#📱┃mobile
1 messages · Page 20 of 1
the error stack above is from an input (i presume a button) so check that
i can see your code uses consts to add the products dont ping me for the obvious
now i am doing this still no result
its a button for In App Purchase its give me no product found error because after adding product and initialized, there are 0 product when i get by this log
I dont see anything wrong with the building here myself
Thanks i have trying to solve this but still don't understand where the problem is
Its solved i am building with different package name🥴
ha well that explains it 😐
no one knows about it?
it's not a mobile question that, better off asking in #1390346776804069396 - however, there are loads of tutorials and vids online about reducing overdraw
I am using it for mobile.
not relevant to the problem.
Hello guys, I'm desperate
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?
You'll have to show the full error messages
also not a good idea to install the editor to Onedrive
Just like that? Or do you need more info?
The first one fully, preferably as text. Use a !code paste site
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
A tool for sharing your source code with the world!
I meant the first screenshot. This one
Can't do much other than google the errors in that file, for example https://discussions.unity.com/t/gradle-build-issue-please-help-c/1544556 and https://github.com/playgameservices/play-games-plugin-for-unity/issues/3313
Okay, bro, anyway, thank you very much for your attention. I'll continue my search.
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.
Help you with what? Profile it, find what has become slow, and fix it
Thats the thing I dont know I feel like its the version im using but I need that version
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
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.
An implementing guide won't help with the errors. Look those up separately
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)
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
what is logcat, and how do I check it?
this is what I get (using legacy advertisments btw)
there is no other info in the log around that? not necessarily error messages
we are using legacy ads, is that the issue?
we're trying to switch unity versions to use a different package
both of our phones are android 12+
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
does legacy ads not work for android 12+ or no?
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”
It's not a feasible plan
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?
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
I'm sure there are examples of indies who have succeeded but the chances are very, very low
Got it, thanks, i will have it in mind
Have you tried released something f2p on mobile? Even if it failed its good info anyways
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
I know that a lot of things changed since 2014… thats why i kind want to update myself
Why do people keep trying to use legacy ads
Fortunately I haven't learned this lesson the hard way 😅
these are the only error messages from unity
usually its due to missing dependencies. make sure EDU is installed and that you can force resolve android dependencies in editor.
anyway use levelplay if you have no good reason not to
does levelplay work on unity 6.1 though?
because i googled it and it says it works on 2021.3
Levelplay is the current, active, sdk.. it will work on 6, 6.1, 6.2
you probably miss understood something, level play is the current ads mediation framework supported from unity
fully working on many unity versions including 6
does it fully work? Is it easy to implement and change the code from ads legacy?
it will take some work but means you arent using the old lib
is it 100% certain that it works in 6.1? I asked chat gpt aswell and it said it doesnt work
and we get an error
let me find it rq
link to the docs?
"using UnityEngine.Advertisements;"
unity said it doesnt exist or something like that
maybe a refrence script could help
All explained with examples for all ad types
Perhaps people don't know it used to be iron source
Just pissed me off that ai is somehow the new way to search...
Check the doc pages above and follow this. Some namespaces changed recently so ai will probably be wrong and make shit up
we asked in #💻┃unity-talk and not a single person replied
we were completely ghosted
and the second someone else asked a question 3 people replied to them 💀
Not many know mobile stuff well. I've used it for 5+ years so I can assist
alr thanks
yooo
have you uploaded any games on play store?
this is our first time making a game in unity IN GENERAL
From my work yes, no I won't share, no I won't accept friend request
🙁
also on average
how many downloads does a game get per month with ZERO advertising?
In 2014 i was receiving around 4k of downloads with zero advertising (sending only to close friends and letting a organic grow happen)
Now days i heard that there are games with zero downloads
But if you announce in reddit, facebook, YouTube, for free, by posting it in comments/posts, you gonna get a few hundreds
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
yea but i want to make atleast 25$ to pay for the google play account fee
idc about making bank
i just need to pay back the fee
is there any sort of reference script we could use to see how we like- understand kind of what we have to do?
The iron source docs explain how to init and utilize each ad type. I can't share anything I've written for it unfortunately
I cant find them there is 5 lines of code and the "SdkInitializationCompletedEvent" has an error: "LevelPlay.OnInitSuccess += SdkInitializationCompletedEvent;" are there any other libraries I need to include?
What's the actual error...
That's an event subscription btw, you can define a function in the class with that name
Perhaps you should learn about c# events https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/events/
thank you could you please send an example scripts so I know what to expect
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
Are there any in depth tutorials post-unity buying ironsource?
I dont know what to tell you more than following the integration steps + init steps and then checking each ad type page to learn how to load and show each ad type
https://developers.is.com/ironsource-mobile/unity/interstitial-integration-unity/
I dont know about any external resources I did not use any myself
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
Do we code it from scratch or is there any guide on that?
Its unfortunatley just how it is, if the sdk is too complex for you then you need to strengthen your knowledge of c# first
We're just making this game as a little test
And see if we can get any downloads
How simple would it be for us to make the code from scratch?
Check the demo app which is hopefully updated: ~~https://github.com/ironsource-mobile/Mediation-Demo-Apps~~
err nvm its gone 😆
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)
I know the sdk has changed recently so I bet any semi old videos will be incorrect too
Insane
Absolutely crazy
Is it relatively simple though?
So without any tutorial or anything
Is it easy to figure out?
To me its simple. Init sdk, listen to init completion event, make ad objects, load ad, show ad
We used unity legacy ads before this, is it any similar?
Tbh i have forgotten its been soo long
We had to switch because legacy ads apparently doesn't work
anyway i dont have more to ad to this topic anymore
It was fun realizing that after we were completely done with everything
Could you
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
Tell me how many lines of code an ad initializer is with level play?
Like ballpark estimate
its meaningless
Alr
What??
"lines of code" doesnt equal complexity. Sorry but I dont want to continue this conversation.
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
In most cases
Thats not accurate, but from what I am seeing from this conversation, and sorry to barge in, you need:
study programming and specially how c# works.
OR
Get a better AI
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#
Where do I find a better ai?
Nono, while we don't have much experience, we just want to release a game as a test and see how it goes
just bare with us I just taught him how to code 2 days ago, I just need a reference script so I know what to expect and what do to, we have been delaying the release of this game every day because of this
we are trying to build experience with this game, we are trying to ditch AI because it isn't a reliable source we came here to find experienced people to help us so we know what to do in the next game
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
Where is the example code? That's what we're searching for
the ShowInterstitialAd() function is being called in my logic script every 3 deaths but every time my debugger says "Interstitial not ready yet" even tho it got loaded without failure and it used to work with the legacy ads so my logic script cant be the issue
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!
where you actually initialize the sdk? Are you testing in the editor or on an actual device? Assuming your script isn't the issue is a pretty bold claim currently, why do you think that?
Editor
Cuz it worked before?
It didn't change what change was the admanager
You had LevelPlay working before? I thought you were using the legacy advertisements
Legacy worked before
We switched and rewarded ads worked in test mode
In levelplay
on device?
In editor
Then we tried putting interstitial ads and after building it broke
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
In the editor
No when I tried to build it got stuck on the first scene
This is why we are here im looking for help
So for us to verify if it works it needs to work on mobile after it's built?
Yes
So what is the issue?
Did we have wrong version of the SDKs, did we not run the SDKs like what happened
Right now I have narrowed the issue down to the sdks idk how to correct to the right sdks tho
The sdks are faulty and I don't know how to fix them
uh your script is just straight up missing configuration. Where do you actually init level play? Where is your app key used? Where are you getting your code from?
https://pastebin.com/x5jBTLkd
https://pastebin.com/U8B6wBYw
These are the scripts in the LevelPlay example btw
In another admanager script
I got the code from nowhere I had to guess myself using what's remaining of outdated tutorials and unclear docs this server is a joke we have begging for support and all we got is "here is this link go relearn cs"
cut that down into a single script for now so you don't have to worry about initialization order
Start with just getting the example to work. I downloaded the sdk, installed the sample, and built it with no changes other than package name to get this. This is a test ad running on my device. Forget all tutorials and just base your code on their sample code
as I said something is wrong with the package or the SDK I have installed
how did you install it? what script is complaining about the missing AdConfig?
what version of the sdk did you install?
oh nevermind I forget to set the other script as a class
now I replaced all my old scripts with these 2
how do I call the ads
are you trying to get the sample to work?
yes give me a moment to replace ad unit IDs and app key
no, use the default ones. They're set up to work already
build to device, make sure ads are appearing
then you replace with your own info
you just press the sample project buttons to load and display ads
it sounds like you're trying to skip steps again
ah so the scripts creates buttons instead of being called
so ill comment out the lines in my logic script that call the ads since i cant build with them
what logic script? Are you adding scripts to the sample project now or what?
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
now project empty Scene no changes to the code
shouldnt I make a canvas for the buttons tho?
everything is already set up. Your scene does not look like the example scene
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
there isnt a "samples" folder in LevelPlay
it sounds suspiciously like you copy-pasted the scripts into your own project without actually installing the sample
how did you install the sdk?
via unitypackage or package manager?
package manager
and I got "ads Mediation" or "com.unity.services.levelplay"
this was step 1 btw
https://developers.is.com/ironsource-mobile/unity/unity-plugin/#step-1
My bad Ive Imported and set the scene to the only scene I am building it rn
sent the APK to my phone and all the buttons are not interactable (grey)
if you look at the example scripts, that would happen if the ads sdk didn't initialize
what does logcat say?
it says alot
I cant filter all these messages
how do I filter them out
2025/08/31 11:18:02.125 18716 18744 Info Unity [LevelPlaySample] Received SdkInitializationFailedEvent with Error: LevelPlayInitError: 2070, noServerResponse
now they are interactable
I dont know what I did
no fill's a common error. You didn't change any ad unit ids or the app key right?
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
no its the scripts I imported I didnt touch it
good, it's working then. Now I would implement the test suite the docs mention, swap in your ad units and test again
my app isnt available for ios I wont release on the apple store what do I replace the ios ID with?
and I wont be adding banners so I dont have an ID for that either
you can probably puzzle it out looking at the example scripts, right?
let me give it a try
I removed it and replaced the IDs and added LevelPlay.SetMetaData("is_test_suite", "enable"); to the start() before everything in the sample script
no it doesnt work this time and the issue is with the ID I copy pasted
did you enable test ads for your ad unit id + typically advertising id?
no I havent setup the ad unit IDs on the website myself my friend @brittle parcel so I have no idea how to do that
could the second pop up be the issue
about it not being approved
I already checked it says we can still do test ads
You set it on developer mode with test ads before building the game right?
what are you talking about
When you click build app
Apk
There's a checkbox
With some "developer mode" or something like that
You checked that on right?
I have no Idea
Vro
but it used to work with the same settings
On phone?
yes
Wait so at some point it worked on phone?
go read the convo up
So it stopped working when you removed iOS id?
what did the test suite say? there is more detail there
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
what did the test suite say when you added the code the integration guide told you to add and then launched the test suite?
this?
you seem extremely determined not to read anything and be hand-held through everything
instead of linking you again, I'm going to paste it here for you
ah yes
We're just COMPLETELY new to unity and it's our first time ever using it
This is our first time making a mobile game aswell
We have 0 experience pretty much
We're trying
I am impressed you have kept going this long 😆
to verify this is how my start() should look
{
LevelPlay.SetMetaData("is_test_suite", "enable");
Debug.Log("[LevelPlaySample] LevelPlay.ValidateIntegration");
LevelPlay.ValidateIntegration();
Debug.Log($"[LevelPlaySample] Unity version {LevelPlay.UnityVersion}");
Debug.Log("[LevelPlaySample] Register initialization callbacks");
LevelPlay.OnInitSuccess += SdkInitializationCompletedEvent;
LevelPlay.OnInitFailed += SdkInitializationFailedEvent;
// SDK init
Debug.Log("[LevelPlaySample] LevelPlay SDK initialization");
LevelPlay.Init(AdConfig.AppKey);
LevelPlay.LaunchTestSuite();
}```
there's a reason I highlighted the after successfully initializing LevelPlay part of that, it was a premonition
how do I do that
ow do I check if its successfully initialized
oh I found it
like this
{
Debug.Log($"[LevelPlaySample] Received SdkInitializationCompletedEvent with Config: {config}");
EnableAds();
isAdsEnabled = true;
LevelPlay.LaunchTestSuite();
}```
and what happened when you tried that?
im building it
your bundle id is definitely wrong
Ts not that deep bro it's our first time
We're trying
I'm personally not built in with this knowledge
I wouldn't expect you anyone to know this ad stuff when it's their first time making a game
what do I do
You built it as an APK right?
don't use the definitely-not-available test bundle id
I didnt set up the levelplay I have no idea what you mean
what should I do
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
@brittle parcel
and make sure you enable client test mode in the dashboard
I don't think I did no
Although I'm not sure
@nocturne nova check ironsource
back at the ironsource website?
Sorry random person I pinged
wherever you're doing your ad unit configuration
this?
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
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 🗣️
what override? this is the first test ads device
you can override all devices with test ads
you wouldn't want that once you go live for obvious reasons
how do I double check for that (just in case)
make sure the Test Mode panel still says Client test mode not overridden
? that's fine for now, change before you launch
otherwise you need to whitelist every device you'll be testing with
its only my device
nobody else will be testing the actual app?
before releasing no
Me probably
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. 🙂
what is this issue?? why cant I build I need help please
What kind of help are you expecting based on the info you've provided? Yes there seems to be a rotation bug, find it and fix it
Did it build before? What did you try? Try a clean build. Then try deleting library and rebuilding. Then try deleting library, re-resolving dependencies and rebuilding. Come back after you tried each of those
He has switched out the mobile dependency resolver with a different one because we had a problem with that and we couldn't run the game or export it before, is that why it's not exporting now?
did you try the things I mentioned? Why did you change the resolver exactly? The LevelPlay project comes with a specific version
Yes it used to build before but it got stuck on the first scene during building and I followed a tutorial to help with that and it fixed it but now I get this issue
I tried everything you mentioned already but ill do it again
what tutorial? I don't see how that error is related to any particular scene
a different error
it used to get stuck on "resolving android dependencies"
and you fixed it by doing what exactly? did you re-resolve dependencies?
and then did you delete and re-resolve dependencies?
I dont think so
and what happens when you manually resolve?
nothing
no pop up
no message, no warning, no error
as if im playing cookie clicker
enable verbose logs in the resolver and see what it says
and now after building i get a different set of errors
then you're still in the "why aren't the dependencies resolving?" part of the debugging
delete dependencies, revert back to the original version of the resolver, re-resolve, clean build
how do i do that?
do what?
deleting dependencies
Mobile Dependency Resolver -> Android Resolver -> Delete Resolved Libraries
done
how do i find the original to revert to?
how did you get the original? do that again
back to this again
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
- Delete resolved libraries
- Close Unity
- Delete the Library folder at the project root
- Open Unity
- Resolve manually. If you don't get resolution succeeded, enable verbose logging again and debug that step
Ive had this issue since I started this project I have tried so many things to fix this
this is the 167th time ive done this
why did you ask how to delete dependencies, then?
I thought you meant the dependency resolver itself not the resolved ones
what did you change between yesterday and today that caused it to stop building?
I have done the ads
you said those were working. You tested in an actual build, right?
no I am trying to
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)
yes
try to work it out based on the error and the stacktrace
what is that meant to mean
what do you think that error means? Based on the message and the stack trace? That will tell you what to do next
I have no idea whats happening
come on dude
ArgumentException: Illegal characters in path.
GooglePlayServices.JavaUtilities.JavaHomeBinaryPath
something is wrong with your java home path. Check it
yo @tired lily you goated for helping us btw thanks
those would both be wrong if that's what you are using. Unity comes with a specific jdk
I set it to the original jdk and the error is gone but Its still not building
you aren't building yet, you're still in figuring out why it's not resolving
did you manage to resolve dependencies successfully?
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
6000.1.14f1
well now you have a new issue to debug
this is what happens when you try to resolve, right?\
yes
the gradlew.bat its looking for doesnt exist
there is gradlew but not gradlew.bat
where is the extention
you're in a place now where it's hard to help you debug what exactly the problem is
- you should move your project to a directory that doesn't have any spaces in it and try again
- there's a newer resolver version you can try
- you can try a different Unity version
last time we tried it didnt go.. well..
the entire project got corrupted
all the scripts werent working
how do I get a newer resolver version
that is ancient. I mean a different 6000.1.X version
I tried that but I cancelled because of this warning
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
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?
what do you mean by "this"
this part
did you undo this?
helping you guys is absolutely excruciating
i switched the version
I know Im soryy
oh that nvm he didnt remove it
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
issue
I have both "mobileDependancyResolver" and "externalDependancyManager" folders in my assets
what's the issue? this changes nothing besides making it clear you didn't read any of the README files in those folders
why does it say 1.2.186 here?
which do I delete exactly?
that looks like you have the latest EDM4U installed already
thats a good thing right?
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
every single reference to any dependency resolver
fyi you can install EDU via the package manager: https://openupm.com/packages/com.google.external-dependency-manager/
~~Or download the latest from: https://github.com/googlesamples/unity-jar-resolver/releases~~
but do as instructed, delete current installations of a "dependency resolver" and start over
I'll be really explicit since you don't seem to have a lot of agency
- Delete ExternalDependencyManager under Assets
- Delete MobileDependencyResolver under Assets
- Delete PlayServicesResolver under Assets
- Install ExternalDependencyManager 1.2.186 using the UnityPackage from https://developers.google.com/unity/archive#external_dependency_manager_for_unity
- Close Unity
- Delete Library
- Open Unity
- Re-resolve Android dependencies
I'm going to bed, good luck gents
we appreciate your help mate
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
yes
Im so tired of this
whats the gradle error? Also I do hope you are atleast on unity 2022 now. 2021 probably isnt compatible with api lvl 35.
Hmm you dont have ironsource installed alongside level play do you? Its supported in unity 2021.3+
I dont have ironsource installed
I installed ads mediation from the package manager
What's your min API lvl set to? I had issues in the past but moved up to android 7 which helped.
23
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
yes
I didnt know
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
what are you trying to say
correction, you have LevelPlay in project, not via UPM (if you have both then fix this)
UPM?
Upgrade unity version if there is no critical reason to be on 2021
the package manager. Unity package files are NOT the same.
will the project corrupt?
if you are using source control like git or unity vc then its safe because you can go back in time
I was using that but stopped
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)
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)
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
I am already using unity vc and I saved it right now and i am making a copy of the project on my pc now
then you should be good if you commited your latest changes
I switched to 6000.0.26f1 because I already had it installed and most importantly its a LTS version so it should be great and it didnt corrupt my project and built it still failed but for a different reason
Do you have any stray things in Plugins/Android ?
Oh looky an ironsource lib that probably caused the prev gradle error 😐
You should use the latest version of 6.0 which is 6000.0.56f1. That one is almost a year old
oh cool
now what do I do ;-;
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
So delete that ironsource lib. check if your have enough space on your D drive and try again.
Oh and bother to install a newer unity version next time
yes I should
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.
i have 210gb of space
but my ram
well you can watch task manager and see if it gets super full during a build?
I can tell you one thing
not relevent to the error
it works
ITS FIXED
thank you so much
Ive been working on this for 2 weeks straight
Yay! Going forward try to use the package manager for things if possible instead of importing stuff into Assets/ and things should be smoother 👍
I appreciate it so much man
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?
Write JavaScript that does it and use the unity JavaScript interop stuff
Check https://docs.unity3d.com/ScriptReference/Application-platform.html for webgl because thats the only "web" platform
Or use conditional compilation with UNITY_WEBGL
and then combine with js to check device type
Gotcha
Thanks
it does say the mobile platform check can work on web but may not be reliable so perhaps combine it with JS and https://dev.to/timhuang/a-simple-way-to-detect-if-browser-is-on-a-mobile-device-with-javascript-44j3
Cool, seems good enough for me
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?
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
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
Unity seems to control the webasm heap size max itself:
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/PlayerSettings.WebGL-maximumMemorySize.html
but use the memory profiler and browser profiling tools to tell if you leak/if this is even the cause
It bumps up from 765MB to 1GB in the scene switch that hangs the mobile tab
Out of curiosity at the moment, is it possible to use Unity for mobile apps using an API to read barcodes for example?
yep
Nice, had some pretty neat ideas a while back. Maybe I can actually do it sometime.
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?
what is the correct canvas reference resolution for android app?
PS: I'm a beginner with unity
There is no correct ref res. You use what you want, just make sure it matches your design in the paint prog
there is no perfect ref res unless you are doing pixel art
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?
shader graph for mobile is fine. you may want to consider changing it to half precision instead
show the issue
show the setup
use the correct channel -> #📲┃ui-ux
ok
Even if everything is made from shader graph? as long as it is set to alf precision?
yea its fine, if you dont do things in a bad way it should be okay
half precision is recommended for mobile but may reduce quality
Got it, thanks!
e.g. shaders with lots of complex things or stupid amount of texture samples
you can research on tiled rendering to learn more
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.
hopefully you mean URP Lit/Simple Lit
And you miss understand, mobile gpus use "tiled rendering"
We're in built-in RP, because we switched also from URP for better mobile-friendly optimization, the Dev said
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
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
That's what I know too, since it is what I studied
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?
Not really outdated, much more like still doesn't have enough experience. Because I worked with some devs from different team before, and this is just the first time that I am called to optimized my shader more, even though it is already optimized.
I'll check this one out, I remember it's from the asset store. Is it highly recommended?
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?
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
He said that it is rendering a bunch of technical nonsense in the background before it even do it's thing. I'm just. what
. Even the shader that only has Albedo, Normal and ORM map, doesn't even have a complex part 🥹
what are they smokin
THAT'S OUR REACTION HAHAHA
3 textures isnt bad so thats already better, is this game trying to be realistic if you are bothering with occlusion/ao?
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
so this uses the old post processing stack?
The new one with URP has better configuration for the provided effects
Yeah, the left one. The one from the right is manually coded
Is this foward?
Yes. I don't even use a lot of properties. Only the Exposure, AO and Color correction before.
Anyway the one with URP has quality configuration and I bet performs better than the one replaced here
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/post-processing-ssao.html
I think so, yeah
URP has the new "foward+" mode
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/rendering/forward-plus-rendering-path.html
but yea i expected it to be forward
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
well hope it all works out, dont be afraid to use shader graph
Aight! 
When loading my webgl game on mobile, I get no sound. It works good in a regular browser. Any leads?
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
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?
No, I am using a custom manifest but it does have intention for launch and main in it, only changes I did to it was I added property for colliding attributes fixture
, sending the manifest file
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
did you check the merged manifest in android studio or by pulling it from a built apk?
Uh no but I have no idea what that means either, this file I sent was from my plugins folder in unity
Haven't touched Android studio before
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
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
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
Will have to check it, I'll get back to you after trying clean build and library delete build
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
oh good eye, yeah make sure that's not set to GameActivity. That would explain what happened to your intent filter
Wait setting it to gameactivity messes it up?
yes, uses a different activity type which your manifest has no entry for
Will try that as well
I see (tho it has been gameactivity since the start of the project, so not sure if that's the issue but worth trying ig)
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
yea i think you remove the wrong one
Probably deleted the Application one and kept game activity one I think, but I might've been wrong, no harm in trying again
your manifest has the GameActivity one deleted
Still doesn't make sense why it worked all this time then lol
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
@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

I create iOS development build but cannot connect by local ip to device to see logs
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?
Does anyone know how to hide navigation bar under for Android?
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
Rules are rules i guess, I also notice that a lot of games does not display any gdpr notice for european users. The fact that some games does not do it, don’t mean it is correct, just means that the human review didn’t catch them
Maybe not include your app in the kids category?
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.
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.
Are you following this?
https://docs.unity.com/ugs/en-us/manual/iap/manual/purchases#process-purchases
I followed the example I can download with IAP pakage
I followed these ones
01 buying consumable
there isn't an OnPurchasePending. Are you talking about what to return for ProcessPurchase?
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}");
}
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
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
are you testing in the editor or on device? in the editor it's all fake
on device, I found problem I had bad parsing inside code thats why it returned "" all the time
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. 😅 😂
Without seeing what the actual problem was, the answer is just generally
-> work out what the problem was
-> google for information on best practices to scale/ resize whatever it is for different resolutions
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
Thank you, i never used test mobile devices
I will try it out! 👍 😊
Why shading/texture visibility is too low like fog when I exported unity game for android?:
Hi I was hoping to get some advice on a build error I'm getting.
Thanks Ender
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&)
No problem anytime
move project out of onedrive
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?
check logcat for errors when launching
NDK r27c (64-bit) (27.2.12479018). where is ???????????????
only took a few seconds to find https://github.com/android/ndk/releases?q=27.2&expanded=true provide more details though, I suspect you're doing something wrong since you should be using the version bundled with Unity
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
@tired iris don't ping moderators or anyone not in conversation with you.
okay but answer my question .
@tired iris If you keep ignoring rules you will be muted. Make sure to read #📖┃code-of-conduct
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?
You can post published page in #1180170818983051344 , make sure to read pinned post guidelines there
Ok thanks!
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?
This is GPU Bound.
You need to do GPU profiling.
Guys, how can I optimize game? I want to get more frames
Use the profiler with a dev build to begin looking into this: https://docs.unity3d.com/6000.2/Documentation/Manual/profiler-introduction.html
thanks
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.
the latest mac mini you can afford/get is best so you can use xcode for as long as possible
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 ?
Id presume newer firebase versions solved this. Only solution is rebuilt binaries
Do I really NEED a mac to upload projects to IOS? is it possible to use a VM or something?
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.
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.
You can increase the shadow resolution, and use soft shadows instead of hard shadows. And remember to not bump up the shadow resolution too high, remember you are making it for mobiles
And soft shadows requires more power, todays phone can handle it with a balance, but still look for it.
https://youtu.be/GelFADvLJXY?si=Oxga_m4b7xey873D
You can watch this tutorial as well. But dont just blindly follow it, remember we need to care a lot about performance especially when it comes to mobile games
how to fix Unity URP Shadows
#unity #URP #Shadow #Universal Render Pipeline
It wasnt said yet, but the shadows become sharper if you lower the shadow distance as well, for mobile this is key to get good quality up close and still have good performance
Oh wow! I didn't know that.
Thnx!
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
Explain and illustrate the problem, this says nothing about it.
I have a prefab - warp gate, it is instantiated in the scene. In edit mode I change it (I added some mesh, changed some particles and hit Ctrl S) and I tested it in play mode - it works. However when I build it then in ABB it is still using the previous state
Also this prefab is not addressable
Did you actually save the prefab?
Yes, I saved it then reopened unity
You save prefab by dropping it into old asset instance or creating a new one (if you were editing outside of the prefab editor)
The only solution I could have thought of is deleting that prefab and recreating new copy
Old asset instance inside Assets/prefabs - in edit mode
Make sure you reference the newly saved prefab and not old one
I already made sure, in play mode it works fine, it's just the build which is messing things here
When building make sure to delete previous build first and check that there's no errors
I tried that as well 😭
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
Okay, I will try, but I think I know where the issue is - it's probably one obfuscator asset messing with this
I will try deleting library
And then disabling obfuscator
Prefabs are assets, if there's a mixup it's of your own making, you need to debug the problem and figure it out.
I’d love for you to try my game
@analog jewel #1180170818983051344
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?
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
How to use unity in mobile? ✍🏻
You cannot use the Unity editor on mobile.
Hell nah
😥
I am poor girl @neon thicket
Imagine if you could 🤣 unity can we get on that lol a mini editor for phone, maybe April fools
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.
Oh
Okay thanks for telling
Yeah and also free to use becox I am poor girl 🤣
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
Detection of what exactly?
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
Otherwise the latest Unity 6 versions have proper category settings I think
@flint elk
Not sure if it dropped in 6.0 yet
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.
It does but Samsung specifically seems to ignore those tags and instead look for metadata from Google so that method is largely unreliable
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?
Given how limited controls unity exposes for native I strongly believe that's a no
Sounds to me like you might need a custom post export script to add that metadata/setting to your build.
in there a compiler for android other than Gradle?, it always have issues i never build i game without having issues with gradle
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
Can you record to show what's happening? Are these 3d lights?
they are 2D spotlights angled at the background and this only happens in specific devices I never experienced it myself but other users keep reporting that
https://cdn.discordapp.com/attachments/872037410391859231/1420481939386929264/XRecorder_Edited_20250924_01.mp4?ex=68d58e65&is=68d43ce5&hm=60cf3cfd9ce787aabbc5fc668c2baa15f729bcdee9fd8bb68da87cca8169628d&
If you make a dev build you can use the frame debugger to figure out what's happening.
It looks like the camera bg mode is set to not clear but otherwise I'm not sure. How is this menu set-up? Sprites? Ugui?
all sprites with 2D lights as children
with a global volume
but I did try completely disabling it once as a test build but it didnt fix it
I could add you as an internal tester in google play if you want to see everything yourself
I'm good, I can't figure out much more from that. Are you using bloom?
Ideally you have a debug menu to help you change things and see the results in a build
do I logcat it?
Nah i mean something that lets you perform logic to check how things change in a build
the issue is
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
kinda need the data expanded 😐
give me a moment
accidently deleted it mb
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
how do i do that?
open the frame debugger in the unity editor and if a dev build is accessable on the same network or via usb (android only) you can enable it and it will pause the game and show details for how the current frame was rendered
https://docs.unity3d.com/6000.2/Documentation/Manual/FrameDebugger-debug.html
same for the console, there is a little dropdown that lets you view logs for dev builds too
the device is in developer mode but it still wont pop up on my pc even tho the usb settings allows file transfer
has to be a dev build too
I have to rebuild this again?
ok I will do this tmr morning
yea with the dev build option enabled
get into the habit of this for testing builds
whats with this
it wont let me
thats to build and run right?
and make sure you still build an apk if you dont plan to upload to the play store
yes
it already is uploaded now im uploading it again but i dont want to upload the developer one to play store i wanna build to phone immediatly
usb debugging/remote adb needs to be active for build and run to work (so it can install the app for you)
yes
le google will help you there
it is connected
adb?
my phone is in dev mode and wired to my pc isnt that all i need?
you have to have usb debugging on or perform a wireless adb connection for the "run" part to work
I have to slep now cya tmr morning and ill do this
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
You still need to share the error details, even if it's in this channel... 😅
A tool for sharing your source code with the world!
Now read what you shared there and answer a simple question:
Does that error say anything about the cause of the build failure?
you need to go through each step, does it look normal before bloom?
everything above bloom?
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
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
yes
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
Should probably look from the bottom up.
Depth buffer can be white like that depending on the values.
This should all be 2d sprites so id expect no depth usage
not really
okay what does this scene contain then?
background is placed behind the other sprites to avoid that clipping effect
Should look at these points
What is this background? sprite render? mesh renderer? something else?
only the middle "draw procedural" is normal
Cany you share some screenshots..?
sprite renderer
check the steps that dlich pointed out next then.
middle one is not normal anymore
Try disabling bloom for a moment
yea bloom is making it worse
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.
its the lights I think
What settings do they have?
I once disabled all of the global volume and it didnt help at all
I'm not sure if a volume is related to lights..?
middle is normal again
volume profile (urp)?
note: this brightness issue isnt in every single device btw its only on specific devices testers reported
Isn't that for post processing?
yea
I thought that might be related and completely disabled it
Hmm...
Did you try enabling "prevent NaN"(probably a bit different name) setting on the camera?
no, I dont know what is
As setting on the camera.
Try with it enabled. I am legit confused by what's happening but it's hard when we cant see the whole frame process
Also, does the issue ever happen on the first renderer2 draw?
it didnt help
yes
I dont know how to discribe this
the ui is gone
the issue is fixed
i didnt do anything?
wait nvm
not anymore now
When you select draw calls in the frame debugger, that would affect what's rendered on the device. Don't get confused by that.
Can you take screenshots of these draw calls?
What's the light source at the top left corner of the screen?
large spotlight
simulating the sun
Is that the one you shared earlier?
yes
You're saying that's the only light source in the scene?
no
im saying without it you dont see much
but there are more light sources
each comet and the little guy have a light source
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?
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
I wonder if forcing open gl only would help
Yeah, I'd try shuffling the main graphics api
I wanted to do that but I didnt
where was that graphics api menu again?
in the settings?
In the Player settings
Beyond that, you'd probably need to use the platform native graphics debugger.
Was there vulkan at the top or something?
Ok, then it might work.
nop
no use
Did you rebuild the game that fast?😲
build and run yea
Hmm... Well, then native debuggers. Or just keep on trying toggling different options/lights, etc... Until you can deduce the cause.
I fixed it
the issue was in the settings of the lights
all of them
Nice. What setting exactly?
I guess this prevents it adding to the previous frame (why that happens is still a mystery i guess)
yes
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?
A tool for sharing your source code with the world!
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?
add logs, more exception handling, view logcat. Hopefully you're initializing Firebase the recommended way via CheckAndFixDependenciesAsync somewhere. StateChanged might not invoke events until the next frame so your Awake is fishy
two more options to test/consider: shaders were stripped or your device doesn't support them
Please update Unity. 6.1 is old and unsupported. Use 6.2
After that, check for any errors while building, enable shader compilation logging, and use logcat to check for errors
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.
Whats the common way to show keyboard on mobile devices?
ui text fields do this already but otherwise you can use
https://docs.unity3d.com/6000.2/Documentation/ScriptReference/TouchScreenKeyboard.Open.html
I have a textmesh pro input field, so it should open a keyboard?
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)
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
}
Found the answer:
EditorWindow.GetWindow(typeof(UnityEditor.Purchasing.ProductCatalogEditor));
wait what? already? and I'm still in 6.0 XD
You just said 6.1 lol
6.0 is LTS, so had support. 6.1 is tech stream, so dropped support when 6.2 came oit
I assume you are referring to Edolas, the original poster?
So, in a sense, its better to stick with 6.0 LTS than keep upgrading to tech stream? I havent followed unity version for a while now, and I upgraded to 6.0 only for upgrading my android project
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
Do I need to support ipV6 on my server to pass apple review? looks like they cannot connect to my ipv4 server (Transport).
I found MultiNetworkDriver hope it will be working
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.
can someone help me i try everythings
i'm on debug developper mode , it say gradle build failed
You need to look at the error details. Not just the top level message.
Has anyone addressed the recent security vulnerability with an older version of the Google Play Billing SDK?
It looks like you can patch your app without having to upgrade the target Android API, but not sure about the Billing Library.
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.
where do i see this?
Click the errors and look at the bottom part of the console
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.
hello guys, it's my first time making a mobile game, do you guys any idea or advice on how to optimize the game?
Profile -> determine bottlenecks -> optimize bottlenecks.
Yeah I'm sure there's a million guides on that by now
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'
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
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.
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.
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
gpu profiling on device is harder and requires better tools to get more detail like renderdoc.
Otherwise you need to look at scene complexity such as tri count, shader complexity, texture usage and how many passes are drawn in a frame.
The cpu side you can diagnose with the profiler just fine. For the gpu side, you'll need to look up platform specific graphics debugging tools.
how do i diagnose the cpu side
using the frame debugger? should i prioritize batching of sprites?
it's not tri count.. i swapped all the sprites to quad mode instead of tight and it ran worse
Not frame debugger. The profiler. It basically tells you what is taking how much time on the cpu.
thats because in quad mode you will have more overdraw.
Seems like yous scene has many objects thats stacked on top of each other.
Also, if your sprite use alpha blending instead of alpha cutoff, that could make performance even worse
If you dont mind show us your scene which lags badly
!collab
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sorry i didn't express myself clearly. i mean it's hard to know what to optimize for render time even if i can look at the profiler and see on a high level what it's doing to prepare for rendering. but maybe i can have a closer look
that's right.
and yeah we use alpha blending. we could try cutoff. wonder if the edges will look ok that way.
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?
Or you could share some of that profiler info here and ask for advice.
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 16558AndroidRuntime
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 16558MQSEventManagerDelegate
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.
Can you test deep linking in the Editor?
both level play and google mobile ads plugin have things to add this for you so its strange this didnt happen
yeah usually it has been working in previous versions
i guess you can double check both to see what went wrong
but good you found the solution
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...
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
If that was true, you would have posted your "hire me" somewhere appropriate.
Hi Syed, I probably can't help much more than that I'm afraid, I'm mostly working in Unreal now and haven't touched Unity in a very long time
Understable.
Thanks for guidance anyways.
Atleast I know I am heading in the right direction.
Yes, this is true, I'm going to publish in, I didn't know that there was a special place
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.
sliders not working for anyone else over on iOS 18.7+?
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;
}```
Can you explain the issue properly? Is the app freezing?
No, not at all, it still runs at 60FPS
I tried to remove consent and just intialize ads and it works perfectly
Try stepping through the code with a debugger
I did that, I used Android Logcat and the last log is that Updating consent Information
Oh, yeah, I get it now, I will check it
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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
Use the copy path button, paste it in windows explorer and see if there are actually files at that path.
ok, which path to copy
The one that the error message is referring to.
I'd also check Hunanbean reply as it seem like a common issue that is easily googleable.