#📱┃mobile

1 messages · Page 19 of 1

stray mulch
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can someone tell me what sould i do

golden lantern
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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

golden lantern
#

i mean i dont either.. but googling it should shine some light on it..

#

just transcribe it the best u can into google

stray mulch
#

thx it works now

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@golden lantern

golden lantern
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thank google 😉

sleek inlet
#

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.

pearl marlin
#

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

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but the other emulators work always

fiery estuary
#

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.

pearl marlin
lean knoll
#

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

stuck bobcat
#

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.

fallen compass
#

200MB is the size limit for .aab - you'll need to use PAD to allow you upto 2GB of content

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or an .obb with an .apk

pearl marlin
#

Addressables has support for play asset delivery which may be easier Vs manual use of asset bundles

fallen compass
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Yep. It’s a separate package that needs importing

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It will take quite a bit of work to add

opaque zodiac
#

Any admob guru here? Having weird issue where loading rewarded ads works fine, but when loading a new scene it messes up.

tired lily
#

define "messes up". This sounds like user error

opaque zodiac
# tired lily 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.

pearl marlin
#

If loading ads for use soon dont do it in some mono that is destroyed on a scene load

opaque zodiac
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This is from phone so unsure, but this should be the full ad controller

ornate gulch
opaque zodiac
ornate gulch
pearl marlin
#

In games I work on my "ads service" is not a monobehaviour and is used for the whole app lifetime

opaque zodiac
#

@pearl marlin @ornate gulch Thanks so much for this ! I owe you guys big time ! Man you guys are the best !! ❤️

silent saffron
#

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.

icy pewter
#

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.

silent saffron
#

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

icy pewter
#

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

silent saffron
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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

icy pewter
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ohh gotcha. yeah, sorry, i dont know much about that

silent saffron
pearl marlin
silent saffron
pearl marlin
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"universal apk" may be including arm7 and arm 64 which can increase the size by a lot

silent saffron
#

i would expect a bit more maybe, but an extra 300MB seems wild

silent saffron
pearl marlin
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no idea what that google menu option is from but you should be building AAB's for play store

silent saffron
#

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

pearl marlin
#

build it yourself incase this is changing the build options

silent saffron
#

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

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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

pearl marlin
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Im not sure actually what a "split aab" is but what is the "new download size" stated by gplay when you upload it?

silent saffron
pearl marlin
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Ah right. You can utilize this also via addressables and the PAD extension

silent saffron
#

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

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idk if PAD would avoid that issue, or just be same issue different way

pearl marlin
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PAD is just a way for downloading assets post install and this can be done manually via addressables/ manual asset bundle use.

silent saffron
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sorry, i do not have great knowledge.

pearl marlin
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Look if your assets are too big then tackle that, your user needs to get them some way 😆

silent saffron
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yes but my point is that when i dont split it, the installed size is under 300MB

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when i do split it, then it goes up above 600MB

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same files and everything

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non-split has everything in "base", split has all assets in "base_assets" instead

pearl marlin
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Does that google menu option use asset bundles and/or addressables already?

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Its easy with addressables to duplicate assets in bundles and in the build itself.

silent saffron
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yes. it specifically uses my unity build settings

silent saffron
pearl marlin
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I cant really help anymore as I dont know what plugin is doing this "splitting"

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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"

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same with addressables as this also uses asset bundles

silent saffron
next hemlock
#

Does anybody know how to fix unity 6.0+ not recognising the build tools and sdk?

silent saffron
pearl marlin
pearl marlin
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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.

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Check the report also for duplicate assets in addressables as those are easy to fix

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(dependencies not set as addressable will be added to all bundles that need it)

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You should have mentioned this from the start as addressable issues are not unique to android

silent saffron
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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

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i will have to scower the build and addressables reports to see if anything weird is happening.

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the "aa" folder on both is same size

silent saffron
tribal aspen
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What exactly do you need to assist?

pearl marlin
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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

tribal aspen
pearl marlin
#

Probably time to upgrade

tribal aspen
#

I've been thinking about it but we just haven't made time for it yet

pearl marlin
#

Sorry I'm confused who am I taking to 😄

tribal aspen
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Since our project is live already and we try to have bi-weekly updates

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Ocean works with me :p

pearl marlin
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Anyway try to check the old report file it's a bit shit to read. The newer report window is a lot better

tribal aspen
#

90mb json file, i am looking for duplicates correct?

pearl marlin
#

Try to find assets that are in addressables and the build internally. I guess check largest things first

next hemlock
#

Unity 6.0 just doesn't want to read the SDK folder at all, I've tried everything

worn haven
#

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?

pearl marlin
worn haven
#

is the unity way cheaper?

pearl marlin
#

other "app stores" may have their own iap system but unity purchasing only supports some

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the unity way makes it easier to interface with them all with 1 common api

worn haven
#

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?

pearl marlin
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no idea what the meta one does but if you read their documentation im sure you will understand

opaque prawn
#

Sharing a preview for my next devlog https://youtube.com/shorts/-2Hyr_oxB20?feature=shared full devlog will upload this week. Please do subscribe if you like my content!

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sleek inlet
#

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

icy pewter
#

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

idle grove
#

can you pleasse tell me how? 🥺

pearl marlin
idle grove
icy pewter
#

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

ornate gulch
icy pewter
vast vault
#

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?

vast vault
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Update^ I got 2 people who crashed on Vulkan saying the game now works perfectly with OpenGL 3

pearl marlin
vast vault
pearl marlin
wintry timber
#

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.

fallen compass
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iOS is 2GB
Android, I thought, was 200MB .. but you can go bigger by using PAD

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Look at the dates those Android limits were posted, and what file types they're for (apk/ aab)

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@wintry timber ☝️

vast vault
wintry timber
#

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.

plush minnow
#

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

thin nest
#

Why was I kicked ?

odd arrow
thin nest
#

Okay 👍🏻

fallow latch
#

Is there a way to run & build on a iPhone, using only windows for Unity?

pearl marlin
ornate gulch
# fallow latch Is there a way to run & build on a iPhone, using only windows for Unity?

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

Use the iOS Project Builder for Windows from Pierre-Marie Baty on your next project. Find this utility tool & more on the Unity Asset Store.

pure bison
#

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.

pearl marlin
pure bison
#

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

tired lily
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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

polar leaf
#

Any tips for handling configurable FPS on Android?

  • A basic setup is to disable optimize frame pacing, disable vsync, and set Application.targetFrameRate to 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 either preferredDisplayModeId or preferredRefreshRate.
  • 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.
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It feels ridiculous that configurable FPS can be this hard.

fervent frost
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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?

pearl marlin
tender summit
#

hey guys
on phones can you controll the vibration?
i see there is handheld.vibrate()

young ravine
#

Hello ı need help, ı have a Google mobile ads not showing test ads problem, ı m using Unity 6.47f1

dark holly
#

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

dark holly
fallen compass
#

If that's a plugin in Unity, try updating that

dark holly
# fallen compass 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.

pearl marlin
dark holly
#

Will give it a shot tomorrow

fallen compass
vernal trail
#

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 ?

fallen compass
pearl marlin
vernal trail
fallen compass
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it's no different for mobile than it is for any other platform

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If what you did didn't work, but the guide does - then you did something wrong .. redo the tutorial

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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 👇

grand windBOT
#

:teacher: Unity Learn ↗

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

fallen compass
#

The only difference between 2d and 3d is one uses a Vector2 and the other uses a Vector3

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sometimes

short ocean
#

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

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we are trying to make a mobile 3d game

undone plank
short ocean
#

alright thanks

dark holly
#

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.

fiery rover
#

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.

pearl marlin
fiery rover
#

i will let you know if it works or not

pearl marlin
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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)

fiery rover
pearl marlin
#

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.

fiery rover
unreal crystal
#

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

fiery rover
vague violet
#

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.

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I wanted to know how to run native android java code in unity

pearl marlin
vague violet
#

Ooh

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I might need to look into this

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I was also wondering if there's any way to actually testing the code besides building it for android each time

pearl marlin
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No, it does require a build to correctly test

gusty forge
#

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?

pearl marlin
gusty forge
#

personal and the 2019 is from official website and get redirected to hub

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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

pearl marlin
#

You may need a new license? perhaps they cant go backwards

gusty forge
#

How to get new license? I did searched to removee license but its with old unity hub

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If i just click add nothing happens

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uhhh I searched for it for pretty long time and still can't find it in hub nor web

pearl marlin
#

There is a licenses section in unity hub

gusty forge
#

I can't replace it

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There is only add button

tribal zephyr
#

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.

pearl marlin
clever sand
#

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.

tribal zephyr
# pearl marlin Does it work if you remove vulkan as a graphics api? If so you may need to check...

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

pearl marlin
tribal zephyr
pearl marlin
#

being new doesnt mean it uses a good chip

pearl marlin
pearl marlin
#

low chance of helping as with supported versions bugs should be fixed on all versions

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but worth a shot

tribal zephyr
#

Anyway probably I can't use Unity 6 because of incompatibilities with my project

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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.

pearl marlin
#

birp, urp or hdrp?

tribal zephyr
#

URP

pearl marlin
#

Hmm urp should behave better, sorry i cant help more!

neon thicket
#

!collab

grand windBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

upper totem
#

Oh sorry! My mistake, it wasn't a plan

sleek inlet
#

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

tired lily
#

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?

mild sun
#

guys could u help what is the problem here ?

#

im currently reimporting all just in case ;-;

pearl marlin
mild sun
#

oki

polar leaf
#

Any idea on getting Android rotate suggestion to work? It simply doesn't seem to suggest at all.

high mirage
#

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?

fallen compass
#

reddit

grand dove
#

Hey guys, was anyone able to build a unity 2022.3.44f1 game with Firebase 12.9?
Errors just keeps piling up

vague violet
#

ill go look at it

#

what errors are you getting?

novel kraken
#

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

novel kraken
#

how can I scale the touch input delta with the screen res to have a independent touch drag sensitivity ?

uneven carbon
#

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.

neon lichen
#

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

austere latch
#

hello every one i cant build my app for android after adding firebase analytics Need Help!!

#

Firebase App

pearl marlin
dawn pasture
#

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
tired lily
#

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

dull quail
#

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.

analog plover
#

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

sleek inlet
#

Guys When I build my android APK game, why is the video on video player not playing. did I do something wrong?

fallen compass
#

you need to debug it and find out

#

We have no way of knowing, from the "information" given wtf is going on

dull quail
dull quail
analog plover
#

There are no different project types for PC and mobile. It's all the same.

dull quail
#

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?

analog plover
#

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

dull quail
timber slate
#

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..

ember jetty
#

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.

austere latch
regal nimbus
#

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

rotund knot
#

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
ornate marsh
#

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

fallen compass
#

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

ornate marsh
#

one sec

ornate marsh
#

im so stupid, didnt realize i just had to give it a name 🤦‍♂️

#

thank you

fallen compass
#

either the tutorial you did is silly and left that step out ... or you missed that step in the tut 😉

ornate marsh
#

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)

deep dust
#

Hi, Unity6->File->build profiles-> iOS ->switch platforms CocoaPods issue, anyone know how to solve it?

analog plover
deep dust
#

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

heavy wraith
#

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.

pearl marlin
dull quail
#

Someone please help, I can't move the joystick

pearl marlin
dull quail
pearl marlin
dull quail
#

Mhm

deep dust
#

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.

ember leaf
pearl marlin
pearl marlin
ember leaf
pearl marlin
#

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

deep dust
#

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()

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Ok, the tracking message appeared, I accepted it, but the ads still don't appear, so it's probably not that.

deep dust
#

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).

novel kraken
#

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

sleek eagle
novel kraken
dull pewter
#

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?

pearl marlin
ember leaf
novel kraken
ember leaf
#

you want it to not be open. a notification should only display when the app is out of memory/minimised

novel kraken
#

Okay

kindred reef
tired lily
#

are you sure all components installed successfully? What do you see under add modules in the hub for that Unity version?

wispy jasper
#

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 ?

pearl marlin
#

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

wispy jasper
#

Do i need some account for unity cloud ?

#

Other than the unity account

neon thicket
#

You don't need a Unity cloud account to develop for iOS.

pearl marlin
#

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

sleek eagle
#

I've seen people build via a VM as well or have a cheap Mac mini somewhere. Still using MacOS, but not too expensive

wispy nymph
#

can someone implement ads for me in my unity mobile game? I tried adding them myself but it's confusing and too many errors

ember leaf
wispy nymph
#

I am kind of dumb lol

#

and I can't find any good tutorials on youtube

ember leaf
#

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

ember leaf
wispy nymph
wispy nymph
ember leaf
wispy nymph
#

when I think I finally fixed everything, a few days later, a new error appears for no reason

wispy nymph
#

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?

ember leaf
#

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

wispy nymph
#

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)

ember leaf
#

theres a lot that can go wrong platform wise. i assume android only?

wispy nymph
#

Yes

#

This is what I get on logcat

upper oxide
#

I need 12 testers 😔 Google play is bad

pearl marlin
#

(otherwise proguard will strip the classes during build, causing this same error)

wispy nymph
#

Alright, I'll try that

pearl marlin
#

external dep manager is required to make levelplay work so get that working first

wispy nymph
#

I'm not using level play

#

I'm using unity ads

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The old method

pearl marlin
#

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

wispy nymph
#

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

wispy nymph
#

so I created a new project and moved everything over and there are no errors

#

I will try to add ads now

wispy nymph
#

I added the ads and now the error is back

#

what if I delete the "Plugins" folder

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will it recreate it?

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it also gives these errors:

#

it can't fetch com.unity3d.ads:unity-ads:[4.12.0.4.13] for some reason

pearl marlin
pearl marlin
# wispy nymph 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

wispy nymph
#

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

pearl marlin
#

strange, this looks like it should work if this is configured correctly as the version it appears to want does exist 🤔

wispy nymph
#

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]

pearl marlin
#

its all http so highly unlikely

wispy nymph
#

the error isn't appearing now so I will try to build the game and see if ads work

pearl marlin
#

double check the gradle build error if it happens again

wispy nymph
#

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

pearl marlin
#

best say yes

wispy nymph
#

I hope no more errors appear

pearl marlin
#

when going up major unity versions you often need to re gen and update these android build files

wispy nymph
#

I've been trying to fix this ads issue for months

pearl marlin
#

main template.gradle should be fully managed my EDM anyway

wispy nymph
#

well let's see what happens

#

hopefully no more errors 🙏

wispy nymph
#

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?

pearl marlin
grand dove
#

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?

analog plover
#

Which version of Android? Does the app have notification permissions in the settings?

pearl marlin
vagrant plaza
#

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

tired lily
#

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

pearl marlin
#

Yea this is surely incorrect anchor placement and not checking other screen resolutions in editor

vagrant plaza
hard flax
#

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?

pastel hearth
#

@hard flax

hard flax
pearl marlin
hard flax
pearl marlin
hard flax
icy lichen
#

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?

vagrant plaza
#

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

tired lily
icy lichen
#

As you can see I have the build support installed but Android platform is still unavailable

tired lily
#

did you restart the editor? is your project using the right editor version?

icy lichen
tired lily
#

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

icy lichen
#

I'm on ubuntu

tired lily
icy lichen
#

i have cpio

tired lily
#

did you see anything suspicious in the hub logs as the user mentioned?

icy lichen
#

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

tired lily
#

were the logs somewhere different than that post? and those disk sizes look better to me, are they that size after downloading?

icy lichen
#

something had to be wrong with the 44f1 version

icy lichen
tired lily
icy lichen
#

thks

icy lichen
#

i don't have the UnityHub directory only unityhub

tired lily
#

Did changing the Unity version not work after all, then?

icy lichen
#

Not working

tired lily
#

does anything stand out in the logs?

icy lichen
#

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/

lilac nest
#

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...

hard flax
#

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

fallen compass
raw nexus
#

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.

abstract kiln
#

Hey guys, how can I fix the Gradle build failed error in Unity caused by Google Play Games Services?

fallen compass
stray portal
#

Hi, does unity remote 5 work at all with unity 6 anymore? Or are we just out here streaming false hope over USB?

neon thicket
#

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.

odd arrow
#

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.

stray portal
#

Ah i see alright

glass pecan
#

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.

scarlet pilot
glass pecan
scarlet pilot
#

hm. Right. right. Yeah adressables seem to be made for this function. I'll do some digging

civic tangle
#

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?

dire bobcat
#

I'm having the same problem.

hardy pawn
#

I think that sounds better then dealing with admob

brazen birch
dull pewter
#

hello i want to make a login button that works with google play games do i need to use the unity authentication system?

pearl marlin
#

Services like firebase do offer google/apple/other sign in (which is not google play games but just google)

dull pewter
pearl marlin
#

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

dull pewter
dull pewter
# pearl marlin Sounds like it can be used via that but is not required? Its not clear tbh and i...

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

pearl marlin
dull pewter
#

i'll try turn it off

#

it's the minify option right(?)

pearl marlin
#

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

dull pewter
#

i think that's what creates the proguard hmmThinkers

#

anyway i'll try that and see if it works thank you

pearl marlin
#

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

dull pewter
dire bobcat
#

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?

neon otter
pearl marlin
#

You can change the version to 5.0.0-pre.6 manually if you want to use this

wanton helm
#

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?

fallen compass
pearl marlin
pearl marlin
chrome sage
#

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?

drifting arch
#

Design it for aspect ratio 16:9

dull pewter
#

gpg giving me so much trouble KEKCRY

#

anyone knows about this?

#

chatgpt says sth about aar files idk

dull pewter
#

fixed it never mind

#

they really should make this easier tho this is incredibly stupid

fiery prairie
#

Hey @iron acorn , when you say a provider, you mean something like... Huh... IronSource or LevelPlay? I think I heard these mentioned somewhere

tired lily
#

it sounds like you've done zero research so far

fiery prairie
#

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

fiery prairie
#

🥲

drifting arch
#

Anyone know how to build project on windows to IOS?

iron acorn
pearl marlin
sleek eagle
#

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

worn vine
#

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.

pearl marlin
#

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

brazen birch
#

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

wheat sail
#

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)

brazen birch
wheat sail
#

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

fiery idol
#

please help me with the resolver i am so tired but cant find any solutions for this

pearl marlin
bronze tendon
#

Does anybody have a good solution for water on mobile platforms? Depth/Opaque texture i hear are too expensive

neon thicket
#

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.

bronze tendon
glacial carbon
#

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?

brazen birch
# bronze tendon Does anybody have a good solution for water on mobile platforms? Depth/Opaque te...

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.

timber laurel
#

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?

fickle night
# timber laurel 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

brazen birch
abstract yew
#

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

brazen birch
dense forge
#

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

brazen birch
#

Blue is probably your skybox / camera background

dense forge
brazen birch
#

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

dense forge
brazen birch
#

But i can't tell from this what's not working, sorry

dense forge
#

thanks for your help, i guess i might try ask in unity forum

brazen birch
#

In the MainMenu, can you share what the inspector settings are for the Camera. And settings are for the UI Canvas?

brazen birch
#

But either of those couuuuld have an issue

dense forge
#

pic 1 is main cam pic 2 is canvas

brazen birch
#

The UI can be a problem, it's configured only for wide screen. But it still should show the yellow.

dense forge
#

T:Camera

brazen birch
dense forge
#

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

brazen birch
#

I'd still check the mmmm

dense forge
#

i'm going to add some bgm to the main menu to see am i even inside the main menu

brazen birch
#

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

dense forge
#

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)

dull pewter
#

hello i'm having trouble making the google play games sign in work could anyone give some insight?

meager verge
#

after upgrade to unity inapp 5.0.0-pre.7 i got this issue in xcode

inland pollen
#

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.

grand windBOT
pearl marlin
inland pollen
pearl marlin
#

weird, the included jdk with unity should suffice to build for android 🤔

#

Have you modified your gradle files?

inland pollen
pearl marlin
#

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

#

👀

inland pollen
pearl marlin
#

no

inland pollen
#

Okay, fine, I'll try to fix it with the solution you gave me. I'll confirm if I was able to fix it.

pearl marlin
#

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

inland pollen
pearl marlin
#

Did a plugin state you needed these? if so stop listening to AI

#

e.g. facebook sdk needs extra permissions added to AndroidManifest

inland pollen
pearl marlin
#

its just a single setting change in the player settings

inland pollen
pearl marlin
#

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

inland pollen
#

My God, I don't understand anything. 😭

inland pollen
#

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.

brazen birch
inland pollen
brazen birch
#

Cool, then I won't dive into the error.

inland pollen
#

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.

pearl marlin
#

2021 is too old now and 2022 LTS may be the last that has official support for higher api levels

inland pollen
pearl marlin
#

"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

inland pollen
pearl marlin
#

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

inland pollen
#

Could this also be an option?

pearl marlin
#

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

inland pollen
#

ok 👍

inland pollen
brazen birch
#

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

inland pollen
#

Would it be too much trouble if I asked you for help with AnyDesk, please? I'm really stressed about that error.

brazen birch
inland pollen
#

I have it configured like this, and it still gives me an error.

inland pollen
inland pollen
#

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

pearl marlin
#

share the whole gradle build log

inland pollen
#

Here are the 3 errors I get on the console.

minor flint
#

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>```
inland pollen
tired lily
minor flint
#

alright, i'll take a peep

inland pollen
#

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)

iron acorn
inland pollen
#

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.

iron acorn
#

Try doubling the back slashes in the path: \\

inland pollen
#

as?

iron acorn
#

That being said, I'm not sure you're supposed to mess with that file

inland pollen
#

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.

iron acorn
#

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.

inland pollen
iron acorn
#

Nope, sorry. I'm only available via text in the server.

inland pollen
#

😭

iron acorn
#

Do what I suggested, and it might just work.

inland pollen
#

I don't know how to do that, I don't even know what it means.

iron acorn
#

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: /

inland pollen
#

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.

minor flint
# tired lily a lot of things edit the manifest right before gradle runs, so you might want to...

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>
tired lily
#

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

fallen compass
#

This sort of posting isn't allowed on here. Delete and use 👇 !collab

grand windBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

minor flint
pearl marlin
wheat sail
#

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..

analog plover
#

"Submit" usually means uploading to App Store or similar. Do you just want to give it to some specific person?

wheat sail
analog plover
#

I would assume they want to see the code too so you could just zip the Unity project and send that

pearl marlin
prisma plinth
#

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?

prisma plinth
#

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?

sudden canyon
#

hi

real zinc
#

hello can anyone help me
so my problem is my unity (2022.3.30f1) isnt deteccting api more than 33 android 13

real zinc
#

!ask hello can anyone help me
so my problem is my unity (2022.3.30f1) isnt deteccting api more than 33 android 13

grand windBOT
pearl marlin
#

@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.

signal cedar
#

I'm using source control, ok I'll try

signal cedar
#

thank you

hollow wasp
#

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

pearl marlin
hollow wasp
#

i am using 1st one 2022

pearl marlin
#

thats not the latest 2022 version is it?

hollow wasp
#

ok so i have to install it and open the game files with it and set paste apis

pearl marlin
signal cedar
hollow wasp
pearl marlin
hollow wasp
#

With out checking them it ican build it

#

With checking them it is not able to build it shows same error

fallen compass
#

this is the only thing you check to build .aab

#

all those other options depend on what's in your manifests/ etc

pearl marlin
weak hill
#

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?

fallen compass
pearl marlin
#

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.

weak hill
#

Thank you both for the answer 🙂

glad spruce
#

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

pearl marlin
glad spruce
#

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 👌🏼

pearl marlin
#

i always delete the example so guess its always wise 😆

mortal cove
mortal cove
pearl marlin
mortal cove
pearl marlin
#

I forget if it needs jdk installed normally or not but its the best reason I can think of for it not working

mortal cove
#

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.

pearl marlin
#

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

mortal cove
#

ok ill try thanks

mortal cove
#

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...

▶ Play video
mortal cove
#

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?

wicked olive
#

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.

pearl marlin
wicked olive
pearl marlin
#

sounds like thats fixed then

covert hearth
#

can any one help me to do the android sdk

rustic notch
silk swift
#

hey can someone please help me with my gradle build errors ive been struggling

grand windBOT
silk swift
#

my bad

#

!ask

grand windBOT
fallen compass
#

no.. don't just do the cmd again. Read it and do what it says

silk swift
odd arrow
silk swift
#

oh

foggy swan
#

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?

pearl marlin
#

(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)

foggy swan
# pearl marlin Id say using levelplay is the best solution, you can also use google ad mob stan...

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.

pearl marlin
#

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

dull pewter
#

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?

pearl marlin
#

nah should go away when prod/open testing gets updated

dull pewter
#

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

pearl marlin
#

either way as long as your next public release is 35+ it should be fine

dull pewter
foggy swan
lapis tree
#

why i am getting this error after installing unity 6 with unity editor jdk tools?

pearl marlin
ebon atlas
#

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

neon thicket
#

You can't

fallen compass
#

You can build directly to an iPhone without a dev license

neon thicket
#

You'll still need xcode/mac, which may be an "external application", if you don't own one.

fallen compass
#

well yeah

#

gonna have to cloud build if you don't have a mac - but that probably requires you to have a dev license?

neon thicket
#

I think so

lapis tree
#

why this error.

fallen compass
# lapis tree why this error.

This is a mobile channel, that is nothing to do with mobile. 🤦‍♂️

Has the UI package been removed from the project?

lapis tree
#

what is the meaning of this error

fallen compass
#

you can google these and find out, I'm not gonna go through them all for you 😄

lapis tree
fallen compass
#

google doesn't "give answers"

#

(ignoring the AI section, which isn't present in that screenshot anyway)

arctic hatch
#

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

arctic hatch
#

On the left it is realtime shadow, on the right, baked shadows.

flint hill
arctic hatch
#

60

lapis tree
#

why does resolving android dependencies stay at 0 with gradle error using unity ads?.

pearl marlin
silk swift
#

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

fallen compass
#

You haven't show your setup and what's actually wrong, so all you're going to get is a "guess"

silk swift
#

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?

grand windBOT
silk swift
#

doesnt help

tired lily
#

read it again, and pay more attention especially to the last one

rare frigate
#

Hey anyone who worked on AR world tracking using unity and AR foundation?

buoyant veldt
#

Hello, my shader dosn’t work on a samsung s23 but work on other devices, someone know how to solve the problem ?

wheat copper
#

Anyone else getting an error when entering Unity LevelPlay?

glossy nexus
#

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.

pearl marlin
glossy nexus
pearl marlin
#

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

warped juniper
#

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?

hollow reef
#

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?

fallen compass
#

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

hollow reef
fallen compass
#

I work on apps too - don't have UI at the bottom that requires swiping

hollow reef
#

well even for tapping ui (input field in my case) the homebar getting in front is just ugly, and it blocks the clicks too :/

quiet brook
#

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 -

  1. Minify release : uncheck.
  2. Minify debug : uncheck.
  3. Costum Proguard File: enable.
  4. Copy and paste the Proguard.txt (Code Below) into the proguard-user.txt fi...
▶ Play video
pearl marlin
pearl marlin
#

share your code then for performing authentication

quiet brook
# pearl marlin 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;

}
`

pearl marlin
#

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?

quiet brook
pearl marlin
#

unitask is third party, Awaitable is from unity in 2023+

quiet brook
pearl marlin
quiet brook
#

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.

pearl marlin
#

yes completely. unitask even lets you await a coroutine

quiet brook
pearl marlin
#

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

quiet brook
lusty vault
#

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?

normal seal
#

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

keen tundra
#

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?

plain saddle
#

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.

pearl marlin
plain saddle
#

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.

fallen compass
#

<@&502884371011731486> ☝️

placid sierra
#

hello <@&502884371011731486>

#

tried to attach a gif and got autodeleted wah

#

ty

odd arrow
#

bot was sleeping on the job

pearl marlin
plain saddle
#

I'm looking to hire someone to help me make this work. Do you know where I could find someone interested?

heavy wraith
heavy wraith
plain saddle
#

oh

heavy wraith
#

Otherwise I may acquire the skills before August is done haha.

plain saddle
#

what is his name?

heavy wraith
#

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.

plain saddle
#

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

heavy wraith
#

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.

tired lily
#

the docs seem pretty straightforward (at least on Android), what problem are you having exactly?

plain saddle
#

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

cyan wing
#

!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?

fallen compass
#

#📲┃ui-ux -> post screenshots of the setup and a video of the issue

cursive saddle
#

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

pearl marlin
cursive saddle
#

Where is that setting?
In unity 6 I can only see how to set the default orientation

drifting arch
#

yes I think that is the orientation setting

cursive saddle
#

Yeah unfortunately then, that isn't enough to solve the issue when resuming the task

fallen compass
cursive saddle
#

thanks ill give that a try

rustic notch
#

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.

neon thicket
#

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.

rustic notch
#

Hmmm.... Thank you. But it sounds like that's not the thing causing the error message then?

neon thicket
#

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.

rustic notch
#

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 🤔

neon thicket
#

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?

rustic notch
#

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 🤔

neon thicket
#

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)

rustic notch
#

Yeah, those are the same as well ^^°

tired lily
#

you never uploaded a build to the play store at any point?

rustic notch
#

I never did, correct.

tired lily
#

check whether you have an upload key certificate in Play store -> your app -> test and release -> app integrity -> play app signing settings

rustic notch
#

I can see that I have these three:

tired lily
#

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

rustic notch
#

Never worked with keytool, will go and look up how to do that 👍 (Thank you already!)

rustic notch
#

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.

tired lily
#

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

rustic notch
#

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 UnityChanDown

#

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 UnityChanThink

tired lily
#

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

scarlet berry
#

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

scarlet berry
stoic mesa
#

(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?

tired lily
scarlet berry
analog plover
#

You'll have to show the code

brazen lily
#

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.

analog plover
#

!code

grand windBOT
analog plover
brazen lily
#

Are these what you want?

#

I did these but couldn't solve or see the error.

#

using unity version 6000.1.7f1

analog plover
#

There are plenty of errors there. Use a search

brazen lily
#

Should I just report the errors, sir?

analog plover
#

Report to where?

brazen lily
#

So when I connected it to the PC with logcat, there were a lot of red errors. I wonder if the problem is there.

pearl marlin
#

Some phones do enforce a 30 FPS limit by default but you can try changing the target framerate to 60 or higher

stoic mesa
#

if i toggle off the art it's smooth 90fps

#

we're working on optimizing art assets and rendering

pearl marlin
#

But yea do check the profiler carefully to check if it's this or actual poor GPU performance

stoic mesa
#

i didn't have luck with native gpu profilers so far

#

which one actually works well?

lapis tree
#

why i am getting null reference exception when loading unity interstitial ads

fallen compass
#

because something hasn't been assigned

#

or was assigned, and then destroyed before use

remote nacelle
#

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

lucid shuttle
#

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.

modern wren
#

Sure, Unity has this functionality

#

System audio and voice channel are both available.

glossy nexus
#

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.

pearl marlin
cobalt junco
#

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?

pearl marlin
finite snow
#

i want to call a Task<String> in an android library, does anyone have resource on that

tired lily
tired lily
stuck bobcat
#

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

tired lily
#

do you have a physical device to test with? under settings > developer > associated domains, there is a diagnostics tool

stuck bobcat
#

Iphone doesn't have 'developer' in settings

tired lily
#

and I assume you added association domains capability to your app identifier on the apple developer site

stuck bobcat
tired lily
#

do you have your app installed?

stuck bobcat
#

yes

tired lily
#

did you change your aasa file afterwards? reinstall app and try again since it's cached on initial install

stuck bobcat
#

i reinstalled but i can`t do yet

tired lily
finite snow
#

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.`

tired lily
#

weird Android build error checklist:

  1. try a clean build
  2. try deleting library and rebuilding
  3. delete .gradle/caches and rebuild
  4. move your project to a different directory with no spaces and run through 1-3 again to be sure
finite snow
#

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

stuck bobcat
#

from my archive file, i can get this

pearl marlin
upper oxide
#

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

finite snow
#

i've settled on a more primitive solution for now but might visit it later

pearl marlin
#

many plugins like levelplay or firebase use this system

finite snow
#

oh wait, i can read the debug.log once i close the window

pearl marlin
#

huh just looks super broken. is it up to date? do you have the included android sdk + jdk + gradle installed?

finite snow
#

pulled from git url

pearl marlin
#

No idea then whats up myself

finite snow
#

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

pearl marlin
#

if the target plat is android then probably fine here

finite snow
#

🤷‍♂️

upper oxide
#

Unity es tan malo para los desarrolladores, de verdad tengo ganas de cambiar de motor

upper oxide
#

No Channel spanish

#

#rules

#

No tengo por qué hablar tú idioma

pearl marlin
upper oxide
#

Ahhhhh

pearl marlin
#

👋

glossy nexus
#

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.

north thunder
#

Any have any idea how can reduce the overdraw. I am using URP. Using Simple Lit, Opaque Shader with Alpha Clipping.

karmic rivet
#

I am trying to develop In app purchase and got this error, i have imported the In App Purchase 5.0.0

pearl marlin
karmic rivet
#

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

pearl marlin
# karmic rivet

If it says its not found then its not configured on google play

karmic rivet
#

but it was configured correctly

#

@pearl marlin its working before and now not working

#

I have done everything correct but still