#📱┃mobile
1 messages · Page 19 of 1
you should google the error and search thru the unity discussions or w/e u find and see if theres any solutions that work for you... once u do that if ur still having trouble u can always ask again lettin ppl know what you've tried
i dont understand that errors
i mean i dont either.. but googling it should shine some light on it..
just transcribe it the best u can into google
thank
😉
Hi, just a question. I actually dont have an android, Do you guys use Android Studio as an Emulator? Im actually planning on adding a function that will get picture and perhaps image from the gallery and upload it in my game. And I dont have any means to test it.
It wont really work with unity apps, especially if you use il2cpp. I ended up using other emulators such as bluestacks and LDPlayer instead
newer android images dont emulate amd64/arm7 properly so it will just crash but for some reason older android os images have this still so Its kinda dumb
but the other emulators work always
I want to add water plane to my game scene should I use one big plane or multiple smaller planes?, i've had experiences high cpu usage while having one big plane even it is not visible.
its probably obscured but it still draws due to overdraw. If possible you want to use a mesh that avoids large pieces of "land" and split it up a bit so some parts can be culled when not in view
hello, is there anyone who have list of phone and supported/compatible garphic API? i notice that some phon run well on opengl3 and some on vulkan and if use "auto graphi API" sometimes the phone choose graphic API that's not "run faster", example my friend phone use mediatek processor and it run faster when using Vulkan graphic API, and then in my phone it run faster when using opengl even tho both is phone that released after 2022
Hello everybody.
I developed game with unity 2023.2
I am going to upload in google store.
But because of too big size, I can`t do.
The app size is over 300MB.
It seems like there are a lot of apps that are over 300MB.
200MB is the size limit for .aab - you'll need to use PAD to allow you upto 2GB of content
or an .obb with an .apk
Addressables has support for play asset delivery which may be easier Vs manual use of asset bundles
Yep. It’s a separate package that needs importing
It will take quite a bit of work to add
Any admob guru here? Having weird issue where loading rewarded ads works fine, but when loading a new scene it messes up.
define "messes up". This sounds like user error
So I load in all ads ( banner, rewards, interstitial). Get feedback with the the response from Google and it works. When I reload the scene, the code is destroyed and created as a new instance. Banner and interstitial reloads and get server feedback, but rewarded ad gives me error code "internal error" also returns ad as null.
Do you destroy the banner when this scene change happens? Why is it reloaded on a scene change?
https://developers.google.com/admob/unity/banner#destroy_the_banner_view
If loading ads for use soon dont do it in some mono that is destroyed on a scene load
Why are you resetting on scene load though?
Tbh I tried first having a adcontroller in each scene. That gave the same issue. Then tried to do this after some tutorial, didn't find the standard workflow. What is it would be greatly appreciated
Since you've made it DontDestroyOnLoad you shouldn't need to reset.
In games I work on my "ads service" is not a monobehaviour and is used for the whole app lifetime
@pearl marlin @ornate gulch Thanks so much for this ! I owe you guys big time ! Man you guys are the best !! ❤️
hey, my team's game is built in unity 2021.3 for google play and my task is to figure out the best way to lower the installed size on people's devices. i dont have a large background of understanding for this, but here is the info i have gathered:
Google Play AAB "base" size limit is 200MB, I can get by this by splitting game in to asset packs which in my case creates:
- base
- base_assets (AKA asset pack 1)
but doing so greatly increases the file size.
The split AAB is built by going to Google > Build Android Asset Bundle
Original: 172MB
Signed universal APK: 560MB
The non-split AAB is built by going to Build Settings > Build
"Build App Bundle (Google Play)" is selected
Original: 170MB
Signed universal APK: 236MB
Though we can still use the non-split version, it has been getting closer and closer to the 200MB limit, and my team has made optimizations to lower the file size over time. Currently, we use the split one, but feel that the file size doesn't exactly make sense.
From my research, I have found that install-time asset packs with PAD may be the way to go, but I am hoping to get some input on the direction to take from someone more experienced than I.
i don't have much experience either, and I don't know if you've thought about this yet, but I've seen other apps (btd6) have a system where you download extra content from the cloud once you've installed the app. I don't know if this is a solution to your team's problem or not, just my two cents.
would that lower the overall installed file size though? or would it end up still being that ~560MB or so
because google only takes in to account the "base" module for the 200MB limit, and "base" is ~74MB for the split one and doesnt really grow as all assets stuff is in "base_assets", which has a 2GB limit or something like that
i honestly don't know much about limits. 2 gigs is pretty big for a mobile app, though. my only other thought is to compress the assets
it is pixel style, so images are very small. they're also compressed to ASTC 4x4 sRGB. going to a higher block size (6x6) reduces quality too much. the reason i am making this post is because the "split" total install size is muuuch larger than it should be for the game/files we have. the non-split has a much smaller install size
ohh gotcha. yeah, sorry, i dont know much about that
well if anyone here is experienced with this sort of thing, i would greatly appreciate the guidance! 🙂
If you want to actually reduce app size and not just move it to be downloaded later you need to better compress your assets
im trying to understand why the signed size is so much higher for one than the other, when the original size uploaded to google is within 2MB of eachother
"universal apk" may be including arm7 and arm 64 which can increase the size by a lot
i would expect a bit more maybe, but an extra 300MB seems wild
for both i only build with arm 64
no idea what that google menu option is from but you should be building AAB's for play store
unless there is a spot for the split build that i missed, but in my player settings under Other Settings i only have arm64 checked
build it yourself incase this is changing the build options
thats what i said in my original post.
The split AAB is built by going to Google > Build Android Asset Bundle
The non-split AAB is built by going to Build Settings > Build
i would want to do a split AAB, but just clicking Build in unity's Build Settings window does not do that. unless i am missing settings
Im not sure actually what a "split aab" is but what is the "new download size" stated by gplay when you upload it?
"split" as in textures and whatnot are split out of the base module in to an asset pack
Ah right. You can utilize this also via addressables and the PAD extension
so when they are split in to asset pack instead of just staying in base, the filesize more than doubles for the signed universal apk for some reason
idk if PAD would avoid that issue, or just be same issue different way
PAD is just a way for downloading assets post install and this can be done manually via addressables/ manual asset bundle use.
how does that differ from having a split AAB where all my addressables are built in to base_asset rather than base? it seems to just serve the same bloated stuff a different way
sorry, i do not have great knowledge.
Look if your assets are too big then tackle that, your user needs to get them some way 😆
yes but my point is that when i dont split it, the installed size is under 300MB
when i do split it, then it goes up above 600MB
same files and everything
non-split has everything in "base", split has all assets in "base_assets" instead
Does that google menu option use asset bundles and/or addressables already?
Its easy with addressables to duplicate assets in bundles and in the build itself.
yes. it specifically uses my unity build settings
in the split my "base" is 74MB and base_assets is 496MB
in non-split my "base" is 282MB
these are the values of both unzipped .aab files to be clear. not signed universal apk or anything. just actual sizes on disk
I cant really help anymore as I dont know what plugin is doing this "splitting"
From what I know about unity is that asset bundles are the only way to have assets outside a build and its very easy to fuck up with them as asset bundles cannot reference assets "in the build"
same with addressables as this also uses asset bundles
Does anybody know how to fix unity 6.0+ not recognising the build tools and sdk?
its the android app bundle package from that. if you dont know about splitting asset bundles thats ok
Did you set up certain assets to be put in some asset bundles then? Seems like that is what it uses still
its all in addressables
I bet then its duplicate assets in addressables + in build. You should check the addressables report and build report to see if many assets get put in both.
Check the report also for duplicate assets in addressables as those are easy to fix
(dependencies not set as addressable will be added to all bundles that need it)
You should have mentioned this from the start as addressable issues are not unique to android
hmm that could be it. i dont fully understand the part in brackets really though. also, here is the big stuff from both apks. left side is non-split, right side is split. the bin sizes are wildly different
i will have to scower the build and addressables reports to see if anything weird is happening.
the "aa" folder on both is same size
not sure where to find the reports tho lol
Dependencies are checked regularly and i add them to a separate group called “dependencies”
What exactly do you need to assist?
There is a window for it under the addressables menu stuff
If reports are not enabled, enable them then build addressables.
Also then check the build report for the asset list of stuff put in the build. If you see things in both then that's a problem
is this file in library? currently building addressables
On 2022+ it will open the window automatically
On 2021 you have to find the file yourself (no editor window), it's mentioned in the docs. I forgot you were on 2021
Probably time to upgrade
I've been thinking about it but we just haven't made time for it yet
Sorry I'm confused who am I taking to 😄
Since our project is live already and we try to have bi-weekly updates
Ocean works with me :p
Anyway try to check the old report file it's a bit shit to read. The newer report window is a lot better
90mb json file, i am looking for duplicates correct?
Try to find assets that are in addressables and the build internally. I guess check largest things first
Unity 6.0 just doesn't want to read the SDK folder at all, I've tried everything
I've never done in app purchases before, but I'm planning to release a mobile game with microtransactions
is there anything I should know beforehand?
e.g. is there a 3rd party company that handles the billing stuff or is it the Play Store/Apple Store?
you can use unity iap which makes it easy to interact with google play iap and app store iap. The stores do the payments and all that for you.
Though now in the USA on the app store you can use external payments or at least "link to them".
https://docs.unity3d.com/Packages/com.unity.purchasing@4.12/manual/Overview.html
someone else mentioned Meta Horizon
is the unity way cheaper?
other "app stores" may have their own iap system but unity purchasing only supports some
the unity way makes it easier to interface with them all with 1 common api
so you're saying unity's IAP package will handle a bunch of stores, but Meta Horizon will only handle google play and apple store?
no idea what the meta one does but if you read their documentation im sure you will understand
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Hi so I just found out that Firebase Storage requires Blaze plan. Im just a student doing our capstone project. And it pains me that I have no means on acquiring a credit or a debit card. My Unity project's backend is actually centered on Firebase Auth and Firestore as backend. So I was wondering is there any means for me to efficiently upload image and mp4, store it to cloud, load it etc. wtihout using Firebase storage? Thanks
I ran into that problem too actually. it's probably not gonna work well in your case, but for me I used a project I previously enabled the store for to get around the pay wall. again, I don't know if that works for you, but it worked for me
can you pleasse tell me how? 🥺
its a setting for ios and android in player settings > Other. Should be set to something like com.example.mycoolgame but replace the first bit with your web domain if you have one
thanks I will try
yes! it worked, thank you so much ♥️
does anyone have any suggestions on how to go about android publication these days? with Google play and their whole display-developers-full-legal-name-and-andress thing going, it feels like there's not many options left
If I remember correctly, I used an old PO Box (which I don't own anymore). Can't remember about my name though -- was that ever a thing? I only can find my address on my store page, but can't see my real name.
yeah, using a PO Box or physical address has been the only solution I can find. I'm honestly not positive about full names being displayed, but I know for sure your address is (if it's a monetized account). Thanks for the response.
Unity Android - im having some weird crashes on random devices, some of them quite decent devices too. I cannot replicate this on ANY of my varying devices. I even tried a really low RAM device of mine and it worked absolutely fine so im ruling out memory issues
I'm wondering if its a Vulkan thing... since I think it's prioritizing Vulkan. Do you think this is plausible? If i remove Vulkan and force OpenGL 3, is that a bad idea? Do all (modern) devices support OpenGL 3?
Update^ I got 2 people who crashed on Vulkan saying the game now works perfectly with OpenGL 3
If you have some useful crash dumps you should report the issue as a bug
i dont have crash logs sadly 😦 i was using Unity LTS 2022.3.50 (im locked to this due to it being multi platform, id have to update SO much to change it) - so perhaps it had already been fixed in subsequent versions
LTS should get fixes backported still 🤔 I also work on 2022 mobile. Make sure you have something like firebase crashlytics or unity crash reporting to collect data
Hello, my team and I are trying to determine the app limits of the app store and play store but there is so much information online that says it's either 150MB, 200MB, or 500MB. When we try to upload to google play it says 150MB limit. However there are plenty of apps that have over 1GB in the initial download from the store on both stores.
Does anyone have some useful documentation for both Android and IOS that explains this better? Or can you tell us what is going on? We are very confused.
iOS is 2GB
Android, I thought, was 200MB .. but you can go bigger by using PAD
Look at the dates those Android limits were posted, and what file types they're for (apk/ aab)
@wintry timber ☝️
just toggle this to true in Project Settings->Player->Publishing Settings, (make sure you're on Android tab) right at the bottom. when you make your aab, it can be a lot bigger and should upload to google play without issue
Cool thanks, still not completely sure on the limits for things but we'll keep looking around for all the details so we can make the best decision.
You should only post to one relevant channel, not spam the same message in multiple ones
Obviously they're not, you can't be using URP and HDRP at the same time
And even if they were you still would have to pick one so we're not having the same conversation in four different channels with different people involved
So you should delete all but one messages before that annoying situation occurs
Why was I kicked ?
You were asked to cleanup messages. Read the bot message and #📖┃code-of-conduct Don't spam multiple unrelated channels.
Okay 👍🏻
Is there a way to run & build on a iPhone, using only windows for Unity?
No you must use xcode to complete the build for ios. Your only option is to try an VM (I don't know if it's possible with modern osx).
Another option is using something like unity cloud build.
There's a tool on the asset store that lets you build for iOS. I purchased it a while ago but never got it to work. You do need a mac for initial setup, but once that's done you can build on Windows. https://assetstore.unity.com/packages/tools/utilities/ios-project-builder-for-windows-15522
Hello, I'm having trouble integrating ads into my game using AdMob, IronSource, or any other ad platforms. I've followed several YouTube tutorials, but nothing seems to work. One of them worked in the Unity Editor, but nothing displays on Android after building the game.
If anyone has successfully integrated ads that display correctly on Android, please help me. I'm willing to pay a fair amount for a solution.
What unity version? It's not difficult to integrate and use admob directly or use level play.
Make sure level play has the required setup done for the networks online and in editor to integrate. Make sure Google dep resolver is working too.
6000.0.48
ads are displayed succesfully in the editor, but when i test through android studio for internal testing ads are not displayed at all
ads in the editor are faked and don't mean that everything is necessarily working. Use logcat to see if there are any config problems or errors that show up when you try to show ads
Any tips for handling configurable FPS on Android?
- A basic setup is to disable optimize frame pacing, disable vsync, and set
Application.targetFrameRateto whatever user chooses. - This works for some devices, but on others which have multiple refresh rates (eg one device tested supports both 60 and 90 FPS) just wouldn't switch.
- I've then tried changing Android's
WindowManager.LayoutParams, modifying eitherpreferredDisplayModeIdorpreferredRefreshRate. - The above works for most devices, but on some devices it seems to conflict with system features such as game mode/screen refresh rate and causing FPS to get capped lower than the specified value. While telling users to turn off those features fixes the problem, it's not a good user experience nor it is possible to inform all user about it.
- The issue doesn't seem to have anything to do with the latest Android 15 adaptive refresh rate API, as the issue exists on devices running <15.
It feels ridiculous that configurable FPS can be this hard.
has anyone asked about how to emulate the OnMouseHover callbacks for mobile? what would be the equivalent? say i had a fight button that would change to forecast of the fight result on hover (win fight / lose fight) then the player presses that (win fight / lose fight) button. would this be possible to 1:1 translate from a mouse to touch?
If this is canvas UGUI then you can use the pointer events already provided. For UIElements i presume there are similar events usable.
https://docs.unity3d.com/2019.1/Documentation/ScriptReference/EventSystems.IPointerEnterHandler.html
hey guys
on phones can you controll the vibration?
i see there is handheld.vibrate()
Hello ı need help, ı have a Google mobile ads not showing test ads problem, ı m using Unity 6.47f1
Hello I need help,
Topic : issue "No such module 'UnityFramework'" after Xcode update.
I had Unity within my iOS Project which was working fine until i updated the OS and Xcode. Recently i updated my Xcode from version 14.2/14.3 to 16.3. Ever since i updated i'm getting "No such module 'UnityFramework'".
Since i did not change anything related to Unity, i'm not sure what went wrong , where i need to change .
What I’ve Tried:
a. Added UnityFramework.framework to “Link Binary with Libraries” and marked
it as “Embed & Sign”
b. Verified Framework Search Paths include
$(PROJECT_DIR)/UnityProject/build/Debug-iphoneos
c. Cleaned build folder, deleted Derived Data
d. Checked [CP] Embed Pods Frameworks step in Build Phases
I did create a topic in the Unity Forums related to this issue on May 6 (https://discussions.unity.com/t/getting-no-such-module-unity-framework-error-in-xcode-16-3/1639215), but unfortunately as many are busy i did not get any Response there, so taught i would ask for help here.
Let me know if anyone knows the solution to this issue. would be really helpful.
Thank You.
The below image is for reference
that looks like an issue with flutter, no?
If that's a plugin in Unity, try updating that
No , I'm facing issue in Xcode.
That image was for reference but the issue was the same.
Also the Unity Project runs perfectly fine on the physical device even now when i run it separately.
But it started throwing "No such module 'UnityFramework'" after Xcode update in my actual project where Unity is part of my iOS project.
Perhaps you need to re follow the instructions to set this up: https://docs.unity3d.com/Manual/UnityasaLibrary-iOS.html
Will give it a shot tomorrow
pls remove from this channel and post in #1180170818983051344
hey guys, i have a question about on demand play asset delivery, i am trying to use it but when i install the application from the playstore it just starts downloading the on deman assets immediatly and whenever i try to check if its downloaded or not even if i cancel the download of the on deman assets it tells me that its downloaded, i am using this method to check if its downloaded or not: long downloadSize = await Addressables.GetDownloadSizeAsync("Example").Task; and it always returns 0, what should i do ?
Beyond this question, I cannot add or ask anything useful...
Have you got (and using) the 'Addressables for Android' package imported (as well as the 'Addressables' pacakge) ?
head to #📦┃addressables , you need to share your group settings for these assets.
yes i am using the addressables for android package
it's no different for mobile than it is for any other platform
If what you did didn't work, but the guide does - then you did something wrong .. redo the tutorial
The "floating joystick" part is irrellevant. All that does is give you a directional value, the same as any other input control methods.
I can't help you directly, without spending a lot of time on it - it's not something I've done in ages.
Perhaps you would be better off using !learn 👇
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The only difference between 2d and 3d is one uses a Vector2 and the other uses a Vector3
sometimes
hi I dont know if this is the right place to ask, I have a question. Me and my friends are trying a project and we want make a collab when someone put or do something in unity editor others will see type thing
we are trying to make a mobile 3d game
This is probably not the right channel. Sounds like maybe you need to look into source control? This will allow several people to work on the same project if that's what you mean.
alright thanks
Hi , Hope you are all doing great.
I have a request , can anyone share a video of adding Unity to iOS App using Xcode 16 or later. I could use it as a reference to do the same.
I'm requesting this since the project structure of the Unity has changed from what it used to be 4yrs ago, and after the recent update of Xcode (From 14.3 to 16.3) my unity project throws errors. i tried many solutions and even posted and tried various solutions mentioned in the Unity Forums and in Reddit but unfortunately nothing seems to work. (As i was not part of the Unity Dev at that time and i'm a solo Dev)
I also requested for the video in the Unity Forums but was unlucky there, it would be really helpful if anyone could help me in this.
I would also share the Video in the Thread that i created in the Unity Forums.
Thanks You.
Hello dear UnityEngine community,
I have a problem with my android build that is really frustrating and i just cant find a fix for it, so im gonna keep it short.
If i build a APK file of my project with a custom android manifest, it just wont include it in the apk. i already verified that by debugging it with adb and also just exporting the project instead of building a apk and the manifest in the export was just a really short trimmed manifest that is everything but the one i included as custom manifest. Any help is really appreciated, and if you need any more infos about this please let me know i have been trying to fix this for days now.
Unity should be trying to merge manifests and the main one (Assets/Plugins/Android/AndroidManifest.xml) should me mainly for altering the main activity. Try re generating the manifest (delete file then re enable custom manifest option) and then add your changes back.
hm alright, i had already tried that and it didnt work. i ended up switching from 2023 to unity 6. it just completed the switch so now i will try to build the apk again, Thanks tho!
i will let you know if it works or not
When upgrading major version its wise to re gen the manifest to make sure you get new changes so id still recommend that.
Make sure you select and use the correct main activity too. (game or normal)
Alright i will do that thanks, and what do you mean with main activity? Is it something in the manifest? I use the manifest generated by the meta sdk for thr meta store, the only thing i change are the perms
If you do as i said you will clearly see the 2 <activity> blocks in the unity manifest. If this meta one is for normal android apps you need to copy over things instead of trying to use it as is.
Thanks for the help. I now got everything sorted and its working again!
Hey Guys does anyone know a good tutorial oder Github/reddit article on how to implement a Simple car driving system for a mobile fps game? :DDDDD
Sorry kenne leider keine aber bin mir sicher das es was im asset store gibt womit du anfangen könntest
This question is more tailored towards android. I'd like to prompt users to disable battery optimisation on my app since the user can get redirected off the app for integration with other apps, causing my app to get killed. I know how to do this on android studio, but not unity.
I wanted to know how to run native android java code in unity
You can use the JNI to easily create objects in java + call functions: https://docs.unity3d.com/6000.1/Documentation/Manual/android-plugins-java-code-from-c-sharp.html
The best route would be to write code in java and invoke that instead of doing it all via jni.
Ooh
I might need to look into this
I was also wondering if there's any way to actually testing the code besides building it for android each time
No, it does require a build to correctly test
I have this problem where my unity 2020+ is working just fine but unity 2019 and below doesn't allow me to switch platform to android bcs of licensing(??). And i reinstall my unity hub and now unity 2019 can't be opened and it just show log errrors. Anyone know how to fix it?
Is this a personal license or different? Did you install 2019 with an installer than add to hub manually?
personal and the 2019 is from official website and get redirected to hub
Now way more confusing bcs none of my 2019 is working and it only ask me to read the logs. But 2018 is working without allowing me to switch platform. Am i kind of banned from 2019 now or what? Have been downloading 2019 like 20 times already today and lot of versions too
You may need a new license? perhaps they cant go backwards
How to get new license? I did searched to removee license but its with old unity hub
If i just click add nothing happens
uhhh I searched for it for pretty long time and still can't find it in hub nor web
There is a licenses section in unity hub
Hey all,
After updating my Samsung phone (S24 FE) Android to Android 15 (One UI 7), my game apk crashes. The weird thing is, it does work on other Samsung phones (S24 Ultra and S21+) which are all updated to the latest Android and One UI versions.
I want to know if it has happened to anyone ?
Unity version is 2022.3.62
And it is the crash log.
Does it work if you remove vulkan as a graphics api? If so you may need to check if this is a bug that was already fixed or report it.
Hi there! I'm trying to get my character to teleport to wherever my mouse is clicked on using the Device Simulator, but the values always return as (infinity, -infinity). Is there a way I can fix this issue or should I simply stay in Game View? I'm currently using Unity 6 and using perspective mode.
Yup, after sending this message, I noticed it is Vulkan issue on phone. I removed Vulkan from Graphics APIs and after that it doesn't crash. Though I noticed an issue about my shader grass. It is infamous purple on my phone tho it doesn't happen on other devices I've tested.
Also my phone GPU is ANGLE (Samsung Xclipse 940) on Vulkan. Not sure if Unity is not compatible with this GPU model or not.
I'm on the latest Unity 2022.3 version. So probably it is not fixed at least on Unity 2022.3
could be some issue with the gpu not fully supporting required features? check on the webgl test site and research the device: https://webglreport.com/?v=2
It is pretty new phone model. Is it possible not support a feature which already works on Samsung Galaxy 21+ ?
being new doesnt mean it uses a good chip
Looks alright I guess
Looks good to me tbh, could just be a bug then with your device gpu and vulkan with unity. Can you try unity 6?
I'll do that
low chance of helping as with supported versions bugs should be fixed on all versions
but worth a shot
Anyway probably I can't use Unity 6 because of incompatibilities with my project
btw, it was working before updating to the new Android (15 and One UI 7). So not sure exactly what is the issue and the source.
birp, urp or hdrp?
URP
Hmm urp should behave better, sorry i cant help more!
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Oh sorry! My mistake, it wasn't a plan
Hi, Im new to firebase and Im making my auth perfect cause theres so many bugs in the verification part
Sometimes it doesnt work on non gmail accounts
Sometimes it verified automatically without clicking the link
Clicking the link expires even though its still new
and many more
Can anyone help me fix it or just point out my logic. Any advice would help thank you so much good sirs
Strip it down to a minimal example. This is a code dump without much context beyond "it has bugs". Does the example code have the same behavior?
guys could u help what is the problem here ?
im currently reimporting all just in case ;-;
You need to check all the errors (one should be quite long) and find the actual grade build error to know what to fix
oki
Any idea on getting Android rotate suggestion to work? It simply doesn't seem to suggest at all.
Perhaps a bit off topic but Google Play requires 12 Android testers for a closed test before I can submit my app for review. I don’t know 12 people with Android devices. Any idea where I can find people to test my game?
Hey guys, was anyone able to build a unity 2022.3.44f1 game with Firebase 12.9?
Errors just keeps piling up
i connected logcat to my phone a few minutes ago, had a bunch of logs, i cleared it to see better the errors im getting on the tiny dev console, but now nothing shows at all on unity, i tried to disconnect and reconnect the phone, no logs
Same
how can I scale the touch input delta with the screen res to have a independent touch drag sensitivity ?
Hello everyone, I am using the video recorder api from ARCore to record my screen as mp4 and use it later for playback. It works in one project, but it doesn't work in another project. I have extensively gone through all the settings, what should i check more? That being said, the two projects are in Unity 6 version but have slightly different numbers.
Do u guys get Unity Remote to work wirelessly ?
adb devices listed my phone, adb connected, 'Unity Remote connected to input!' in debug log
but it look like not connected, the game doesn't show up on the phone
hello every one i cant build my app for android after adding firebase analytics Need Help!!
Firebase App
What unity version? is multi dex enabled? does forcing android resolution work (with external dep manager)?
Hey everyone, i'm having issue uploading my game to IOS due to Newtonsoft. Wondering if anyone went through anything similar?
ArgumentNullException: Value cannot be null.
Parameter name: method
at Newtonsoft.Json.Utilities.ExpressionReflectionDelegateFactory.CreateParameterizedConstructor (System.Reflection.MethodBase method) [0x00000] in <00000000000000000000000000000000>:0
at Newtonsoft.Json.Serialization.JsonDictionaryContract.CreateWrapper (System.Object dictionary) [0x00000] in <00000000000000000000000000000000>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeValue (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContract valueContract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in <00000000000000000000000000000000>:0
at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.Serialize (Newtonsoft.Json.JsonWriter jsonWriter, System.Object value, System.Type objectType) [0x00000] in <00000000000000000000000000000000>:0
at Newtonsoft.Json.JsonSerializer.SerializeInternal (Newtonsoft.Json.JsonWriter jsonWriter, System.Object value, System.Type objectType) [0x00000] in <00000000000000000000000000000000>:0
at Newtonsoft.Json.JsonConvert.SerializeObjectInternal (System.Object value, System.Type type, Newtonsoft.Json.JsonSerializer jsonSerializer) [0x00000] in <00000000000000000000000000000000>:0
at Game.Scripts.Backend.Utils.BackendUtils.DeserializeFunctionResult[T] (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0
at Game.Scripts.Backend.Utils.BackendUtils+<>c__DisplayClass2_01[T].<ExecuteCloudScriptTask>b__0 (PlayFab.ClientModels.ExecuteCloudScriptResult success) [0x00000] in <00000000000000000000000000000000>:0
What's the context? Dynamic types aren't supported by il2cpp so if Newtonsoft is trying to generate a wrapper to serialize with at runtime, it'll fail
So... I wanna build a roguelite for mobile. Now, the only recent tutorials I found on that topic are for PC games... Is there a way to make the game for PC first, then change it for mobile quickly? I don't have any prior experience developing games and just had some cool ideas.
Making a game for PC or mobile is essentially the same thing. The only difference is that you might need to design the controls separately for touch input. You can follow any roguelike tutorial
Also note that the purpose of following tutorials is not to use them as a complete template for the finished game. You're supposed to use them to learn the skills you need and then build your own thing
Guys When I build my android APK game, why is the video on video player not playing. did I do something wrong?
you need to debug it and find out
We have no way of knowing, from the "information" given wtf is going on
So... can I change it from PC to mobile after I've finished designing, or do I have to create a separate project??
Yup, I'm using different spritesheets, different maps and all. I also have some different gameplay options in mind, so it doesn't become like the tutorial.
There are no different project types for PC and mobile. It's all the same.
So, after I finish my project for PC, I can just change the input settings from keyboard keys to on-screen buttons in the same project?
Yes but if the goal is to make a mobile game then there's no point in making keyboard input at all, just do the touch input from the start
Kk thanks a lot for helping me out 🫡
anyone have problems with URP losing lots of fps and battery getting really hot in unity6 compared to 2022 ?
for a simple 2d game that is..
Hey guys, I am using Unity Level play. And I saw it don't support non bidding anymore as I can't see it in iron source console.
Do it limit fill rates, or ironsource will fallback ads?
Can anyone clear this.
well thanks for reply i convert it to unity 6 and problem resolved thank you for the time
Hello I have a problem with unity 2022.1.23f1 this version I had downloaded from archive with android build but I can't add to it the right sdk , jdk , and ndk the editor can't add modular to it how to work with this problem. can anyone know the right solution
Download the required version of those dependencies(gradle, sdk, jdk, ndk) and reference their paths inside the editor: edit>preferences>external tools>Android
@regal nimbus
I found that the only wrong with jdk unity downloaded v 11 but this version need jdk 8 I downloaded it outside unity and it works fine with me
Glad it's working now 👍
help, I'm building my first android apk build, I followed some tutorials but after I click build, when it asks me where to save, the save(at least in my language thats what its called) button just wont do anything, its clickable but nothing happens, I get no errors nothing, forcing me to just cancel
You NEED to give more information.. screenshots/ video of what you're seeing
the 'save' button now sounds like it's the file save popup window.. where you enter a name for the apk and press save
one sec
https://www.youtube.com/watch?v=LsKxFVHa4XI
the console usually shows some erros, like variables I never used and such but idk its not showing anything rn
exactly
im so stupid, didnt realize i just had to give it a name 🤦♂️
thank you
either the tutorial you did is silly and left that step out ... or you missed that step in the tut 😉
i prob just didnt pay attention to it bc its a step I already do so often, no idea why I forgot (i feel like its not the first time this happens)
Hi, Unity6->File->build profiles-> iOS ->switch platforms CocoaPods issue, anyone know how to solve it?
Did you google the error message? https://discussions.unity.com/t/cocoapods-installation-error-on-mac-mini-m4-pro-with-unity-6/1573456
I have 2 MacBook Pros, one Intel and the other M1, and the same problem.
sudo ln -s ~/.gem/ruby/3.4.0/bin/pod /usr/local/bin/pod
solved thx
Howdy folks. I made a fairly simple color replacer with outline shader in URP 2D with Unity 6. It works fine in PC and Android. But the sprites are defaulting to just their basic coloration in iOS. For the outline I am using a Tiling and Offset UV node, and some googling shows that Metal might not support this? Just curious how one goes about trying to debug this.
can you share the shader? I see no reason for it to not work from you description.
Someone please help, I can't move the joystick
You have put Update(), FixedUpdate() and Rotate INSIDE Awake() so they are not going to be called by unity or work as you expect.
Move them out to be functions for the class instead and ask in #💻┃code-beginner if you are not able to make it work after fixing that.
I fixed that, its still not working....
#💻┃code-beginner time then
Mhm
Hey there!
I've got an Android app with working reward ads. I've now added separate iOS app IDs and ad unit IDs from AdMob. Unfortunately, when I tap the "show ad" button on my iPhone, nothing happens.
Do I need to make any additional settings in Unity or Xcode? Or perhaps in https://developer.apple.com/account or https://appstoreconnect.apple.com/?
Maybe I need to change something in the Info.plist file in the iOS project generated by Unity?
I've tried both the real production app ID and the test one, and still no luck.
However, I now see 24 ad display requests in AdMob.
was this through admob itself or using the unity ads/ironsource mediator? either way with ios ads you generally need to feed the idfa to your dev console and deliver test ads from what i remember (its been like 8 months since i worked on a mobile game with ads lol)
Your first step should have been checking the console for an error for why an ad could not be shown.
usually its due to miss configuration online or with the sdk
you should not need to do anything in xcode to get ad mob OR ironsource/level play working. Both sdks let you add your ad mob id for ios + android in unity.
iv had issues propagating ads to devices before the app was set up in the past. took a few hours to get ads serving to the device & it was quicker to hook up a test device using ironsource testing dashboard
you should always set your devices to get test ads on either
if you test too much with normal ads the device may not get any due to abuse
check the terms for the platform for actual information
From what I've read, iOS 14 and later requires App Tracking Transparency (ATT), which explains why I'm seeing ad requests sent to AdMob on iOS, but no ads are being displayed.
Therefore, I've added ATT handling to my code. However, this requires an ATT addon [or "package" or "library"] that appears to be quite old [referring to "iOS 14 Advertising Support 1.0.0 May 2021"]. After installing it, I'm encountering a compilation error in the Unity Console:
Assets/Scripts/GoogleAdsManager.cs(48,71): error CS0103: The name 'ATTrackingManager' does not exist in the current context
Do you know if this addon [or "package"] should be working correctly with Unity 6, or if there's a more up-to-date solution for implementing ATT on iOS in Unity 6?
oh this was wrong ATTrackingManager.AuthorizationStatus vs ATTrackingStatusBinding.GetAuthorizationTrackingStatus()
Ok, the tracking message appeared, I accepted it, but the ads still don't appear, so it's probably not that.
it turns out that you need to have App Tracking Transparency (ATT) + test ad ID. In android both things are not needed. Because even production ones are displayed. eventually you can probably have production ID but add the device as test (device id).
how can i troubleshoot notifications not working ?
when debugging the notification status on android, its showing its "schelduled", then "unkown" (which i asssume is because my notification was sent"
but on the device i dont see the notification anywhere.
notifications are authorized
How do you try to debug it now?
And does the app have permissions?
How do you send the notification?
im using logcat to read my logs
app has perm because im prompting the user beforehand
im using AndroidNotificationCenter.SendNotification (https://docs.unity3d.com/Packages/com.unity.mobile.notifications@2.4/manual/Android.html#send-a-simple-notification)
hello i'm having a bit of trouble trying to understand how to build for google play for unity 6 could anyone offer some advice on the matter? specifically whether to use the package way to build the app bundle or do it through the unity build profile
would just clicking the split application binary setting work?
For google play you need to build it as an app bundle (producing an .aab file)
are you scheduling the notification to run while your app is open? again been a while but i remember having to schedule them 2s in advance then close out the app
yeah, app is open and running for the scheduled time
you want it to not be open. a notification should only display when the app is out of memory/minimised
Okay
are you sure all components installed successfully? What do you see under add modules in the hub for that Unity version?
yo ! i'm developing a little app for IOS, but i didnt know i needed XCode and i'm developing on Windows, is there a way to avoid that ?
i know Apple is a little annoying
but cant i push my build onto an iphone on Windows ?
You need xcode and a Mac and a dev account(to allow a device to even install the app) to build the app in the first place for iOS
You can use services like unity cloud build to do it for you however.
Android is easy, can be built on all desktop platforms and can be installed easily
There are tools that claim to let you build on windows but how reliable they are I don't know
You don't need a Unity cloud account to develop for iOS.
Thats only if you want to use unity cloud to build ios, you can still build a project with xcode yourself on your own device or some other service
I've seen people build via a VM as well or have a cheap Mac mini somewhere. Still using MacOS, but not too expensive
can someone implement ads for me in my unity mobile game? I tried adding them myself but it's confusing and too many errors
its fairly straightforward using ironsource etc these days with unity. what errors?
I'm using the old method (Advertisement Legacy) because the new one is hard to implement imo
I am kind of dumb lol
and I can't find any good tutorials on youtube
i mean the ironsource/levelplay docs are quite thorough & contain examples for the integration & setup for ios & android now. theres a fair bit of groundwork but once its done its usually quite easy to hook up an ad request & it handles the bidding etc for you
there is only one way to get less dumb, trial & error/practice 😄
can you send the link to the docs?
one thing I hate is that I fix one error and then another error appears and it's just a loop
when I think I finally fixed everything, a few days later, a new error appears for no reason
thank you
I will try doing that
also I want to know, does the old method of unity ads work in unity 6? Is that the reason why my ads don't show in the actual build but they work in unity editor?
they say it still supports unity 6 on 4.12.0 of unity ads, haven't used it in years though because my old company did the migration to ironsource in like 2022 or something
alright, I'm just stuck because my ads don't show in the actual build and there are a ton of errors that keep appearing in my project for some reason (I didn't interfere with anything, I just created a new project and started working on the game)
theres a lot that can go wrong platform wise. i assume android only?
I need 12 testers 😔 Google play is bad
Are you using external dependency manager in this project? https://github.com/googlesamples/unity-jar-resolver
I doubt you are, but if proguard is enabled you MUST add the pro guard rules to keep the required classes, these are all provided on the docs and additionally for each ad provider adapter.
(otherwise proguard will strip the classes during build, causing this same error)
Alright, I'll try that
external dep manager is required to make levelplay work so get that working first
That may use it still but im not sure as its quite old. EDM has become a more common requirement so its good to add it.
If it just doesnt work, use level play as ads legacy will not be updated anymore
I also get this error when I open the project in unity
I might try making a new fresh project and moving all the assets and stuff into there
I initially made my project in unity 2022 (I forgot the exact version), so maybe updating to unity 6 caused some issues or something
so I created a new project and moved everything over and there are no errors
I will try to add ads now
I added the ads and now the error is back
what if I delete the "Plugins" folder
will it recreate it?
it also gives these errors:
it can't fetch com.unity3d.ads:unity-ads:[4.12.0.4.13] for some reason
its on maven central so it should work, unless your sources are incorrectly set. External dep manager will set this up for you
https://mvnrepository.com/artifact/com.unity3d.ads/unity-ads
What should I do then?
Assets/Plugins/Android/settingsTemplate.gradle should have mavenCentral() as a source in this section:
pluginManagement {
repositories {
**ARTIFACTORYREPOSITORY**
gradlePluginPortal()
google()
mavenCentral()
}
}
external dep manager should have already enabled the custom file for this and this should already be there but check
yup
so I just restarted the project and now it says "Resolution Succeeded"
but the problem is that after some time, the error starts appearing again
strange, this looks like it should work if this is configured correctly as the version it appears to want does exist 🤔
I asked chatpgt and it said that my firewall could be preventing it from fetching the com.unity3d.ads:unity-ads:[4.12.0.4.13]
its all http so highly unlikely
the error isn't appearing now so I will try to build the game and see if ads work
double check the gradle build error if it happens again
if I have test mode enabled, the ads will show when I build it as an APK right?
(I selected "I already have my game published on google play" during the unity cloud setup
this just popped up when I tried building the game
I clicked yes
best say yes
I hope no more errors appear
when going up major unity versions you often need to re gen and update these android build files
I've been trying to fix this ads issue for months
main template.gradle should be fully managed my EDM anyway
ADS WORK
TYSM MAN
Also another thing I wanted to know is that, I have a button which changes scenes. If I make the button also play an ad, will the ad work or will it bug out because of the scene switch?
Playing an ad will change activity so it should be fine but you should probably show the ad, then change scene after the ad completes to avoid potential issues (like crashes)
Alright, thanks again
Hey! integrating Firebase Messaging in my Android app.
Just debugged my app on my mobile device.
The permission request task results with Task Completed Succesfully -
Firebase.Messaging.FirebaseMessaging.RequestPermissionAsync().ContinueWithOnMainThread(permissionTask =>
{
});
That being said, no permission request prompt is shown, so I assume the OS just auto declines it.
Any tips?
Which version of Android? Does the app have notification permissions in the settings?
how is this happening? first one is what it looks like in my unity editor, the seccond is what happens when i build and upload to my tablet
how is it deleting a button, and completely changing the position of the board and the buttons?
i have to be doing something very wrong this does not make sense
how is the board built? the buttons are probably there but maybe not anchored correctly
switch game tab to simulator and try out some of the devices to see how the anchoring looks
Yea this is surely incorrect anchor placement and not checking other screen resolutions in editor
I enedes up finding the issue, for some reason when building it was using a different scene then the one I was working on. I pressed override scenes and selected the one I was working on (there wasn't even any others in the scene list)
Hey, guys. I've switched to Unity 6.1 recently and builded one project on Windows and everything was fine. But now I was building to Android and this process taking much more time than I expected. I already increased the max size of GI Cache, but it didn't seem to help. What do I have to do, or is it normal?
try press cancel and delete Libary folder on you project and close unity then when you enter your proect again build folder refreshing and all should be good
@hard flax
no, it doesn't seem to work. i've been waiting for 10 minutes, still the same process
On a slow pc with slow storage android builds can take up to 1h. Have you left it for about this long to see if it does progress?
Oh, it eventually builds the project. But when I ran it on my phone it worked unstable and didn't even run, but the circumstances were different, and I thought it's because of the long taking process. Gonna build it and see how's it, thank you❤️
Hopefully you are using URP as that is better suited for mobile + has better shader compile times vs old built in rendering
Yeah, I use it. Anyways ty again!!
Hi, I am trying to build my game for Android, but even though I installed the Android module, it is still not accessible (I restarted the editor as required)
Does anyone have an idea of why that is?
I feel like the Ai for the bot is still very subpar, even in expert mode, it sometimes sacrifices the "queen" piece for a mid-level or fewer pieces
Your second screenshot is unrelated to your question. What are you trying to show?
oh sorry, but you can also see that the Android section is not available in Preferences > External Tools > Android so I can't define the path to the android build tools but here's the picture I wanted to share.
As you can see I have the build support installed but Android platform is still unavailable
did you restart the editor? is your project using the right editor version?
I restarted the editor, and my project is using Unity6000.0.44f1
your android sdk and ndk tools seems awfully small. It's 2-4gb on my system (macos)
might want to try reinstalling it and/or viewing the unity hub logs to see if there are any errors in there
I'm on ubuntu
this might help point you in the right direction: https://www.reddit.com/r/unity/comments/ozafc5/error_while_installing_android_build_support/
i have cpio
did you see anything suspicious in the hub logs as the user mentioned?
idk where to find the logs?
i was thinking of installing another version. of unity should i only install the build support then the DevKits?
because depending on what is selected the blue button changes
were the logs somewhere different than that post? and those disk sizes look better to me, are they that size after downloading?
something had to be wrong with the 44f1 version
idk where the UnityHub logs are

the reddit post I linked said ~/.config/UnityHub/logs, and then ofc among the first two results on google for "linux UnityHub logs" is this page https://docs.unity3d.com/6000.1/Documentation/Manual/log-files.html
thks
i don't have the UnityHub directory only unityhub
Did changing the Unity version not work after all, then?
it did not
does anything stand out in the logs?
I did further research, and my AndroidPlayer directory lacks some subdirectories.
GPT explained this:
You do have the Android module's subcomponents (NDK, SDK, OpenJDK), which suggests that:
The Android Build Support was at least partially installed, and
Unity Hub put the files in place.
BUT…
You're missing a few critical folders that the editor expects to be there for Android to show up correctly:
❌ Missing:
Tools/
Variations/
ApkTool/ (in some Unity versions)
Player/
UnityEditor.Android.Extensions/
Hi, I'm also having a trouble on Android API to build. It says below error.
I tried reinstalling Unity 6. Also I tried downloading API from sdk manager and Android studio, then assigned in the Preferences. I also downloade newer JDK and assigned in user variables, but didn't work.
Error building Player: Win32Exception: ApplicationName='powershell', CommandLine='-ExecutionPolicy Bypass -File "C:/Program Files/Unity/Hub/Editor/6000.1.9f1/Editor/Data/PlaybackEngines/AndroidPlayer\Tools\RunElevatedCommand.ps1" -ArgumentList Ignored "C:\Program Files\Unity\Hub\Editor\6000.1.9f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\16.0\bin\sdkmanager.bat" "C:\Users\User\Downloads\OpenJDK17U-jdk_x64_windows_hotspot_17.0.15_6\jdk-17.0.15+6" ""platforms;android-35"" "C:\Users\User\Unity\MRtable\Temp\AndroidSDKTool"', CurrentDirectory='', Native error= The specified file cannot be found.
Failed getting available Android API levels. Make sure your android sdk tools version is 25 or higher and you have internet connection.
System.Threading.ThreadHelper:ThreadStart ()
I also changed the API setting to other setting which is already installed, but Unity still says SDK is outdated. Choose update or use highest. Although these choices didn't make changes...
Hey again, guys. I've built a version of my game to android, but it freezes at the moment when loading a certain scene. I absolutely don't know where to start my searches of problem, any ideas of what could it be? It runs properly in editor
install the 'Android Logcat' package.. open it, connect your phone and see what the logs spit out when it crashes -> google those
Can someone help me, what am I doing wrong? I try to authenticate with google play games but it just won't work.
I have my game set up in the google play console.
In Google cloud I have 2 clients. Android client and web client. Android client is needed to be used for google play console credentials (I cant "Get resources" without it, and cant select the web client as credential). Web client is used for unity's backend, since they ask for a client ID (which both give) and a secret (which only web client gives).
Now I try to log in and get this error after calling PlayGamesPlatform.Instance.Authenticate
When I hold the icon and click "Choose profile" it also loads indefinitely instead of showing my profiles. Other games from other people work fine.
I even tried updating the play store build in case it wants me to install over it but that didnt change anything either.
Hey guys, how can I fix the Gradle build failed error in Unity caused by Google Play Games Services?
there isn't 'a' gradle build failed error... there are billions of them. Read the console, find the relevant info which tells you what specifically failed.. and then google that message.
Hi, does unity remote 5 work at all with unity 6 anymore? Or are we just out here streaming false hope over USB?
I don't think I've ever seen it work even before Unity 6. Certainly get a lot of people claiming they can't get it to at the very least.
It's not a very helpful tool in any case. It just projects pre-rendered pictures on mobile device. Often does not reflect in any way how the app would look or work on the device. It's a slightly faster way to run something on the device (or rather appear running). But you are way better off building directly to your device with logcat enabled, or even using built-in emulator.
Ah i see alright
Is any one using "Addressables for Android". When I uploaded the .aab to play store, It shows the update size smaller. But when I update it on the device it download the entire game again. Any Idea?
Tested with internal test build.
I haven't done much with this, but there's a setting in the build options to update an existing game, it wouldn't have anything to do with that, would it? That's got little to do with addressables, tho
I think that's for patching an existing build on a device while we do development build.
hm. Right. right. Yeah adressables seem to be made for this function. I'll do some digging
Good afternoon everyone! this is my first time posting here. I've created my mobile game and about to release, however google play services (Android) says I need more testers to access production. It is an infinite jumper/runner style game 2D with leaderboards and achievements. you get 5 hearts that reset after 2 hours weather you've lost 1 heart or 5 hearts. Or you can purchase unlimited hearts for $1. THERE ARE NO ADS
If there is a different place to ask within the channels please direct me there. Would anyone be interested in testing it?
I'm having the same problem.
I still haven't updated mine yet..
I think that sounds better then dealing with admob
Yeah i agree. Our games now running a joke about buying meatball subs. I think its funny 😄
hello i want to make a login button that works with google play games do i need to use the unity authentication system?
Follow the official doc page and use the unity google play games plugin:
https://developer.android.com/games/pgs/unity/unity-start#plugin_installation
Services like firebase do offer google/apple/other sign in (which is not google play games but just google)
alright but do you know if i need to use the social thing? i'd like to avoid having to do the services authentication thing
Sounds like it can be used via that but is not required? Its not clear tbh and i dont remember when from when I last used this
yeeah that's why i asked here it's pretty confusing thank you tho i'll try
sorry for pinging again but i made a build and ran it and it gave me this error any idea? i'd tried readding the plugin multiple times and stuff
Autoconnected Player "Autoconnected Player" AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
at java.lang.Class.classForName(Native Method)
at java.lang.Class.forName(Class.java:607)
Caused by: java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.games.PlayGames" on path: DexPathList[[zip file
So either the plugin was not installed correctly (it may require the external dependency manager to work) or you have proguard active and need to update your rules to keep the class.
oh i do have proguard i'll try that thank you
i'll try turn it off
it's the minify option right(?)
pro guard strips unused classes and its not able to know we will use these classes from c# via JNI
usually doc pages have proguard rules pre made for this, else you need to make that yourself
minify is different, thats usually just reducing the size of plain text files which compiled code is not
i think that's what creates the proguard 
anyway i'll try that and see if it works thank you
correction, pro guard obfuscates classes so this is to make it not change the class name for certain things accessed by name
anyway disabling it or adding a rule should fix this

Is there any word on when Unity is going to release a new IAP package with Google Play Billing Library 7.0.0+ in it?
yeah same question, google is now forcing us to update but still no version is released by unity ?
For this kind of question it's always better to look on the forums -> https://discussions.unity.com/t/urgent-unity-iap-does-not-support-google-play-billing-library-v7-august-2025-deadline/1661548
Thanks!
the pre release version did this already but ofc this may not be as stable:
https://docs.unity3d.com/Packages/com.unity.purchasing@5.0/changelog/CHANGELOG.html#500-pre4---2025-02-04
You can change the version to 5.0.0-pre.6 manually if you want to use this
Looking for advice on optimal steam deck builds - outside of just using the analyzer remotely whilst running the game.
Does it matter what order the graphics API are in?
Does including vulkan and direct X11 & 12 do nothing? Better off with just using 1?
Are there any settings commonly overlooked that provide major improvements?
The thread I linked to has v5.0.0-pre.7
Hey I'm just going off their changelogs 🤷
Depends on if you intend to use native builds or windows and proton.
Id say DX12 is the only choice for win, otherwise vulkan.
Im making a mobile game,
I guess I should design it for aspect ratios between 22:9 and 16:9?
and optimize for 20:9~19.5:9?
Design it for aspect ratio 16:9
gpg giving me so much trouble 
anyone knows about this?
chatgpt says sth about aar files idk
fixed it never mind
they really should make this easier tho this is incredibly stupid
Hey @iron acorn , when you say a provider, you mean something like... Huh... IronSource or LevelPlay? I think I heard these mentioned somewhere
it sounds like you've done zero research so far
That's what I'm trying to do 😅
But lets just say I'm pretty confused.
You know, first guides I found online were outdated, and then I found other guides that seemed to have nothing to do with each other
Figured I'd as well ask here instead of following everything at once
Oh, and there's the fact that english is not even my maternal language, so I can misunderstand things even after having read them multiple times. Yeah
🥲
Anyone know how to build project on windows to IOS?
Yes. There are many. The main ones that are usually mentioned are unity ads and google admob.
I see. Thanks!
There are things that claim to let you do this but I don't know how reliable they are or if they will just break
Example I found on google that I have never used: https://assetstore.unity.com/packages/tools/utilities/build-for-ios-macos-on-windows-15522?srsltid=AfmBOoqM4yGMLnyfQc3XNhYR-cFOgY-02k1I5K4bsqMg4w36f3TNAgRU
The normal reliable way is to use a mac or use a build service such as unity cloud.
Or set up a MacOS VM with very limited features but enough to run xcode haha
The best way is to use a Mac mini as a server though
I give up on setup MacOS VM I spend a lot of time downloaded lot of MacOS Images any of them didn't work on VirtualBox , do not regret that purchased the mac mini and now also wanna use the mac mini as server (but because of mac os it is not as simple as setup server on Windows).
On windows MongoDB server run automatically on MacOS I will need to download additional soft to setup it run on restart.
windows is not a common choice for servers, linux is.
regardless a mac mini is often the best way to do builds but it can be a pain to automate some parts to avoid "open xcode and change this thing".
Its gotten a lot better though
Iirc, apple expects (by license) that you build for Mac and iOS using apple products. Just keep in mind you need to always keep xcode updated and they like to prune old OS versions periodically
But yeah macincloud etc works in a pinch. I use mac minis usually.
You can install a team city agent on it for auto builds if you like
Does anyone know if there's a way to implement hand position tracking using ARkit/ARfoundation in Unity when filming with a phone? I know it has things like face/body tracking, but im wondering how to get it to track just the hands too (only need the position, not the gestures)
We use OpenCV for hand-tracking personally
You could try this, but ARFoundation is a bit of a mess (device and platform consistency wise)
https://github.com/ogoguel/realtimehand
Ah damn, it only works for the PRO versions =/ I also tried other repos but they are all so old and getting them to work is probably a big hassle.. shame ARkit doesnt have it natively
But thanks for looking into it
does this file exist?
Does anybody have a good solution for water on mobile platforms? Depth/Opaque texture i hear are too expensive
Your best bet would be to get a mobile capable shader off the store. Stylized Water 3 is probably one of the best for it.
Alright thanks, I'll look into my options
Hi all, I have trouble using ios resolver in unity project. it won't detect my Ruby instalation.
Can you help me provide any documentation using ios resolver in mac m2?
Yeah what i did was modify a bunch from the store & github, ran them on ios and Android to make sure they work, and then optimized them down really well with sample scenes in my template projects. I needed them on BiRP and with VR support though so it was a but more cumbersome. But unity has good instructions on how to modify a BiRP shader for VR if you go down that path.
But yeah, I'd start with accessible ones for mobile off github and the store and go from there.
hey guys, i'm doing some mobile optimization so i was wondering, how can i get a convex collider box that is shaped exactly like this gray box? because i need to make a zone where if you enter that zone it loads a room, this way it will higly decrease the loaded polygons
does anyone know the solution to finding a precisely shaped convex collider?
also why is the collider shaped like this if the shape is way more defined?
Convex colliders fill in empty space, this is how they're supposed to work, convex saves on resources by filling in any gaps, you'd be better off using several box colliders here if you want to save on resources and have it precise, actually box colliders would be better as you can define regions properly for specific rooms to load in, so it'd work better in your case anyway
I'm not sure why your room loading would consist of a collider all over the shape, as that looks like a building which likely would have several rooms
Yeah think of convex as bubble wrap. It's necessary for certain physics things due to its simplicity.
There are third party plugins on the asset store that can create better simplified colliders if you need it. They mostly just auto generate smaller sub convex colliders or stack box colliders.
hello. my unity game is have one big problem: first start is ok. but the second start is equale black screen after logo. only run if im use delete program data in android
and no error in editor mode
I'm sorry, I don't fully understand the issue. Are you saying when you launch your game on Android, it is a black screen and doesn't display anything. But if you delete something it works? you could try pulling the Android logs to see what is happening.
anyone have any clues that why is my phone screen shows completely darkness + some blue straps at the top left corner when I turn on the app?
-when i click play on my pc every thing is normal so i did not misplace the main camera (or so i assume)
-the device is Galaxy S20 FE 5G
-attemped to let gemini (google's chat ai) to fix it but did not help
let me know if i can provoid more info
Could be something simple like the UI canvas isn't set up right or something. You could use logcat to get the info from the logs on the device.
You can also change that `free aspect' to both portrait and landscape to see if the UI canvas is misconfigured.
Blue is probably your skybox / camera background
i let gemini review my logcat (i'm new to programming there is no way i'm reading that log without ai's assist) and it says "It does not contain any specific log messages or errors from your Unity application itself."
I can't speak to what gemini says
I'd also remove that deleted scene from the build list
And check all three of your scenes to see if one of them is a mostly gray screen
pic 4 is scene 3 on play (all of them are zoomed out)
its supposed to use your camera, detect a person's face and pops up the UI
In that case, a possible guess is that almost Grey is the Unity splash screen loader....
But i can't tell from this what's not working, sorry
thanks for your help, i guess i might try ask in unity forum
In the MainMenu, can you share what the inspector settings are for the Camera. And settings are for the UI Canvas?
Whatever it is, it isn't anything obvious to me
But either of those couuuuld have an issue
pic 1 is main cam pic 2 is canvas
In the Hiearchy search bar, can you search for t:Camera in this scene? I see two audio listeners and I'm wondering if there is a second camera interfering
The UI can be a problem, it's configured only for wide screen. But it still should show the yellow.
T:Camera
Thank you, yeah, everything looks good from where I'm sitting I'm afraid.
so i just notice a strange thing, i realise my phone was locked on no rotation, when i turn it off (rotation is now on) and then turn my phone side way, the blue strips are now gone
It's possible the UI is rendering gray for some reason
I'd still check the mmmm
i'm going to add some bgm to the main menu to see am i even inside the main menu
Game View
Change it from Free Aspect to Portrait in play mode, see how it looks, then change it to landscape. It should replicate rotating your phone
The music is a good idea
seems normal to me (installing the new ver to my phone now)
its playing the music, guess i'm in the main menu scene now
(currently installing unity 6.2 and i'm going to ask the unity ai before asking in the forum)
hello i'm having trouble making the google play games sign in work could anyone give some insight?
after upgrade to unity inapp 5.0.0-pre.7 i got this issue in xcode
I've been trying to export my project in AAB version for Android 15 for 3 days, but it won't let me. I'm very stressed. Could someone please help me? I ask you from the bottom of my heart.
!ask
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:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
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Share your build error logs so people can help. What unity version? Are you using external dependency manager? What plugins are you using? Ironsource/levelplay?
what I'm trying to do is export my game in aab format, which is so I can upload it to google play, with android version 15, I had my project before with an old version of unity 2021, and I went to version 2023, here it shows an error that it needs java 17, but in edit > preferences > external tools, it tells me that the jdk must be java 11.
weird, the included jdk with unity should suffice to build for android 🤔
Have you modified your gradle files?
Yes, I have modified them. I asked an AI what I should do, and it told me that I should modify several files, including the gradles, but it still cannot export them.
twas the first mistake
delete them, let unity re gen them, make sure external dep manager can force resolve android dependencies (if using this), then build
so delete maintemplate.gradle, android manifest (make a copy to restore your required changes), settings template.gradle
use the unity docs to know how these work over AI: https://docs.unity3d.com/6000.1/Documentation/Manual/gradle-templates.html
👀
Friend, do you think you could help me using anydesk? I really don't understand, I'm so confused.
no
Okay, fine, I'll try to fix it with the solution you gave me. I'll confirm if I was able to fix it.
when changing major unity version you often need to regen these files
most projects dont need to edit them anyway and external dep manager will enable and use them as it needs automatically
I activated several things here, is it wrong? This is what the AI told me to do.
Did a plugin state you needed these? if so stop listening to AI
e.g. facebook sdk needs extra permissions added to AndroidManifest
It's my first time exporting in AAB format to upload it to Google Play, so I didn't know anything about that topic.
its just a single setting change in the player settings
So is that okay? Or should I uncheck or check boxes?
my suggestion is to untick them all, change the setting correctly, try again and look at the docs next time
AI lies to you and when you dont know any better you just fuck things up
My God, I don't understand anything. 😭
I did everything and I get this error when exporting
It's too much for me to fix that error, I have to forget about that game.
That's because instead of reading the docs, you blindly followed an AI, that has no idea what it is doing.
I was able to solve it, I had another backup, and the AI still helped me.
Cool, then I won't dive into the error.
I've downloaded everything I need for Android 15, Unity version 2021, downloaded the SDKs, and I'm still getting that message when I export to aab format for Google Play.
2021 is too old now and 2022 LTS may be the last that has official support for higher api levels
So, this problem cannot be solved in the 2021 version? I installed the Android 15 SDK separately.
Okay so 2022.3.62 states support for api lvl 36 so thats for targeting
https://unity.com/releases/editor/whats-new/2022.3.62#notes
Min level 26 should work just fine so its not installing correctly i presume
"Starting on 31 August 2025: New apps and app updates must target Android 15 (API level 35) or higher"
im not sure if 2021 can do this
anyway 2021 is too old id go to 2022 at a min
Yes, that exact message appeared on my Play Console, so I'm trying to fix that.
upgrade your project to latest 2022 usable for you or unity 6
you will need to fix things so back up if not using source control
Could this also be an option?
2023 is weird they stopped on it earlier. If there is no reason not to you should go as new as possible
if you are restricted on time 2022 is the safer bet
ok 👍
You fixed the error I had 2 days ago, thanks : D
You can manually download the SDKs and add them. But it's easier to just install 2022 if you aren't used to all that.
I wouldn't upgrade too far. If you do, and you find out it is buggy later, you may be unable to downgrade.
2022 and 2023 LTS are both very stable and fine for the latest Android
When I try to export, I get gradle errors, it won't let me export to Android 15 AAB
Would it be too much trouble if I asked you for help with AnyDesk, please? I'm really stressed about that error.
I dont do that kind of thing- but you can find other discords that allow for sharing and VC and see if someone will there.
I made another project in version 2023, I just added a character and exported it for Android 15 aab Google Play, and I get exactly the same errors
share the whole gradle build log
Here are the 3 errors I get on the console.
Hi folks, I am having a problem with my closed test. Testers can download the game but can't open/play it. Thought it might be my AndroidManifest.xml so I've been messing with that some. Hasn't worked so far!
package="com.cabiggames.squarewave">
<uses-permission android:name="com.google.android.gms.permission.AD_ID"/> <uses-sdk
android:minSdkVersion="19"
android:targetSdkVersion="33" />
<application
android:label="@string/app_name"
android:icon="@mipmap/app_icon"
android:roundIcon="@mipmap/app_icon_round">
<activity
android:name="com.unity3d.player.UnityPlayerActivity"
android:exported="true"
android:screenOrientation="portrait">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application></manifest>```
I think you should update it to Android 15 (that's what I'm doing, and I think, I think I've already solved it, if it works for me it will help you so you don't get frustrated for 5 days with that error like me haha)
a lot of things edit the manifest right before gradle runs, so you might want to either look at the merged manifest in android studio or pull the manifest out of the bundle and look at it directly to see if something is missing
alright, i'll take a peep
Could someone help me with the error that gradle needs Java 17, but in externals tools jdk it doesn't let me select 17, only 11
The value 'C:\Program Files\Java\jdk-17' provided for the Gradle property org.gradle.java.home is invalid (the provided Java home is invalid)
Can you take a screenshot of where you see it/in what context?
When I export to AAB API level 35 on Android 15, I get this. I've already fixed other errors and now I get this.
Try doubling the back slashes in the path: \\
as?
That being said, I'm not sure you're supposed to mess with that file
The version of Gradle I use to export to API level 35 asks for Java 17, but in external tools it doesn't let me put more than Java 11.
That's not what you shared in your screenshot though
Anyway, try fixing(escaping) the back slashes. If that doesn't work, maybe rethink the approach. Or provide more info on the original problem.
Do you mind if I ask for help through AnyDesk? This is my first time exporting Android 15 because Google Play asks me to. I haven't been able to export it for 5 days.
Nope, sorry. I'm only available via text in the server.
😭
Do what I suggested, and it might just work.
I don't know how to do that, I don't even know what it means.
Okay...
So, look in the log first, do you see the path that it prints? It has not back slashes at all and jumbles the folder names together, right?
This is likely because it's treating the back slash as a special symbol and removes it from the path string.
To fix that you need to double the slashes (\\). So the path would become C:\\folder\\folder.
Understanding?
Alternatively, you could try forward slash instead: /
BROTHER
FROM THE BIG HEART
I THANK YOU FROM HERE TO INFINITY
YOU JUST SAVED ME, FRIEND
HAHAHAHA, thanks so much, bro. I was even dreaming about this mistake.
One more thing, if I want to upload it to Google Play, I must inform Google Play that my game edits files, that is, it basically uses a file to save the game's progress data.
something is setting android:enabled to false and i'm not sure what it is. i've updated my manifest.
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
package="com.cabiggames.squarewave">
<uses-permission android:name="com.google.android.gms.permission.AD_ID"/>
<application
android:allowBackup="true"
android:supportsRtl="true"
android:icon="@mipmap/app_icon"
android:roundIcon="@mipmap/app_icon_round"
android:label="@string/app_name"
android:theme="@style/UnityThemeSelector">
<activity
tools:node="replace"
android:name="com.unity3d.player.UnityPlayerActivity"
android:exported="true"
android:enabled="true"
tools:replace="android:enabled"
android:screenOrientation="portrait"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout|smallestScreenSize|uiMode"
android:launchMode="singleTask"
android:hardwareAccelerated="true"
android:label="@string/app_name"
android:theme="@style/UnityThemeSelector">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>
do you have any dependencies that replace the unity player activity? Is this a custom manifest you've included yourself?
if your merged manifest doesn't end up with an enabled, launchable activity then that explains an unlaunchable app
remove "tools:node="replace" and "tools:replace="android:enabled" completely
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Just an update, I regenerated the manifest and put in the google ad_id and that did the trick. Not sure why it wasn't working but thanks for the help. I wouldn't have figured to check the merged manifest without your suggestion
If this is ad mob its weird and causes an error and app crash if the ad mob id is not set (on android and ios)
Does anyone know how i can send an ios xcode project to someone? I built it in unity and it generated an xcode project, and now I just want to submit the built file. Do I just submit the whole xcode project? or do I have to build it again in xcode, and it generated a build file somewhere and submit that instead? I dont have an apple dev program, so i cant really distribute it..
"Submit" usually means uploading to App Store or similar. Do you just want to give it to some specific person?
Yeah to a professor for grading 😅
I would assume they want to see the code too so you could just zip the Unity project and send that
This cant be right, they should have provided you machines to build for ios or expect android builds if it must be mobile?
I have some notifications implemented in my android build, using the unity's mobile notification package, and sent via the platform-agnostic NotificationCenter, and I have an issue.
I have notifications that have a bunch of text in them, but I cannot seem to expand them, the body text cuts off but there is no way to expand it to view the whole thing. Same thing happens if I just do the title with that same text (I tested that too). How can I make my notifications expandable so that I can read the whole text?
Figured it out partially via converting it to an androidnotification, setting the style to big text, and using the AndroidNotificationCenter to send it. Is there a way to make it happen via the unified notification center?
hi
hello can anyone help me
so my problem is my unity (2022.3.30f1) isnt deteccting api more than 33 android 13
!ask hello can anyone help me
so my problem is my unity (2022.3.30f1) isnt deteccting api more than 33 android 13
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
@signal cedar if you delete/rename your current android manifest then re enable a custom one in the build settings a new copy will be made.
Ofc do not delete it if you need something from it and aren't using source control.
I'm using source control, ok I'll try
thank you
i have to update my unity api level 32 to 36 i have installed 33 34 35 36 versions in android studios and copy pasted them in unity sdk platforms but when i try to build the game it show to update the android gradle verson can any one help me please
First step is to ensure you are using the latest version of 2022 or unity 6. Anything older probably wont work
i am using 1st one 2022
ok so i have to install it and open the game files with it and set paste apis
what you said hardly makes sense. Install newest 2022 version, open project with that, config android sdk if needed, set min api + target api, build.
so the thing that needed to be changed is theme set to @style/BaseUnityGameActivityTheme and added <meta-data android:name="android.app.lib_name" android:value="game" />, everything else the same, now it works
Do i need to check these for building aab
These make no difference if you wish to build an apk or aab.
If using external dep manager update that too.
With out checking them it ican build it
With checking them it is not able to build it shows same error
this is the only thing you check to build .aab
all those other options depend on what's in your manifests/ etc
It means those custom files have outdated or invalid things in them. If you do not need these enabled disable the option and delete the file from the project.
tools such as external dep manager auto enables what it needs.
Hey, Quick question. This is how my screen looks on my phone. The resolution is 1080x2340 but the image is scaled from 1080x1920.
Whats the Best approach to fix the top and bottom bars? I want to keep it compatible with different phones too.
Should I change the resolution to 1080x2340? But how do I make it work on different phones with different res?
Set the canvas scalar to 'scale with screen size'.
Set the reference resolution to 1080x1920.
Set the match width/ height to a value that works for your UI.
Have the text not part of the background
Background images that should "fill" should ideally be square (e.g 1024x1024, 2048x2048). Use an aspect ratio fitter set to "envelope parent" and have the aspect set to 1. This will make it fill the "screen" always. The text should be seperate as well as other elements.
Its best to make it square as then it will look decent on phones as well as tablets
If needed you can put into a parent that has a mask but for a full screen BG that is not needed.
Thank you both for the answer 🙂
Hey folks i cant build on Android platform it stucks here anyone has an idea rather than deleting lib and temp it didnt work
I also upgraded Addressables and Android Addressable Support plugings to latest ones
Unity Version : 6000.0.31f1
Addresable : 2.6.0
Android Addresable Support : 1.0.6
Unity IAP : 4.13.0
check the editor log to see if there is any more information
I look the errors but cant found any info
Idk what exaclty look for error code etc , there are multiple deprecation warnings on FB SDK but i cant found any extra info
I tried 17.0 , 17.1 FB SDK not worked now trying to 18 :/
Upgraded FB SDK 18.0 skipped that stage but after SDK Examples folder contains some IWrapper.cs issues just delete examples folders and go on 👌🏼
i always delete the example so guess its always wise 😆
hey, can you please help me by telling me what you did? the same problem happened to me and it is stuck on building the scene for 30 min+ and it also showing me this in the picture i attached but it is also stuck and not loading.
can someone else help me with this please?
if you force resolve android dependencies does it ever finish? Is external dep resolver up todate? What unity version?
its unity 6.
the resolver was stuck on 0% all along and did not move. i tried to delete the lib folder and temp and i downloaded all from the start. i tried to force resolve but it keep doing this
any errors in the console? does you installation have the bundled jdk and android sdk?
I forget if it needs jdk installed normally or not but its the best reason I can think of for it not working
i downloaded the android pack from unity but i do also have the android studio, i dont know if i should switch to that because unity recommend to use their.
i have the error in the console. i can show you in private for more details.
usually that is fine for building but I dont know if EDU uses this too to perform its tasks 🤷♂️
there should be a setting to log more info so maybe try enabling this and try force resolve again
if no luck try installing the JDK and see if it helps
ok ill try thanks
https://www.youtube.com/watch?v=OTgfjqs5dMo
i did this and it fixed it hahaha
File needed to download here
https://github.com/googlesamples/unity-jar-resolver/blob/master/gradlew.bat
What You’ll Learn in This Video
Why the Win32Exception.ApplicationName error occurs when using Unity’s Play Services Resolver / Gradle with IronSource.
Where to place the downloaded gradle.bat file in your project folder so Unity can...
i made a build and also used the keystore. why is the google play console say the app needs to be signed. it is not?
Does "Google Play Game services" work in Unity 6? I'm basically looking to save game progress there (continuity if the user changes device etc) or ever since Unity released their own cloud saving product, we have to use that (and pay if we go beyond the free tier)?
When i installed the latest version (2.1.0), game doesn't build and spits out constant gradle errors.
share those gradle errors here. is external dep manager installed and working?
I deleted all of it and started reinstalling GPGs again from scratch and so far so good... it started building again. I'm trying to find some sample code to test if there's connection or whatever...step by step I guess lol
sounds like thats fixed then
can any one help me to do the android sdk
Massive thank you for posting this! I ran into this exact problem today and this fixed it for me 
hey can someone please help me with my gradle build errors ive been struggling
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
no.. don't just do the cmd again. Read it and do what it says
it didnt really help
It supposed to help you ask a better question.
oh
What would be the easiest way to implement ads into my game?
First I tried Unity Legacy Ads, and that was really straightforward. However, it is no longer being updated and I want a long-term solution.
After that I tried integrating LevelPlay into the project but after several days of banging my head against the wall, I have reached a dead end and couldn't get it to work. Documentation says one thing but it doesn't work, and IronSource dashboard is a confusing mess. And for some reason it keeps creating more projects in my Unity Dashboard through IronSource, and I have no idea if that is supposed to happen or not.
I honestly have no idea at this point how I should proceed with LevelPlay without stepping into a landmine, so I am considering starting from scratch with a different approach.
Which would be the most straightforward way to implement ads then if not using Unity Legacy Ads or levelplay? Is AdMob any good? From what I read, the SDK is a pain to integrate, but at least there are up-to-date tutorials for it. Any other options?
Id say using levelplay is the best solution, you can also use google ad mob standalone or another ad provider.
If you get build errors make sure external dependency manager is installed in the project and working.
I dont have much to say about the dashboard side as I don't ever manage this. Make sure your app keys and ad unit ids are correct when initializing levelplay.
(you can also add your device as a test device on level play or other platforms to get test ads to verify the sdk works regardless of ad provider config)
If I didn't have to handle the dashboard, LevelPlay would be manageable, I think. Unity and IronSource need to get their stuff together and make something as straightforward as the Unity Legacy Ads module. For now though I have banged my head against the wall a bit too long, so I'll probably try the AdMob SDK and see how that works out. I have been digging through the documentation and tutorials and so far that makes much more sense to me. It is a bit more work on the code side, but from what I understand I don't have to touch the dashboards much. Still, it would be good to know if there's anything particular to look out for when using AdMob.
I am also curious and couldn't find a definitive answer in my search, but is there a significant difference in the ad revenue between LevelPlay and AdMob? Some forum threads told stories of LevelPlay halving their revenue while others gained more revenue.
Level play is meant to be a mediation platform to let you show ads from multiple providers (e.g unity ads, google admob, applovin) and do it via 1 sdk and 1 dashboard
the doc page for the providers should explain how to add the adapter and set up the dashboard side.
its probably better long term to get level play goin even with just ad provider
hello i'm getting this error on the google play dashboard
unity like this
now it might be a problem cause the internal testing build was older than the closed testing but is there a chance it might be something else?
nah should go away when prod/open testing gets updated
ah so need a prod/open testing to fix it?
cause we don't have a release on those so far
nvm actually there is an open one
i'll see if it gets updated then and ask again if it doesn't thank you
either way as long as your next public release is 35+ it should be fine

Can LevelPlay be done without touching IronSource at all? So far everything says I need to use the IronSource dasboard, but if I can use LevelPlay without IronSource, I might reconsider.
why i am getting this error after installing unity 6 with unity editor jdk tools?
I think they are the same thing
Does anyone know a way to test games on IOS devices (Specefically IPhones) without the developer license or external applications? For example using Shortcuts or something
You can't
You can build directly to an iPhone without a dev license
You'll still need xcode/mac, which may be an "external application", if you don't own one.
well yeah
gonna have to cloud build if you don't have a mac - but that probably requires you to have a dev license?
I think so
why this error.
This is a mobile channel, that is nothing to do with mobile. 🤦♂️
Has the UI package been removed from the project?
right ui package was removed.
what is the meaning of this error
you can google these and find out, I'm not gonna go through them all for you 😄
figured it by myself. google is worst now giving wrong answers.
google doesn't "give answers"
(ignoring the AI section, which isn't present in that screenshot anyway)
I just switched from pc renderer in urp to mobile renderer since im porting my game to mobile, but i have one problem: my baked shadows now have terrible quality, like worse than realtime shadows. I tried to change numerous settings, but nothing made them better :( please help
On the left it is realtime shadow, on the right, baked shadows.
what resolution you baked it in?
60
why does resolving android dependencies stay at 0 with gradle error using unity ads?.
because there was an error (meaning the process failed to complete)?
if you need help with the error then you should share it here as text
Hey is somebody able to help me or give me tips on how to fix gradle build errors for android. Ive been struggling with this problem for weeks and ive never been able to fix them so i havent been able to test my game or play it without playing it on desktop which isnt very good or practical. the main errors i have right now are gradle not valid but if someone can give me a tip on installation on editor directory and projecty directory that will help a lot and please dont provide with a guess, thanks
You haven't show your setup and what's actually wrong, so all you're going to get is a "guess"
my bad, if someones able to help i will just show them in unity what they need to see to help me and basic things like a setup obviously (to an extent) are u able to help?
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #🌱┃start-here
doesnt help
read it again, and pay more attention especially to the last one
Hey anyone who worked on AR world tracking using unity and AR foundation?
Hello, my shader dosn’t work on a samsung s23 but work on other devices, someone know how to solve the problem ?
Anyone else getting an error when entering Unity LevelPlay?
anyone know how I can get the Android SDK for 2018.2.19f1? I am having issues with it not being able to see where its at and I am not sure if I have the right ones installed. I looked at some YouTube tutorials but got nothing from it.
good lord update to a supported unity version
I highly doubt the new min api lvl for the gplay store works with 2018 😐
There has to be an SDK somewhere thats compatible with this.
in the editor preferences you can configure the jdk and android sdk paths but 2018 is too old to expect things to work properly anymore
Hey guys. I got an issue for mobile. Wondering if anyone knows a fix. It happens when I patch my game on my phone and open the application. I tried on another older model and it works fine. Anyone know a fix?
Hi, on the iphone X and newer, there is the home bar on the bottom that does not seem to be part of the safe area, how do you handle it? I tried detecting if the device has a home bar with
if ( Application.platform == RuntimePlatform.IPhonePlayer && Screen.safeArea.yMin > 0)
but this returns false on iphone 12 so my ui keeps overlapping with the homebar so not ideal at all, any idea?
There's an option in the player settings for it to require two swipes or something - can't remember, it's been a while and I don't have iOS module installed on PC.
But if you look at most games on mobile, eg: Marvel SNAP, they do nothing about it.
well, nothing... except make sure not to have UI around where the homebar is
Yeah that's an option but I'm working on an app more than a game and removing the homebar seems counterintuitive, plus I'm looking at making it safe across devices and it wouldn't make much sense to leave the bottom area empty on an android for example
I work on apps too - don't have UI at the bottom that requires swiping
well even for tapping ui (input field in my case) the homebar getting in front is just ugly, and it blocks the clicks too :/
Hi everyone. Anyone having trouble implementing Google Play Games sign in?
I'm trying to call PlayGamesPlatform.Instance.Authenticate method as soon as my app starts and I get this error (SignInStatus : Canceled). I believe I followed the documentation and the error message is just so simple to debug. I'm lost and not sure where to look at. Can anyone please help?
I'm using Unity 6 and GPGS 2.1.0. I tried this method from Youtube link below and it won't help. I've been dealing with this for weeks and it drives me crazy lol.
https://www.youtube.com/watch?v=1DTCDl0T9HY
Fix:
First:
Make sure your "GooglePlayGamesPluginDependencies.xml" is calling the right directory.
Second:
Edit - Build Settings - Player Setting - Player - Publishing Settings -
- Minify release : uncheck.
- Minify debug : uncheck.
- Costum Proguard File: enable.
- Copy and paste the Proguard.txt (Code Below) into the proguard-user.txt fi...
did you try following the real documentation instead of yt videos? it should explain how to begin auth
I tried to follow the documentation on this page even though I don't think I fully understood how everything works. https://developer.android.com/games/pgs/unity/unity-start?authuser=3#plugin_installation
share your code then for performing authentication
Thanks a lot in advance! I'm using this code.
`public Task LoginGooglePlayGames()
{
var tcs = new TaskCompletionSource<object>();
PlayGamesPlatform.Instance.Authenticate((success) =>
{
Debug.Log($"Authentication result: {success}");
if (success == SignInStatus.Success)
{
Debug.Log("Login with Google Play games successful.");
Debug.Log($"User ID: {Social.localUser.id}");
Debug.Log($"User Name: {Social.localUser.userName}");
PlayGamesPlatform.Instance.RequestServerSideAccess(true, code =>
{
Debug.Log("Authorization code: " + code);
Token = code;
tcs.SetResult(null);
});
}
else
{
Error = $"Failed to retrieve Google play games authorization code. Status: {success}";
Debug.LogError($"Login Unsuccessful. Status: {success}");
tcs.SetException(new Exception($"Failed with status: {success}"));
}
});
return tcs.Task;
}
`
Ah its your task completion source. Do they not offer async versions of the functions?
But looks like this Authenticate() was cancelled so perhaps you call it elsewhere by accident?
Oops, I figured out. It turned out that I had to install Google Play Games app on my device and I never knew that...lol.
Thanks for trying to help!
huh well that error could be better.
btw you should use UniTask or Awaitable instead of Task
unitask is third party, Awaitable is from unity in 2023+
Thanks! I don't know well about them and I'll look into it! What's good about UniTask or Awaitable?
better suited to unity. both offer ways to wait an amount of time/wait amount of frames safely in the unity update cycle
UniTask has more features vs Awaitable
How about Unity Coroutine? Can UniTask or Awaitable replace Unity Coroutine as well?
Normally I'd use coroutines for waiting few frames or seconds. I haven't used UniTask or Awaitable for that purpose.
yes completely. unitask even lets you await a coroutine
Cool! So unitask or awaitable are better than coroutines and Task?
yes. do remember that if using async to replicate co routines they need to be manually stopped and account for when a gameobject/component is destroyed
you can use MonoBehaviour.destroyCancellationToken to help with that
Thanks 🙂 I'll read more about it.
Hey there 👋
Not sure if this question is on topic of this chat, but, any recommended site where i can get industrial-themed 3D models, prefebly models optimized for mobile?
i wanted to port my game to mobile, it is using URP but it gives out error in console saying EndRenderPass: Not inside a Renderpass.
First one is how it should look like (on my pc). And second one is a screenshot from my phone
I've been trying to connect to ironsource for levelplay but keep getting an error message, I googled and it seems other user have the same issue in the past 3 days, is something happening with the platform or its a local issue?
Hi, I'm looking for someone with experience of using bluetooth in android and ios. I want to make an app that will scan for nearby bluetooth low energy devices and show their names and strenght of signal.
Ill give general advice instead. You either need to use the android and ios provided apis for bluetooth in their respective languages yourself or purchase/find something that wraps this functionality for both platforms for you.
I purchased "Bluetooth LE for iOS, tvOS and Android" by Shatalmic, but I can't get it to work properly, as I dont understand it well.
<@&502884371011731486> ☝️
bot was sleeping on the job
LE stands for Low energy, its a subset of bluetooth. Try checking their docs to see how to use it, hopefully it lets you find devices
I'm looking to hire someone to help me make this work. Do you know where I could find someone interested?
Hey there. Yeah I’d purchased that asset too and made some progress with it. But decided I needed to focus more on the hardware and firmware design, and so reached out to the guy through his website.
He’d recently sold his company, but was open to contract work in a couple of months. This was back in June so you might try him again.
oh
Otherwise I may acquire the skills before August is done haha.
what is his name?
Jason Peterson it looks like.
It’s kind of crazy. Our customer had hired several indie devs that failed to deliver what you are asking. Then tried to do it themselves and failed. Not really sure what the disconnect is with it all just yet.
Im actually a researcher and Im making a app for kids as a part of my phd. So its a non profit project
do you maybe have contact info of that guy?
Im starting to think I should give up with using unity and maybe make this in flutter, dunno
Not on my phone which is all I have on me. I just sent an email through the website support and they called me back later that day? So you might go that route.
There’s nothing about Unity that is the problem.
The contractors that failed used their respective languages and environments of choice which were not unity.
the docs seem pretty straightforward (at least on Android), what problem are you having exactly?
less a certain problem more a general lack of ability to make it, that s why im looking for someone more experienced to halp me make it
!ask hey, idk if i should ask here but: i created a game on unity fixed everthing as it should but when trying it on my phone panels/text/imges are either of spot or size is diffrent some panel's zoomed in or zoomed out. anyone know why or how can i fix it?
sounds like you've not anchored things correctly
and not got the canvas scalar setup to resize with screen size
#📲┃ui-ux -> post screenshots of the setup and a video of the issue
My android build often has a few seconds of the wrong resolution/aspect ratio when resuming the application.
Almost like it tried to render my canvas at portrait mode instead of landscape, maybe about 3s after it resumes it shifts back to the correct landscape orienation and aspect ratio.
Anyone know a way so that when i resume my unity game on an android, it starts and stays as Landscape?
I've google searched and chatgpt vibed, but all the solutions seem to be messing with the android manifest or player presentation settings, and those haven't solved the problem for me
in player settings you can set the allowed orientations so check that
Where is that setting?
In unity 6 I can only see how to set the default orientation
yes I think that is the orientation setting
Yeah unfortunately then, that isn't enough to solve the issue when resuming the task
change it to 'auto rotation' and then disable all the ones you don't want
thanks ill give that a try
I'm trying to upload an internal testing build to the android playstore but get a message that the key I'm using is wrong: "Your Android App Bundle is signed with the wrong key."
I've tried following two different tutorials at this point, and I think I followed them correctly, but both mentioned setting up a keystore and entering Passwords there. Are these passwords I choose, or is any of the two the password I got via App Signing?
Neither tutorial mentioned it and I haven't worked with keys before, so I'm feeling a bit lost.
They're passwords you choose.
A keystore is a literal file that you generate within Unity (it's not a Unity specific thing though), that you put a password on.
When you build your app from Unity, in the Player Settings, you will have to point to this keystore file and type in the password you've set on it in order to build an APK which you can upload to the store.
Hmmm.... Thank you. But it sounds like that's not the thing causing the error message then?
You cannot lose this file. You won't be able to upload any additional builds to the same app on Google Play if you don't use that exact keystore file every time.
I haven't uploaded any other project before and while I did delete and re-make the keystore, that happened before I managed to create a successful build 🤔
It sounds like that's related? Either you typed the password in wrong (or have the wrong one), or you're not pointing to the correct keystore and alias you used the first time. Unless this is the first time you're trying to build?
My way of doing it was this:
Create a new keystore, give it the two passwords I came up with.
Create a test build.
Building failed.
Deleted the keystore.
Redid the tutorial, recreated the keystore (I had the passwords and general setup in my notes)
Created a test build.
Build was successful.
Uploaded to internal testing -> "Ap pBundle signed with wrong key"
I copy-pasted the passwords each time, I don't see how that could have become messed up somewhere 🤔
I'm not sure myself. If I recall there is an alias you can create within the keystore, so that you could have multiple. Check that you've selected the right one in the popup? (Or drop down? I forget, it's been a long time)
Yeah, those are the same as well ^^°
you never uploaded a build to the play store at any point?
I never did, correct.
check whether you have an upload key certificate in Play store -> your app -> test and release -> app integrity -> play app signing settings
I can see that I have these three:
it looks like you do have an upload key, so any build you upload must have the same fingerprint. That's the next thing to check. iirc you can use keytool to extract the cert from a built bundle. Make sure that fingerprint isn't of the default Android debug keystore
I'm going to guess that you will find out the signed bundle fingerprint doesn't match the upload key and that you already deleted the keystore it came from, so you'll have to reset the upload key
Never worked with keytool, will go and look up how to do that 👍 (Thank you already!)
Is there anything keeping me from just deleting the project on the playstore dev console and starting over...?
Asking because this feels just... So stuck.
Did you try the upload key reset process?
if it's anything like the app signing process, you'll need to generate your keystore (and keep it safe this time) and do something with a tool google provides you to generate a file
I tried to do it, but I ran into walls with the key tool. Last time I was somewhat competent at command line things was when Dos was around 
I think I'll just try my luck in setting this up from the beginning once more. And if I'm stuck again, I'll make a pivot to only PC or something 
which walls? I vaguely recall there being some kind of java exception so I had to download a certain java version and use that to run google's tool, but that was it
it wasn't hard to find the solution online, and after that it was pretty much copy-pasting exactly what the console tells you and replacing their file names with your own
You can create a key with keystore and then just upload the first build, it will automatically apply the signing key of the first upload
if you accidentially uploaded a wrong first key you can extract the correct key with openJDK keytool and request the google-accepted key to be changed to it
C:\path\to\keytool -export -rfc -keystore "path/to/keystore" -alias <alias> > key.pem
You can find openjdk bundled with your unity version if you downloaded that addon
but it takes a day or two until google approves that switch
fyi^
if you delete the project on playstore you burn the app id with that and you have to choose a new one
(profiling android build)
i am seeing regular spikes where the cpu is waiting for the GPU. could this be something that isn't specific to the project, like hardware vsync?
the user had already uploaded a bundle that set the upload key, that's why (presumably) they were stuck
Yeah realized that, thats what my 2nd message was about
You'll have to show the code
okey
I suspect codes
It works on the computer and on the mobile, after installing the apk, it works in the first game. Whenever I close and reopen the game, I change the scene and the data becomes like this, as in the video.
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
but the first thing to do would be to check which of those log messages it prints when it doesn't work. See https://docs.unity3d.com/Manual/android-debugging-on-an-android-device.html for how to read them
Are these what you want?
I did these but couldn't solve or see the error.
using unity version 6000.1.7f1
There are plenty of errors there. Use a search
Should I just report the errors, sir?
Report to where?
So when I connected it to the PC with logcat, there were a lot of red errors. I wonder if the problem is there.
No it's poor GPU performance. It's waiting because the last frame has yet to finish.
Some phones do enforce a 30 FPS limit by default but you can try changing the target framerate to 60 or higher
it's a 90hz phone
I'd say it's vsync enforcement. frame time can't reach under 11ms. so sometimes it has to wait for vblank
if i toggle off the art it's smooth 90fps
we're working on optimizing art assets and rendering
Sometimes it will enforce 30 FPS anyway. I've had luck setting the framerate target to the screen refresh.
But yea do check the profiler carefully to check if it's this or actual poor GPU performance
why i am getting null reference exception when loading unity interstitial ads
because something hasn't been assigned
or was assigned, and then destroyed before use
Hi guys, how can i play midi file with soundfont for android? I wanna make it background song that can change the tempo, gain, volume and bpm from other script
Hi everyone, is it possible to record video in Unity mobile with sound? Basically, I want to record a video using the video picker from the gallery, overlaying it with the Unity UI. The recording should include both the video and the UI, saving the final result to the gallery. This needs to work on both Android and iOS, and only record the app's content.
Sure, Unity has this functionality
System audio and voice channel are both available.
Recently my game hasnt been working because every time I would open it on my phone it woul dclose automatically and the api level is set to 27 (highest one for my version) so i decided to look into the files of my games zip and when I opened the Android manifest xml file I got this
This page contains the following errors:
error on line 1 at column 1: Start tag expected, '<' not founderror on line 1 at column 1: Encoding error
Below is a rendering of the page up to the first error.
open the manifest in a text editor instead then continue your trouble shooting
Use android logcat if that is usable on your ancient unity ver to see WHY it crashes. You can also do this via adb manually but may need filtering
I am trying to save in this path ; public static string SavePath => Path.Combine(Application.persistentDataPath ,"savefile.json");
it's working on editor on IOS when I download the game APK directly.
It's not working with internal testing with abb on android what's the problem and how can I fix it please?
It helps if you share relevant errors
i want to call a Task<String> in an android library, does anyone have resource on that
see https://docs.unity3d.com/6000.0/Documentation/Manual/android-plugins-java-code-from-c-sharp.html but short version: write your own java code that does this, and provide a callback (see AndroidJavaProxy) to return results
did you add external storage permissions to the manifest? check logcat for errors and mention any errors like rob said, otherwise we can only guess
hello everybody.
is there anyone who has exp in deeplinking on iOS platform?
i developed game with unity and i have to implement deep link
it works in android well but in iPhone, does not work
i set AASA and Assosiation Domains
do you have a physical device to test with? under settings > developer > associated domains, there is a diagnostics tool
"settings" in real device?
Iphone doesn't have 'developer' in settings
and I assume you added association domains capability to your app identifier on the apple developer site
do you have your app installed?
yes
did you change your aasa file afterwards? reinstall app and try again since it's cached on initial install
i reinstalled but i can`t do yet
also I think your aasa is in the legacy format. It's not necessarily wrong because it looks familiar to me, but this shows a different format: https://developer.apple.com/documentation/xcode/supporting-associated-domains
building for android, this is killing me and idk why
`FAILURE: Build failed with an exception.
- What went wrong:
Execution failed for task ':launcher:mergeExtDexRelease'.
Could not resolve all files for configuration ':launcher:releaseRuntimeClasspath'.
Failed to transform recognizer-debug-.aar (:recognizer-debug:) to match attributes {artifactType=android-dex, asm-transformed-variant=NONE, dexing-enable-desugaring=true, dexing-enable-jacoco-instrumentation=false, dexing-is-debuggable=false, dexing-min-sdk=29, org.gradle.status=integration, org.gradle.usage=java-runtime}.
Execution failed for DexingNoClasspathTransform: C:\Users\Phuong Doan.gradle\caches\transforms-3\b3b8a1fcfbf558ce8a610d3078812a83\transformed\jetified-recognizer-debug-runtime.jar.
Error while dexing.`
weird Android build error checklist:
- try a clean build
- try deleting library and rebuilding
- delete .gradle/caches and rebuild
- move your project to a different directory with no spaces and run through 1-3 again to be sure
just deleted Library and Temp and rebuilded
this just happen when I add
implementation 'com.google.code.gson:gson:2.10.1'
to my android library
so weird
Ideally you should be using external dependency manager to handle android and iOS dependencies (most plugins use this now)
I have a one error very rare
I build for android, ok, IS good, but install, good, and no view The app, I install it and the open button does not appear, nor does the app appear on the mobile
Any idea?
Un phone setting, i view The app
Rare
i already tried that but the Android Libraries window is blank and Force Resolve does nothing
i've settled on a more primitive solution for now but might visit it later
Does it give an error or some other message?
a special xml file is what is read by EDU to populate the android and ios dependencies
many plugins like levelplay or firebase use this system
on open, it only debug an empty message and i cant interact with other editor elements unless i close it
oh wait, i can read the debug.log once i close the window
huh just looks super broken. is it up to date? do you have the included android sdk + jdk + gradle installed?
No idea then whats up myself
im assuming that there is not much different when building for android or vr but this is a vr project
probably should move this to vr
if the target plat is android then probably fine here
🤷♂️
Unity es tan malo para los desarrolladores, de verdad tengo ganas de cambiar de motor
wrong channel, english only
#💻┃unity-talk and other lang messages require an english version too
Ahhhhh
👋
Can anyone help me? I built this game from 2018 and recently switched it to 2022. It is a mobile game and when I built it while it was in the 2018 version it ran smoothly on my bluestacks application and my personal phone BUT when I recently switched the unity version to 2022, fix the errors, and built it I put it on my personal phone and bluestacks and both of them didnt perform as well as the 2018 one.
Any have any idea how can reduce the overdraw. I am using URP. Using Simple Lit, Opaque Shader with Alpha Clipping.
I am trying to develop In app purchase and got this error, i have imported the In App Purchase 5.0.0
Does the project have external dependency manager? If not, install it.
Does the project have proguard enabled? If so add user rules to keep this class.
this is my full script of In App purchasing and i am not getting the products from my store
All my product id are same as in script and on store still this line gives 0 products
Debug.Log("Initialized store." + controller.products.all.Length);
@pearl marlin
If it says its not found then its not configured on google play

