial canopy
marble jacinth
#

I'll re-upload but I recall it was just that APK 34 was no longer being accepted. seemed odd.

#

or the target version had to be 35

#

and weirdly I DID an APK 35 build and uploaded it, I'm sure of it. I'll check now

jovial canopy
#

Make sure In your android/app/build.gradle

targetSdkVersion 34

compileSdkVersion 34

marble jacinth
#

yeah I'm wrong the target SDK was 34

#

maybe I was trying to do 33 that day and had to go to 34

#

oh, right. when I tell unity to target 34 I get this shit:

#

and I don't have an android folder in my project

#

found it, it was in Assets/Plugins/Android/launcherTemplate.gradle

#
android {
    ndkPath "**NDKPATH**"

    compileSdkVersion **APIVERSION**
    buildToolsVersion '**BUILDTOOLS**'

    compileOptions {
        sourceCompatibility JavaVersion.VERSION_11
        targetCompatibility JavaVersion.VERSION_11
    }

    defaultConfig {
        minSdkVersion **MINSDKVERSION**
        targetSdkVersion **TARGETSDKVERSION**
        applicationId '**APPLICATIONID**'
        ndk {
            abiFilters **ABIFILTERS**
        }
        versionCode **VERSIONCODE**
        versionName '**VERSIONNAME**'
    }```
#

presumably it's set up correctly, since it's reading from the project settings and they're set to min/target 29/34

#

I moved API 35 out of that path, still getting this:

#

going to try telling it to "use highest"

#

I think that's what got me through last time, although I had 35 installed then as well

#

it was telling it to update that installed 35

#

I was on 33 until google play rejected it. having it look for 36 when using 34 must have been broken for a long time

#

yeah, "use highest installed" now works and makes an sdk 34 build. I think I told it to update (installing 35) then use highest without restarting, so it used 34 for that one instance

#

like to be totally clear, targeting 34 doesn't work, but "use highest" makes a 34 build. at some point it's incorrectly looking for 36

neon creek
#

i'm experimenting with the Adaptive Performance packages (https://docs.unity3d.com/Packages/com.unity.adaptiveperformance@5.1/manual/user-guide.html) but i'm running into a basic issue with hysteresis; the indexer keeps bouncing a scaling parameter (resolution scaling in this case) back and forth between a level that reaches the framerate target, and a level that doesn't reach it

this results in quite a jarring experience for the user because the framerate keeps alternating between a smooth and solid 30fps and a variable rate below 30fps

what's the intended way to reduce this type of hysteresis, so that the indexer would actually stick to a good scaler level configuration once it's found one instead of jumping back and forth?

odd arrow
#

Research the error first, then post full question, including answers you've found you didn't understand.

worn vine
#

@jovial canopy can you give me link on site or name of publisher? I found CrazyLabs but looks like they work with hypercasual games my game is educational

hard notch
#

i dont know much about mobile development but how do devs make game objects and such scale with the res of the moible device?

sacred creek
long berry
#

Encountered when trying to get an android build

#

(And no, I couldn't take an screenshot)

turbid narwhal
robust thorn
#

Hey guys, i'm wondering if anyone can help me. I have a client that has asked about the performance of Unity builds on mobile devices. They would like to know how a simple 2D Unity build would compare to a similar app built in React or Flutter. Does anyone have any information or links comparing the performance of Unity and other competing engines?

fallen compass
#

"a simple 2D build" ..
a game? -> better in Unity.
an app? -> better in native.

mild warren
#

Anyone has dealt with ironsource, and have any idea what 606 : empty waterfall means? Everything seems to be setup correct, test banners show, normal rewarded and interstitial show, but can't seem to make normal banners appear, always receive the error when trying to load

sleek dagger
#

I have a pretty simple question, can Unity build for Google Play Instant? Can it make aab's <15mb? If so, is it complicated or something the core engine supports? Cheers

jovial canopy
#

How can I make something like this for Android ?

#

Shuffles rewards and any two contain bombs so no rewards Granted

verbal current
#

did anything change with unity remote 5 since april?
the editor no longer recognizes my iphone connected with the provided data/charging cable
i have itunes installed and running, it recognizes my phone on there but doesnt show up on the run device spinner in build settings or the device spinner in project settings > editor
i also have both android and ios packages installed + restarted both devices many times
My computer is a windows
any tips to try out?

full egret
#

Can someone teach me how to make 3d mobile games?

odd arrow
#

!learn

grand windBOT
#

:teacher: Unity Learn ↗

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

thorn zodiac
#

I finished my game and when I try to build it to android I got these errors:


FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':launcher:processReleaseResources'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
   > Android resource linking failed
     C:\Users\darsh\.gradle\caches\transforms-2\files-2.1\4799bff656fa488efc3c1f9f28ec78ce\jetified-play-services-ads-lite-23.0.0\AndroidManifest.xml:90:9-92:62: AAPT: error: unexpected element <property> found in <manifest><application>.
         

* 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 2s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

and there is other more error as shown in the pic. can any one tell me what should I do to solve that. I must submit it today

analog plover
#

Show the next error, that's where the actual problem is

thorn zodiac
analog plover
#

The next error

#

Not the one you've shown, the next one

thorn zodiac
#

this one?

thorn zodiac
analog plover
#

That's the previous one. The next one.

#

The one that starts with "Build completed with a result of 'Failed'"

thorn zodiac
analog plover
#

Yes, I can see that in the screenshot. Post the entire error

thorn zodiac
#

that is the entire error 🥲

analog plover
#

No it isn't

thorn zodiac
analog plover
#

Ok, what about the one after that?

thorn zodiac
#
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <5f40cdb07bd44d76a23dad985a4ec283>:0 
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <5f40cdb07bd44d76a23dad985a4ec283>:0 
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
analog plover
#

There should be a full error message somewhere

thorn zodiac
thorn zodiac
forest night
#

If you press the home button in mobile or respond to a notification, which one is called? OnApplicationFocus or OnApplicationPause

fallen compass
#

Pause is leaving the app, Focus is returning to the app

bronze python
#

hello guys anbody now how to fix this problme

tired lily
#

read the past dozen'ish messages

nimble tide
#

Does anyone here know how to fix this Gradle Build failure?

tired lily
#

read the past dozen'ish+1 messages and post the actual problem if you can't find any help on google

nimble tide
#

here

tired lily
#

you know each of those errors has multiple lines, right?

nimble tide
#

what

tired lily
#

click on one of those entries and expand the window to see the actual details the popup told you about

nimble tide
#

okay

#

it wont let me

#

like this?

tired lily
#

and you see how the panel at the bottom is too small to hold all the info? expand it. There's probably even a scrollbar at the right you've cropped out

nimble tide
#

like that

#

right?

tired lily
#

yes

#

something fishy in your project /Library/Bee. Close Unity, delete it, re-open, clean build

nimble tide
#

what do you mean there is something fishy in my project

tired lily
#

the error indicates something might be wrong in /Library/Bee, so your first step is to delete it in case there is old or invalid stuff there breaking your build

nimble tide
#

sorry if this annoys you but where is Library/Bee

weary wedge
#

i got a problem with selecting a provider, i got en new build for Mobile 2D but it wont let met check the samsung android provider

tired lily
tired lily
weary wedge
#

now i finaly enabled them en it tells me there is none selected

nimble tide
tired lily
tired lily
# nimble tide this

yes. Start by deleting Bee and rebuilding, and then nuking the entire of Library and rebuilding if the first thing didn't work

nimble tide
#

if i nuke the libary will it delete any files?

tired lily
#

no, Unity rebuilds that dir. But I assume your entire project is in source control because if it's not, that's another disaster waiting to happen

nimble tide
#

yeah i think it is

tired lily
nimble tide
#

should i do a clean or normal build

tired lily
#

clean

north thunder
#

Hey all,
I am testing apk for mobile and facing a memory issue. How can I track Untracked memory? And please let me know why its increase?

forest night
#

I’m getting a failed to load libmain.so error when I try to try it on android virtual device

plucky skiff
inner dust
#

love to hear it when the project I am starting on has never run the profiler and now, like a month frmo launch, wants to optimize
kuuribSad

north thunder
kind wren
#

I have Samsung S22+ but when I build android developer mode and install using APK Installer by Uptodown, my application crash instantly

#

anyone know how to fix?

#

release mode works normally

analog plover
#

You need to check the error message with logcat

brazen birch
kind wren
#

Sorry if it sounds stupid, im quite new to unity and android thing, what's logcat?

scarlet berry
north thunder
#

hey all, what is the best way to render vegetation for low end mobile devices for Mesh terrain.

#

is there any tool or technique?

gaunt gazelle
#

I have an issue with AppsFlyers on iOS, my attribution test does not seem to work, on Android it’s working fine. I have followed the configuration on the website and documentation and I still got this on Unity tester.

Anyone has some tips where I might did something wrong ?

earnest plank
#

plz tell me how to remove this fron debug

frozen vapor
past turret
#

How to increase Interstitial AD Showrate for OptimizedAdmobPluginWithGDPR Ad plugin

earnest plank
peak tartan
#

hi

#

I tried to add ads to my 2D game in Unity. I installed the required libraries, including 'Advertisement Legacy.' When I downloaded that library, the following error appeared (now I'll show it). Does anyone know what to do to solve that error and be able to build my game version? Because that error also causes the game build to get stuck and not continue.

#

Win32Exception: ApplicationName='C:\Users\MATIAS\PLATAFORM GAME\Temp\PlayServicesResolverGradle\gradlew.bat', CommandLine='--no-daemon -b "C:\Users\MATIAS\PLATAFORM GAME\Temp\PlayServicesResolverGradle\PlayServicesResolver.scripts.download_artifacts.gradle" "-PANDROID_HOME=C:/Program Files/Unity/Hub/Editor/6000.0.20f1-x86_64/Editor/Data/PlaybackEngines/AndroidPlayer\SDK" "-PTARGET_DIR=C:\Users\MATIAS\PLATAFORM GAME\Assets\Plugins\Android" "-PMAVEN_REPOS=https://android-sdk.is.com/;https://maven.google.com/" "-PPACKAGES_TO_COPY=com.ironsource.sdk:mediationsdk:8.3.0;com.google.android.gms:play-services-ads-identifier:18.0.1;com.google.android.gms:play-services-basement:18.1.0;com.unity3d.ads:unity-ads:[4.12.0,4.13[" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=8.3.0"', CurrentDirectory='C:\Users\MATIAS\PLATAFORM GAME\Temp\PlayServicesResolverGradle', Native error= El sistema no puede encontrar el archivo especificado.

#
System.Diagnostics.Process.Start () (at <9d7a0e870e2249c5902e15d806bd66a1>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
GooglePlayServices.CommandLine.RunViaShell (System.String toolPath, System.String arguments, System.String workingDirectory, System.Collections.Generic.Dictionary`2[TKey,TValue] envVars, GooglePlayServices.CommandLine+IOHandler ioHandler, System.Boolean useShellExecution, System.Boolean stdoutRedirectionInShellMode) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.CommandLine.Run (System.String toolPath, System.String arguments, System.String workingDirectory, System.Collections.Generic.Dictionary`2[TKey,TValue] envVars, GooglePlayServices.CommandLine+IOHandler ioHandler) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.CommandLine+<RunAsync>c__AnonStorey0.<>m__1 () (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
System.Threading.ThreadHelper.ThreadStart () (at <321eb2db7c6d43ea8fc39b54eaca3452>:0)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs)```
peak tartan
#

It's just one message; it's just that Discord won't let me send it together due to character limit.

brazen birch
peak tartan
rain leaf
peak tartan
peak tartan
#

Sorry for the capital letters

#

I attach the new errors that appear in the console

#

Could not resolve all files for configuration ':launcher:releaseRuntimeClasspath'. See the Console for details.

#

Activate the following so that the gradle error no longer appears

kind wren
glossy sluice
#

Hi. I has stupid question. I use Google play game plugin and call ExternalDependensyManager->Android->Force Resolve after that in Assets/Plugins/Android add libs. I need start Build with this libs?

#

If I start Build with libs = Can't build. Too many errors message and logs has

  • What went wrong:
    Execution failed for task ':launcher:checkDebugDuplicateClasses'.

A failure occurred while executing com.android.build.gradle.internal.tasks.CheckDuplicatesRunnable
Duplicate class android.support.v4.app.RemoteActionCompatParcelizer found in modules core-1.2.0-runtime (androidx.core:core:1.2.0) and jetified-androidx.core.core-1.2.0-runtime (:androidx.core.core-1.2.0:)
If call ExternalDependensyManager->Android-> Clear Resolved Libs = No errors in build but class not found in Game

solid lake
#

I created a project from crastch with FirebaseAuth 12.3.0, FirebaseMessaging 12.3.0 FirebaseAnalytics 12.3.0 and Braze 7.1.0 and everything works fine on Android: I can build, run and verified working the 3 firebase services. I didn't compelte the Braze setup. Then I imported FirebaseCrashlytics 12.3.0 and it builds, but crashes on boot with this error:

Error FirebaseCrashlytics The Crashlytics build ID is missing. This occurs when the Crashlytics Gradle plugin is missing from your app's build configuration. Please review the Firebase Crashlytics onboarding instructions at https://firebase.google.com/docs/crashlytics/get-started?platform=android#add-plugin

I'm confused, I'd expect EDM4U to solve any necessary dependency correctly, but is there anything missing I should do?
I tried to add a strings.xml in Assets/Plugins/Android/res/values but Unity at build time gives an error telling that's not any more the way to add string resources

any hint?

tired lily
#

did you re-resolve dependencies after installing it?

jovial canopy
#

I'm publishing my game from xyz country for Android on Google play store, so my question is the same game can I publish on iOS from Australia ???

rain leaf
glossy sluice
#

After day of trying I fix build issue buy install new resolver version nut in game after call Authorisation I has class not found core.play.service error

tribal ledge
#

Silly Q but can't seem to find an answer: How do I update my API levels for Android in unity hub? I only have level 30 available in player settings but google needs to 34.

solid lake
tired lily
solid lake
# tired lily do you have a folder called FirebaseCrashlytics.androidlib in Assets/Plugins/And...

No I don't, here's the content of the folder:
Are you sure it should be in that folder in latest Unity?
I ask because I tried to manually create the folder (just the folder, I didn;t even add the xml) and trying to build gave me a new error complaining that resources shouldn't go any more in res/values but should come from aar files (or simething ismilar, I could find the specific error if you wish...)

tired lily
#

you called the folder what? .androidlib is a special naming convention. It sounds like you used res/values

#

the exact path of the file would be Assets/Plugins/Android/FirebaseCrashlytics.androidlib/res/values/crashlytics_build_id.xml

solid lake
#

ok, I didn;t try that, I just created res/values

#

should the creation Assets/Plugins/Android/FirebaseCrashlytics.androidlib/res/values/crashlytics_build_id.xml be part of EDM4U's dependencies resolution? Or is it a manual step I should do?

tired lily
#

but it should be created automatically, so you might want to poke around and see where it's actually made

solid lake
#

ok, I'll give a look at the build scripts, thanks

glossy sluice
#

Android app manifest have "permission" attribute in the application tag, how do i put multiple permission to the attribute ? Or i only can put one ?

tired lily
#

What's your use case? Defining multiple required permissions would be strange

tribal ledge
#

Silly Q but can't seem to find an answer: How do I update my API levels for Android in unity hub? I only have level 30 available in player settings but google needs to 34.

solid lake
tribal ledge
#

Unity version 2021.3 it should be available for it

#

I assume I need to update the android sdk tools but no info that I could find about how to do that

fallen compass
#

It's a pain, I fight with it ~yearly .. and tbh the easiest way is just to get a newer version of Unity

tribal ledge
north thunder
#

Does anyone has used HLOD for mobile?

#

I have tried and getting some issue's.
Memory Increased
Loading time increased (even sometimes apk crashed).

rain leaf
#

I dont know how HLOD on unity works (heck, I never heard unity support hlod until you mentioned it), but if it works like unreal hlod, which bakes everything into a new static mesh and texture clusters, it's not surprising if it increases memory usage.

and if the memory increase is too large to be handled by the android device, well, it crashes. Or if the loading process is too long and the system thinks that it's freeze, it crashes

north thunder
weary citrus
#

Hello, I'm in process of publish an app in play store, and I need at last 20 testers... there's here some community to share mails to test apps. Someone that helps me with this task I'm able to do the same. Thank you!

jovial canopy
#
A problem occurred evaluating project ':launcher'.
> Failed to apply plugin 'com.android.internal.application'.
   > The option 'android.enableDexingArtifactTransform' is deprecated.
     The current default is 'true'.
     It was removed in version 8.3 of the Android Gradle plugin.
     If you run into issues with dexing transforms, try setting `android.useFullClasspathForDexingTransform = true` instead.```
#

having this gradle error while build apk for android

#

any solution ?

#

my unity version is Unity 6 LTS

primal yoke
jovial canopy
primal yoke
jovial canopy
#

Actually I just switched my project to Unity 6

#

It was works fine in my previous unity version

sudden heron
#

Unity 6 uses a newer version of Android Gradle Plugin, hence you're getting this error.

jovial canopy
#

I don't know how do I update my gradle to newer version

sudden heron
#

We have updated gradle for you, you need to update your scripts to remove "enableDexingArtifactTransform"

jovial canopy
#

Congratulations to me, the build is successful 👍 thanks guys.

forest night
#

If I make money through unity ads (not through google play at all), am I considered a merchant according to google play?

bronze python
#

Hello, I am encountering an issue in Unity when trying to integrate Unity Ads. When I attempt to resolve the project to prevent errors, I receive an error stating that the Java home reference is incorrect. I tried running echo %JAVA_HOME% in the command prompt, and it correctly shows the Java home path. I have also set the Java path in the system variables and environment path, but the same problem persists in Unity. For more details, I’ve attached pictures of the issue below the request.

hollow remnant
#

hello, after adding Adaptive Performance to my game, the x86_64 build on the Google Play PC Emulator does not work anymore, it just crashes after showing the splash image. I don't know if it is an issue caused by me (or Unity) or by the emulator. I'm assuming it's caused by Adaptive Performance because there's a reference to it in the crash log of the emulator. I'm using the latest version of the editor Unity 6. The arm build on my other device runs just fine.

sleek eagle
zealous atlas
#

is anyone able to help me im tring to rotate my canvas to landscape but it wont work

#

ive done everything

#

ive set the ios build to landscape and nothing works

brazen birch
zealous atlas
#

How do I rotate the canvas

#

I had it earlier so it was landscape

zealous atlas
#

Like this

#

I took a photo when I had it working the movement pad and shoot button is landscape because. The canvas was landscape but somehow I’ve accidently changed it to portrait and it won’t go back

brazen birch
zealous atlas
#

I did

#

It’s set to this

#

2064 x 2752

#

But it’s in portrait

brazen birch
#

Show me the game view with the setting selected

zealous atlas
#

Ok

brazen birch
#

You may just have them backwards and need to swap them 🙂

zealous atlas
#

Hmm backwards?

brazen birch
#

Yup the first number is width, second is height.

#

And right now you have the width at 2064 and height at 2752 (portrait). So you just need to swap them

zealous atlas
#

Let me test

brazen birch
#

You can hit the +, and add it as a second option, if you need

zealous atlas
#

It’s upside down now

#

Nice

#

And the screenshot sends it the right way up

#

Nvm

#

It’s fixed

#

But now another issue arises lmao

#

Why is the quality so bad?

#

If u don’t know then that’s I’ll just ask gpt or google it

vestal radish
#

yo I plan to make a microgame inside a giant mobile apps with unity2d ?
I mean how to integrate the database,
and on what platform it wrapped during the built process

brazen birch
zealous atlas
sonic otter
#

I like the variable position joystick this provides

hollow remnant
# sleek eagle Share the errors And also file a bug report dor sure

thanks for answering, but I've made other builds of my game meanwhile and lost the log file. But I've discovered after installing a game from Google Play on the Google Play PC emulator, it crashes just like my game, so I guess this is an issue with the emulator and not with Unity.

#

also, I shared the apks (both armv7 and armv8) to my close friends and on real Android devices the game runs smooth and without any problems.

sleek eagle
#

Emulators can often have issues. You can track it down or test on (low end to be safe) devices and hope for the best haha

distant arrow
#

Hi, any of you ever find an issue where app icon is randomly missing in iOS 18 on install?
I suspect it is because of the new dark mode app icon

Any of you know the fix?

vestal radish
sleek eagle
unique parcel
#

Anyone can fix the build problem on android with IAP version 4.12.xx and Firebase?

unique lichen
#

Hi! Can anyone help point me to the right direction?
I'm trying to build my unity app for iOS but I keep getting the "EXC_RESOURCE (RESOURCE_TYPE_MEMORY: high watermark memory limit exceeded) " during app launch which crashes the app.
Im not sure if this is related to how I built the xcode proj on unity or in xcode itself
Thanks!

tired lily
#

why do you think this is xcode related? Does a test project build and run?

tulip comet
#

im trying to get a plugin setup with unity 6 using firebase+googleads+applovin
but im having issues with firebase +google ads

can anyone help me out with this

Note: C:\Users\Zi\Unity Projects\Apero Ads Test 6000.0.23f1\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\java\com\unity3d\player\UnityPlayerGameActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
C:\Users\Zi\Unity Projects\Apero Ads Test 6000.0.23f1\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\src\main\AndroidManifest.xml:109:13-59 Error:
Attribute property#android.adservices.AD_SERVICES_CONFIG@resource value=(@xml/gma_ad_services_config) from [com.google.android.gms:play-services-ads-lite:23.4.0] AndroidManifest.xml:109:13-59
is also present at [com.google.android.gms:play-services-measurement-api:22.1.0] AndroidManifest.xml:32:13-58 value=(@xml/ga_ad_services_config).
Suggestion: add 'tools:replace="android:resource"' to <property> element at AndroidManifest.xml to override.

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:processReleaseMainManifest'.

Manifest merger failed with multiple errors, see logs

  • 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 14s

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

north thunder
#

Anyone knows why its taking too much cpu?

#

I have tried in blank scene but still taking too much cpu.

tired lily
tired lily
north thunder
tired lily
#

well how much garbage are you spewing every frame on average? Hopefully not 27 KB

north thunder
#

Almost showing the same.

tired lily
#

then it's simple as that; you have a lot of garbage to collect so it takes a lot of time to collect it. Time to go profile your scripts and fix it

north thunder
#

Oh! Okay

I have another environment with the same setup. So is it possible some assets are taken from their?

tired lily
#

it's more likely a few scripts behaving badly. It's possible to generate a ton of garbage with assets (instantiate, creating extra materials/meshes/etc on accident) but less likely

#

it should be pretty obvious which one(s) are the issue with deep profiling on

north thunder
#

Okay 👍 thanks. I will do deep profiling.

copper ermine
#

My turn! I'm getting very weird visual glitches when building for android

#

I've narrowed the purple down to needing a default material

#

But I don't know why there are holes. Does anyone have any ideas?

tired lily
#

assuming you mean the magenta ones, that looks like a material missing a shader. Are you doing any custom shader stuff? Are the glitches only around text? What Unity version? Is the stuff at the top also a glitch? Do you have any dev options (frame profiling etc) on? What device gpu?

copper ermine
#

I'm using URP but I disabled all the shaders
The glitch spots are always in the same place but not always around the text. It's a solid, grey asset so I don't know why the corner is being cut off
2022.3.14f1
I'm gonna say "no" since I've never interacted with the dev options
I'm not sure about the gpu but I'm running it on Android 8.0.0

tired lily
#

"disabled all the shaders" meaning what exactly? Do you have another device to test? Did you try a clean build? Did you try a different Unity version?

copper ermine
tired lily
#

maybe you can go back in your vc history and try a build without those shader changes? Does this device have any issues with other games?

copper ermine
#

I suppose I could? I'll get my friends to try it on their phones and see if it's only on mine aswell

copper ermine
copper ermine
#

figured it out. I was missing these

arctic marlin
#

My game runs mostly fine, only if I build for android, the scene will not spawn any prefabs, but only at the first I started the game.
If I quit the game and restart it again, it will never happen again on this installation.
But it 100% always happen at the first time after playing a freshly installed game and only on Android. PC and Linux runs perfectly fine?

Why does this happen? Is this a Unity bug or something?
I use the latest Unity 6 LTS for this.

This bug only happens on Android, not for Windows and Linux builds.
And like I said, it only happens at the first time starting it after a fresh installation and never again as long I don't reinstall the apk.

#

The left screenshot is at the first time I start my game after a installation.
Th right screenshots is how it normally looks.
I cant debug it because its a bug that doesn't happen in the Editor because it only happens after the android .apk installation and only once and never again until I reinstall.

The code that let spawn those red devil prefabs is nothing special and should work always and everywhere.
I mean, it DOES always work on Windows and Linux, only android have this onetime struggle after the first start from a fresh .apk installation...

copper ermine
#

what happens if you fly around in the area they're supposed to occupy?

arctic marlin
# copper ermine what happens if you fly around in the area they're supposed to occupy?

The devils prefabs are missing, and the player cant move.
Even if I go back to the mainmenu and load again scene 1, its stays broken until the app was closed and started again.

And after you restarted the game, everythings work perfect.

But everytime, the first start after the apk installation makes the game start broken.

The devils are missing, zhe player cant move, but shoot button seems to work...
And i cant save the game.

Everything is so messed up, but only on Android and only after the first start after installation.
Restart the game and erverything works, no matter how often you restart it again, this bug will only appear after the first startup after the installation.

rain leaf
arctic marlin
rain leaf
#

Do you mean how I save data like levels and settings or does unity also save and load their own stuff?
How you load saved data, like unlocked levels or highscore etc

arctic marlin
arctic marlin
rain leaf
#

assuming you load data when the scene started, and you do all the spawning stuff after the load on the same script, if the load part is error, the remaining code in the function wont be executed

#

again, put some debug text, and check it in the logcat

#

you'll just firing blindly in the dark without seeing the logcat

arctic marlin