#📱┃mobile

1 messages · Page 17 of 1

tulip comet
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Sorry late reply, was midnight my side

I have now tried importing the plugins I was using with unity 2022.3.46.f1, cleared library folder and then resolved dependencies, did a clean build then receiving these errors
currently using unity 6000.0.23.f1 + firebase-v12.2.0 + googleads-v9.2.0 + applovin-v7.0.0
yesterday tried firebase-v12.3.0 + googleads-v9.2.1 + applovin-v7.0.0 had same issue

I have tried firebase individually and googleads individual , build successfull
however when both are included it gets failed with this error

tired lily
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Why are you using both applovin and googleads? Don't they have an adapter already in the sdk?

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What do you have set up in the max sdk for ad networks?

tulip comet
tired lily
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are you accessing google ads solely through max or some weird hybrid solution?

tulip comet
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hybrid u can say, if applovin ads aint working unity ads will play

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well so far its been working so far

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used the same package working on the 2022 version

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tho seems need to find a correct way with unity 6

tired lily
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well figure out which other manifests are defining gma_ad_services_config. I assume max's google ad manager is pulling in a different version of the one or more play games services dependencies, and that's why you have a duplicate resource

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if that's not the case, you might be able to write a small editor script that strips it out of the offending manifest

tulip comet
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ok so what should be in the script, its kinda confusing when dealing with packages

tired lily
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well did you look at your original error? You do have a collision issue, and the easiest thing might be to try the solution the original error suggested with a replace tag

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I have a feeling that's just the first problem though, and you'll need to figure out how to get the same set of dependencies despite using two different versions of google ads

tulip comet
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thanks ill have a look into now and let you if i succeed

mortal moon
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Hi, I have a problem building an apk file.
Can someone help me?

There's always an error like this with Gradle and I don't know what else to do.

I've already watched all the YouTube tutorials and Unity forums but nothing has helped.

I use Unity 6 (6000.0.23f1)

Things I've already done:

  • Manually installed Gradle (version 8.4)
  • Reinstalled Java
  • Completely reinstalled Unity
  • Checked the correct version in the Source.properties file
  • Tried different API levels
  • Deleted the .gradle folder
  • Took my brother's .gradle folder (because it works for him)

I just don't know what to do anymore.
Does anyone know what else I could do?

analog plover
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Show the full error message

mortal moon
# analog plover Show the full error message

Here is the small error message

CommandWithNoStdoutInvokationFailure: Gradle initialization failed.
UnityEditor.Android.Command.RunWithShellExecute (System.String command, System.String args, System.String workingdir, System.String errorMsg) (at <7786c836bd654c7abbcc4c0f1676bd06>:0)
UnityEditor.Android.AndroidJavaTools.RunJavaWithShellExecute (System.String args, System.String workingdir, System.String error) (at <7786c836bd654c7abbcc4c0f1676bd06>:0)
UnityEditor.Android.GradleWrapper.WarmupGradle (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingDir, System.String baseCommand) (at <7786c836bd654c7abbcc4c0f1676bd06>:0)
Rethrow as GradleInvokationException: Gradle initialization failed.
UnityEditor.Android.GradleWrapper.WarmupGradle (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingDir, System.String baseCommand) (at <7786c836bd654c7abbcc4c0f1676bd06>:0)
UnityEditor.Android.PostProcessAndroidPlayer+<>c__DisplayClass5_0.<ExecuteWarmup>b__0 () (at <7786c836bd654c7abbcc4c0f1676bd06>: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)

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Are these the right ones ?

analog plover
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"java.net.BindException: Cannot assign requested address: bind" is the actual error message

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The first thing I would do is put the project somewhere other than OneDrive, that can mess up unexpected things. If that doesn't work then google the error message

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You might also want to delete this file here because you have a lot of secret keys visible there

forest night
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If Unity’s social api is deprecated, then what to use now? (I’m specifically talking about the android google play services package from the github - it still uses the social api)

mortal moon
analog plover
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There were a lot of OneDrive paths in the output but maybe they were unrelated

mortal moon
arctic marlin
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What can I get from this setting?

Bcs the explanation is not good enough...

I want to know if it enables multi threading?
and if yes, will this cause a higher power usage?

iron acorn
north thunder
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Hello everyone,

I have a question.
I'm creating a large open-world environment for a mobile game, and I keep hearing that for optimization, it's recommended to check "Batch Static" to combine meshes and reduce draw calls. However, when I check the memory usage, I notice that the meshes consume a significant amount of memory when "Batch Static" is enabled. If I uncheck "Batch Static," the meshes use less memory. What would be the best practice to ensure the game runs smoothly on mobile?

raven cloud
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can anyone help me with this? ive ran the download for the android support a few times now and it finished successfully but its not working

analog plover
north thunder
analog plover
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I mean like with static batching, if you use it you use more memory and less CPU

north thunder
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okay, I think I have to do some objects with static and the objects more then 20 or 30 I will mark as GPUI. Am I right?

analog plover
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Depends entirely on the game and what you consider an acceptable amount of memory usage

north thunder
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yeah! right I will try it. Thanks for the help.

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One more thing could you make me clear. while checking the memory profiler some times some objects shown as duplicate.

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In above image objects are shown as duplicates why it happen. Because I have used same prefabs as multiples time in scenes?

analog plover
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Well if you have two objects in the scene then you have two objects regardless of what their source is

north thunder
analog plover
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no

north thunder
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Thank you so much!😀

turbid salmon
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i got this error and this popup when openning the project how to fix that?

turbid salmon
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but i alredy download it from unity hub

north thunder
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did you installed it?

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if installed then you need to configure it manually.

turbid salmon
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alredy configure the path manually and automaticly

north thunder
north thunder
turbid salmon
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still happening

vital stirrup
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how do i fix this error when uploading my game

scarlet berry
arctic marlin
arctic marlin
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After I pressed Start game to load the scene, I got following with logcat:

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And I am already trying to only get the external write permission...

safe linden
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Hello guys,
Is there any way to disable
UnityShaderCache file under Android storage.
It caches the compiled shader binaries there, but I don't want this thing to happen.

analog plover
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Is there a specific reason why you're using such an old editor version?

analog plover
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Then the first step would be to update and see if that fixes it

rain leaf
jovial canopy
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Is Firebase push notifications for Android and iOS is completely free forever ????

arctic marlin
arctic marlin
# rain leaf if you are targetting android 11 and above (which is most likely yes), Write Ext...

Is this making now development more complicated or easy, not sure about that. But I still have to struggle, but strangly, this glitch that only appears after the first runtime after installation, It happend on my Samsung Galaxy S10 with Android 12, but on another phone, in my case a Samsung Galaxy A54 5G, it did not appeard and worked just perfecty, even this phone does have Android 14.

What is going on and why does it cause this issue on my S10?

rain leaf
arctic marlin
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And only the first runtime after installation!

raven cloud
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can anyone help me as to why whenever i try to make a build of my game in unity i get theese errors? it does say i dont have a supported version of OpenJDK, SDK and NDK but i downloaded them from the unity archive downloads and it finished successfully

analog plover
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Did you update the editor already?

arctic marlin
forest night
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Does the social api still work for apple? Unity 6

arctic marlin
sleek eagle
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Look for the version page and click release notes

arctic marlin
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But what change of Unity 6000.0.24 could be affected my issue, that only seems to happen on my Phone, while other phones like the Android 14 A54 doesen't have it?

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Thats such a weird and lucky way to solve a bug.

I mean, how big is the changce, that from upgrading of Unity 6000.0.23 to 6000.0.24 will fix this issue, even if there doesen't seem anything in the Realese Notes, that could affect, why my game now have permissions on its first runtime after installation, to save and read datas?

hard flax
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Hey, will the OnPointerDown in IPointerDownHandler (or something like this idk) work on mobile sensors?

odd arrow
raven cloud
odd arrow
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!install

grand windBOT
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When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
raven cloud
odd arrow
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all of them?

raven cloud
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yes

odd arrow
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including installing on non system drive?

raven cloud
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Yup

odd arrow
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and reinstalling os

raven cloud
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did that too

odd arrow
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Did you actually check the logs to find out the real issue?

raven cloud
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Yeah i did

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gimme a second to pull up the error code

raven cloud
odd arrow
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Did you find any errors or fails?

raven cloud
raven cloud
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the highlighted

odd arrow
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Do you always have this error during install?

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Also what about actual android packages logs

raven cloud
raven cloud
odd arrow
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If you fail specifically installing packages, install Unity separately, then install packages in Hub

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Might clear logs just before to watch them

raven cloud
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with the download

odd arrow
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when you trying to install android support from the Hub specifically?

raven cloud
odd arrow
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install Unity separately, then install packages in Hub

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Then isolate errors associated with it

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And then research those.

lucid shuttle
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Hi Unity Devs, I need your help!

I'm working on an app where I want users to share a photo from their gallery to my app so I can perform some operations on the image.

It should work like when you press the "Share" button on your phone, and options like Bluetooth, Drive, or Quick Share appear—I want my app to show up there, and users should be able to select it to share the photo.

So far, I've managed to make my app appear in the sharing options by modifying the Manifest file. However, I'm stuck on the next step: how do I receive the intent and perform modifications on the image?

Additionally, I want the image modifications to happen in a second scene. How can I properly transition to that second scene after receiving the image?

Any guidance would be appreciated!

jovial canopy
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Does anyone know how to implement mobile notifications properly in unity ? I read docs and tutorials but in my case does not works on real devices

thorn lance
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Can anyone help me. Why unity can't use NDK latest version like r27c . My unity it want NDK r23b (23.1.7779620) but i don't know how i downlaod it from . pls i need help 😭

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i spent for hour but it not work . am tired😔

odd arrow
thorn lance
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How??

thorn lance
bronze python
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2 months and i don t found the solution

brazen birch
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Unity > Preferences > External Tools.

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Alternatively installing a newer unity patch usually fixes it as well as it would have the default paths

winged hound
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never developed anything for android...do playerprefs work just the same as on pc?

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as in, can I just slap in save and load player prefs

analog plover
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yes

atomic siren
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My android game isn't building when I change the API levels. I use Unity 2023 Beta version.

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Google Play states i must use an API level 34 or higher so I switched to that but now it doesn't build anymore?

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And yes before you ask, it was working perfectly fine before as my project was signed, development build is toggled off

odd arrow
lucid shuttle
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Okay, but could you please help me with this issue?

tired lily
lucid shuttle
tired lily
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So what are you stuck on, exactly? You seem to understand the right things you need to do already and I guess didn't come across the Unity documentation I mentioned

lucid shuttle
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As I mentioned earlier, I have successfully made my app appear in the sharing options. However, I'm struggling to retrieve the image in my app. I've tried using multiple scripts and Java, but I consistently encounter various errors, sometimes related to the URI.

tired lily
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there we go, there's your actual question. What errors? which scripts?

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okay, so what's the problem? it's ai code so unusable as is but it seems to have managed to hallucinate essentially what you need to do

lucid shuttle
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Regarding the errors, I have reset the changes in the repository to start over. I will send you the errors after applying the changes again.

lusty vault
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Does anyone know how to solve this issue? I've exported my Unity project with AR Foundation as an Android Project

lusty vault
willow turret
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Hey guy's, this is the first issue I've had on unity 6

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Plzz help

jovial canopy
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From where can i generate Legacy icons for mobile ???

sleek eagle
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Check all errors @willow turret

normal kettle
ionic wraith
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hello does anyone know a video tutorial that when a player click an 3d object it will have a highlighted border?

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like this?

unique zephyr
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I installed unity 6 .. 23f1 and then made a simple game in 2d urp.. i built it but the screen is black. but only ui is visible

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how do i fix this

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my previous games were in built in render pipline

harsh parrot
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How do you access persistentdatapath to make sure your save data is deleted? My game keeps loading previous progress.

harsh parrot
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I mean access on the phone itself so I can manually delete the savedata there if necessary

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I know I can go into Apps and delete the data using the button there, and that DOES reset my game progress like it's supposed to be. However when I uninstall the game and build it again, it goes back to having previous game progress. Whereas in the editor it doesn't have any such issue. So yeah I'm confused

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Basically I'm not even sure if the progress is sticky because of data on the phone that isn't getting deleted, or if the build itself is somehow bringing that data across

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I need to do a beta build for my testers ASAP so if someone could please help me with this it would be appreciated

rain leaf
# harsh parrot I know I can go into Apps and delete the data using the button there, and that D...

iirc, saved data in app folder path remains even after uninstall, and I think you're stuck as there are no uninstall event you can listen to delete the file.
you can do work around by checking if your game is first run by checking and writing into playerprefs, and if it's firstrun, delete previous data (if it exists)
Or... just use playerprefs to save data and save yourself from headache 😆

fallen compass
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PlayerPrefs are for preferences, not for game save data

forest night
deep hamlet
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hello, anyone know why I can't select IOS device in editor?

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I tried downloading iTunes from microsoft store and reloading my pc, but that didn't help

fallen compass
deep hamlet
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No, thanks for doing it for me ❤️

fallen compass
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google first before coming here 😄

deep hamlet
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yes, the reddit post was not the first pop when I did, I was using some youtube tutorial, that was lacking in crucial info

fallen compass
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your google-fu is weak young one

deep hamlet
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So I think I've got everything set. I press play, and nothing really happens? 😭
I switched platform to IOS, I selected target device to "Any iOS Device" and I got unity remote 5 open.

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could be, google-fu skill issue, but didn't find anything helpful really

fallen compass
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well, now it just sounds like the general unity remote being picky problem

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it's not a stable thing, from what i've read

deep hamlet
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yes, I've come up with the same conclusion, I found some really specific order in which to launch everything, but no luck

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how are ppl even developing games on iOS like wtf

fallen compass
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... using macs

deep hamlet
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I already switched from godot, cuz its literally impossible without macOS

fallen compass
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or cloud builds

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or virtual machines

viral iris
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Hey, any IOS developers here?
How do I build my mobile game to IOS for just 2 members of my family? No app, none of that certificate gibberish if possible, and without a mac. Is it even possible?

odd arrow
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@viral iris Don't cross-post.

thorn lance
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How to fix

winged hound
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I'm going insane. How do I actually build a game to android?

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I read about the modules but I can't add a module only on the unity version where I need to

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can add them to all other unity versions

winged hound
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now I get the error on my phone where the app is made for an old version of android, which doesn't support latest privacy settings etc

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but I just installed the modules and used recommended, shouldn't it work?

winged hound
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ok I fixed that but now I can't build the app, unity just says failure while executing com.android.buld. etc

fading jacinth
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Hey guys, just wanted to go ahead and ask before i implement some solutions i found and thought of.

Is there is no other way to scale or expand the actual Game View (What the player sees) for different mobile resolutions automatically? I would need to fix this by a script or is there some neat unity trick i dont know off? Thanks.
Would love to hear how you guys go about this problem.

tired lily
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and? What other errors? What happened when you tried the suggested fix? What other things have you tried?

winged hound
rapid sun
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Hi, hopefully a quick one. I have a native c++ .so file which I'm trying to load in my unity project. I also have the exact same native plugin as a .dll which works fine on my windows builds, however looking at my logs I keep getting this exception: DllNotFoundException: Unable to load DLL 'nestopia_libretro'. Tried the load the following dynamic libraries: Unable to load dynamic library 'nestopia_libretro' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "nestopia_libretro" not found

I've read through the docs and done a lot of searching online. As far as I can tell I'm doing things the correct way. I've placed my plugins under Assets/Plugins/Android/libs/arm64-v8a or Assets/Plugins/Android/libs/armeabi-v7a etc. depending on the architecture. In my C# file I load the dll like this:

    [DllImport("nestopia_libretro")]
    public static extern void retro_init();
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I've also extracted the apk file and made sure the .so files are present

forest night
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Has anyone released on android/ios here? Need to ask a very short question

neon thicket
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Just ask your question please

forest night
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Looking at many mobile game examples, I guess it is better to have the package id/bundle id all in lowercase. So in the “Player” section, do people just write company name and product name in lowercase or is there a setting I am missing? Or does apple and google automatically make the package/bundle id lowercase(they are not in my testing releases but maybe it changes once published idk) ?

neon thicket
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Couldn't say, I've always just done lowercase

forest night
neon thicket
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yes, com.companyname.productname

forest night
forest night
neon thicket
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Sorry, that's not what I meant. In the android settings, there will be a place to input the actual .com.companyname.product string.

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Though according to your screenshot, you haven't installed the android build module.

forest night
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Or just enter the company name and product name under the “player” all in lowercase

forest night
neon thicket
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They don't have to match. What shows up in the url of google play is what you set in the .com

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So you're free to to put your company/product name at the top of the Player settings to whatever format you prefer.

forest night
neon thicket
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There is none, I don't think those strings at the top are even used for mobile

forest night
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In case you enter the company/product name starting with a capital

neon thicket
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At that point, I don't know if Google will force it to be in the url

forest night
neon thicket
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Okay, well problem solved then

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So at the point, just do whatever you prefer to look at I suppose

forest night
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Ok so let me paraphrase my question: I find it better to format the bundle id / package id to be all lowercase as well. In this case, should I just set the product/company name to be all lowercase and not override anything or set the product/company name to be normal and override the bundle id / package id to be all lowercase

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What would be the common practice in my case?

sleek eagle
brazen birch
atomic quarry
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Can anyone help with the screen resolution for different androids, ive been at it for a while now and cant seem to wrap my head around on how to do it

Ive been able to use the anchors for my buttons on screen, but thats it...

bright cloud
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@raven cloud dms

glossy sluice
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I'm using Unity 6 Preview, but I cannot Export/Build my Android game, because I keep gtting an error saying it failed in X seconds. How do I fix this?

tired lily
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fix the compiler error

glossy sluice
solemn bridge
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Hi, is there a way to know whether Unity Remote 5 is working?

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Is there an indicator?

analog plover
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If you see the game running on your phone it's working

solemn bridge
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ah got it, so if it's still asking me to connect my phone and change settings in the editor then it isnt working

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thanks

north thunder
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Does, anyone could help me to understand this

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Where I am doing mistake.

kind wren
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Hi, I am currently making turn based game and each turn could takes a lot of time. I would like to send notification to Player when it's their turn. How do I send notifcation to Player when the game isn't running in background?

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I've seen some apps I've downloaded sending me notifications despite I've closed the app, I dont know the concept how they do but I'd like to be able to do that as well

solemn bridge
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Anyone know what actions I should include in a ball that moves with a phone tilt?

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Please let me know, it's really important

brazen birch
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It looks like the scene rendering needs optimizing (geomtry/render pipeline changes/lighting etc usual cleanup). No idea on the cut off part though unfortunately.

north thunder
lucid shuttle
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Can you help me with this issue? I have a camera app, and while the camera displays correctly on Android, it appears horizontally stretched on iOS. I’m using a 16:9 raw image texture, but despite trying multiple approaches, the camera view remains stretched on iOS. Could you test this on your project as well to see if it behaves the same way on iOS?

brazen birch
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I don't like to build for iOS, run stuff through a build server, then xcode - it's a lot to ask of strangers

sleek eagle
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Please don't post in multiple channels @quick panther
#archived-urp

quick panther
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Ohh am sorry

open adder
#

Any good asset store packages or tutorials etc that teaches industry ways to handle mobile reward flyouts/flyoffs? Is it called something different? Not finding much out there.

earnest plank
#

How to add jazzcash pyment getway plz help me 😭

rain leaf
earnest plank
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Ok

hasty portal
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Does anyone know why audioMixer.SetFloat does not work on mobile? Everything I've setup works perfectly well in the Editor (2022.3.51f1) but when compiled on mobile nothing happens.
I want to affect effects in nested audio groups. First I thought there was an issue with paths or something, but I get no errors. Logs tell me the envelopes are being executed as expected but there is still no audible change.
I have also tried to affect exposed params on the master group, which renders the same result: Works in Editor but not on mobile devices.
I've had a 12h session with chatgpt already trying this and that and whatnot. Maybe someone here knows anything about this?

sacred creek
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Quick google suggestion was to use SetVolume, did you try this?

hasty portal
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Thanks, I have not, will try that

hasty portal
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but for exposed params such as filter frequencies, why would SetVolume be used?
I've tried SetParameter, didn't help, worked in Editor and not on mobile

earnest plank
#

hlo need help plz gridle error i will send pic

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Duplicate class android.support.v4.graphics.drawable.IconCompatParcelizer found in modules core-1.0.0-runtime (androidx.core:core:1.0.0) and jetified-androidx.core.core-1.0.0-runtime (:androidx.core.core-1.0.0:)
Duplicate class android.support.v4.media.MediaBrowserCompat found in modules jetified-androidx.media.media-1.0.0-runtime (:androidx.media.media-1.0.0:) and media-1.0.0-runtime (androidx.media:media:1.0.0)
Duplicate class android.support.v4.media.MediaBrowserCompat$CallbackHandler found in modules jetified-androidx.media.media-1.0.0-runtime (:androidx.media.media-1.0.0:) and media-1.0.0-runtime (androidx.media:media:1.0.0)

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how to solve it plz help me

wind heron
#

hello, how do you resolve this?
SDK Platform Tools version 0.0 < 32.0.0.

hasty portal
#

It's not easy to find info about why exposed mixer params and/or mixer snapshot transitions work fine in the editor but not on any mobile device. I've found a few having issues but the threads aren't resolved or solution didn't work.

  • Are there any examples of successful cases with AudioMixer real time manipulation on mobile devices?
  • Does Unity have any documented issues or platform-specific limitations with AudioMixer.SetFloat, snapshots, or AudioMixer in general on iOS and Android that could be causing this behavior?
  • Are there alternative methods recommended for achieving real-time parameter adjustments on mobile that would bypass the current limitations of SetFloat and snapshot transitions?
  • Are there tools or diagnostic flags to verify if mobile platforms are actually processing AudioMixer parameter changes?

Links I've found that didn't help:
https://discussions.unity.com/t/audiomixer-works-in-editor-but-doesnt-work-in-android-device/217206
https://discussions.unity.com/t/audiomixer-setfloat-not-working-when-loading-object-reference-to-audiomixer-with-addressable/1521009
https://issuetracker.unity3d.com/issues/audio-mixer-does-not-change-volume-when-lowering-volume-on-an-audio-mixer-loaded-from-assetbundles
https://discussions.unity.com/t/audiomixer-setfloat-doesnt-work-on-android-works-in-editor/941141
https://discussions.unity.com/t/audio-mixer-snapshot-transitions-doesnt-work-on-android-devices/634265
https://discussions.unity.com/t/audiomixer-snapshot-transitionto-does-not-working/863667

hasty portal
fading jacinth
#

Leaving here just incase anyone didnt see this, some useful information

https://www.youtube.com/watch?v=2J0kDtUGlrY

In today’s fast-paced gaming world, optimization isn’t just an option, it’s essential. Whether you’re targeting the web, pushing the limits of XR, or reaching millions on mobile, the tools and processes to identify and fix bottlenecks are similar.

In this video tutorial, we will show you how to profile non-optimized VR games built in Unity 6 th...

▶ Play video
glad iron
#

Hello @everyone,
Does anyone have an idea about how to implement screen recording in Unity during runtime?

worn ferry
#

Does anyone know any temporary solution for this issue related android build/patch:
https://issuetracker.unity3d.com/issues/mac-android-file-build-and-run-fails-with-a-prompt

UnityException: Error The destination path '' collides with existing folder. Please delete '' before retrying the operation.
native jolt
#

I cant get unity to run on mobile even though its being detected

#

ive got unity remote open on my phone, usb cable plugged into a port

#

i also installed itunes and authorized my pc

peak tartan
#

I installed Unity Ads to put ads on my game, everything works fine until when building the version the following error appears, I searched for tutorials and everything and I couldn't find anything, the gradle fails and everything is correct as it should be, I tried creating other projects and the same thing happens, please help me

quick panther
#

You're using unity 6 which uses a newer version of gradle with a couple of changes

#

Are you on the correct version

peak tartan
quick panther
peak tartan
# quick panther

Where do I download that version? It doesn't appear in Unity and I can't find it on the page you posted, sorry.

quick panther
#

Lemme see

peak tartan
quick panther
#

Unity
The page is just a list of compatible versions

peak tartan
quick panther
#

Here

peak tartan
#

download this version? 4.12.4?

quick panther
#

Hmmm, unsure
Newer versions may be better or may have some bugs
Check the changlogs and see if there's some known issues column. Choose the version which seems the most stable for you. Check if there are some bugs which don't matter much for your use case

peak tartan
#

OK THANKS

quick panther
#

Yw 🙂

peak tartan
# quick panther Yw 🙂

I upload the file but it is not detected, I restarted Unity and tried other versions but I don't know if I'm uploading it wrong, should I download the 3 files that are on Git Hub or should I just unzip and place the first one? although it fails as I mentioned

peak tartan
#

I download these 3 files, right?

#

What do I do with the sources folder? The gradle and other things are inside there, but how do I load it into the project?

quick panther
#

Oh

quick panther
#

And maybe you'll get to download the preview version of the plugin

#

This is one of the reasons why I am not using the latest lts rn and am on 2022 instead
Unity 6 is very new and many plugins would take some time to properly support it and come out of their preview release

peak tartan
#

I'm thinking of lowering the version of the game to the available ones and that's it.

#

Thank you very much Jimmy from The Office, hahaha, thank you very much for taking the time to answer me and also trying to help me with this, if I find a solution that works for me (basically I'm going to downgrade the version and try) I'll let you know, thanks

mighty patio
#

Hello, any1 knows if the is way to mute ads using unity levelplay(ironsource)? im using IS/Unity/Admob adapters.

sacred jasper
#

also i installed SDK with unity editor just yesterday so i dont know how it's outdated

north thunder
#

Hey all, any one should suggest me what should be the ideal size of addressable for mobile, specially for the large scene.

peak jasper
#

Hello, i plan on buying my first ever Mac one of these days. I've got my eye on the $1,400 base macbook pro m4 model on amazon, it's $200 of msrp. Should i order that or wait for black Friday?

raven edge
#

hello ,
am trying to build my game and i get this error , the plugin already in the "Build.gradle" file but i still get the error that it cannot find the plugin , i try different version of the plugin its the same error , i find people that for some reason it work find after they use VPN and turn fire wall but didn't work with me , i try other solution too but nothing work
thanks

native nacelle
#

Question: I want a really small game (match it) to be playable by other people. Don't want to deploy to mobile stores bcuz IOS is a hassle (I dont have a macbook and cloud building seems like a hassle for this small experiment) and I dont want to pay for playstore license. is WEBGL a good choice for this? will it work on both android and IOS browsers?

sleek eagle
sleek eagle
native nacelle
brave echo
#

Hey i have a question so my render texture works fine in my editor but when i tried to build it for my android my render texture became black for some reason, is there anyway to fix this? is my setup on the android build is wrong?

fallen compass
#

is there anyway to fix this? -> yes.
is your setup wrong? -> you haven't shared anything, so no one can tell you.

brave echo
#

right sorry this is my setup for the render texture then i just attach this to my raw image

#

and when i tried to build it its black on my android

fallen compass
#

and what did you find when you searched google?

brave echo
#

Depth Stencil Format to D16_UNORM, previously my option is None but still not fixed the black render texture

fallen compass
#

got any post processing?

brave echo
#

in my project no

#

do i need to use post processing for this?

fallen compass
#

no, of course not 😄

brave echo
#

oh okay

fallen compass
#

I remember having an issue with things being black on Android, because of post processing (render textures weren't involved). Was going to suggest disabling PP as a test

brave echo
#

ah i see im not using the post processing for now so it might be different issue but same problem xD

fallen compass
#

nah, different problem - it was years ago, so IIRC, the problem was with AO

brave echo
#

ah i see okay

sacred jasper
rain leaf
brave echo
peak tartan
#

the gradle.bat file is not generated when opening the project which causes gradle errors, and precisely with those errors I cannot implement ads, I tried to change the version to create new projects and it still doesn't work, and I tried to create the gradle.bat but since they are temporary files, when closing the app that created file is deleted, could you please help me solve this problem? attached gradle error

#

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/2023.2.20f1/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:8.4.0;com.google.android.gms:play-services-ads-identifier:18.0.1;com.google.android.gms:play-services-basement:18.1.0;com.ironsource.adapters:unityadsadapter:4.3.43;com.unity3d.ads:unity-ads:4.12.3" "-PUSE_JETIFIER=0" "-PDATA_BINDING_VERSION=7.3.1"', CurrentDirectory='C:\Users\MATIAS\PLATAFORM GAME\Temp\PlayServicesResolverGradle', Native error= El sistema no puede encontrar el archivo especificado.

peak tartan
clear sandal
#

guys I have problem something on my Android or unity, when I build the game for android it is not opening on the Android 13 but it is opening 14 so how can solve this probelm?

worn cave
#

Hello, i am having an issue using unity with ios native app.
Basically I have an IOS app, and there is an button lets say lauch unity app using which a user can switch or lauch the Unity app activity. Then from unity app there is a button saying lauch native app, using which user will switch back to ios native app.
Anyone having similar exeperience?? Please help me to sort this issue 🙂

#

Currently I'm using this code in unity, please tell me is this is enough or I need to do something else -
#if UNITY_IOS
[DllImport("__Internal")]
private static extern void SwitchToiOSViewNative();
#endif

verbal cypress
#

Hey all, i was thinking of publishing my game to the google play store and while making an account it says if I want to monetize my game my FULL LEGAL NAME AND ADDRESS is shown on my public profile??????? Does this mean i can't have ads in my game unless I want to tell the internet where i live?

narrow yacht
#

Is there any way I can build my project for ios on windows?

sacred jasper
fleet zealot
#

you cant

brazen birch
#

Also, pretty sure they need that info regardless of monetization for the store page.

verbal cypress
verbal cypress
brazen birch
verbal cypress
#

:(

#

I guess Ill stick to publishing on itch io i guess dang

brazen birch
#

Itch is awesome - we do well with it

verbal cypress
#

yeah i've been on there for a bit, but thought I could reach more people by publishing on the play store

simple nova
#

Hey, i dont know how to have a responsive ui on mobile and tablet, can you help me please?

gaunt gazelle
#

Hello, any idea why Ad delivery was disabled on one of my project?
I can't enable it back

sleek eagle
north thunder
#

Anyone please explain me why its taking much GPU(Scene has only Terrain).

sleek eagle
#

Lowering terrain details and settings also helps, but it will still be heavy for sure

north thunder
sleek eagle
#

Grass, depending on how it is rendered, causes a TON of overdraw. That's why many mobile games dont use it or use a very advanced mesh based grass system. Planes with alpha textures probably will destroy performance on most phones

#

If you only taget high end phones, you can use terrain with it's grass. Then lower the terrain quality and accuracy and the grass density (and size).
If you also want to support low end devices, maybe reconcider the tech you use for terrains

north thunder
#

Yeah! agree.

#

Just curios to know how COD, how they rendered vegetation for mobile?

sleek eagle
#

COD not sure. If they render a ton (like BoTW) they probably used simple meshes and maybe alpha textures for up close.
Arola on YouTube has a playlist for performant grass rendering!

sleek eagle
gaunt gazelle
# sleek eagle Try the forums

I've sent a ticket, but I wanted to know if someone already had this problem, it look like others on the forum experienced it as a form of terms of service violation, and it was a false positive.

rapid cliff
#

Any idea why it wont build ?
Im trying to build it for Android ( building an apk ) but I keep getting this error

simple nova
sleek eagle
sleek eagle
fallen compass
#

It won't be a bug. it will be something wrong with the setup.. most likely gradle build fail

fiery estuary
#

Hello, I want to know, how can we do memory profiling while running game on iOS?

#

@fallen compass

ripe gyro
#

I get an error on launch Android build on device.

Can't load library: dlopen failed: library "libmagtsync.so" not found
#

I really don't understand what is going on and how to fix this, someone can help with this?

#

Target SDK is 34 and Minimal API is 27. Doesn't matter what GAPI I use, same result with OpenGLES or Vulkan.

#

I use Unity 2021.3.35f1.

quick panther
#

Or maybe instead of using a quad, I could use a custom mesh with a few extra verts to decrease overdraw

#

And what's the most performant transparency for this purpose

sleek eagle
karmic rivet
#

In Unity 6 Firebase 12.4.1 and Google Admob 9.4.0 are not working together, gradle error occurs. "WARNING: minSdkVersion (23) is greater than targetSdkVersion (9) for variant "debug". Please change the values such that minSdkVersion is less than or equal to targetSdkVersion.
WARNING: minSdkVersion (23) is greater than targetSdkVersion (9) for variant "release". Please change the values such that minSdkVersion is less than or equal to targetSdkVersion."

tired lily
#

that says warning

karmic rivet
tired lily
#

find out what the error was

karmic rivet
#

What? @tired lily

tired lily
#

look in the console for what the gradle error was

shy geode
#

Greetings,
I was trying to create a new android build for my project and it fails with the following exception

Execution failed for task ':launcher:compressReleaseAssets'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
   > Required array size too large

My previous build was 2,37gb in a single apk file that worked. I know there used to be a 2gb restriction but as that worked I thought this restriction would have been lifted.
The build is not for the google play store.

I've tried to read up on that matter, but there aren't much information. Other people had single assets which were bigger than 2gb that caused that problem. But I don't have a single large file. I have lots of small files.
I can't/don't want to compress the content any further than it already is.

If someone has a Idea I would really appreciate it.

Kind regards.

turbid idol
#

hi all. I am experiencing a black screen on the first scene on android. but only on some phones. I can load a different scene when I guess my way though the scene button but when I return to the main scene it is black again.

stray fable
#

Hello guys, i am totaly desperate. I am trying to build APK, but I am getting error "Gradle build failed". I've tried to uinstall unity, change different API, different location for unity, few tips on internet and nothing works. Thank you for any tips.

analog plover
#

Show the full text of the third error

stray fable
analog plover
#

The error is "Failed to load native library 'native-platform.dll' for Windows 11 amd64." Google that and there are a couple of solutions (mainly finding and deleting the .gradle directory)

stray fable
#

dont have .gradle directory, some ppl refer to C:\Users\UserName.gradle , but i dont have .gradle

stray fable
#

Solved by creating Desktop shortcut with :
D:\Unity\UnityEditorData\2021.3.45f1\Editor\Unity.exe -projectPath “C:\UnityGames\minifantasyv2” and set run as administrator

grand dove
#

Hey guys, my build is stuck at this stage, happened to anyone?

quaint jay
#

Do Button OnClick functions not work for mobile?

#

I tried to mess around with mobile for fun

#

And fow input I'm just using buttons and OnClick

#

But none seem to work?

#

Maybe I'm stupid and missing something obvious idk

lucid shuttle
#

Hello, have you tried implementing Apple Sign-In and Sign-Out, and then signing in again? I have successfully implemented the Sign-In functionality, but I am unable to allow the user to sign in again after logging out. I am signing the user out using the following code:
AuthenticationService.Instance.SignOut(true);

upper willow
#

Hi guys, anyone had trouble with assets not loading properly on a mobile browser for a unity webgl build?

odd arrow
#

@upper willow Also don't cross-post.

upper willow
fallen compass
iron acorn
#

As I said in the other channel, provide the error details. Click the message(the one that is highlighted now for some reason. That should change the text below.

keen gale
#

What distribution portals are people using to get builds into testers hands? In particular how people are handling feature branch building. I've previously used AppCenter but it is being retired in March so am looking for an alternative. I'm trying out Firebase Distribution but don't see a solution for how to handle feature builds (where my build system, Jenkins, starts the build numbering again from 1) as it doesn't allow the same build number to be reuploaded (even if it is a different build)

brazen birch
# keen gale What distribution portals are people using to get builds into testers hands? In ...

Im hoping to look into this in January, right now we use the official Google play testing and Apple testing. We did use app center for a long time but it just confused our clients

https://github.com/significa/app-distribution-server

GitHub

Simple, self-hosted Android and iOS mobile app distribution server (for IPA and APK files). - significa/app-distribution-server

#

But we also barely need to support apple

solemn bridge
#

Hi, i need urgent help in building an apk for my game. please lmk if you can help <3

grand windBOT
urban barn
#

Hi, I want to add a google play authentication to unity, which requires client secret, except google play doesn't create a secret for games and now I'm stuck on what to do

tired lily
#

use a web application credential

urban barn
#

I can't change it, it's bound to Google Play listing

tired lily
#

yes you can, you can create whatever credentials you want in the associated google cloud project

urban barn
#

Except the google play console automatically assigned one which I cannot change and is bound to it, if I create another one, my achievements, leaderboards, etc. Won't work

tired lily
#

? you can change it, you can delete it, you can add more credentials. What are you looking at?

#

you just need another credential for whatever third party api is authenticating your sign in

#

Play games services > setup and management > configuration > add credential, click game server, set your oauth client id, done

#

you lose your achievements and stuff only if you delete the play games services project itself

trim tree
#

Hi, do we have command for adb logcat to show line of code and filename where the log/error executed? I find it hard to believe such tool omits useful info. It just spits out log/error messages yet does not show the line of code where it happened.

#

Or, I'd rather get logs from the editor console itself after running the build to the connected phone. But I somehow forgot how to do this and I get nothing from it.

tired lily
#

are you looking at dev builds? there's an option in player settings to include stack trace. For the editor, install logcat package and connect to your device when it's running a dev build

trim tree
#

Yep, dev build checked/enabled in the build settings. My stack trace settings look like this:

#

Do I need to check all of them as full?

tired lily
#

did you try connecting the editor console to the app instead of logcat? you should be seeing stack traces

trim tree
#

Yea, seems like my editor has been acting up even after restarting. It connects but disconnects immediately. This happened before, but I lucked through it after a day.

limber crown
#

can someone help me with this error. trying it for 3h now to remove it

limber crown
#

Please I cant uplad my game if I dont fix that

brazen birch
# limber crown Please I cant uplad my game if I dont fix that

There are a lot of ways in fix this. The laziest / quickest will be to install an editor with the defaults for the android runtime. I'm assuming you haven't overridden the android configuration? In which case, assuming you are using say Unity 2022.3.7, I'd suggest upgrading to only 2022.3.8. Some really minor revision. That way you reduce the risk of something breaking. (Back it up, use source control, just in case of course)

#

The long answer would be to manually install ADB and gradle and make sure they are the correct versions. But usually unity bundles those with it, and it's just easier for new users to version update.

It's wise to update to the latest LTS, but riskier than a very minor bump.

#

Their android support has been pretty bad over the last 3 years or so.

limber crown
urban barn
brazen birch
# limber crown

Yup that's it, usually all you need to do. If it doesn't work after that wr can take a peek at your config files

brazen birch
# limber crown which config files?

Once it's installed, if it doesn't work right, I'd take a peek at Edit > Prefences and see what the android build paths are set too. They should be checked and say automatic.

#

Doing it from memory though so it might not be exactly that

limber crown
tired lily
urban barn
tired lily
#

so a server will be authenticating the sign in credentials. You need a server credential to do that

limber crown
#

@brazen birch

light ocean
#

guysssss

#

please help meee

#

i dont understand unity

#

im new to it

#

and im triyng to create a script but howww

odd arrow
light ocean
#

im new

bleak stump
#

Hello guys please which ad network that I can use to monetize real money skillz games ?

bleak stump
idle rampart
#

hehe the most evil app in the makes 🙂

summer pewter
#

Hey guys does anyone know how to setup unity ads in a mobile application? If so could you please message me! I am looking for some help

ember jetty
#

My Unity games does not recognised as a game on my Android mobile.

The Android have a game booster which gets activated when playing any game. But it does not gets activated for my Unity game.

I have modified manifest file and placed game in a category but still it does not work.

My game is also published on play store and it also does not work.

How can I make my game categorised as a game?

young hill
#

can anyone help with getting my unity game to run on the android studio emulator? i tried various things, such as exporting the apk (i got INSTALL_FAILED_NO_MATCHING_ABIS) and exporting it to a project which is just giving me "unavailable on device." all im looking for is a way I can have my game run on the android studio emulator, nothing more. i also have no idea what an sdk or jdk is so if anyone knows how to set them up (i already downloaded android 15.0 api level 35), both within android studio and within unity. i also haven't set up a keystore but i am not looking to publish this app anywhere so would that be a problem? thanks in advance to anyone who can help me in any way

#

if any other information is needed please feel free to ask

limber crown
#

I have a simillar problem

#

@young hill

quick panther
raven edge
#

i get this error when am trying to build my game

"DirectoryNotFoundException: Could not find a part of the path 'D:\Unity\GitHubProjects\xxxxxx\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\build\outputs\apk\release\launcher-release.apk'. "

am using unity 6000.0.28f1.

twin flare
#

bro why Unity use c drive space

#

give me solution

raven edge
# twin flare bro why Unity use c drive space

you can change the install location in unity hub for unity versions , and change the location for project when creating a new project , or you can manually change the location and use "Add" in the unity hub to add the location of the project

brazen birch
#

Even if you don't want to reconfigure the install location, you can move any folder you want to another drive and just symlink it. mklink /d folder destination . And it will let you keep the old folder structure valid with the content on another drive.

#

I encourage doing that at the very least with the AssetStore in roaming, as well as the Editor folder, if you can. Both will constantly grow.

left edge
#

Hello, I'm setting prices for my IAP and subscriptions on appstore and google play. I set the base price in US and let the stores automatically convert the prices. The prices are different between the stores (google play more expensive) and the prices changes each day.The app is using localizedPrice so that the price displays the cost based on the country-downside is that I'm charging the user different prices each day other than the based price in US which stays the same. How should I be setting the prices in the stores so that it doesn't change each day?

spiral cradle
#

hello, does anyone know of any way to get the camera feed off an external usb camera? right now unity only gives me access to a device's native cameras

limber crown
#

I have problems with API 35. I need a .app datei for my game but I coudnt build it.

clever terrace
#

Hello guys, anyone here ever try to build IOS with GoogleSignIn plugin? It gave me an error like this. I tried every solutions in the github but no luck. I'm building it through windows and open using xcode through Mac

#

Due to google migration to the new sign in

#

What i've tried

  1. Change podfile google sign in version to < 5.0.0
  2. Change dependencies.xml
clear sandal
#

hello guys

#

I am facing burst error while building the game

sleek eagle
#

Share the error @clear sandal

clear sandal
#

okay wait a minute please

fallen compass
#

Here's what to do when asking questions 👇

!ask

grand windBOT
clear sandal
#

like that

clear sandal
# clear sandal like that

I developed the game on the 2023 version but I faced with gradle error, so I changed version of unity to 2021 and now I am facing with this error

fallen compass
#

You need to click each error, read the stack trace and find the actual useful bit of information why the build failed

#

then google that to hopefully find a fix

clear sandal
#

But I am using default ndk

#

I put ndk of the version 2023 it did not work again

#

Actually ndk of version 2023 did not for 2021

#

So it did not work

fallen compass
#

seems like you're just pissing about trying random things that you think up, rather than have found the actual problem and google that

#

I'd undo everything, go back to 2023 and fix the gradle error

#

well, update to Unity 6.. as 2023 is no longer supported and 6 is the 2023 LTS renamed

clear sandal
#

But I could not solve it

#

But sometimes I did not face gradle error

fallen compass
#

Gradle is a fucking pain in the arse

clear sandal
#

Yeah

#

I faced with gradle error on unity6 too

#

At the end I want to try 2021lts version and now burst error appears

fallen compass
#

the burst isn't relevant usually

fallen compass
clear sandal
#

Thanks a lot 🙏

fallen compass
#

You're looking for something like

A problem occurred evaluating project ...
> Failed ```
umbral cosmos
#

Just published an iOS game, my first. I wanted to run through the process of publishing and monetizing using LevelPlay. OMG. LevelPlay is convoluted. I managed to get IronSource Ads working but can't seem to figure out how to get UnityAds running. I have integrated the Ads, updated my info.plist as the cloud dashboard suggests (it still shows the plist is not correct even though it's updated) and still nothing. Anyone have any insight on LevelPlay monetization?

Here's the game:
https://apps.apple.com/us/app/simemory/id6738001824

App Store

‎Simemory is an endless puzzle game that constantly tests your ability to remember colors and patterns! Playing this game consistently will help improve short term ability to recall information.

old onyx
#

Im new ro building to ios, and I'm getting this on xcode when i run my game (it crashes)

neon ibex
#

Hey I have a problem emitting socket events from iOS.
on Mac/Windows the events are being emitted just fine, but when I test on iOS it wont send anything. even though I can see the socket is successfully connected to the server (no errors on the client or server)

anyone have a clue?

My socket class https://codeshare.io/ON6Jz0

lapis umbra
neon ibex
lapis umbra
neon ibex
lapis umbra
neon ibex
#

didnt help 🥲

jade lagoon
#

Hi everyone, i'm trying to update my application currently targetting Android 13 to Android 14 and i'm having big troubles while trying to build on an Android 14 device...
The game is build on an Android 13 device and it works really fine but sadly for Android 14 the application crash at start and this message is shown in the logcat ;
Attempt to load writable dex file: /data/user/0/defaultCompagny/cache/app_resources_lib.jar

I'm using Unity 2022.3.41 LTS
Can someone help me understand this one please ?? (I can provide more informations on plugins, etc if needed)

neon ibex
rapid cliff
#

Hi, quick question, I am working on a mobile app for a project and I'm having a problem with the UI, I cant click on the buttons, is there something I should have done to make them work? Or should I just recheck what I did and see if I broke it along the way?
Note: I am also working in an XR environment so maybe something to do with a script that instantiates a prefab on a screen press?

rapid cliff
#

(Did a quick check with the "Highlighted / Pressed" colors and it doesnt even see the button)

urban moon
#

Someone has a clue about this build error ? Updated the play games plugin and the unity version 22.03.36f -> 22.03.54f.

urban moon
#

If someone have the same issue i had to change the min api level from 23->24.

willow turret
#

Hey guy's, i ran into this problem & idk what i did!

flint coral
#

Dears, what is the best screen reader accessibility solution for Unity 2022? Unity 6 have builtin support but I'm completely unable to update Unity version.
There is a way to port the Unity 6 accessibility plugin for Unity 2022?

tired igloo
#

Hello,I’m new to unity and I’ve done the junior programmer pathway and I’d like to go further because I feel like I didn’t learn that much and especially into mobile game,coudo you please tell me if there’s a such pathway or course

sacred creek
cursive roost
#

is there anyway to find out the player forcibly quit your application on android ???

#

OnApplicationQuit() doesn't work

pulsar isle
urban moon
jovial canopy
#

Install new API level

urban moon
# jovial canopy Install new API level

I have solved the issue already by increasing the minimum api level, android 6 to android 7. Which seem to be necessary now for firebase, play games... My target sdk is already latest - 35.

hollow kettle
#

Hi

flint coral
sacred creek
#

Makes sense.

hollow plaza
#

does anyone know why android NDK didn't install when installing 6000.0.32f1?

odd arrow
#

See logs for exact reason. To minimize conflicts during install follow this checklist when !install

grand windBOT
#
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
peak tartan
# odd arrow See logs for exact reason. To minimize conflicts during install follow this chec...

I'm on unity version 6000.0.28f and gradle fails, I searched for videos and more and didn't find a solution, I think iron source also fails, it's kind of complicated to explain but when I build the project it gets stuck loading a scene, I attached a photo there, and something about android dependencies appears (it doesn't load the image correctly but it did before, I attached an error there) and I can't build my project, I implemented ads in the game and they don't work either because of the gradle failure, what solutions are there? I asked and searched on redit, reinstalled and tried with other versions, deleted and even created new projects and nothing. I think the error is in the gradle generation, the resolver forcing files and more doesn't work either, I've seriously been struggling with this for a month and I don't know what to do

peak tartan
odd arrow
hollow plaza
raven cloud
#

would anyone know how to fix "Unable To Create Project"

#

nvm i fixed it

jolly forge
alpine grail
#

anyone know why when asking for the localized price from the app store via "m_StoreController.products.WithID(IAP2.Id).metadata.localizedPrice.ToString();" results in getting USD 0.01 one on scene and getting the correct price in another?

#

same code used in both scenes to initialize IAP stuff and get the price, but one scene gets the correct price and the other fails

alpine grail
#

null reference exception when on an actual mobile device, 0.01 pricing in the editor despite it working in the previous scene on all platforms

#

is it possibly because ive already initialized the m_store controller stuff and i dont need to again?

jovial canopy
peak tartan
jovial canopy
#

Looks like you're using ironsource

#

Your solution is in this video

#

#unity #unitygamedevelopment #unityads #admob #applovin

"🎮 Master Unity Level Play Integration with AdMob, IronSource, AppLovin, and Unity Ads! In this tutorial, we'll guide you through a hybrid setup, combining waterfall and bidding strategies for maximum ad revenue. 🌊🏆 Whether you're a beginner or pro, follow along easily and supercharge yo...

▶ Play video
peak tartan
#

THANK YOU VERY MUCH, I WILL WATCH THE VIDEO LATER AND I WILL TELL YOU IF IT WAS USEFUL TO ME

cosmic crow
#

Hello guys! So I have been trying to build my game for Android, and apparently it keeps showing me this error. Does anyone know why this is happening?

rose moat
#

Can anybody setup IAP and ads in my live mobile card game. I can pay

atomic quarry
#

Can anyone help with build errors please?

analog plover
#

Show the third error in full

atomic quarry
analog plover
#

Update the editor, 2022.3.8f1 is 47 versions behind the most recent. That should be fixed in the newer versions.

atomic quarry
analog plover
#

Yes

atomic quarry
#

:/ i had issues when i tried that last time but guess if theres no other way to fix it then ill try again

atomic quarry
analog plover
#

The latest 2022.3

atomic quarry
analog plover
#

That's 2023

atomic quarry
analog plover
#

The latest 2022.3. If you're far into making the game then it's better to stay on the same version. Don't use 2023, it was renamed to 6 so the latest versions of that are on the Unity 6 tab. And use the Hub to install the editor, it'll automatically suggest the latest version and you can install the Android packages at the same time

atomic quarry
#

gotcha thankyou!

#

i got 2022.355f1

young ginkgo
#

yeah if you change editor version

#

you have an higher saved veriosn then the one you want to launch with

cedar dagger
#

I’ve installed the four LTS editors (2021,2022 and two Unity 6 versions ) . Anytime I want to build for android it shows the same error.” Gradle failed, check console for details “). The only editor that I’ve ever used to build for android successfully is Unity 2023 which doesn’t have an LTS version. I’m trying to make an android game right now but I have no way to build. For all the previous editors, though I installed them through Unity hub,I still try to manually add the modules but to no avail. Please is there any Unity 6 editor that has a functional android module component? I have Unity 6000.0.27f1 installed

analog plover
#

You'll have to check the console to see the more detailed error message

atomic quarry
#

So when making a build for mobile game I know how to put the game on my phone, but how would someone that is playtesting useing the build file and put the game on their phone to test?

neon thicket
#

Note that for Android, there's now a minimum tester requirement of 12 devices before you can release the app publically.

atomic quarry
#

Okay So i dont have to play for the developer mode ?

neon thicket
#

I don't know what that question means

atomic quarry
#

Someone else told me I needed a developer account that allows you to upload games to that OS, and I heard that cost money

Whats the app called for android?

neon thicket
#

You have to pay for both an Google Play developer account (one time) and for an Apple developer account (annual).

atomic quarry
#

thankyou

pearl marlin
tulip comet
#

better to create one road mesh or having multplie planes collected and static batched? for mobile low , im currently using mutiple planes for roads , and build gives combined mesh , takes space , i wannalower it

vast stirrup
#

DllNotFoundException: Unable to load DLL Adaptive Performance Terminal Head Room
My game in Android shows this error!!
What is the reason and how can I solve it?
Please help, thank you

hidden terrace
hidden terrace
warm ore
#

how to avoid this crash

rapid cliff
#

Hello, I would like to add a text box input in my mobile project.
My current plan is:
You click inside the prompt box to start writing -> phone keyboard pops up (I'd rather not implement a separate app keyboard if possible) -> introduce text -> On "Enter" or UI button press start a function with the text from the box

I think the "call function" part can be done with OnEndEdit from the input box but Im having a bit of trouble finding how to get the keyboard.
(Im currently working on pc so I'm not sure if I even have to call for it or it automatically pops out when I touch a text prompt)

analog plover
#

It does pop up automatically

raven cloud
#

would anyone know how to fix getting 'Type Mismatch' whenever i drag a GameObject from a prefab to this in the inspector? ive tried just having this game object in the scene but im getting the same error.

raven cloud
brazen birch
#

I.e. if it is a List<RigidBody> but you are dragging in a <GameObject> that doesn't have it.

Can you share the code for the declaration of the List?

raven cloud
worn cave
#

Hello, does anyone have experience working with sqlite for both android and ios platforms??

vocal reef
#

Idk if this is the right channel but how would i make my phone recognizable by unity remote section in the editor?
I have dev mode on, usb debugging and my sdk checked but stil nothing

raven cloud
#

anyone know why i cant drag a gameobject with the class "Menus" onto this class in the inspector? (this is a prefab and i cant drag a camera gameobject to this in the inspector either)

using System;
using System.Collections.Generic;
using Photon.Pun;
using UnityEngine;

public class PlayerInputs : MonoBehaviourPunCallbacks
{
        public Menus menus;
        public GameObject camera;

        private void Update()
        {
                if (Input.GetKeyDown(KeyCode.Escape))
                {
                        openMenu("mainMenu");
                }
                else if (Input.GetKeyDown(KeyCode.E))
                {
                        openMenu("inventory");
                }
        }
        

        public void openMenu(String name)
        {
                bool isActive = menus.getMenuByName(name).activeSelf;
                
                if (isActive)
                        Cursor.lockState = CursorLockMode.None;
                else
                        Cursor.lockState = CursorLockMode.Locked;
                
                Debug.Log(isActive);
                
                menus.getMenuByName(name).SetActive(!isActive);
        }

        public override void OnJoinedRoom()
        {
                base.OnJoinedRoom();
                
                camera.SetActive(false);
                menus.getMenuByName("connectingMenu").GetComponent<Menu>().getChildByName("connecting").SetActive(false);
        }
}
fallen compass
minor hemlock
#

UnityException: Android SDK not found Unable to detect SDK in the selected directory. C:\Program Files\Unity\Hub\Editor\2022.3.5f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\latest\bin\sdkmanager.bat does not exist. Android SDK command-line tools component is not found. Make sure "Command-line Tools (latest)" is installed in the SDK manager. If command-line tools are installed, but this message is still shown, please restart the Unity editor.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Got this error idk how to fix it pls help

raven cloud
tepid python
#

im wondering iff there is any way to make use of the "show over other apps" feature on android and have a unity app with a transperant background that is click throughable

sacred creek
#

And do not cross post

thin token
#

Hello! I have an android unity question about deep linking / app linking:

I'm setting up my androidmanifest to have the intent filter to be able to handle deep links, but I'm seeing two activities in there, a .UnityPlayerActivity and a .UnityPlayerGameActivity. Does anyone know the difference between the two and/or if I should be putting the intent filter in one or the other or both?

thin token
#

nevermind just realized that which activity is used is set in the player settings when there is a custom manifest, and that the unused activity should be removed from the manifest

vast stirrup
#

Title: Scene Appears Completely Black on Android Build Despite Correct UI Rendering in Unity Editor

Description: I have encountered an issue where my game's scene appears completely black when built for Android, even though the UI elements are present. In the Unity Editor, everything renders correctly. Notably, my scene does not contain any 3D objects or lights, only UI elements. Previously, I was able to build for Android without any problems, even without adding a camera to the scene. However, now the entire screen is black on Android devices.

Steps Taken:

Verified that the UI elements are correctly set up and active in the scene.

Checked Player Settings to ensure that Graphics API and other relevant settings are properly configured.

Attempted to add a camera to the scene and adjust its settings, but the issue persists.

Verified that the Canvas settings are correct and that the Render Mode is set to "Screen Space - Overlay."

Questions:

What could be causing the scene to render as completely black on Android when there are no 3D elements or lights, only UI?

Are there any additional settings or configurations that I should check to resolve this issue?

Could this be related to changes in Unity's handling of UI rendering in recent versions?

Thank you for your assistance!

#

Well, I built it for Windows and everything worked fine

#

What is the problem that everything is black in Android?

past turret
#

Hello!
What could be the cause of this ANR? (Android)
I am using Unity 2021.3.29f1 and I am getting this ANR nonstop.

chilly summit
#

Can someone help me with something? I made movement buttons for mobile and the Player even walks, but it doesn't do the animation, but when I leave the game on and change something in the script and finish compiling, the player starts doing the animation out of nowhere.

#

and when I stop the game and play it again it stops doing the animation

pearl marlin
mint gull
#

Hi all I am building a game for my goole pixel pro 7. I am using unity 2022.3.44f I have it hooked up via USB and testing and it works fine, but when I build it, The left right joystick movement is not working and also the projectiles do not move either. The enemy ships fire the projectiles and they just appear static as do the players projectiles. Any ideas why?

cedar dagger
#

I have this error. Whenever I start building, after about 20 seconds the build fails for no reason any ideas on how to fix it? I’m using Unity 6000.0.27f1

pearl marlin
#

and dont use ur phone take a screenshot or use sharex to record your screen...

pearl marlin
mint gull
#

@pearl marlin I have not mate I shall

pearl marlin
#

very important first step 😐

mint gull
#

I only got this from the build in the console.

#

@pearl marlin I never sent a video by the way mate that was someone else

pearl marlin
#

ops mb 😆

#

reply it helps keep the chain

#

While the app is open, the "Editor" dropdown in the console lets you change it to view the android build logs

#

via USB or wifi if on the same network

mint gull
pearl marlin
#

It should show in the popup, if not enable usb debugging on the device

#

android logcat is better to use if the app crashes as it will let you see the crash dump info (gravestone)

mint gull
pearl marlin
#

e.g. error breaking stuff that only happens on device

mint gull
#

@pearl marlin Will do. I just made a new project for mobile and installed all the neccesary apk for android and selected my phones version. So i assumed this would work straight out of the box, my game is a very simple game as its my first game on mobile. Appreciate the help mate

pearl marlin
mint gull
cedar dagger
#

Must be an editor bug cause I’ve built the project once before and it worked

grim crest
#

Hey everyone, im currently on a problem and haven't found a solution to it by now. Im making a 2d android idle game prototype, my whole UI stuff is inside a UI Canvas set to follow the camera and scale with it, everything works absolutely fine. Now I also have some sprites outside that canvas so its not following the cam and stays rigid. Im not able to make any buttons or interaction based stuff on/inside those sprites, I tried adding UI->Button and also a Sprite with attached button
None fires

#

I tried adding a second canvas in Screen Space Overlay mode but with that the buttons etc are still attached to the camera and the canvas is like 500x sized to the actual cam and cannot be resized

#

Hope someone understands my problem and can help me :)

cedar dagger
pearl marlin
vast stirrup
# vast stirrup Title: Scene Appears Completely Black on Android Build Despite Correct UI Render...

If you remember, I had a problem when I was building for Android. The scene was completely black!!!
Now, after checking everything, I realized that the problem is with the localization package, and when I deleted it, the scene was no longer black. I myself feel that the tables I created are very heavy, and the init takes a long time, and the scene will not load until it is inited! !
What do you think? What should I do to solve this problem?

arctic marlin
#

I have a very weird bug.
A "StartCoroutine" with a IEnumerator doesn't seem to work on a specific phone only on the .aab build of google play
(the .apk version without google play does work!).

This build works for my phone and for the phone from my sister to download my game and play it via google play internal testing.

But the A54 phone from my mother doesn't. I tried to connect it with a USB-Cable to my PC but it doesn't want to stay connected, even after I enabled USB debugging together with the developer mode and I installed Unity Remote.

What seems to work are installing .apk on the phone from my mother but downloading my game from google play doesn't let one specific IEnumerator work I guess, because I made 2 test images that get enabled if a the specific if statement get reached, but only 1 of my 2 imaged got enabled on the aab. in google play, on the A54 from my mother, but it works on my phone and the one my sister have. we get both images enabled.

https://paste.ofcode.org/eg4Bvu7isw792y3umNqL9N

I also tried by the way to upgrade this version of unity "6000.0.24" to the latest "6000.0.32" but it did not changed anything.

iron acorn
#

As I mentioned many times so far, you should be looking at the console and/or using a debugger.

arctic marlin
# iron acorn As I mentioned many times so far, you should be looking at the console and/or us...

I cant connect the A54 to my computer it just dont want to connect, even with Unity remote installed Developer Mode enabled and USB debuggung enabled.

Not sure if "AntiAutoChangeFor_IsOn == false" is the issue bcs the apk file still works on the A54 and the .aab file work still on my phone and the one from my sister.

If this would be a timing issue, why does the .apk still work 100% perfect on the A54?

iron acorn
#

Also I'd recommend using the bon string variant of starting a coroutine. Check the docs.

iron acorn
iron acorn
iron acorn
arctic marlin
# iron acorn You should start from looking at the console log of the device.

I am not able to connect the A54 device to my PC to use Android Logcat.
so my only option is guessing what can causing it and making stuff in the code to see when an image appears with I did with the: _testGameObjectToApear1 and _testGameObjectToApear2.

When I made this script, I made a:

 private bool AntiAutoChangeFor_IsOn = true;
    private IEnumerator VerzoegertesAusfuehren()
    {
        yield return new WaitForSecondsRealtime(0.3f);
        AntiAutoChangeFor_IsOn = false;
    }

Because the toggle was always getting clicked by unity itself for no reason, when it was enabled this caused it to play the snd_ButtonClick audio and disabling the toggle.
When it was disabled it doesn't enables itself on, it only turns itself off for no reason.
This AntiAutoChangeFor_IsOn was giving it enough time to initialize everything and giving Unity not the possibility to enable the toggle by itself because after 0.3s unity was finished with all the initializations.

Anyway, even if I don't have this if statement to avoid Unity changing its state, I am still able to toggle it On and enter the game with the enabled state, even if it is very annoying that unity always switch the state without my permission.

iron acorn
arctic marlin
# iron acorn Then you should focus on getting your phone connected to the PC. How are you eve...

I uploaded the .aab to google play and the A54 phone from my mother is in the Google Play-InternalTesting Whitelist. So she can get an update but I also tried unstalling and downloading it (did not changed anything).

I sended her the .apk file on whatsapp and it worked. So I know its something realated with the .aab but only specificly to her A54 because my phone and the phone of my sister can handle the google play .aab

iron acorn
#

So you didn't even try connecting the phone to your PC via a cable/Bluetooth/wifi??

arctic marlin
iron acorn
arctic marlin
iron acorn
#

Then it's an issue with the phone port. Try other methods.

arctic marlin
# iron acorn Then it's an issue with the phone port. Try other methods.

The other method is to guess where this timing issue could be from?
I tried all the possibilitys to connect the phone with no success. so I only can test the games by sending the download link to my internal google play testing.

I tried adding an Image as gameobject and if it gets enabled, it means for me it reached the code and I found out that if 2 images one in the beginning of the TogglePressed Event and one inside of that AntiAutoChange if statement and only the image got enabled that was outside of the if statement.

So I guess it must be the AntiAutoChangeFor_InOn Boolean that doesn't get changed to false:

    public void HardcoreMode_TogglePRESSED()
    {
        _testGameObjectToApear1.SetActive(true); //THIS DOES enable a image in the UI to see if this line of code was reached.
        
        if (AntiAutoChangeFor_IsOn == false)
        {
            _testGameObjectToApear2.SetActive(true); //THIS DOES enable a second image in the UI to see if this line of code was reached.

         ...

("_testGameObjectToApear1" was enabled but "_testGameObjectToApear2" was not.)

iron acorn
arctic marlin
#

I will try it on monday, but for now I can't confiscate her phone again for testing.

iron acorn
arctic marlin
iron acorn
past turret
pearl marlin
past turret
pearl marlin
past turret
gaunt venture
#

Can anybody help me solve the error: "Failed to update Android SDK package list" in Unity ver2022.3.55f1...its been very annoying getting the same error everytime trying to build the project....

#

I did everything downloading the SDK from Android Studio, to reinstalling different versions of Unity with Android Modules but I am unable to solve the issue. of failed update Android SDK Package List.

misty stirrup
gaunt venture
dusky eagle
#

guys is anyone here have upload a game at playstore with the new term that need tester?

past turret
#

Hello!
What causes these crashes and how can I solve these?
Android APK.

iron acorn
grim crest
#

But how can i use gameobjects outside that canvas as a button and run a script

#

Like I have a room and a table inside and want to click the table to upgrade it

iron acorn
grim crest
#

Finally something i can work with, i will look that up. thank you!

sleek eagle
ancient badger
#

How's Unity 6 performance for mobile (Android) compared to prior Unity version? Are there any improvements or pretty much the same?

north thunder
ancient badger
north thunder
#

Well as per my experience if you are planning to run game on old devices then you chose any version of unity.

#

Because the feature like GPU Culling in unity 6 based on compute. which most of the low and mid devices does not support.

ancient badger
north thunder
sleek eagle
north thunder
prisma plinth
#

Why are some icons black squares inside android builds, but others aren't?

#

the only difference I can find between them, is that the broken ones are either RGBA8 sRGB or RGBA Compressed ETC2 sRGB, but the working ones are only RGBA Compressed ETC2 sRGB

#

also I guess the working ones are of resolutions that are NOT multiples of 4, curiously enough

#

but I'm not sure to what degree either of those are a coincidence

#

all of them have the following importer settings:

#

none have android specific overrides

#

I'm using built-in render pipeline

prisma plinth
iron acorn
prisma plinth
#

Should I put them into a resource folder, to fix the issue? Some that work, aren't inside a resource folder which is what's making this a weird solution

frank kelp
#

is this

#

actually better than just this one-liner?

finite terrace
#

I'm trying to get mobile ads working. I imported the Legacy Ads module. It's stating that Mediation (which I think is a separate package) is requiring the Mobile Dependencies package (although the documentation for the Legacy Ads indicates it's a dependency too). The thing is, I think it's stuck.

#

It's been at 0% for several minutes, and there's a Win32 exception in my console.

#

I've tried closing the window, but it just pops up a little later and stays stuck.

finite terrace
#

Ah, never mind, they fixed it for me in the #💻┃unity-talk forum despite telling me to come here. 😄

pearl marlin
#

was about to say, why are you using the legacy ads module 😐

#

Usually now we use LevelPlay (ironsource) or unity ads/admob/applovin direct

prisma plinth
pearl marlin
prisma plinth
cedar fox
#

im starting to dive into a mobile game, and im having trouble with getting my phone to show the editor. I have the project settings set up for any android device, I downloaded the unity remove app on my phone, and I have it plugged in (usbc-usbc). When I click play though, the unity remote app stays and I can only see the editor on my PC, any help ?

#

oh yea i also have the usb debug option on my phone from developer settings and Im starting to use Unity6

cedar fox
#

anyways, im trying to figure out how to move a player based off the position of the touch on the phone screen. Got a question though, because screen space is defined in pixels, I HAVE to use a raycast to figure out the position of where in the world its positioned right ? Cuz I can't use transform.position(touch.x, touch.y (//idk if this is exact just a point)), since if I touch on the extremes (2000pixels, 2000pixels), the player object would go way off screen

pearl marlin
wraith charm
#

Hello guys. Im needing some help here. I've got Unity 6 installed but i guess the android sdk that comes with it is incompatible.

#

So, i've downloaded android studio, the sdk manager

#

downloaded all the sdks

#

put in a separate folder, i try to browse

#

and nothing, unity doesnt recognize the sdkmanager file it's trying to locate

#

also tried installing the new cmdline-tools from the android site, and nothing also

#

I really need to get an App updated and this kind of problem are so frustrating

fallen compass
#

There's nothing wrong with the android dk's that come with Unity 6

wraith charm
#

then how come everything is outdated?

fallen compass
#

outdated and incompatible aren't the same thing

#

What is shipped with Unity is whatever is included, it doesn't change until they include a newer version in a release. You can use what is included with Unity

#

Building Android with Unity 6.0.31 right now

wraith charm
#

sure, im not arguing the semantics.

#

then how?

fallen compass
#

Looks like you either didn't install the android module (or all of it) via the hub, or something went wrong during installation

wraith charm
#

i did install the android module, what do you mean?

#

I'm installing another version of unity 6, lets see

pearl marlin
#

Isn't the included android SDK a separate option? Make sure it's ticked too if using hub to install.

rigid frost
#

is it only possible to build over USB for Android builds or could I do it over any alternative means? I have a short-ish USB cord is why i'm asking

iron acorn
rigid frost
hallow pasture
#

Suddenly it becomes happening when I'm trying build 😭

hallow pasture
#

It's happening even a new blanked project using diferent unity recently installed versions

pearl marlin
hallow pasture
#

no it's a brand new unity installation with a new project also, if I open a old working projects it happening also

pearl marlin
#

you need to also check the errors more carefully the main gradle one will have a lot more information in it

hallow pasture
#

yes are installed

#

was working yesterday, just stop after windows reboot

pearl marlin
#

go check for more info then in the gradle error (click log to see all its text)
you didnt upgrade unity version between then and now?

hallow pasture
#

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':launcher:compressReleaseAssets'.
> Multiple task action failures occurred:
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space
   > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
      > Java heap space

* 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 8s

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

I did everything possible in all forums in google search result nothing fix it

#

recently installed the last unity version with a new brand project from scratch, the errors persists 😭

pearl marlin
#

I think it ran out of memory due, perhaps from this
-Dorg.gradle.jvmargs=-Xmx128m

#

do you have a custom manifest or launcher template thats outdated?

hallow pasture
#

i was chaged yet to 4096 and 8192 also, still hapenning

#

btw in a empty project it's not make a sense!

#

it's crazy

#

😭

pearl marlin
#

err if AMPLITUDE_API_KEY stuff is something important you should create new keys, the text above included all your env vars... @hallow pasture

hallow pasture
#

i've tried it yet

#

i've tried use an old keystore file and a new one

#

I've tried build with no keystore also

#

I was open another working projects too

#

not works

open bolt
#

if you have google play app signing enabled, is it possible to make local test builds that connect to the play store? Or do you have to upload it every time to test things

hallow pasture
#

only local, btw it's happening in a new project also, it's not about playstore or unity, cause all versions that I'm testing with a new projects it's happening

open bolt
#

sorry, my thing was a new question unrelated to your stuff

hallow pasture
#

with custom keystore or without it

#

one day everything was fine, I just reboot my windows and it's happening for all projects

open bolt
#

maybe your computer's ram is messed up

hallow pasture
#

suddenly nothing was changed in project, unity config or installation

open bolt
#

maybe run memtest?

#

or possibly did a hard drive fill up?

#

and your pagefile is too full to run?

hallow pasture
#

so now if I'm commit my old projects it happening in other computers too, but only for projects commited by me, the other projects is ok in other computher

#

seems like a virus lol

#

it doesn't make a sense

open bolt
#

you said it's on an empty project? It seems like the apk size is too big, maybe

#

but that seems weird if it's an empty project

hallow pasture
#

yeah

subtle fiber
#

hey guys im really stumped im building my mobile game and i imported firebase everything is working i got it connecting to netcode but now when i go to build my project on my phone im having two main issues.

1- It keeps saying my sdk version is to low so i set the sdk in unity api to 34 seemed to remove the error but its showing duplicate kotin files from firebase.

it wants me to go into my build gradle and block the duplicate files from the firebase library but i cannot find my main build gradle i have like 6
i have them here but idk whats the main one i tried editing the one i thought was and nothing happens

open bolt
#

i seem to recall doing something like that in the past and yeah i just ended up deleting the duplicate folder in firebase somewhere and it eventually worked

#

which, not super helpful, but it's probably like some sort of library file

pearl marlin
open bolt
#

hmm i thought that might have been the case, but I'm having trouble getting the actual apk to upload over top of the version downloaded from the play store

pearl marlin
#

if you install via adb you get more information, its probably a signature missmatch

open bolt
#

yeah it is, though it's the same key

pearl marlin
#

you can probably remove the old version and use the new one safely. Or upload it to internal test and use it that way. Now i usually only get dev builds via firebase app distribution which seems to be reliable

open bolt
#

hmm i think when i tried i was getting an error from the play store saying something that I can't seem to find, but maybe i'll try again tomorrow

chrome haven
open bolt
#

oh right what happens is the local build ends up with Google BillingResponseCode = ItemUnavailable when i try to buy an item id from the store

#

oh right it's something where because this phone has multiple google play accounts installed, it's choosing the wrong one that isn't a tester as default since it's not installed from the app store

open bolt
#

ok so this is technically more of an android issue i think but in case someone has insight:

I have two accounts myAccount and companyAccount both signed in on my phone to google.

myAccount has my real billing and is the default google pay account on the device.

companyAccount is whitelisted for the google play store for an unreleased app.

when downloaded from the play store, companyAccount is correctly associated with the app, and works as expected.

When I make a local apk and directly install it, (i believe) myAccount is used instead, and trying to purchase anything gives an "Google BillingResponseCode = ItemUnavailable "error

Is there a way i can associate companyAccount as the account to use without setting it as the default for the whole phone and/or having to set up real payments on the account?

open bolt
#

an answer, i guess, is to add myAccount as a debug account too, though not an ideal one

steel crane
#

can someone help with building the project on apk format? I have big problems with the hub so I can't do it myself. Ready .unitypackage file

odd arrow
#

@steel crane Don't cross-post and this is a weird request as well. If you want to get help post errors.

tight sigil
analog plover
#

The non-ASCII characters in C:\Users\Matyáš cause it to fail. Put the project somewhere that doesn't have special characters in the path

tight sigil
#

thats weird because i have it in C:/Users/Public

analog plover
#

All kinds of libraries etc are installed in the user's home directory. You can see the error points to C:\Users\MatyßÜ\.gradle\caches\ ...

#

You might need to make a different Windows user that doesn't have special characters in the username

pearl marlin
#

that would be lame as id expect any semi recent compiler to not have such a flaw

brazen birch
#

It's been a problem for a long time (not entirely unitys fault, but their cross lang has always been rough). You can move that folder somewhere and make a symlink in the meantime.

solid herald
#

Hi
I'm setting up autobuild via gitlab for my ios project and encountered a build error in xcode via fastlane

“error: Driver threw unknown argument: '-enable-experimental-feature' without emitting errors. (in target 'VGSLFundamentals' from project 'Pods')”

Has anyone encountered any of these?

Link to fastfile - https://pastebin.com/dLZJQiny

sacred creek
pearl marlin
hallow pasture
#

Hi guys, a feedback with my gradle issue, only way yo fix it was formating my OS! 🤦‍♂️

dull mirage
#

I have saw this error for week 😭 ,Can you fix this error? Cause I can't send this build to my teacher.

fallen compass
#

WARNING: minSdkVersion (23) is greater than targetSdkVersion (9) for variant "debug". Please change the values such that minSdkVersion is less than or equal to targetSdkVersion.
WARNING: minSdkVersion (23) is greater than targetSdkVersion (9) for variant "release". Please change the values such that minSdkVersion is less than or equal to targetSdkVersion.

First thing to do is this, it is pretty clear what you need to do with it.

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

A failure occurred while executing com.android.build.gradle.internal.tasks.MergeJavaResWorkAction
com.google.common.base.VerifyException (no error message)

Second google this

#

@dull mirage ☝️

digital zephyr
#

has anyone used firebase for android on unity?

#

Im having trouble importing package
it imports incomplete package

tired lily
#

what version and what method are you using to import?

digital zephyr
#

im on the latest version of firebase which is 12.5.0
i tried earlier versions as well

im using import package under assets

digital zephyr
tired lily
#

6000.0.25f1 and 2022.3.10f1

digital zephyr
#

im using 2022.3.43f1
its not working on this

#

do i need to change any settings before importing?

tired lily
#

try the other install method, or using the same version of firebase I use. I've seen a couple instances where google released a broken version (app check in our case) that we had to tell them about

digital zephyr
#

after importing im not getting external dependency manager here
i have to reimport all to get that

tired lily
#

and it needs to be first

digital zephyr
#

ive used 11.6.0 before on older unity version it worked then

but now when i try 11.6.0 it doesnt work with the unity version im using

digital zephyr
tired lily
#

you might also want to consider uninstall it all and then wiping library, or at least packagecache

#

just in case there is some cached thing there stopping things from working

digital zephyr
#

uninstall the editor?

tired lily
#

uninstall firebase packages* I mean

digital zephyr
#

i tried switching to 55f1 as well
wasnt working there too

tired lily
#

I doubt it's editor version, this sounds like a package problem

digital zephyr
#

ok ill try with tgz once too

orchid fog
#

Hello guys. I am making an Android app that uses Google Drive. I am using this package to access Google Drive

https://github.com/elringus/unity-google-drive

It works really well in Editor, but when I try to Upload a text file to Google Drive in my Android Phone, it crashes. What should I do?

Unity 2020.3.30f1

GitHub

Google Drive SDK for Unity game engine. Contribute to elringus/unity-google-drive development by creating an account on GitHub.

tired lily
#

make a dev build, look at logcat to get more information. Also you're using an ancient unity version; any reason why?

pearl marlin
#

Yea 2020 is too old, use like 2022 at a min but ideally latest you can.@orchid fog
Are you using the google dependency resolver and did you follow all their setup steps?

orchid fog
#

I am using this version because, it is the recommended version of Unity.
I tried the app on another phone and it said it is a very old version. I'll try to use another version of Unity.

orchid fog
pearl marlin
pearl marlin
orchid fog
# pearl marlin recommended by what? 2020 is too old

Recommended by the creator of this plugin. Target version is 2019.4 so the closest i have is 2020.3. But i will update it, you are right. I will try to use this lib and see if it works. Thanks for the help, i'll keep in touch if it doesnt work.

pearl marlin
orchid fog
pearl marlin
#

crusty screenshots dont help send the text next time

#

And by regen i mean delete/rename old ones. Re gen custom ones and migrate over stuff you want to keep.

orchid fog
# pearl marlin And by regen i mean delete/rename old ones. Re gen custom ones and migrate over ...

I created a new project and I just imported the Package that I mentioned earlier. I tried to Import the Google Dep Resolver but i couldnt.

The full error message:

D:\Games\MegceDiaryProject\Library\Bee\Android\Prj\IL2CPP\Gradle\launcher\src\main\AndroidManifest.xml:17:9-28:20 Error:
android:exported needs to be explicitly specified for element <activity#net.openid.appauth.RedirectUriReceiverActivity>. Apps targeting Android 12 and higher are required to specify an explicit value for android:exported when the corresponding component has an intent filter defined. See https://developer.android.com/guide/topics/manifest/activity-element#exported for details.

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.

Android Developers

Declares an activity (an Activity subclass) that implements part of the application's visual user interface. All activities must be represented by {@code } elements in the manifest file. Any that aren't declared there aren't seen by the system…

pearl marlin
formal tinsel
#

Hello, I'm having a problem with optimization on the mobile, I tried almost everything, lowered texture quality, changed some mesh collides to box collider, changed some texture to urp unlit, deactivated the shadows but still far from how it looks on the pc

orchid fog
#

I succesfully imported google dep and added android:exported="true" as it said in the article. But I got another error and it is very very long

Error :
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2023.2.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2023.2.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.6.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

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

A failure occurred while executing com.android.build.gradle.internal.tasks.CheckDuplicatesRunnable
Duplicate class android.support.v4.graphics.drawable.IconCompatParcelizer found in modules core-1.9.0-runtime (androidx.core:core:1.9.0) and jetified-androidx.core.core-1.0.0-runtime (:androidx.core.core-1.0.0:)
Duplicate class android.support.v4.os.ResultReceiver found in modules core-1.9.0-runtime (androidx.core:core:1.9.0) and jetified-androidx.core.core-1.0.0-runtime (:androidx.core.core-1.0.0:)
Duplicate class android.support.v4.os.ResultReceiver$1 found in modules core-1.9.0-runtime (androidx.core:core:1.9.0) and jetified-androidx.core.core-1.0.0-runtime (:androidx.core.core-1.0.0:)

And other lines like this.

orchid fog
pearl marlin
orchid fog
pearl marlin
#

Oh my mistake i didnt see the new error

#

in the android settings for dependency resolver, is "use jetifier" enabled? @orchid fog
The dep manager should normally prevent duplicate class errors (should remove libraries manually included with a plugin if supported). Do you have any other android plugins added to the project?

orchid fog
#

No i dont have any other plugins other than that i said. Where is the Use Jetifer setting?

#

@pearl marlin

pearl marlin
#

there is a "Google Dependency Manager" menu somewhere i forget

#

you can try doing a "force resolve" via that menu too for android to see what changes (i presume you are using source control)

orchid fog
#

Im searching the menu rn. I will tell you when i found it.

pearl marlin
#

when its "resolved" you should see dependencies added to Assets\Plugins\Android\mainTemplate.gradle
You can check this to see if there are somehow 2 versions of androidx.core in this list.

#

to explain better, duplicate class errors happen when a library gets included more than once which causes this conflict + build error.
It used to be worse years ago when plugins included libraries with themselves but with google dep resolver its better.

orchid fog
pearl marlin
#

~~you can maybe try:

  • remove dependency resolver (but g drive lib may be missing dependencies and still crash)
  • disable jetifier in g dep resolver android settings (may not fix crash)~~
#

delete your library and temp folders too, re open project and rebuild after trying something

orchid fog
#

It even crashes without google dep. Maybe I should try another thing because it is a very complicated error. But thank you for your help and kindness.

pearl marlin
#

i couldnt see the dependency the gdrive plugin wanted included so without google dep resolver it wont get added to the build

sick dove
#

When building my game for android I get this error and I have noo idea how to fix it. The error is in the build.gradle file. I have used the Android dependecy resolver. * What went wrong:
A problem occurred evaluating project ':unityLibrary'.

Project with path 'IronSource.androidlib' could not be found in project ':unityLibrary'. Any idea how I can set the path to find this and where to set it?

high lintel
#

how do i get ipa file from unity because i dont have a mac?

vale hedge
#

hi guys, i have a video save on my server. There are two options: download with audio and download without audio . Is there anyway i can download video with audio then convert it to no audio before save to device or i must split it in 2 file "video_audio.mp4" and "video_without_audio.mp4"

pearl marlin
high lintel
#

i saw on youtube someone who made a payload or smth made it a zip converted to ipa

pearl marlin
high lintel
#

oh

sacred creek
formal tinsel
formal tinsel
formal tinsel
pearl marlin
#

@formal tinsel when you profile is there a large "wait for target fps" block? You want to set the target fps to the screen refresh rate as it will probably default to 30fps. You need to check the tri count, light count and overdraw to properly figure out what causes slowdown (do after changing target fps).

#

Ideally you are using URP and have a few pixel lights and have little overdraw.

raven edge
# sick dove Were you able to solve this?

sorry i didn't see the mention, not sure what was thee problem its either google play games plugin or mobile ads plugin, eventually i just delete both of them with all there files including files in the plugins folder and install them again and then install latest version for external dependency resolver i did install all of them at the same time so not sure what was the real issue , not sure if this will work with you or not , i hope this help

dawn pasture
#

I'm working on a Idle RPG mobile game. How do you guys organize and handle all the different UI screens? Do you have different canvases for everything, is it all in 1 scene, do you use an UI framework, how do you handle switching between screens?

sleek eagle
novel ermine
#

Any solution for this, I installed android support from Unity ARCHIVE page

#

(Manual)

pearl marlin
novel ermine
#

Installing from Unity hub sucks, it shows validation error at 99%

#

And I don't have wifi anymore to download it again

worthy nacelle
dawn pasture
#

is it best practice to have all the UI in 1 scene or multiple scenes?

neon thicket
#

Scene? 🤔 Or canvas

pearl marlin
# worthy nacelle

Is google dependency resolver working? I presume some dependency is missing. Check also if proguard rules need updating for firebase auth.

gray elk
#

I have implemented ads to my game and the ads are showing in my unity editor, but when i build it on my phone I am unable to see any ads. My phone is connected to internet and I tried both ways keeping test mode in ads initialization as true and false both, gives same results.

worthy nacelle
# pearl marlin Is google dependency resolver working? I presume some dependency is missing. Che...

I already resolve and force resolve using this resolver: https://github.com/googlesamples/unity-jar-resolver

I also reimport the packages which is firebase auth and google 1.0.4, however I still not yet have any knowledge in proguard configuration, where do i access that?

GitHub

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

#

in my unity version (6000) project? sorry im truly beginner in unity and google integration

pearl marlin
odd arrow
#

@jovial cedar There's no off-topic either.

#

If you have a question then !ask a question

grand windBOT
worthy nacelle
#

it still not showing the google authentication login interface in mobile,

here's the proguard-user.txt script provided by copilot github in visual studio extension:
`-keepattributes Signature
-keepattributes Annotation
-keepattributes EnclosingMethod
-keepattributes InnerClasses

Firebase Auth

-keep class com.google.firebase.auth.** { ; }
-keep class com.google.android.gms.auth.
* { *; }

Google Sign In

-keep class com.google.android.gms.common.ConnectionResult {
int SUCCESS;
}
-keep class com.google.android.gms.auth.** { ; }
-keep class com.google.android.gms.tasks.
* { ; }
-keep class com.google.android.gms.common.api.
* { *; }

Firebase general

-keep class com.google.firebase.** { ; }
-keep class com.google.android.gms.
* { *; }`

is this because this dependecy is depreciated? https://github.com/googlesamples/google-signin-unity

GitHub

Google Sign-In API plugin for Unity game engine. Works with Android and iOS. - googlesamples/google-signin-unity

#

is the only way is to pay 25 usd to use google play console?

pearl marlin
cedar fox
#

Hi im trying to run a mobile scene, have the unity remote app installed on my phone, have debugging turned on via USB, and changed the project's device settings to Unity Android Device. Ive been able to get it working on a previous test scene but for some reason its not working in this scene. Any advice ?

#

I forgot to change builds 😅 my bad

cedar fox
#

so after some testing, I was trying to plug in multiple devices and have them both work just not at the same time... since Im only doing multiplayer. Cant find much online, is there a way to get multiple devices to play test a mobile multiplayer game? When I click run, it only works on the first registered connected device

pearl marlin
fallen compass
cedar fox
pearl marlin
cedar fox
#

ooooooh how do i do that

pearl marlin
gray elk
#

Do I need mobile dependency resolver if i use unity ads (by advertisement legacy) and not mediation

pearl marlin
gray elk
pearl marlin
#

what unity version?

gray elk
#

Job failed with exception: GooglePlayServices.JavaUtilities+ToolNotFoundException: jar not found, C:/Program Files/Unity/Hub/Editor/2021.3.20f1/Editor/Data/PlaybackEngines/AndroidPlayer/OpenJDK references incomplete Java distribution.

#

version: 2021.3.20f1

pearl marlin
gray elk
#

I am using one installed with unity

pearl marlin
# gray elk okay I'll upgrade to 2022

make a backup of the project first if not using git/other source control.
Install the latest 2022 version in unity hub + bundled jdk stuff and hopefully that works correctly.

gray elk
#

okay will try and inform

worthy nacelle
#

what is the most recommended that are compatible with google products integration such as authentication, speech to text, text to speech, vision, etc?

#

most recommended unity version?

pearl marlin
#

I would do 2022 and above and be on the latest patch so you can target the latest API level. Some build errors can be fixed by changing the min to android 7

soft hatch
#

can someone help please

gray elk
pearl marlin
#

you could perhaps install the jdk yourself and hope that helps

gray elk
pearl marlin
gray elk
#

---Error#1---
Configure project :launcher
WARNING:The option setting 'android.aapt2FromMavenOverride=C:\Program Files\Unity\Hub\Editor\2022.3.57f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\34.0.0\aapt2.exe' is experimental.

---Error#2---
FAILURE: Build completed with 2 failures.

1: Task failed with an exception.

  • Where:
    Build file 'D:\Git-GitHub\Binary Flux\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build.gradle' line: 14

  • What went wrong:
    A problem occurred evaluating project ':unityLibrary'.

Could not find method packaging() for arguments [build_6thkdoqvjp2arbm229q7mq3xi$_run_closure2$_closure4@7b4e7186] on extension 'android' of type com.android.build.gradle.LibraryExtension.

  • 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.
==============================================================================

2: Task failed with an exception.

  • What went wrong:
    A problem occurred configuring project ':unityLibrary'.

compileSdkVersion is not specified. Please add it to build.gradle

  • 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.
==============================================================================

---Error#3---
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2022.3.57f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2022.3.57f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-7.5.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

pearl marlin
gray elk
#

I have built many android games but never used any dependency resolver. I'm using unity ads and I guess I need to use the resolver because when i build it to my phone the ads wont show up, while it shows in editor.

pearl marlin
#

in editor its fake so that doesnt mean anything in relation to real builds working or not

#

Add it back then and see what happens next build. If you ever wish to use level play/ironsource then its required too.

gray elk
#

yeah in editor they're test ads. I thought I would get to see test ads in my phone too, but it doesn't show up.

pearl marlin
#

dunno about unity ads but its a thing for google admob + ironsource/levelplay

gray elk
#

I have added my device as test device in unity cloud. also i checked it earlier in logcat and it says error initializing ads

cedar fox
#

how do I enable the use of the keyboard for mobile? Im having difficulty with the docs: https://docs.unity3d.com/ScriptReference/TouchScreenKeyboard.Android.html

[SerializeField] TMP_InputField createText;

public void OnGUI()
{
    if (GUI.Button(new Rect(0, 10, 200, 32), createText.text))
        keyboard = TouchScreenKeyboard.Open(createText.text);

    if (keyboard != null)
        createText.text = keyboard.text;
}

#

im trying to use the multiplayer networking stuff too, specifically sessions that I was told about here a few days ago, but when I click on the input field to type out the name of the session to create, no keyboard pops up

odd arrow
fallen compass
pure bison
#

hey everyone, I have been building singleplayer unity game to publish on android, but i'm struggling with to fix the error below for few months now and getting burnt out. Within unity editor, I see that my admob is displayed succesfully when clicking the button "nicely done, everything seems to be working succesfully", but when I build and test through android studio, clicking ad button doesn't do anything and generate error in logcat from androidstudio

AndroidJavaException: java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/ads/AdError;
java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/ads/AdError;
at java.lang.reflect.Executable.getParameterTypesInternal(Native Method)
at java.lang.reflect.Method.getParameterTypes(Method.java:186)

could anyone please help me to fix this error? I truly appreciate it ..

pearl marlin
pure bison
#

@pearl marlin
did you install google dependency resolver?
yes

What unity version?
i tried with 2022.3.45 and 6000.0.23

Is google ad mob up to date?
No, I was using 6.1.2. When I used 9.5 (latest version) i was having some gradling error so I downgraded the version.

pearl marlin
pure bison
#

thank you for your help, so should I try with latest admob version first?

cedar fox
pearl marlin
cedar fox
#

(╯°□°)╯︵ ┻━┻

worthy nacelle
#

can someone help me fix this gradle build problem, im trying to build a test apk to install it for my android 14 physical phone, however it shown this error

#

I tried downgrading to 33 but still same build gradle problem

#

i mean setting it up to target 33