#📱┃mobile

1 messages · Page 20 of 1

pearl marlin
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🤷‍♂️ well double check what product id is used when this error occurs

karmic rivet
#

see the product id s are same as store

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@pearl marlin

pearl marlin
#

the error stack above is from an input (i presume a button) so check that

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i can see your code uses consts to add the products dont ping me for the obvious

karmic rivet
#

now i am doing this still no result

karmic rivet
pearl marlin
#

I dont see anything wrong with the building here myself

karmic rivet
#

Thanks i have trying to solve this but still don't understand where the problem is

karmic rivet
#

Its solved i am building with different package name🥴

pearl marlin
#

ha well that explains it 😐

north thunder
#

no one knows about it?

fallen compass
fallen compass
#

not relevant to the problem.

void marsh
#

Hello guys, I'm desperate notlikethis I'm trying to compile, but I can't because of that error. I've checked forums, but nothing helps :c
I'm building for Android and the project have google play games package, Admob package and External Dependency Manager for Unity, all in their latest versions from their respective GitHubs.
Has anyone else dealt with this who can help me?

analog plover
#

You'll have to show the full error messages

#

also not a good idea to install the editor to Onedrive

void marsh
#

Just like that? Or do you need more info?

analog plover
#

The first one fully, preferably as text. Use a !code paste site

grand windBOT
void marsh
analog plover
#

I meant the first screenshot. This one

void marsh
#

notlikethis Sorry Sorry, That's it.

analog plover
void marsh
#

Okay, bro, anyway, thank you very much for your attention. I'll continue my search.

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.

tired lily
#

Help you with what? Profile it, find what has become slow, and fix it

glossy nexus
tired lily
#

nobody knows what's slow with your build, that's why you have to profile it. Make a dev build, deploy to your phone, and use the profiler to see what's eating your performance

neon thicket
peak nest
#

Hi everyone! Has anyone seen a good guide on how to implement Game Center ID authentication in Unity? I’ve followed official guides from Unity Documentation and it does work in my Editor, but for some reason I’m getting codesigning errors when trying to build in Xcode.

analog plover
#

An implementing guide won't help with the errors. Look those up separately

valid tulip
#

The ads work on the pc when testing in game and simulator, but when I build the .apk and test it on my phone, it doesn't show any ads (ads are in test mode)

tired lily
#

check logcat. Ads in the editor aren't very useful because the actual ad sdks aren't running, it's faked and nothing more than a cursory config check

valid tulip
valid tulip
#

this is what I get (using legacy advertisments btw)

tired lily
#

there is no other info in the log around that? not necessarily error messages

brittle parcel
#

we're trying to switch unity versions to use a different package

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both of our phones are android 12+

tired lily
#

I have no idea what the issue is if that's the only thing you have to go on. I would guess your config on the ad dashboard is not correct. I doubt there just a single error message and nothing else though, so you are filtering incorrect or not showing enough

brittle parcel
silent scarab
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Hey, sorry to barge in, new here in the discord, i have one question about ads, do you guys think is possible to make a living out of ads (mobile game + ads + iap) as a solo dev? Anyone here is doing that? Trying to create a business plan but on the internet you only find comments like: “the mobile market does not exist for indies, is all doom and gloom”

analog plover
#

It's not a feasible plan

silent scarab
#

Right I imagined that was something really difficult due to comments i found researching about it, but i would like to know more, why is not feasible? Because of ltv vs cpi?

analog plover
#

F2P mobile field is saturated by massive companies that can put literally millions into marketing and optimizing their revenue. It's somewhere between very difficult to impossible to compete against that

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I'm sure there are examples of indies who have succeeded but the chances are very, very low

silent scarab
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Got it, thanks, i will have it in mind

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Have you tried released something f2p on mobile? Even if it failed its good info anyways

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I tried back in 2014 and was getting around 100usd per month, just enough to be able to actually take the money out of the ad provider… a 100usd per month would still be a nice reward for a hobby

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I know that a lot of things changed since 2014… thats why i kind want to update myself

pearl marlin
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Why do people keep trying to use legacy ads

analog plover
valid tulip
pearl marlin
#

anyway use levelplay if you have no good reason not to

brittle parcel
#

because i googled it and it says it works on 2021.3

fallen compass
#

Levelplay is the current, active, sdk.. it will work on 6, 6.1, 6.2

pearl marlin
brittle parcel
pearl marlin
#

it will take some work but means you arent using the old lib

brittle parcel
#

and we get an error

#

let me find it rq

pearl marlin
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Check the fucking docs

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Don't ask ai

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It should be fine on 6+

valid tulip
#

link to the docs?

brittle parcel
valid tulip
#

maybe a refrence script could help

pearl marlin
#

All explained with examples for all ad types

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Perhaps people don't know it used to be iron source

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Just pissed me off that ai is somehow the new way to search...

pearl marlin
brittle parcel
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we were completely ghosted

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and the second someone else asked a question 3 people replied to them 💀

pearl marlin
#

Not many know mobile stuff well. I've used it for 5+ years so I can assist

brittle parcel
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have you uploaded any games on play store?

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this is our first time making a game in unity IN GENERAL

pearl marlin
#

From my work yes, no I won't share, no I won't accept friend request

brittle parcel
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🙁

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also on average

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how many downloads does a game get per month with ZERO advertising?

silent scarab
#

In 2014 i was receiving around 4k of downloads with zero advertising (sending only to close friends and letting a organic grow happen)

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Now days i heard that there are games with zero downloads

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But if you announce in reddit, facebook, YouTube, for free, by posting it in comments/posts, you gonna get a few hundreds

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But hey, if you are a student and dont need money to survive, just go and do your game, it will be a good portfolio in the future, dont worry about downloads

brittle parcel
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idc about making bank

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i just need to pay back the fee

brittle parcel
pearl marlin
valid tulip
pearl marlin
#

What's the actual error...

valid tulip
#

doesnt exist in the current context

#

or scope

pearl marlin
#

That's an event subscription btw, you can define a function in the class with that name

valid tulip
#

thank you could you please send an example scripts so I know what to expect

pearl marlin
#

nope

brittle parcel
# pearl marlin nope

Is there any example script that we could find? Chatgpt and other AIs seem to be... not very helpful with programming in unity and putting ads

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Are there any in depth tutorials post-unity buying ironsource?

pearl marlin
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I dont know about any external resources I did not use any myself

brittle parcel
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I read most of that, I get that but it's our first time using unity and C# in general, so we don't know much

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Do we code it from scratch or is there any guide on that?

pearl marlin
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Its unfortunatley just how it is, if the sdk is too complex for you then you need to strengthen your knowledge of c# first

brittle parcel
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We're just making this game as a little test

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And see if we can get any downloads

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How simple would it be for us to make the code from scratch?

pearl marlin
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err nvm its gone 😆

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As i said before, if you dont understand how to use the sdk then you need to strengthen your c# and knowledge of OO programming to do so on your own.
When you have that knowledge it will let you follow documentation like this instead of relying on "tutorials" (often known as tutorial hell)

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I know the sdk has changed recently so I bet any semi old videos will be incorrect too

brittle parcel
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Absolutely crazy

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Is it relatively simple though?

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So without any tutorial or anything

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Is it easy to figure out?

pearl marlin
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To me its simple. Init sdk, listen to init completion event, make ad objects, load ad, show ad

brittle parcel
pearl marlin
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Tbh i have forgotten its been soo long

brittle parcel
#

We had to switch because legacy ads apparently doesn't work

pearl marlin
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anyway i dont have more to ad to this topic anymore

brittle parcel
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It was fun realizing that after we were completely done with everything

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Could you

pearl marlin
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try following the sdk, If the page or code doesnt make sense try copy pasting the CURRENT code from the CURRENT docs into AI to have it explain things

brittle parcel
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Tell me how many lines of code an ad initializer is with level play?

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Like ballpark estimate

pearl marlin
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its meaningless

brittle parcel
pearl marlin
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"lines of code" doesnt equal complexity. Sorry but I dont want to continue this conversation.

brittle parcel
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I know it's not equal but like 10 lines of code IS way easier and less complex than 100 lines of code for example

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In most cases

silent scarab
#

looks like you are trying to skip steps, if you skip steps, things will not work. You can rely on AI to solve these issues, but if the AI commits a mistake, you will not be able to solve it or even detect the mistake, so try to get a bit more of experience with c#

brittle parcel
brittle parcel
valid tulip
valid tulip
tired lily
#

did you have some problem getting the example code working? You're more likely to get help if you post what you have and describe what the problem is

brittle parcel
valid tulip
tired lily
# brittle parcel Where is the example code? That's what we're searching for

if you're using levelplay, surely you are following the documentation? apparently there is a sample included in the package itself. Here is what a minute of googling got me:
https://developers.is.com/ironsource-mobile/unity/interstitial-integration-unity/#step-6
which leads to a deprecated Unity example https://github.com/ironsource-mobile/Mediation-Demo-Apps/tree/master/Unity
which leads to https://developers.is.com/ironsource-mobile/unity/unity-plugin/#step-1
and tells you
In the Package Manager’s package details view go to Samples, import the LevelPlay Sample and start digging!

tired lily
valid tulip
#

It didn't change what change was the admanager

tired lily
#

You had LevelPlay working before? I thought you were using the legacy advertisements

brittle parcel
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In levelplay

tired lily
#

on device?

valid tulip
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Stopped working

brittle parcel
#

Then we tried putting interstitial ads and after building it broke

tired lily
#

then you never had it working. Editor doesn't run the mobile sdks and most of the time it's barely even validating any settings

brittle parcel
#

In the editor

valid tulip
valid tulip
brittle parcel
tired lily
#

Yes

brittle parcel
#

So what is the issue?

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Did we have wrong version of the SDKs, did we not run the SDKs like what happened

valid tulip
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Right now I have narrowed the issue down to the sdks idk how to correct to the right sdks tho

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The sdks are faulty and I don't know how to fix them

tired lily
#

These are the scripts in the LevelPlay example btw

valid tulip
tired lily
#

cut that down into a single script for now so you don't have to worry about initialization order

tired lily
valid tulip
tired lily
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how did you install it? what script is complaining about the missing AdConfig?

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what version of the sdk did you install?

valid tulip
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oh nevermind I forget to set the other script as a class

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now I replaced all my old scripts with these 2

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how do I call the ads

tired lily
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are you trying to get the sample to work?

valid tulip
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yes give me a moment to replace ad unit IDs and app key

tired lily
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no, use the default ones. They're set up to work already

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build to device, make sure ads are appearing

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then you replace with your own info

valid tulip
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oh ok

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how will the ads be called?

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from my logic script

tired lily
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you just press the sample project buttons to load and display ads

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it sounds like you're trying to skip steps again

valid tulip
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so ill comment out the lines in my logic script that call the ads since i cant build with them

tired lily
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what logic script? Are you adding scripts to the sample project now or what?

valid tulip
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the logic script I had before

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do I just create a new project?

tired lily
#

the sample project has its own scene set up. Put the scene in the build settings as scene 0 and build. Don't change any scripts

valid tulip
#

shouldnt I make a canvas for the buttons tho?

tired lily
#

everything is already set up. Your scene does not look like the example scene

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this can't be that hard dude. There is a scene at LevelPlay/Samples/UnityLEvelPlaySample/Scenes/LevelPlaySample. Make that the first scene in the build list in your project. Build it. Deploy to your device

valid tulip
tired lily
#

it sounds suspiciously like you copy-pasted the scripts into your own project without actually installing the sample

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how did you install the sdk?

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via unitypackage or package manager?

valid tulip
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and I got "ads Mediation" or "com.unity.services.levelplay"

tired lily
valid tulip
#

My bad Ive Imported and set the scene to the only scene I am building it rn

valid tulip
# tired lily

sent the APK to my phone and all the buttons are not interactable (grey)

tired lily
#

if you look at the example scripts, that would happen if the ads sdk didn't initialize

tired lily
#

what does logcat say?

valid tulip
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I cant filter all these messages

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how do I filter them out

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2025/08/31 11:18:02.125 18716 18744 Info Unity [LevelPlaySample] Received SdkInitializationFailedEvent with Error: LevelPlayInitError: 2070, noServerResponse

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now they are interactable

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I dont know what I did

tired lily
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no fill's a common error. You didn't change any ad unit ids or the app key right?

valid tulip
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now its fixed and it works I think it takes a while for it to load (a min or two) so while loading i attempt to play the ad and it says not ready yet cuz its not loaded

valid tulip
tired lily
#

good, it's working then. Now I would implement the test suite the docs mention, swap in your ad units and test again

valid tulip
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and I wont be adding banners so I dont have an ID for that either

tired lily
#

you can probably puzzle it out looking at the example scripts, right?

valid tulip
#

let me give it a try

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I removed it and replaced the IDs and added LevelPlay.SetMetaData("is_test_suite", "enable"); to the start() before everything in the sample script

valid tulip
tired lily
#

did you enable test ads for your ad unit id + typically advertising id?

valid tulip
#

could the second pop up be the issue

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about it not being approved

brittle parcel
brittle parcel
valid tulip
brittle parcel
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When you click build app

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Apk

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There's a checkbox

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With some "developer mode" or something like that

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You checked that on right?

valid tulip
#

I have no Idea

brittle parcel
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Vro

valid tulip
#

but it used to work with the same settings

brittle parcel
#

On phone?

valid tulip
#

yes

brittle parcel
#

Wait so at some point it worked on phone?

valid tulip
#

go read the convo up

brittle parcel
tired lily
#

no fill is a common error and doesn't mean your config is wrong necessarily, just that no ads are available. If you didn't put your device in test mode and you can't be served normal ads atm, that makes perfect sense

valid tulip
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I dont get it

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there arent issues?

tired lily
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what did the test suite say when you added the code the integration guide told you to add and then launched the test suite?

tired lily
#

you seem extremely determined not to read anything and be hand-held through everything

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instead of linking you again, I'm going to paste it here for you

valid tulip
#

ah yes

brittle parcel
#

This is our first time making a mobile game aswell

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We have 0 experience pretty much

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We're trying

pearl marlin
valid tulip
# tired lily

to verify this is how my start() should look

    {
        LevelPlay.SetMetaData("is_test_suite", "enable");
        
        Debug.Log("[LevelPlaySample] LevelPlay.ValidateIntegration");
        LevelPlay.ValidateIntegration();

        Debug.Log($"[LevelPlaySample] Unity version {LevelPlay.UnityVersion}");

        Debug.Log("[LevelPlaySample] Register initialization callbacks");
        LevelPlay.OnInitSuccess += SdkInitializationCompletedEvent;
        LevelPlay.OnInitFailed += SdkInitializationFailedEvent;

        // SDK init
        Debug.Log("[LevelPlaySample] LevelPlay SDK initialization");
        LevelPlay.Init(AdConfig.AppKey);

        LevelPlay.LaunchTestSuite();
    }```
tired lily
#

there's a reason I highlighted the after successfully initializing LevelPlay part of that, it was a premonition

valid tulip
#

how do I do that

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ow do I check if its successfully initialized

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oh I found it

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like this

    {
        Debug.Log($"[LevelPlaySample] Received SdkInitializationCompletedEvent with Config: {config}");
        EnableAds();
        isAdsEnabled = true;

        LevelPlay.LaunchTestSuite();
    }```
tired lily
#

and what happened when you tried that?

valid tulip
#

im building it

tired lily
#

your bundle id is definitely wrong

brittle parcel
#

We're trying

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I'm personally not built in with this knowledge

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I wouldn't expect you anyone to know this ad stuff when it's their first time making a game

valid tulip
brittle parcel
tired lily
valid tulip
#

what should I do

tired lily
#

ask your guy if he set up a package name anywhere, and if not then set a package name that isn't the default package name and try that

valid tulip
#

this?

tired lily
#

and make sure you enable client test mode in the dashboard

brittle parcel
#

Although I'm not sure

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@nocturne nova check ironsource

valid tulip
brittle parcel
#

Fuck wrong ping

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@valid tulip

brittle parcel
tired lily
#

wherever you're doing your ad unit configuration

valid tulip
#

I did it

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it works now

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i had to enable test ads and add my device as a test device

tired lily
#

yes, that's typical. You will want to keep your device whitelisted (and disable the override you set above, if you set it) once you go live. Otherwise you might get real ads while testing, and that can cause you to get banned for fraud

valid tulip
#

I had to get my advertisment ID from my settings > security and privacy > more privacy settings > ads and it would be on the very bottom for the people after me doing this 🗣️

valid tulip
tired lily
#

you can override all devices with test ads

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you wouldn't want that once you go live for obvious reasons

valid tulip
tired lily
#

make sure the Test Mode panel still says Client test mode not overridden

valid tulip
#

uh oh

tired lily
#

? that's fine for now, change before you launch

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otherwise you need to whitelist every device you'll be testing with

valid tulip
#

its only my device

tired lily
#

nobody else will be testing the actual app?

valid tulip
#

before releasing no

brittle parcel
valid tulip
prisma lodge
#

I am having trouble solving this rotation thing. Its snapping back to where it was facing. By the way, I am new to unity and I would highly appreciate your help. 🙂

valid tulip
tired lily
tired lily
brittle parcel
tired lily
#

did you try the things I mentioned? Why did you change the resolver exactly? The LevelPlay project comes with a specific version

valid tulip
valid tulip
tired lily
valid tulip
#

it used to get stuck on "resolving android dependencies"

tired lily
#

and you fixed it by doing what exactly? did you re-resolve dependencies?

valid tulip
#

he told me to disable something in the settings

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auto resolution i think

tired lily
#

and then did you delete and re-resolve dependencies?

valid tulip
#

I dont think so

tired lily
#

and what happens when you manually resolve?

valid tulip
#

no pop up

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no message, no warning, no error

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as if im playing cookie clicker

tired lily
#

enable verbose logs in the resolver and see what it says

valid tulip
#

and now after building i get a different set of errors

tired lily
#

and what are the errors?

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did you get resolution succeeded after resolving first?

valid tulip
#

no as i said

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it does nothing

tired lily
#

then you're still in the "why aren't the dependencies resolving?" part of the debugging

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delete dependencies, revert back to the original version of the resolver, re-resolve, clean build

tired lily
#

do what?

valid tulip
#

deleting dependencies

tired lily
#

Mobile Dependency Resolver -> Android Resolver -> Delete Resolved Libraries

valid tulip
#

done

valid tulip
tired lily
#

how did you get the original? do that again

valid tulip
tired lily
#

it's not "back", you were always here. You just turned this step off and so the build failed instaed of waiting forever for resolution to complete which apparently it is not doing

#

now do the original thing I mentioned at first, and I'll be really explicit this time

  1. Delete resolved libraries
  2. Close Unity
  3. Delete the Library folder at the project root
  4. Open Unity
  5. Resolve manually. If you don't get resolution succeeded, enable verbose logging again and debug that step
valid tulip
#

Ive had this issue since I started this project I have tried so many things to fix this

valid tulip
tired lily
#

why did you ask how to delete dependencies, then?

valid tulip
#

I thought you meant the dependency resolver itself not the resolved ones

tired lily
#

what did you change between yesterday and today that caused it to stop building?

tired lily
#

you said those were working. You tested in an actual build, right?

valid tulip
#

but guess what

#

could this error hint the issue

System.IO.Path.Combine (System.String path1, System.String path2) (at <4ae50e093b6e42d3b4ec42b8ca793dac>:0)
GooglePlayServices.JavaUtilities.JavaHomeBinaryPath (System.String javaTool) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.JavaUtilities.FindJavaTool (System.String javaTool) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.JavaUtilities.get_JavaBinaryPath () (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.JavaUtilities.CheckJdkForApiLevel () (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.PlayServicesResolver.ResolveUnsafe (System.Action`1[T] resolutionComplete, System.Boolean forceResolution, System.Boolean isAutoResolveJob, System.Boolean closeWindowOnCompletion) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.PlayServicesResolver+<ScheduleResolve>c__AnonStorey1E.<>m__3F () (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.PlayServicesResolver.ExecuteNextResolveJob () (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.PlayServicesResolver.ScheduleResolve (System.Boolean forceResolution, System.Boolean closeWindowOnCompletion, System.Action`1[T] resolutionCompleteWithResult, System.Boolean isAutoResolveJob) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.PlayServicesResolver.ExecuteMenuResolve (System.Boolean forceResolution) (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
GooglePlayServices.PlayServicesResolver.MenuForceResolve () (at <6107d0e161ea44f5b1a06a3cb63d4bc0>:0)
tired lily
#

yes

valid tulip
#

nice

#

what does it mean tho

tired lily
#

try to work it out based on the error and the stacktrace

valid tulip
#

what is that meant to mean

tired lily
#

what do you think that error means? Based on the message and the stack trace? That will tell you what to do next

valid tulip
#

I have no idea whats happening

tired lily
#

come on dude
ArgumentException: Illegal characters in path.
GooglePlayServices.JavaUtilities.JavaHomeBinaryPath
something is wrong with your java home path. Check it

valid tulip
#

but its right

#

or do I check this?

brittle parcel
#

yo @tired lily you goated for helping us btw thanks

tired lily
#

those would both be wrong if that's what you are using. Unity comes with a specific jdk

valid tulip
tired lily
#

you aren't building yet, you're still in figuring out why it's not resolving

#

did you manage to resolve dependencies successfully?

valid tulip
#

nope

#

but look at this error

tired lily
#

and what version of Unity are you on? sometimes Unity uses the wrong jdk path and if you uninstall the editor, things seem like they're missing

valid tulip
#

6000.1.14f1

tired lily
#

well now you have a new issue to debug

#

this is what happens when you try to resolve, right?\

valid tulip
#

yes

valid tulip
#

there is gradlew but not gradlew.bat

#

where is the extention

tired lily
#

you're in a place now where it's hard to help you debug what exactly the problem is

  1. you should move your project to a directory that doesn't have any spaces in it and try again
  2. there's a newer resolver version you can try
  3. you can try a different Unity version
brittle parcel
#

the entire project got corrupted

#

all the scripts werent working

valid tulip
brittle parcel
#

we changes version to 2021.3

#

NOTHING was working

#

literally nothing

tired lily
#

that is ancient. I mean a different 6000.1.X version

brittle parcel
#

which version would be good?

#

is 6.0 LTS good?

valid tulip
tired lily
#

is that file under Assets or Packages? that version is at least 5 years old

#

the unitypackage for ironsource has 1.2.185 so if you're actually using 1.2.137 something went terribly wrong

valid tulip
#

oh no

#

that sounds incredibly motivating

tired lily
#

did you actually revert this when I mentioned it before, or did you follow some ancient tutorial that had you install this and then never removed it?

valid tulip
#

what do you mean by "this"

brittle parcel
#

ye we had kept a backup

#

we're using unity version control

valid tulip
#

I did not

#

cuz I dont know how

tired lily
#

helping you guys is absolutely excruciating

brittle parcel
#

i switched the version

valid tulip
brittle parcel
#

oh that nvm he didnt remove it

tired lily
#

delete any and all references to the dependency resolver, install the latest one from the link using the unitypackage, delete resolved libraries, resolve again, try to build

valid tulip
#

I have both "mobileDependancyResolver" and "externalDependancyManager" folders in my assets

tired lily
#

what's the issue? this changes nothing besides making it clear you didn't read any of the README files in those folders

valid tulip
#

why does it say 1.2.186 here?

tired lily
#

that looks like you have the latest EDM4U installed already

valid tulip
tired lily
#

why would that be good? It seems like somebody flailed around in your project and installed up to 3 different versions of it based on what you said so far

#

delete them all and start over

valid tulip
#

when you say "them"

#

what do you mean exactly?

tired lily
#

every single reference to any dependency resolver

pearl marlin
#

but do as instructed, delete current installations of a "dependency resolver" and start over

tired lily
#

I'm going to bed, good luck gents

valid tulip
pearl marlin
#

I recommend installing things via the package manager as much as possible, it makes updating and handling plugins soo much easier
Some mobile plugins are a mess to remove or update in future.

#

as you just experienced, you had multiple versions shoved in your project which made it hard to remove and update

valid tulip
#

yes

pearl marlin
#

whats the gradle error? Also I do hope you are atleast on unity 2022 now. 2021 probably isnt compatible with api lvl 35.

pearl marlin
# valid tulip

Hmm you dont have ironsource installed alongside level play do you? Its supported in unity 2021.3+

valid tulip
#

I installed ads mediation from the package manager

pearl marlin
#

What's your min API lvl set to? I had issues in the past but moved up to android 7 which helped.

pearl marlin
#

Are you using the included android sdk+ grade+ jdk?

#

I moved to 2022 ages ago, if you cant I see no reason to be on 2021

#

ideally you would use the latest LTS

valid tulip
pearl marlin
#

I get we often have varying requirements but if you are not restricted and you can upgrade, go to either 2022 or unity 6

#

If using source control its safe to try

valid tulip
#

what are you trying to say

pearl marlin
pearl marlin
#

the package manager. Unity package files are NOT the same.

valid tulip
pearl marlin
#

if you are using source control like git or unity vc then its safe because you can go back in time

valid tulip
#

I was using that but stopped

pearl marlin
#

then you should start again

#

otherwise if you upgrade the project you cannot go back because you dont have a commit pre upgrade

#

(and its not possible to open a project in an older version as there is no support to downgrade assets)

valid tulip
#

okay

#

I will start using it

#

my game works all fine I just cant build it

pearl marlin
#

Yea I understand. Mobile is tricky as requirements keep changing so older unity versions start to stop working as they are not updated to fix issues anymore (without enterprise licensing anyway)

valid tulip
#

so do I upgrade to a newer editor?

#

or will it corrupt?

pearl marlin
#

step 1. back up project or start using git
step 2. install newer unity version (e.g. latest 2022)

#

step 3. open project with 2022
step 4. say yes to upgrade and wait
step 5. check game

#

If after this find a critical issue and you wish to go back, you can discard all changes if using git and all is great

#

Its why its recommended on this server so much. If a file suddently gets corrupted (e.g. scene gets fucked) you can restore it from your last commit

#

@valid tulip ill warn you again, make sure you either have a full backup or start using git/unity vc/some other source control before upgrading the project

valid tulip
pearl marlin
#

then you should be good if you commited your latest changes

valid tulip
pearl marlin
#

Do you have any stray things in Plugins/Android ?

pearl marlin
#

Oh looky an ironsource lib that probably caused the prev gradle error 😐

analog plover
#

You should use the latest version of 6.0 which is 6000.0.56f1. That one is almost a year old

valid tulip
#

now what do I do ;-;

pearl marlin
#

I was going to say it would be better to bother installing the newest version first but I think common sense is gone

#

delete that fucking file and try again 😆

#

Like i said it can be a pain to remove old plugins to upgrade and UPM helps with this but I cannot see your project and check you removed old things properly

pearl marlin
#

Oh and bother to install a newer unity version next time

pearl marlin
# valid tulip is 210gb enough space?

Anyway check disk space, delete that random lib file and see how things to
Should be? Im just guessing based on that error that it was disk space related.

valid tulip
#

but my ram

pearl marlin
#

well you can watch task manager and see if it gets super full during a build?

pearl marlin
#

not relevent to the error

valid tulip
#

ITS FIXED

#

thank you so much

#

Ive been working on this for 2 weeks straight

pearl marlin
# valid tulip it works

Yay! Going forward try to use the package manager for things if possible instead of importing stuff into Assets/ and things should be smoother 👍

swift haven
#

How can I detect if my program is running in a mobile browser?
UnityEngine.Application.isMobilePlatform seems to check if we are compiled for mobile, and will always return false in web browser, right?

dire magnet
pearl marlin
#

and then combine with js to check device type

pearl marlin
swift haven
swift haven
#

I got it all working, thanks a lot guys. But a new problem arises ...

#

After playing a few scenes on the phone, the web browser suddenly reloads and game starts from beginning. Any ideas?

pearl marlin
#

perhaps the tab used too much memory so it was restarted? If you check on a desktop browser you can often check per tab memory usage

pearl marlin
# swift haven Oh good idea, thanks

webgl is weird in that GC cannot happen mid execution and only executes at the end of a frame (limitations of webasm)
so its possible if too much allocation happens in a single frame you can run out of heap space

swift haven
#

Gotcha

#

Are there any special thresholds to look out for?

pearl marlin
swift haven
#

It bumps up from 765MB to 1GB in the scene switch that hangs the mobile tab

sly plover
#

Out of curiosity at the moment, is it possible to use Unity for mobile apps using an API to read barcodes for example?

tired lily
#

yep

sly plover
#

Nice, had some pretty neat ideas a while back. Maybe I can actually do it sometime.

devout falcon
#

Is it really not advisable to use the built-in terrain when the game is for mobile? Same with the Shader graph, is it much better to use manual codes instead of Shader graph to be more optimized?

lament lagoon
#

what is the correct canvas reference resolution for android app?

PS: I'm a beginner with unity

fallen compass
valid tulip
lament lagoon
#

I'have set an aspect ratio of 9:16 and canvas reference resolution 1080 x 1920. but the text of the InputField (TextMeshPro), I see it blurred.

I don't understand why?

pearl marlin
fallen compass
lament lagoon
devout falcon
pearl marlin
devout falcon
#

Got it, thanks!

pearl marlin
#

e.g. shaders with lots of complex things or stupid amount of texture samples

#

you can research on tiled rendering to learn more

devout falcon
#

I do have a lot of Tiled shaders like Triplanar for cliff and rocks and for buildings. It is just that our dev told us to switch everything to Standard Surface Shader for better optimization.

pearl marlin
#

hopefully you mean URP Lit/Simple Lit

#

And you miss understand, mobile gpus use "tiled rendering"

devout falcon
#

We're in built-in RP, because we switched also from URP for better mobile-friendly optimization, the Dev said

pearl marlin
#

WHAT

#

URP is the better choice

#

URP offers much better control over rendering complexity and settings
old built in is shit and old and does not offer such control

devout falcon
#

welp, I don't know. I'm just asking question if I can still use Shader graph since it is better and also the Built-in Terrain because it is easier. But all those are banned. Because our Lead Dev told us to do so

devout falcon
pearl marlin
#

Im going to presume the lead has some very outdated knowledge about unity

#

terrain is actually pretty good if it doesnt render at too high a complexity and you have reasonably sized textures for it.

#

Shader graph is fine too because its all compiled into real shaders. Perhaps they would be happy with amplify shader editor?

devout falcon
devout falcon
pearl marlin
#

Its good but tbh shader graph is also good and probably not any different

#

It existed before shader graph anyway

#

Is there evidence your shader is actually causing performance issues? What does it even do?

devout falcon
#

Thanks for answering my questions, I'm just having an existential crisis because of too much gas lighting. We're working on a multiplayer game

devout falcon
pearl marlin
#

what are they smokin

devout falcon
pearl marlin
#

3 textures isnt bad so thats already better, is this game trying to be realistic if you are bothering with occlusion/ao?

devout falcon
#

Stylized. We don't use the default occlusion and AO from the post-process. Because the dev removed it too, so our AO right now doesn't do that much.

#

I prefer the old AO

#

Occlusion is already applied too. Default AO is just removed. Like the default post-process in short

pearl marlin
#

so this uses the old post processing stack?

#

The new one with URP has better configuration for the provided effects

devout falcon
#

Yeah, the left one. The one from the right is manually coded

pearl marlin
#

Is this foward?

devout falcon
pearl marlin
devout falcon
pearl marlin
devout falcon
#

I'm planning to recreate the Post-process for better AO. because right now it's more like a blurred outline that an AO. I'll based from the link. Thanks

pearl marlin
#

well hope it all works out, dont be afraid to use shader graph

devout falcon
#

Aight! UnityChanThumbsUp

swift haven
#

When loading my webgl game on mobile, I get no sound. It works good in a regular browser. Any leads?

lusty relic
#

Hello, I'm having an issue where after creating the apk file and installing it on my device, the game won't show up in my drawer , I can't even launch it when installing it either, I can see it in my settings that game is installed indeed, but only thing I can do is uninstall it

tired lily
#

Sounds like you're missing an intent filter in your android manifest. Are you using a custom manifest or have a third party dependency that might be editing it during the build?

lusty relic
lusty relic
tired lily
#

did you check the merged manifest in android studio or by pulling it from a built apk?

lusty relic
#

Haven't touched Android studio before

tired lily
#

this is only a fragment of the final android manifest. Manifests from all sources get merged together. If the final manifest is missing the right launch intent filter, you can then work backwards to figure out where and when it goes missing

lusty relic
#

I see, so I need to check final manifest, and where would that be?

(For the record it used to work fine, I haven't done any changes to the project settings or imported new packages , it just started acting weird out of nowhere)

#

Checked my GitHub history and only thing it shows is that I changed bundle codes

tired lily
#

does a clean build work? if you delete library entirely and rebuild, does that work? you can look at the merged manifest in android studio or by pulling it out of the built apk with some tools

lusty relic
pearl marlin
# lusty relic https://pastebin.com/ssGDhV55

On newer unity versions you can pick between 2 activity types for android. Perhaps you should delete this manifest and have unity re gen the manifest and then you can work from that and keep the correct activity

tired lily
#

oh good eye, yeah make sure that's not set to GameActivity. That would explain what happened to your intent filter

lusty relic
tired lily
#

yes, uses a different activity type which your manifest has no entry for

lusty relic
tired lily
#

are you sure you didn't delete that section at some point? Unity should've generated the right one for you. I just tested it, and by default it inserts an entry for both with a comment about which to delete

pearl marlin
#

yea i think you remove the wrong one

lusty relic
tired lily
#

your manifest has the GameActivity one deleted

lusty relic
#

Still doesn't make sense why it worked all this time then lol

tired lily
#

sometimes Unity will have staled cached build data, so that's why I suggest clean build/Library deletion. If it's not building that way, you have confirmed there is definitely a problem

#

otherwise you might waste a lot of time chasing a phantom problem

lusty relic
#

@tired lily @pearl marlin thank you so much, that was the case

Project was set to Game entry but manifest was using activity entry, after deleting/regenerating it works fine now

#

But it was really weird why it worked all this time and stopped only now for no reason lol

worn vine
#

I create iOS development build but cannot connect by local ip to device to see logs

worn vine
#

I try to send two FixedString4096Bytes to send the Receipt of 7001 byte and this message do not ritch to the server can it be UDP limitation?

covert hill
#

Does anyone know how to hide navigation bar under for Android?

karmic rivet
#

I am trying to upload my ios game made with unity to app store, and i am getting some rejections
my game is for kids(under age 5) and apple policy says i can't use ads at all, but i have seen many game that are kids game but still have ads. how can i solve this issue

silent scarab
#

Maybe not include your app in the kids category?

neon thicket
#

Games that look like they're for kids is different from apps explicitly stating they are for kids. You cannot have ads on apps which are stated being made for kids.

worn vine
#

I have question in IAP tutorial we give player purchased items inside OnPurchasePending but there is OnPurchaseConfirmed shouldn't we validate purchase inside OnPurchaseConfirmed?

#

I got info but I'm not sure this info correct that on iOS receipt should be loaded from generated file instead of parameter and this file will be generated in OnPurchaseConfirmed.

worn vine
#

I followed the example I can download with IAP pakage

#

I followed these ones

#

01 buying consumable

tired lily
worn vine
#

there is example I use ``` void OnPurchasePending(PendingOrder order)
{
var product = GetFirstProductInOrder(order);
if (product is null)
{
Debug.Log("Could not find product in order.");
return;
}

    //Add the purchased product to the players inventory
    if (product.definition.id == goldProductId)
    {
        AddGold();
    }
    else if (product.definition.id == diamondProductId)
    {
        AddDiamond();
    }

    Debug.Log($"Purchase complete - Product: {product.definition.id}");

    m_StoreController.ConfirmPurchase(order);
}
#

But there is another method ``` void OnPurchaseConfirmed(ConfirmedOrder order)
{
var product = GetFirstProductInOrder(order);
if (product == null)
{
Debug.Log("Could not find product in purchase confirmation.");
}

 Debug.Log($"Purchase confirmed- Product: {product?.definition.id}");

}

tired lily
#

ah, IAP v5 must have changed the API

#

is OnPurchaseConfirmed called when restoring purchases? That's probably why if I had to guess. Consumables are one-and-done so if a user uninstalls, they're just gone unless you persist them yourself. But other types of purchases (ex: subscriptions) will re-run callbacks for purchases the user has already made

worn vine
#

when I purchase consumable transitionId is empty string = "", I use TestFlight build it is not good because I planned to store transitinId on my server looks like it is not generating transition Id for consumable

tired lily
#

are you testing in the editor or on device? in the editor it's all fake

worn vine
#

on device, I found problem I had bad parsing inside code thats why it returned "" all the time

fast geyser
#

How can i make that my mobile Game looks good on almost every smartphone size? Because my last game was perfect on my phone but on my friends phone it was really stretched etc. I stated making a new game that i want to realese on the google play store and i don't want that at the end is the same fail as last time. 😅 😂

fallen compass
#

You can test in Unity as you develop. Don't use the 'game' view, swap it to 'Device Simulator' and then you can swap between lots of different mobile devices

fast geyser
#

I will try it out! 👍 😊

calm axle
#

Why shading/texture visibility is too low like fog when I exported unity game for android?:

obtuse jetty
fresh mica
#

Hi I was hoping to get some advice on a build error I'm getting.

fresh mica
#

So I recently completed a small project and made a test build on Sunday. But now whenever I go to try to build the final version I keep getting this error

#

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':unityLibrary:mergeReleaseNativeLibs'.

java.nio.file.AccessDeniedException: D:\OneDrive\Unity Projects\Toss Up Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\merged_native_libs\release\mergeReleaseNativeLibs\out\lib\arm64-v8a

  • Try:

Run with --stacktrace option to get the stack trace.
Run with --info or --debug option to get more log output.
Run with --scan to get full insights.
Get more help at https://help.gradle.org.

BUILD FAILED in 3s

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

obtuse jetty
tired lily
#

move project out of onedrive

boreal wadi
#

So our android game works on older phones but it seems like the latest API Levels, are broken, the game either doesn't open or just gives a black screen. Anyone know why that might be?

tired lily
#

check logcat for errors when launching

tired iris
#

NDK r27c (64-bit) (27.2.12479018). where is ???????????????

tired lily
tired iris
#

I just installed the latest version of Unity (6.2.4) with the Android module, including the embedded JDK 17 and SDK.
However, when trying to update the Android SDK package list, I still get the following error in the Console:

Failed to update Android SDK package list. See the Console for details.

This happens immediately after a fresh installation, so it is not related to any previous project settings or modifications.

#

@frozen vapor

#

@odd arrow @queen kraken

odd arrow
#

@tired iris don't ping moderators or anyone not in conversation with you.

tired iris
odd arrow
silent scarab
#

Hey I am in need of help, to test my game in iOS/Android, is a simple infinite runner, i can post a small trailer here if the rules let me, currently they are in closed test (google play) and tesflight ios, someone cna help me?

odd arrow
silent scarab
#

Ok thanks!

real parcel
#

in my phone a21s, in a area with 600k verts and 850k tris with 200 draw calls it gives 30 fps, in another area with same stats but 500k verts and 700k tris it gives 23 fps even though this area is less heavier.Why? the only thing diff in 23 fps one, its open, the 30 fps one is a closed area indoor.Tested on another device and same story, almost 10 fps less in the open area, another test i did where in an empty scene i got 50 and i after just adding one unlit object fps dropped to 30, checked profiler and the samophere thing took most of the time. Can somebody tell what exactly the hell is going on here?

north thunder
glass mortar
#

Guys, how can I optimize game? I want to get more frames

candid ridge
#

Guys, I need help acount picking up Apple system with purpose to compile app for apple devices, Buying M2 Pro is good or bad now a days or should buy M4 base model ? Obvious budget and compatibility oriented.

pearl marlin
#

the latest mac mini you can afford/get is best so you can use xcode for as long as possible

urban moon
#

Anyone found a way to implement Google Sign In (have been using google-signin-plugin-1.0.4) with updated Firebase for 16kb page size ?

pearl marlin
#

Id presume newer firebase versions solved this. Only solution is rebuilt binaries

heady bluff
#

Do I really NEED a mac to upload projects to IOS? is it possible to use a VM or something?

neon thicket
#

I'm sure people have somehow struggled through using a VM, but the headache isn't worth it.

But generally speaking, yes you need a mac. Either a physical one or use cloud building which is something Unity provides.

proven vapor
#

Any one knows why on Google Play, the promo codes are not detected by the billing library until i try to do that purchase within the app? then it says "you alreeady have that product" and gives me the reward, but not at startup.

glass mortar
#

can i make shadows without pixels&

#

?*

spare saddle
spare saddle
spare saddle
sleek eagle
spare saddle
eternal wedge
#

Guys, I give up

#

I don't know why but even though I changed the prefab then in build it still uses previous version of the prefab

#

I tried everything, clean build, reimport all, clear build cache...

#

The only thing I haven't tried yet is absolute nuke - deleting library folder

odd arrow
eternal wedge
#

Also this prefab is not addressable

odd arrow
#

Did you actually save the prefab?

eternal wedge
odd arrow
#

You save prefab by dropping it into old asset instance or creating a new one (if you were editing outside of the prefab editor)

eternal wedge
#

The only solution I could have thought of is deleting that prefab and recreating new copy

eternal wedge
odd arrow
#

Make sure you reference the newly saved prefab and not old one

eternal wedge
odd arrow
#

When building make sure to delete previous build first and check that there's no errors

odd arrow
#

Then debug in build and print out on the screen what asset name are you actually instantiating.

#

Then figure out where it is and why you referencing that instead what you want

eternal wedge
#

I will try deleting library

#

And then disabling obfuscator

odd arrow
#

Prefabs are assets, if there's a mixup it's of your own making, you need to debug the problem and figure it out.

analog jewel
#

I’d love for you to try my game

odd arrow
little panther
#

Hello, does anyone have ideas on how to switch 2D characters in an Android game? Should I use a button for my character or a separate button to switch characters?

latent compass
#

hey can someone help me with a problem I have with Unity and Vuforia with area targets ? Im using Unity 6000.0.57f1, I followed every step of videos about area targets, but it seems that when I open the app on my phone it doesnt work, first it didnt open my camera, then I erased vulkan from Graphics API settings on the project settings, then it finally opened the camera but when im at the palce of test it doesnt recongnized nothing from the scanned area target, what am i doing wrong ?

Im using an Honor 200 Pro for the test and i used an Iphone 14Pro Max i borrowed from a colleague

teal flint
#

How to use unity in mobile? ✍🏻

neon thicket
teal flint
#

😥

#

I am poor girl @neon thicket

grave orchid
#

Imagine if you could 🤣 unity can we get on that lol a mini editor for phone, maybe April fools

pearl marlin
# teal flint How to use unity in mobile? ✍🏻

godot has an editor usable on mobile but I think its quite unique in that respect.
Otherwise yea you will need a pc of some kind with windows, osx or linux.
Or some web only engine like playcanvas could maybe work.

teal flint
flint elk
#

How do I get my S20 to properly detect my project as a game, I want to the preformamce usage of the game but detection seems flaky

flint elk
#

According to what I've gathered Samsung uses Playstore metadata to mark an application as a game allowing game mode and some overlays. It falls back on the actual manifest but that's a hit or miss.

I figured out that I can upload it to the playstore for testing so I'll test my luck with that

sleek eagle
#

Otherwise the latest Unity 6 versions have proper category settings I think

#

@flint elk

#

Not sure if it dropped in 6.0 yet

sly plover
#

Nice I got the app to work to scan food barcodes and pull nutrition info from other sites. For the most part. But I suck at UIs lol.

flint elk
fallen matrix
#

Hey, anyone khow in Unity6 we can keep status bar and navbar on for android builds, but in reactNative and other framework you get option to nativly change their color based on what activity of color your screen are rendering, is there any option available color dyamic color change for status and navbar without unity without using any java plugin?

flint elk
inland sigil
raven edge
#

in there a compiler for android other than Gradle?, it always have issues i never build i game without having issues with gradlenotlikethis

valid tulip
#

I am using URP for the first time and when it was time to test it on multile devices some devices show this light quickly start getting brighter and brighter its like there is a Dontdestroyonload(gameObject in the update script but i didnt even attach a script to any of the lights and i cant reproduce this in the editor this is mostly a guessing game now I really need help from any1 that had this before me

pearl marlin
pearl marlin
valid tulip
#

with a global volume

#

but I did try completely disabling it once as a test build but it didnt fix it

valid tulip
pearl marlin
#

I'm good, I can't figure out much more from that. Are you using bloom?

valid tulip
#

yes

pearl marlin
#

Ideally you have a debug menu to help you change things and see the results in a build

pearl marlin
#

Nah i mean something that lets you perform logic to check how things change in a build

valid tulip
#

I dont know what to test

#

I dont know what to see that causes this

#

it could be a flipped byte from a random electron in perfect spot

pearl marlin
#

show me your main camera for this scene

#

erm no

pearl marlin
valid tulip
#

accidently deleted it mb

pearl marlin
#

check the logs for your build in case there are NAN errors (via android logcat or connect the editor console to the build)

#

and do try to use the frame debugger with a dev build which will let you step through and see how the frame was drawn

#

if need you can record a vid of you doing that for us to check

pearl marlin
#

same for the console, there is a little dropdown that lets you view logs for dev builds too

valid tulip
#

the device is in developer mode but it still wont pop up on my pc even tho the usb settings allows file transfer

pearl marlin
#

has to be a dev build too

valid tulip
#

ok I will do this tmr morning

pearl marlin
#

yea with the dev build option enabled

#

get into the habit of this for testing builds

valid tulip
#

whats with this

valid tulip
pearl marlin
#

thats to build and run right?

#

and make sure you still build an apk if you dont plan to upload to the play store

valid tulip
valid tulip
pearl marlin
#

usb debugging/remote adb needs to be active for build and run to work (so it can install the app for you)

valid tulip
#

yes

pearl marlin
#

le google will help you there

valid tulip
#

it is connected

valid tulip
#

my phone is in dev mode and wired to my pc isnt that all i need?

pearl marlin
#

you have to have usb debugging on or perform a wireless adb connection for the "run" part to work

valid tulip
#

I have to slep now cya tmr morning and ill do this

pearl marlin
#

you can also install the app via adb or transfer it over later so its not a big loss to not use build and run right now

gentle compass
#

hello

#

I was looking for a solution to my problem

iron acorn
gentle compass
iron acorn
pearl marlin
#

you need to go through each step, does it look normal before bloom?

valid tulip
pearl marlin
#

click a draw call to see the preview of the frame at that point in time

#

check one before the bloom pass to see if stuff is messed up before

valid tulip
#

yes

#

stuff is messed up

#

alot of it

#

first thing

#

second

pearl marlin
#

Hmm thats weird that the color and depth clear are explicitly done but do not cover the whole buffer

#

My thinking is something is left from the previous frame that causes this build up of light over time.
Normally with rendering we do not perform a full clear of the frame buffer as we expect the next frame to override everything from the last.

#

But when this goes wrong, old data from the old frame can cause problems

valid tulip
#

thats it

#

thats whats happening

#

it gets brighter and brighter

#

as if the last frame is being added to the new frame

#

they only clears when I switch the scenes or restart the program

iron acorn
#

Should probably look from the bottom up.

#

Depth buffer can be white like that depending on the values.

pearl marlin
#

This should all be 2d sprites so id expect no depth usage

valid tulip
#

not really

pearl marlin
#

okay what does this scene contain then?

valid tulip
#

background is placed behind the other sprites to avoid that clipping effect

iron acorn
#

Should look at these points

pearl marlin
valid tulip
iron acorn
pearl marlin
#

check the steps that dlich pointed out next then.

valid tulip
iron acorn
pearl marlin
#

yea bloom is making it worse

valid tulip
#

aight

iron acorn
#

And it looked different than the last 3 screenshots?

#

I mean here it's quite likely a very bright color(lights?) possibly causing value overflow. Or just hdr making everything weird.

#

Try disabling hdr, try disabling the 2d lights.
If disabling the lights helps, then you just have some crazy settings.

iron acorn
#

What settings do they have?

valid tulip
#

I once disabled all of the global volume and it didnt help at all

iron acorn
#

I'm not sure if a volume is related to lights..?

valid tulip
valid tulip
valid tulip
iron acorn
valid tulip
#

I thought that might be related and completely disabled it

iron acorn
iron acorn
pearl marlin
#

Try with it enabled. I am legit confused by what's happening but it's hard when we cant see the whole frame process

iron acorn
#

Also, does the issue ever happen on the first renderer2 draw?

valid tulip
#

I dont know how to discribe this

#

the ui is gone

#

the issue is fixed

#

i didnt do anything?

#

wait nvm

valid tulip
iron acorn
# valid tulip the ui is gone

When you select draw calls in the frame debugger, that would affect what's rendered on the device. Don't get confused by that.

iron acorn
iron acorn
# valid tulip

What's the light source at the top left corner of the screen?

valid tulip
#

simulating the sun

iron acorn
valid tulip
#

this is how its meant to look

#

the only thing lighting up the screen is the sun

valid tulip
iron acorn
valid tulip
#

im saying without it you dont see much

#

but there are more light sources

valid tulip
iron acorn
#

Hmmm...
Well, considering it only happens on some devices, it must be some weird graphics api or drivers quirk...

#

What graphics api are you using btw?

valid tulip
#

I did try disabling the sun light souce completely before but the issue persisted with the other light sources "stacking up" getting brighter and brighter

pearl marlin
#

I wonder if forcing open gl only would help

iron acorn
#

Yeah, I'd try shuffling the main graphics api

valid tulip
#

where was that graphics api menu again?

#

in the settings?

iron acorn
#

In the Player settings

#

Beyond that, you'd probably need to use the platform native graphics debugger.

valid tulip
#

done

iron acorn
valid tulip
#

nothing else

iron acorn
#

Ok, then it might work.

valid tulip
#

nop

valid tulip
iron acorn
#

Did you rebuild the game that fast?😲

valid tulip
iron acorn
#

Hmm... Well, then native debuggers. Or just keep on trying toggling different options/lights, etc... Until you can deduce the cause.

valid tulip
#

the issue was in the settings of the lights

#

all of them

iron acorn
valid tulip
#

before

pearl marlin
#

I guess this prevents it adding to the previous frame (why that happens is still a mystery i guess)

cyan wing
#

hey i have a problem with my code or firebase ? my game wouldn't load what i have done after closing it it reset the game and firebase only update first time after instelling it if i close it open it everything i did reset and fire base wouldn't update anymore with stuff i do
how and where should i share my codes?

cyan wing
trail marten
#

Hi everyone, I need some help with my project.

I’m on Unity 6.1 (Android build), and after building my APK, the terrain and textures appear empty/white on my phone, even though everything works fine inside the editor.

So far, I tried..
Switching API levels.
Changing Texture Compression (enabled ASTC, ETC2, etc.).
Rebuilding APK and reinstalling.

But the issue is still there.

Does anyone know what could be causing this?

tired lily
tired lily
sleek eagle
trail marten
#

Okay thanks, I'll look into possible shader issues and also make sure my Unity version is up to date, along with checking the build logs for any errors.

charred mortar
#

Whats the common way to show keyboard on mobile devices?

charred mortar
pearl marlin
#

yea for sure when the user taps it to edit it will open the touch keyboard and a native os input field (if not disabled)

quiet crag
#

I am trying to figuer out how I can open the IAP Catalog Editor from a seperate script button. With a simple editor script. Anyone know how I can do this?
The actual location is here:

Services > In-App Purchasing > IAP Catalog

I read through the docs and I could not exactly find any way on how I could do this:
https://docs.unity.com/ugs/en-us/manual/iap/manual/iap-catalog-window-reference

Code I am using:

            if (GUILayout.Button("Open IAP Catalog"))
            {
                OpenIAPCatalogEditor();
            }

        public static void OpenIAPCatalogEditor()
        {
            //Open Window
        }

quiet crag
#

Found the answer:

                EditorWindow.GetWindow(typeof(UnityEditor.Purchasing.ProductCatalogEditor));

sullen lava
#

Any tips or thoughts on how this is looking?

rain leaf
sleek eagle
rain leaf
sleek eagle
#

Yeah

For projects that benefit new features I just upgrade every 6 weeks or so. Also makes sure the project is set up good if it doesn't break every update lol
But for most projects use 6.0 now. And when you have a bug, update to the latest 6.0 bugfixes first

#

6.0.0 to 6.0.53 has a ton of fixes already

worn vine
#

Do I need to support ipV6 on my server to pass apple review? looks like they cannot connect to my ipv4 server (Transport).

worn vine
#

I found MultiNetworkDriver hope it will be working

livid briar
#

I have an urgent issue with the new mandatory version of the new unity IAP package version 5.0.1 for Android. I need someone to talk to. Where can I find someone?

My specific problem is that the function _storeController.FetchProducts(catalog.GetProducts()); where catalog is a var catalog = new CatalogProvider(); then returns a list with 0 products inside the OnProductsFetched callback.
I have tried every possible solution and fix that I can find but it does not work (IAP package is enabled in project settings, unity services properly connected to online project, product IDs match with google play store, the products are active in the play console etc). Also, the project previously worked with version 4.x of the unity IAP package and the list of products hasn't changed since then.

knotty shard
#

can someone help me i try everythings

#

i'm on debug developper mode , it say gradle build failed

iron acorn
# knotty shard

You need to look at the error details. Not just the top level message.

ornate gulch
sleek eagle
ornate gulch
# sleek eagle Isnt the issue inside of the editor? Not the individual packages

Yeah, it's the editor. But you need to resubmit to the Google Play store. From my understanding Unity has been in contact with Google and will allow re-submissions even if you're not target the correct Android API. However I was wondering if you can submit it with an old Billing Lib. version. I'm gonna test it soon anyway, but just seeing if anyone's tried.

sleek eagle
#

Ahhh like that, I misunderstood the issue

#

If you find out let me know!

knotty shard
iron acorn
ornate gulch
# sleek eagle If you find out let me know!

The patcher tool worked!

Basically my game targets Android API 34, and the Google Billing SDK 6.2.1 (via the Unity In app Purchasing package 4.12.2)

My Google play console is currently saying that I need API 35 and Google Billing SDK 7 for any new submissions.

But after using the patcher tool on my last build, I was able to submit it and it was reviewed and accepted within about 30 mins.

low locust
#

hello guys, it's my first time making a mobile game, do you guys any idea or advice on how to optimize the game?

iron acorn
brazen birch
#

Yeah I'm sure there's a million guides on that by now

eternal wedge
#

I met my fate...

#

Gradle error

#

I'm using Google play games v2.1.0 and Google Ads package v10.5.0 and unity 6000.2

- consumer needed artifactType = 'android-classes-jar'
- the library declares artifactType = 'srcaar'
eternal wedge
#

If I understand this correctly, GPG package is not as modern as Google ads package and therefore I am forced to modify something in GPG package

mellow rampart
#

Any one here having experience in creating a system to be able to install apk from the unity generated build itself.
My use case is to push updates for my application in the form of this apk which will be downloaded and installed.
I have tried multiple things but couldn't get it to work sometimes gradle errors,sometimes run time permission errors and so on.

I want to target all modern android versions and devices.
If anyone is having any idea about this please help me out by explaining how to achieve this.
I can't use Google play to push updates it isn't on Google play.

brazen birch
# mellow rampart Any one here having experience in creating a system to be able to install apk fr...

Yup, you just need the permissions enabled. We do this with our dashboards a lot to update packages.
Android manifest:

<uses-permission android:name="android.permission.REQUEST_INSTALL_PACKAGES" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<provider
  android:name="androidx.core.content.FileProvider"
  android:authorities="${applicationId}.provider"
  android:exported="false"
  android:grantUriPermissions="true">
  <meta-data
    android:name="android.support.FILE_PROVIDER_PATHS"
    android:resource="@xml/file_paths" />
</provider>

And then of course the java request to install it somewhere in your code. You'll need to do it through a file provider usually.

Uri apkUri = FileProvider.getUriForFile(context,context.getPackageName() + ".provider", new File(apkPath));
Intent intent = new Intent(Intent.ACTION_INSTALL_PACKAGE);
intent.setData(apkUri);
intent.setFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION);
context.startActivity(intent);

Like something to that effect.

stoic mesa
#

We're struggling profiling and optimizing our render time (both in cpu and gpu) for mobile. Are there tools you find useful for this, other than the Unity Profiler and the Frame Debugger?

it's a 2D game and we're still struggling with performance a lot, when targeting low end phones

What we do is toggle different elements on and off and see the MS difference. but there must be a better way

pearl marlin
iron acorn
stoic mesa
#

it's not tri count.. i swapped all the sprites to quad mode instead of tight and it ran worse

iron acorn
rain leaf
odd arrow
#

!collab

rugged cloakBOT
# odd arrow !collab

: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**

stoic mesa
stoic mesa
#

and yes there's a lot of sprites stacked on top of each other. many sprites block most of what's behind. i wonder if we can do some sort of occlusion culling instead of what unity is doing now. which is it just renders everything from back to front. there's a lot of waste.

are there ways to make that better?

iron acorn
urban moon
#

still getting crash on launch with my android game when build with latest ads mediation 9.0 and latest adapter (unity ads, meta, ad mobs) [unity 6000.0.59f2]. Everything is setup correctly like in previous version (ad mobs enabled, app ids set; levelplay app keys set, declare AD_ID permissions checked, automatically add installed networks Skadnetworks checked)

i grapped a log with logcat on my rooted phone:

Unknown bits set in runtime_flags: 0x8000
com.xxx.xxx
2025-10-09 12:49:30.219 16558 16558

AndroidRuntime
FATAL EXCEPTION: main
Process: com.xxx.xxx, PID: 16558
java.lang.RuntimeException: Unable to get provider com.google.android.gms.ads.MobileAdsInitProvider:
java.lang.IllegalStateException
com.xxx.xxx
2025-10-09 12:49:30.984 16558 16558

MQSEventManagerDelegate
failed to get MQSService.
com.xxx.xxx
2025-10-09 12:49:30.986 16558 16558

EDIT: seem to be fixed when manually adding to androidmanifest:
<meta-data android:name="com.google.android.gms.ads.APPLICATION_ID" android:value="ca-app-pub-XXX"/>

So unity does not add the meta data correctly.

heavy hare
#

Can you test deep linking in the Editor?

pearl marlin
urban moon
pearl marlin
#

i guess you can double check both to see what went wrong

#

but good you found the solution

mellow rampart
# brazen birch Yup, you just need the permissions enabled. We do this with our dashboards a lo...

Hi @brazen birch
Thanks for the response.
Is it okay If I DM you regarding this?

I am having an AndroidManifest.xml file with the mentioned permissions along with a .androidlib folder where I have the xml file and the Java code as you mentioned.
I am having errors during the apk build stage related to the java code not being able to compile due to dependency issues.
It is small project should I share the github link so that you can help me out what I am doing wrong...

lone oak
#

I am Omar, an ASO expert, with a long experience in the field of marketing, games and applications to obtain the best results for your project

I offer you to join you, I'm here to help

brazen birch
brazen birch
mellow rampart
lone oak
somber panther
#

Hello, I'd like to buy some Unity Android Game Sources, specifically fighting game (similar to these ones : Vita Fighters, Final Fighter, etc). DM me if you got.

midnight musk
#

sliders not working for anyone else over on iOS 18.7+?

eternal wedge
#

Anyone has idea what is going on here? The last thing I can see in logcat is [ADV-LOG] Updating ConsentInformation and then it is in stall - no errors, nothing... ``` public async Task<bool> RequestConsentAsync()
{
// Ensure we are on Unity's main thread
await Task.Yield();

     var tcs = new TaskCompletionSource<bool>();

     Logger.Log("[ADV-LOG] Creating ConsentRequestParameters");
     ConsentRequestParameters request = new ConsentRequestParameters();

     Logger.Log("[ADV-LOG] Updating ConsentInformation");
     ConsentInformation.Update(request, (FormError consentError) =>
     {
         if (consentError != null)
         {
             Logger.LogError("[ADV-LOG] Consent update error: " + consentError.Message);
             tcs.SetResult(false);
             return;
         }

         Logger.Log("[ADV-LOG] ConsentInformation updated. Loading consent form if required.");
         ConsentForm.LoadAndShowConsentFormIfRequired(async (FormError formError) =>
         {
             if (formError != null)
             {
                 Logger.LogError("[ADV-LOG] Consent form error: " + formError.Message);
                 tcs.SetResult(false);
                 return;
             }

             bool obtained = ConsentInformation.ConsentStatus == ConsentStatus.Obtained;
             Logger.Log("[ADV-LOG] Consent gathered: " + obtained);

             if (obtained && ConsentInformation.CanRequestAds())
             {
                 Logger.Log("[ADV-LOG] Initializing MobileAds...");
                 await InitializeAdsAsync();
             }

             tcs.SetResult(obtained);
         });
     });

     return await tcs.Task;
 }```
iron acorn
eternal wedge
#

I tried to remove consent and just intialize ads and it works perfectly

iron acorn
eternal wedge
iron acorn
#

debugger

#

Not logs

eternal wedge
slim yoke
#

How do I use android device explorer

#

It's blank for me

brazen birch
#

There are places like /r/INAT and of course the official unity discussions

#

!collab

rugged cloakBOT
# brazen birch !collab

: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**

karmic frigate
#

Hi there, I am dealing with this problem since tomorrow, please can anybody help me with it

#

When I go to this location, I dont know what to do

iron acorn
mighty rivet
iron acorn