#📱┃mobile
1 messages · Page 21 of 1
I tried everything google said, i also tried chatgpt, And on stackoverflow, there is a guy with same problem as mine, he has also tried it and nothing worked. this server is my last hope
if there is anybody who can help me with it
you had two people try to help you already and it seems like you ignored their suggestions. Uncheck the JDK path and see where it points and whether it exists. Sometimes Unity will try to use an old path to a non-existent editor despite what it shows in the path there
Ok that problem got solved. I got an idea and switched platform from android to windows, and switched back to android, and the error is now gone. but there is another error
I tried it before but it didnt worked, i tried to uncheck it and browsed but then what?
what did you find?
this
it looks like the path does exist. Uncheck the others just in case, but leave them with their paths that should point somewhere inside 6000.2.7f2 editor folder
are you still trying to solve the jdk not found issue?
if youre trying to help me woth the old error then that error is gone. there is a new error now
this one
okay, off to google you go. I'm going to assume you didn't check if the project built before adding ads so my next suggestion would be to make sure a clean project builds by itself for android
how to do that
- create a new project
- build for Android
what do you mean by creating a new project, and what do you mean by build for android
when I created this project I selected 'build for android' option and created
is this your project? you sound like you're missing a lot of pre-requisite knowledge to solve this
just in case you aren't trolling, these should help:
https://docs.unity3d.com/Manual/create-first-project.html
https://docs.unity3d.com/Manual/android-BuildProcess.html
😑 No, I am NOT trolling
I am just working after a long time
Hey guys, i recently had to update my 6000.0.57f1 project to 6000.0.58f2 due to that incident with unity, after updating i cant really build my apps anymore i've searched a lot and tried a bunch of things but my app just says "unable to initialize", my logcat still says that the app is expecting version 57 not 58f2. any clues ?
You'll need to provide some more details.
"i can't build my app" contradicts "my app just says". So which is it? You can build the app, but it just crashes or is there an actual issue during the build?
Oh sorry i meant i cant buils for the right version
After a bunch of hours i just deleted the project from my files, uninstalled that version and installed the 60f1 and the modules and cloned the project, worked first try. I have no clue what was triggering the issue i tried everything from changing version in the player settings, cleaning files, remaking main and launcher templates and other stuff
Ive just tried to publish my first App to apple store but I got an Email saying its missing a Privacy Manifest has anyone had any experience with this?
Hello guys I am trying to implement hand tracking in my Android mobile game, specifically for hand gestures.
I’ve implemented XR Hands and Android XR Extensions.
My question is: will this setup work in an AR mobile Android/IOS project, and will it detect my hand?
Currently, gesture and hand tracking work in my VR but not on my phone.
Is there any other solution or tool that can help me achieve the same results?
I believe there are some SDKs for camera based hand tracking
Hey guys, so i've just migrated from unity 2021 to unity 6, and i noticed on my mobile build InputField the text preview is gone. Is there a checklist that i need to enable on unity 6? (Unity 6 build top, unity 2021 build bottom)
i also tried doing "TouchScreenKeyboard.hideInput = false;" but it didn't seem to be the case.
This should be something you can toggle on the tmp input field.
You may want to upgrade to the tmp variant if you aren't using this already
All of my inputs are still on the legacy InputField since i use bitmapfont importer and it didn't really support tmp. Is it really necessary to upgrade to tmp just for the text preview to work?
Well components for the old legacy text wont be updated anymore so i suggest you try to change over
I dont know if the legacy input field has an option to show/hide the native input field
Hello everyone 😊
I want someone who uses admob ads for games to help me.
you'll need to ask a question
Do you know how to adjust the ads
I want to adjust the admob ads in my game because they are there I just want to fix them because when I published the game in the Play Store I found that the ads are not working in the phone and I don't know the reason for the engine
Step 1: check for errors logged when ads fail to show up
how? use android logcat: https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.4/manual/getting-started.html
if you find the error then look it up with google/whatever search engine and you can ask and send it here to get help.
Do not ping me specifically however, just share.
HI , Hello, 2 Qusestions , Anyone can help. 1. I got 400 3860*2440 PNG, each 10M , Build for Windows is OK, Build for Android fails when Gradle do compression. I searched for 2days. Final discovery is , if I delete 150 images, 250 left to build Android , it can Build OK.
2nd Question is , in this situation, My solution is override the import Max Size for android , but I dont want them be 2048, I hope to be 2560*1440. how to set it?
did you google solutions? This should have been a 10 second search
Reinstall android sdk jar nfl and g-b and cmd toot
The issue is probably that the app build is too large so reducing texture size may help but it also may not be enough.
You can use Asset Bundles or Addressables to have these assets be external which may resolve this issue but means they cannot be within the app.
You can also try reducing texture size and using crunch compression
Turns out there is no way to make it visible if its using GameActivity.😢
Oh shit well that sucks but you can change activity or try to ensure your UI is in the top half of the screen?
yes but in that case using the native copy and paste will not work
its really a bummer since i have a package that requires GameActivity
I guess manually implementing my own input field is the way to go now
I am facing very wierd problem here. I have my unity game built for Android. And weird thing is when I start the game by taping multiple times on the game icon, the game gets bugged, everything in the game gets bugged. If I tap 1 time on icon and it will run fine
I have the solution to your problem that always happens to me
I managed to debug the error from push notifications, it's a weird one. AndroidJavaException: java.lang.RuntimeException: Failed to determine Activity to be opened when tapping notification java.lang.RuntimeException: Failed to determine Activity to be opened when tapping notification com.unity.androidnotifications.UnityNotificationManager.initialize(UnityNotificationManager.java:106)...
have a look at the source. Specifically UnityNotificationUtilities.java / getOpenAppActivity method. It's returning null so you get that exception. Maybe there is a postprocessing issue. One way it finds the right activity is looking for custom_notification_android_activity meta data and then falls back to scanning activities that end with .UnityPlayerActivity or .UnityPlayerGameActivity
looked at the merged android manifest and see if it looks right
Okay, thank you! I will check the source and android manifest
I fixed it, I set to custom activity and now it fully works, thanks!
havebeen searching 2 days
how did you fix it
Thank you , that error message is exactly same of what I got, but there is no solution in that thread.
I suggested some things you can try under that msg. How many textures do you have and are they all big?
400 PNG 3840*2160 resolution, each 10M, total 4GB, when import to unity, unity right bottom corner said srgb compressed 4m, which means each image after imported to unity is about 4m.
That is the textures size in graphics memory, If you have mip maps enabled then the side will be twice as large.
their size will be worse when not POW2
you can try using crunch compression on them but if their size on disk is too big this just wont work
I cant understand the words in that thread , addressable file and OBB something , there is obviously solution , I have notice the best moble product in world are around 2500 reolutions , so I decide , dont use 4k image for mobile anymore, I want to keep the game for PC as 4k resolution , then import the image as max size 2560, bu I dont know how, cause currently Unity import max size is 4096 or 2048, if 2048 , it will be not clear on some mobile of 2800 screen resolution.
crunch compresison , the building compressing is about 5 times longer than normal build , about 1hour for my case, and players will lagging in a few seconds when playing game. , if I want change some versions or miner change , crunch compression is too time consuming.
Then you need to move these textures into asset bundles either manually (or using addressables) to exclude them from the main app to reduce its size
Addressables has an extra package that helps with doing this with play asset delivery (for the play store) https://docs.unity3d.com/Packages/com.unity.addressables.android@1.0/manual/build-content.html
No , I dont know how to make assets bundle and addressable content. I tried reduce all 400 png from 3840 2160 to 2560 1440, then it build fine for android, so my question now , is how to override the android max import size from 2048 to 2560 .
Hello everyone, I am currently building a mobile game. I am currently building on a windows 11 machine and doing testing on my andriod. My client wants to, every week, get a version of the game to test on his Iphone 16e. Can someone help me understand the best way to handle this? I've done some reading...it sounds like the project has to be on an apple to build. So, is there a way to easily copy a project to an apples machine? Apparently I need an Apple ID? Is that something I have to buy/pay for? Lastly, once I have the package, Is my client going to be able to sideload it? I thought apple didn't allow that stuff. Sorry for the big open ended questions...I don't know much about the apple ecosystem at all and all the guides I've all read assume I'm developing on an apple and that I'm testing on my own phone...which is very much not the case for me.
You need an apple developer account and need to pay a yearly fee for this.
You also need access to a mac with xcode or you can use a third party cloud build service like unity cloud build to handle building.
There are solutions that claim to let you build for iOS on windows but those could easily break or not work.
https://unity.com/solutions/ci-cd
To actually let them install the app you can use test flight once the app is uploaded to apple app store connect or use a third party service like firebase app distribution.
@pearl marlin : Thanks for your time. I will sign up for a developer account. I will explore unity cloud and other options. If I decide to just get a cheap mac mini, I'm assuming as long as it meets the requirements to run Unity Editor then it will be fine. Is there a way to easily copy my project from windows to my mac every week for the compile? For loading it on to the test phone, it sounds like there is no sideloading option? Is that correct? Do you know if using Firebase App Distribution is the same as actual native testing or does it involve some sort of wrapper which might effect the app/test results?
hopefully you are using source control. It would mean you would pull the latest changes, build in unity, finish build in xcode (if not automating) then submit to app store connect.
You need to ensure its new enough to run a new enough version of xcode. XCODE IS REQUIRED
firebase app distribution is just an alternate way to let someone on ios install the app
apple dont make it easy
It's just me developing so I haven't used source control at all yet. I have lots of experience with git but I assume that doesn't work because of the editor. So I have to use a unity specific source control? I can research that of course but if you had any suggestions I would appreciate it. We are working with a shoe string budget and considering its only going to be for this one function I would rather not waste money
just get a gitignore for unity projects and you are fine. many many people use git with unity
https://github.com/github/gitignore/blob/main/Unity.gitignore
@pearl marlin : So that will handle all the game object settings / references that are in the editor?
if you read it you can see it ignores some folders like Library/ (which can always be rebuilt)
ok. I didn't know how the editor stores stuff locally. Thanks for much for your help. I appreciate it
The advice above is spot on
Its also not uncommon to do the buildable iOS project from windows (it creates the xcode project). Zip up that project and just copy it to a Mac mini and build from there. In some cases its a lot easier than adding another unity license onto the mac, and all that jazz. Especially if you have a build server also serving the android, windows etc builds.
Hey can someone please help me out? I installed unity 6.2 but can't seem figure out how to enable android support.. I kept trying to install unity + android with unity hub but it kept erroring out after a while when it said "Installing unity editor..." While the android support modules such was waiting for the editor to install. I waited a couple minutes and eventually it just failed and just said "Install error: Installation failed" or something along those lines. I checked the logs and couldn't find any error messages.. Now I tried manually installing via the .exe in the temp directory and for some reason it successfully installed and I can open a new project. However I can't build for android because the dependencies were never installed... Right clicking on my install of unity editor in the unity hub should give me an option to install modules but it doesn't show that option because I manually installed unity editor. Not the hub . Also I already installed on my system android studio which includes the android SDK. But I believe I don't have the NDK. I think all I need is to install the "android support module" but cannot figure out how to do this. I'm hoping someone can help me out
@pearl marlin I'm sorry if I'm bothering you but would appreciate a moment of your time if you're even knowledgeable with this. Thanks
why unity 6.2? if I were you, I would be using the LTS version unless you have a specific need
otherwise, start over and try again. Maybe post the logs this time since I just don't believe there was nothing in there after an install error
Yeah it did copy some files but then deleted everything 😕
usually, right before it deletes everything, it'll tell you why it's about to delete everything
Yeah idk the editor kept installing for a long time while everything else was queued and eventually failed
Btw 😅 I'm installing this on an external 128 GB Flash drive. I hope it's not the problem. It's brand new and uses USB 3.2
It's a SanDisk one
But still confused why a manual install worked without issue
That was the part that wasn't working in unity hub
do you have enough space on the main drive?
Yeah
did you try installing to the main drive?
No and I have no space 😅
that's one of the reasons hub installs can fail
Wait it's actually a 256 GB drive and I have 169 free on the Flash drive
putting Unity on a flash drive is probably going to be an awful experience
Surprisingly my flash drives usage has not been that high
It's mostly my main drive as project files are there instead
well it's irrelevant currently since it's not in a usable state. Clear up space on your main drive and start over
Thanks anyways. I will try again tomorrow
is there any good tutorials for google admob? my script doesnt seem to be working it works in editor but not in-game i've looked online in reddit forums, stacked, even asked chatgpt yet no solutions 😭
i did the manifest, made my device a testing device and its all verified and the intersitial ad test works in editor but NOTHING so im really stuck on what to do!
If you follow the current documentation for implementing google admob with unity it should work fine
the mock ads in editor wont indicate if real ads work on android/ios.
- Does an ad ever load after admob Init()?
- You don't actually log the init status so you should change the log to do this.
- Was this device added as a test device correctly?
- it should load as seen here in image provided
- how do i log the init status?
- i added a test device on the admob website
You say it "should" but have you confirmed with the logs added if it does then load an ad? (Or does it fail with some error?)
Log the init status by updating your debug log:
Debug.Log($"[Ads] Initialization complete, Status {initStatus}");
(This uses something called string interpolation which lets us insert the var into the string)
i made in an earlier script so a gameobject would show if initialised and it worked so i know it shows
not good enough. Check the logs for useful information.
Use android logcat to view logs for an android build easily: https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.4/manual/getting-started.html
I presume most of the code was taken from examples or something that AI gave you then
yeah i was looking online but didnt find much sadly
the documentation from google is enough
it initialises but no ads still
Is this from an android/ios build?
yea
then what happens when you try to show the ad?
i connected my phone to the editor and had a look apparently a gameobject and ad behaviour are shown but dont actually display anything...?
you can only connect the console so the scene state is meaningless
ah ok
I have my mobile screen looking like this even though i want it to look like that
2nd Image
even the main menu looks stretch and theres no back ground
Look up tutorials on how UI works in Unity. You've done the classic mistake of setting up your UI without a reference resolution and without classic anchoring.
We're looking for a version of unity 2021 that has support for the Security Patch and 16kb android. I dont see 2021.3.48f2 🙁
the patched version of 2021 is 2021.3.56f2
2021.3.56f2 is the recommendation but i see Enterprise and Industry only
try this link: unityhub://2021.3.56f2/871b61eb390a found on https://unity.com/security/sept-2025-01
You currently don't have licensed access to this version of the Unity editor. You will need the proper entitlement to use it.
^ This is the message I see in my Unity Hub when I open the link you recommended
oh it's 2021.3.45f2 you're right, they made it confusing. Try this one: unityhub://2021.3.45f2/8cef6e228579
hold on, we're currently on 2021.3.45f2. But I thought it was 48f2 that had the 16kb fix
none of the 2021 versions have the 16kb fix by default https://docs.unity3d.com/2021.3/Documentation/Manual/android-gradle-overview.html
you need Android Gradle Plugin 8.5.1 or higher for 16kb support by default which it looks like Unity only updated for enterprise + industry customers
you might be able to configure it yourself. I don't know what you need to do on earlier AGP versions, or whether you could use an updated AGP version with an older editor
is there a reason you're on such an old version? Upgrading is likely to break some things, especially if you try to move to Unity 6
we've been live for a few years and we're avoiding the risk of breaking things. Have not had any reason to upgrade yet.
its very confounding that we would suddenly be forced to upgrade a major version because unity wont supply a general fix to licensed customers...
Each version is supported for 2 years for non-enterprise customers. If you don't upgrade the risk is running into these kinds of things, especially on mobile platforms
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my aspect ratio doesnt fit my phone, so like everything has been stretched to fit to screen
Same response to you asking about this before:
#📱┃mobile message
I wasnt notified, sorry
finally found the error message
AndroidJavaException: java.lang.NoSuchMethodError: no static method with name="getConsentInformation" signature= '(Lcom.unity3d.player.UnityPlayerGameActivity;)Ljava/lang/Object,' in class Ljava.lang.Object
but i have no idea how to fix it
The error means a function it tried to locate was not there. It could be that proguard removed it. I wouldn't expect a project to normally do this without special changes
Did you enable anything relating to proguard or minification?
i used release minify
i will try using a build without minify and see where that works
it works! 🙂
Great! Lots of plugins for android provide proguard rules to prevent removal of stuff. That would be the alternative solution in future
actually nevermind
so i exported it to an APK
but the google play version doesnt load it at all
😭
i will try export mobile again with the console
i should note i enabled test ads
Hey, I'm getting this gradle version error
"Minimum supported Gradle version is 8.11.1. Current version is 8.11"
I have this in my custom gradleTemplate
Gradle distribution
distributionUrl=https://services.gradle.org/distributions/gradle-8.11.1-all.zip but it keeps getting overritten every time I build
Tried using ChatGPT but it's only offering me a script that forces that on build but it seems very hacky
Wondering if anybody here has experience with the Adaptive Performance plugin and could maybe point me in the right direction. I'm attempting to integrate it into my project but running into issues. When first launching into the app on Android, it shows as Active and shows some features supported and not others. Seems reasonable so far. I've tested with multiple devices, and each shows a slightly different set of supported features, which again seems accurate and expected. But then when the app launches into the game scene, Adaptive Performance no longer appears as Active. I was thinking maybe this just means that I'd need to manually initialize and start it up again. Does that match up to your experience? Currently I'm doing something like this, but the call appears to be hitting an error that's internal to the API:
if (Holder.Instance != null) {
Holder.Instance.InitializeAdaptivePerformance();
}
Logs show up with:
Parameter name: obj
at UnityEngine.Bindings.ThrowHelper.ThrowArgumentNullException (System.Object obj, System.String parameterName) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.MonoBehaviour.IsObjectMonoBehaviour (UnityEngine.Object obj) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.AdaptivePerformance.AdaptivePerformanceManager.InitializeAdaptivePerformance () [0x00000] in ./Library/PackageCache/com.unity.adaptiveperformance@de279be9c429/Runtime/Core/AdaptivePerformanceManager.cs:668
Adaptive Performance
im stupid...i figured out the issue, im only setting the canvas size for 1 scene T_T, i dumb
Any lead on how to fix this? even though all the assets are static, it is still getting rendered even though the player is looking at the blocker. I've done a lot of test bakes
I have a new account in admob and I have added my app to it and the status of the app is now ready, but the ads still do not appear in the app on the phone, is it just a matter of time or are there errors, although there are no errors in the code?
Depends when you submitted everything, but it can take quite some time before they enable. Like days/weeks even
Can you explain more to me
It can take anywhere from 1 hour to 24 hours for new ad units to start showing, but a new AdMob account may take up to 24 hours to be approved. Once the account and app are approved, ads can take up to 48 hours to begin serving real ads.
In my experience it can sometimes take more than 48hrs (as long as a week or more) depending on your ad settings.
Iirc, you'll see a message in the console saying no ads available or something therein
I mean the ads will not start appearing until almost two days or more have passed in some cases
The code is 100% correct and everything related to ads in unity, the important thing is that I will wait
In your experience, this is what happened to you, right?
Yeah its common, there is a validation phase of about 48hrs, but then it can take another while for them to find partners to fill the ads too
Its a common admob annoying thing
The important thing, thank you
It might be good to look here though too, its a sensitive plugin:
https://discussions.unity.com/t/admob-sample-ad-works-in-unity-but-doesnt-work-on-actual-android-device/909063/7
Does anyone have any idea where to look when Unity refuses to build due to too old gradle version. I've set my gradle to 8.11.1 in gradleTemplate but Unity overrites that on build to 8.11 and gives an error
update unity hub and reinstall worked for me
oh that sounds like a weird fix 😮
idk it worked for me for some reason
Managed to get it working by re downloading the new gradle but thank you anyways 🤗
oh yeah that works but installing manually is a pain
@brazen birch Bro
To know that the ad code works correctly in the phone
For example, you should give the amount for an advertisement even if the most expensive did not appear
Because as I said I have to wait two days or more for it to start showing up
we've just upgraded from unity 2021 to 2022, and now when we change scenes after login/menu, it hangs on android/ios. Still works fine on windows though. Need some leads.
How do you change scenes? Also why go from 2021 to 2022? I am suprised you were still on 2021 for mobile platforms...
@open kelp ^
game has been live for several years, avoiding risk. Jumping to unity 6 feels like an impossibility. Required to upgrade now due to android 16kb page 🙁
var loadSceneAsync = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
while (!loadSceneAsync.isDone)
{
await UniTask.Yield();
}
speculating its related to code stripping?
Right. Well yea it sucks changing major version but if you dont have a premium license at some point 2022 wont get updates.
Have you updated unitask and other packages?
hmm, yes i updated packages, but not unitask. I can try that
It shouldn't strip code actually used and it would be clear if that somehow happened because you were invoking stuff in a weird way
Mono or IL2CPP?
mono on windows, il2cpp on ios/android
its very odd though that we can load scenes using the same method from Splash > Login > Main Menu. Then if you load any scene from there it fails...
thoughts?
How is the scene load code called? I would think that il2cpp is made to not strip functions due to how many non direct ways unity can call things.
let me look into this. in the mean time, do you have any recommendations on what unity version would be ideal for a live production game?
Hmm well its important for mobile to have access to updates so you would want to be on the latest (6) or the min version that you can still get updates for.
If I were on 2021 still and had no other live projects on 2022, id have upgraded to 6 instead
Otherwise feels like a waste to bother upgrading up one version when you will need to again sooner...
what you're saying makes sense, though until today we were still getting updates for 2021. Our goal is unblock the 16kb android issue, then maybe we can consider upgrading to 6 in the near future. I suspect some plugins we use will take longer to convert.
Now more things use UPM which really helps, try to move over to those versions if you can.
If a plugin has native code for android and its not updated then you are fucked regardless of unity version.
I guess you do have enterprise/industry so 2022 will last longer for you
no we dont, and only enterprise gets the 16kb fix for 2021 🙁
Oh well that makes more sense then
2021 hasnt had updates for free peeps ages so you confused me
we got the security patch 🤷
Thats right but that is purely to patch that problem only
That wont happen again (hopefully)
I tried an IL2CPP windows build but cannot repro. Maybe thats a dead end. I'm adding some logs to see how far the scene load actually gets. Thanks for your help. Will report back soon
Native code compilers vary greatly so it may not be a great route
I've tried updating UniTask, no luck. I've added more logs and it seems like we're getting stuck on some await.
So something never finishes somewhere? Did you identify what that was?
I've tracked it down in this case to a line that instantiates some UI. I suspected maybe it had to do with some UI element layout causing a crash, but I still havent been able to isolate what it is about that prefab that is causing it. Very strange.
my google admob ads for my account dont work anymore because im under 18 😭
can anyone help me guide how to have my parent have ownership of ads instead
click the last link and read it?
Seems pretty straight forward though.. your parents need to create their own adsense account and then you link that account to your game
my build is crashing on launch. I think it has something to do with Firebase SDK
"Failed to register native method com.unity3d.player.UnityPlayer.nativeApplicationUnload()V "
GPT says
What Seems to Be Happening
Firebase Unity SDK (13.4.0) includes a bundled unity-classes.jar inside some of its AAR files.
This bundled UnityPlayer class was compiled for older Unity versions (2021/2022) and it overrides the built-in UnityPlayer from Unity 6 during Gradle merge.
This results in a mismatch between:
libunity.so (new Unity 6 native runtime)
UnityPlayer.class (old Firebase-bundled version)
but I'm not sure what to do here
Ah a clue! scripts inheriting from our Odin Inspector class SerializedMonobehaviour appear to be the cause.
Oo interesting. I have never used odin. Do you use something special from this type?
Yes we use it mostly to to show Dictionaries in the inspector. My guess is we're using an old version of the plugin
Ah so does this have special logic to serialize dictionaries? perhaps this is causing issues
yeah, odd though only on android/ios, i suppose anything is possible. ill post on their discord and report back when ive found a solution 🙂 thanks
If the game freezes, try enabling script debugging for the build and attempt to pause execution (no idea if that works for android)
If successful you can check what the main thread is doing
ooooh that could be very handy, ill try that
how would you go about 'pausing execution'?
usually when a debugger is attached you can pause any time and then view the stack state of all managed threads
unity 2022.3.62f2
mobile apps
hi, I have login form that using input field. In my case i want to user can move caret freely in the screen, and i already check the hide mobile input option but the caret can't move freely. Is there any solution to move the caret freely on screen?
I have a game on the Play Store that includes admob ads, but the ads don't appear in the game, although I have prepared everything in the developer, and the ad code is without errors, and no errors appear in the console, and the status of the application is ready to display ads on the admob site.
what does logcat say?
yea hopefully you werent just checking the console while playing in editor...
The code is correct and in logcat no errors appear
Possible from the settings in the engine
Make sure your device is configure to receive test ads (ensures you will get an ad always and prevents issues with ad abuse) and add additional code to correctly report ad load/display errors (e.g. subscribe to events if available)
How do I do it?
@pearl marlin
Google it Im sure it's mentioned In their documentation
Hello, Im currently trying to implement camera movement by dragging. I've kinda succeded, but by luck and it's bugging me a lot. I've implemented it like this:
if (touch.phase == TouchPhase.Moved)
{
Vector2 currPos = touch.position;
Vector2 lastPos = touch.position - touch.deltaPosition;
Vector3 res = lastPos - currPos;
res.x /= Screen.width;
res.y /= Screen.height;
res.x *= cam.orthographicSize * 2 * cam.aspect;
res.y *= cam.orthographicSize * 2;
cam.GetComponent<Rigidbody2D>().linearVelocity = res*10*Mathf.PI;
}
Why multiplying the result vector by 10 pi makes the movement correct?
(tested on multiple devices)
Hey guys, Does Unity 6 have inbuilt screen recording API's? Im not talking about editor, its for Unity Android and IOS build.
Just wanted to confirm before building the libraries.
this is what i got
https://http.cat/403
Something is maybe wrong with your settings or configuration for admob
example
Check app id configuration: https://developers.google.com/admob/unity/quick-start#set-up-app-id
check the ad unit ids you are using too
no sounds in my mobile and tablet. mobile of my friend have sounds. its unity bug?
How would that be a Unity bug?
It's something on your phone/tablet.
so if those games work.. and your newest one doesn't... is it a Unity bug... or is it more likely to be a bug with...?
Hi. I want to enable the game mode on Android when the game starts. Can someone help me how to do that?
Change to the unity game activity, most game modes should automatically detect it as a game and enable the "game mode"
https://docs.unity3d.com/6000.4/Documentation/Manual/android-application-entries-game-activity.html
Google play games is seperate and requires integration of their plugin.
@primal solstice ^
Thanks
Change FB SDK version try every version to handle that issue
hey uh, I can't get unity to load on mobile web
plays fine on desktop web, but every iOS browser unity player dies during startup. Safari/chrome can’t create the context and the gzipped .unityweb files throw GL.contexts[...] errors; even after matching index.html to the compressed build and serving with proper headers.
this must be a common noob mistake right?
the top of the error is:
Failed to load game: TypeError: undefined is not an object (evaluating 'GL.contexts[contextHandle].GLctx') deleteContext@[gameaddresshere]
I am using gzip and an up-to-date iphone17 to test
aaaaaaand I fixed it.
Mind sharing the fix for other people that might have a similar issue?
demand cursor2 agent go look up the new unity6 web api stuff extremely carefully and comprehensively lol
Did it not explain what the issue was and how it fixed it?
I mean yeah a lot of stuff is diff'd in the index.htmllemme see
Just ask the AI to summarize the fix that it just applied.
yeah one sec I'm having it touch up the markdown files and I'll upload em here
it was a lot of diffs
ok well if somebody wants the .md's, dm me. Otherwise, summary:
Reworked the Unity Web bootstrap for Unity 6: stopped forcing WebGL1 and let Unity’s loader pick WebGPU/WebGL2 while pushing iOS into low-power mode; the new comments call this out so it isn’t undone later.【306:370:Mental_Break_AlphaV2.0/webgl-build/index.html】
I think the actual thing to note for the next poor sap who comes in here is that you need to really insist to your coding agent that they are probably out of date and do not know any of the big update that happened for unity6 and how the new unity web is handled
@cold forge #1180170818983051344
Hi, I want to configure the pre-register option for my mobile game and **offer a reward **to the players that hit the pre-reg button.
The reward will be a non-consumable skin for a character in the game. I want to use one of the skins that are already configured to be purchased as normal IAP when the game is out.
I read Google's doc and it says
"Instead of reusing an existing one-time product, you must create a one-time product that you specifically use for pre-registration rewards."
Can this reward can be one of the products that I have already configured in Play Console, but with a new ID or does it have to be a completely new skin with a new ID?
Thanks!
this app asks me for 5* rating but i dont know if they did it natively (using unity built in methods)? i thought the unity built in method doesnt have a custom message. What is best practice for rating reminders?
I don't know if its "best"... but yeah there are plugins you can add for native popups. Companies like to ask you if you want to do a review, and how many stars. 5 goto the page, 4 and less to an email for help that will promptly be ignored.
Its all fairly easy to add
true, is it good to add though? why so many do that? so I should:
- Ask for a local review, or ask them if they're enjoying the app
- Then if they do, request review?
Do a lot of apps do that? I just straight up ask for review after X days but this seems a bit sketchy they do that but it seems like a good tactic
seems real sketchy big apps do that NGL...
a bit sketchy but if every app is doing it, we have to do it to to be at the same level
I dont do it in any of mine personally 😄 but im far from a good role model
Cargo culting without understanding why others are doing the things isn't a good idea. But it's called in-app review prompt and it exists mainly to rein in apps that beg for five star reviews too aggressively. See https://docs.unity3d.com/ScriptReference/iOS.Device.RequestStoreReview.html (iOS) and https://developer.android.com/guide/playcore/in-app-review/unity (Android)
Can you help me with this problem
I don't know how to categorize the type of ads for family or kids
If you have something that shows a rewarded video it must be very clear that this will happen when you press the button (label an d/or icon)
If you have a button to show an in app purchase it probably needs to show the localised price and be clear that the user is in a "shop".
Your ad provider should have settings to restrict the type of ads you want to serve
How do I make these settings
yea i saw, i did use Device.RequestStoreReview(); in the past, my main concern was other ppl making a custom prompt prior to filter this as it seems like an artificial way to only get good reviews e.g. U enjoy this app? - > yes -> review, no -> no review, i.e. it doesnt seem moral, which is my concern
My Android build keeps restarting everytime I lose-focus e.g. return to homescreen. Anyone experienced this issue before and have a hint on what could be the issue? Doesn't happen on iOS.
This is common for games on android and probably happens quicker on lower end devices. On my oneplus 7t pro I notice pokemon tcg sometimes remains open in the bg or is killed after being left for a while.
damn, cause it exits when i open the SAF folder picker even
What picker? If that's a different activity that shouldn't kill the game so something else is wrong
Let me DM you the manifest I got by analyzing the APK, I use SimpleFileBrowser, I can show more detail once I'm home from work
Nvm I have to go home to get the manifest and send it
I don't help via dms so you can share it here
Here is the Android manifest: https://pastebin.com/9DC9h79A
When I return to home it seems to immediately exit according to logcat.
The last things logged is usually something like:
2025/11/13 02:59:35.159 29453 29453 Info ViewRootImpl@9040351[BleMidiUnityPlayerActivity] handleWindowFocusChanged: 0 0 call from android.view.ViewRootImpl.-$$Nest$mhandleWindowFocusChanged:0
2025/11/13 02:59:35.160 29453 29453 Info ImeFocusController onPreWindowFocus: skipped, hasWindowFocusfalse mHasImeFocus=true
2025/11/13 02:59:35.161 29453 29453 Info ImeFocusController onPostWindowFocus: skipped, hasWindowFocusfalse mHasImeFocus=true
I'm using SimpleFileBrowser, which uses SAF, code is: https://github.com/search?q=repo%3Ayasirkula%2FUnitySimpleFileBrowser SAF&type=code
Unity version: 6000.2.10f1
Android version: 14, One UI Version: 6.0.
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.
I dont think this file browser uses a different activity. Why do you think its related to the app being killed when minimised?
Where to find a customer?
customer for what?
The last few logs before it exited: https://pastebin.com/sq3pprQ4
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.
Here the video shows the app restarting after doing the file picker thing
Hmm im confused tbh, it should just be an activity change to select the folder and then should go back to where you were.
Isn't there a 'run in background' flag in the player settings? Make sure that's ticked
I spent hours trying to fix it but to no avail 😢
I'll try see the logs that aren't attached to the main app, there's a massive amount of logs so i'll try re-run later as i think some of the logs there will be red-herrings
the android logcat package lets you filter to a specific app instance easily
Yeah I filtered by the main app for the earlier logs shared, there might be more outside of it
"no processes to kill with adj" and
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager Failed to schedule configuration change: ProcessRecord{6b19aa1 7953:android:drmService/1000}
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager android.os.DeadObjectException
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.os.BinderProxy.transactNative(Native Method)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.os.BinderProxy.transact(BinderProxy.java:662)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.app.IApplicationThread$Stub$Proxy.scheduleTransaction(IApplicationThread.java:2122)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.app.servertransaction.ClientTransaction.schedule(ClientTransaction.java:136)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.ClientLifecycleManager.scheduleTransaction(ClientLifecycleManager.java:47)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.ClientLifecycleManager.scheduleTransaction(ClientLifecycleManager.java:100)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.WindowProcessController.scheduleConfigurationChange(WindowProcessController.java:1766)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.WindowProcessController.dispatchConfiguration(WindowProcessController.java:1754)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.WindowProcessController.onConfigurationChanged(WindowProcessController.java:1678)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.ActivityTaskManagerService.updateGlobalConfigurationLocked(ActivityTaskManagerService.java:5722)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.DisplayContent.updateDisplayOverrideConfigurationLocked(DisplayContent.java:7479)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.DisplayContent.updateDisplayOverrideConfigurationLocked(DisplayContent.java:7456)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.DisplayContent.sendNewConfiguration(DisplayContent.java:1989)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.DisplayContent.continueUpdateOrientationForDiffOrienLaunchingApp(DisplayContent.java:2490)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.DisplayContent$FixedRotationTransitionListener.onAppTransitionFinishedLocked(DisplayContent.java:8379)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.TransitionController.dispatchLegacyAppTransitionFinished(TransitionController.java:1555)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.Transition.finishTransition(Transition.java:1513)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.TransitionController.finishTransition(TransitionController.java:1042)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.WindowOrganizerController.finishTransition(WindowOrganizerController.java:444)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.window.IWindowOrganizerController$Stub.onTransact(IWindowOrganizerController.java:286)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at com.android.server.wm.WindowOrganizerController.onTransact(WindowOrganizerController.java:207)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.os.Binder.execTransactInternal(Binder.java:1380)
2025/11/13 17:41:07.891 1387 4515 Error ActivityTaskManager at android.os.Binder.execTransact(Binder.java:1311)
But i'll re-run it soon to try get the right timing
@elfin venture This is not a place for promotion
Where
Here is the exact second it crashed, there is quite some errors in:
And the AndroidManifest.xml:
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.
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.
Seems it's killed due to high mem usage, I'll try largeHeap = true and freeing memory OnApplicationFocus( false )
Damn, seems it also happens with full-screen ads (Admob), after returning it crashes. It's really odd
Though not sure if it crashes actually... Just exits. Other apps don't do this, it seems to exit as soon as I press the circle home button (it freezes as I press it for a little bit, unlike with other apps)
2025/11/14 00:27:06.570 23367 23392 Debug AAudioStream setState(s#1) from 4 to 9
2025/11/14 00:27:06.576 23367 23392 Debug AudioTrack stop(463): called with 1628160 frames delivered
2025/11/14 00:27:06.583 23367 23451 Debug AAudioStream setState(s#1) from 9 to 10
2025/11/14 00:27:06.632 23367 23367 Info ViewRootImpl@15e47b6[BleMidiUnityPlayerActivity] handleWindowFocusChanged: 0 0 call from android.view.ViewRootImpl.-$$Nest$mhandleWindowFocusChanged:0
2025/11/14 00:27:06.633 23367 23367 Info ImeFocusController onPreWindowFocus: skipped, hasWindowFocusfalse mHasImeFocus=true
2025/11/14 00:27:06.635 23367 23367 Info ImeFocusController onPostWindowFocus: skipped, hasWindowFocusfalse mHasImeFocus=true
I wonder if it's because I'm using this Plugin's activity [https://github.com/kshoji/BLE-MIDI-for-Android/blob/bbd3861bf67152dc6a01b7914bc5c33ab5f9157c/BLE-MIDI-library/src/main/java/jp/kshoji/unity/midi/BleMidiUnityPlayerActivity.java] and I'm forced to use a normal Activity (not GameActivity) in Project Settings, will continue debugging more...
I tried even a custom AndroidManifest but it quits as soon as I go to the homescreen.
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
package="com.PianoGlow">
<!-- Min / target SDK -->
<uses-sdk
android:minSdkVersion="23"
android:targetSdkVersion="36" />
<!-- Network / wake -->
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<!-- BLE / MIDI -->
<uses-permission android:name="android.permission.BLUETOOTH" />
<uses-permission android:name="android.permission.BLUETOOTH_ADMIN" />
<uses-permission android:name="android.permission.BLUETOOTH_SCAN" />
<uses-permission android:name="android.permission.BLUETOOTH_CONNECT" />
<uses-permission android:name="android.permission.BLUETOOTH_ADVERTISE" />
<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
<uses-feature android:name="android.hardware.bluetooth_le" android:required="true" />
<!-- Optional: USB host for USB MIDI -->
<uses-feature android:name="android.hardware.usb.host" android:required="false" />
<!-- OpenGL / touch -->
<uses-feature android:glEsVersion="0x30000" />
<uses-feature android:name="android.hardware.touchscreen" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
<!-- Billing / Ads if you use them; libraries can also contribute these -->
<uses-permission android:name="com.android.vending.BILLING" />
<uses-permission android:name="com.google.android.gms.permission.AD_ID" />
<application
android:label="@string/app_name"
android:icon="@mipmap/app_icon"
android:roundIcon="@mipmap/app_icon_round"
android:hardwareAccelerated="true"
android:largeHeap="true"
android:requestLegacyExternalStorage="true"
tools:replace="android:largeHeap">
<!-- DO NOT reference BleMidiUnityPlayerActivity at all -->
<!-- Main Unity activity (launcher) -->
<activity
android:name="com.unity3d.player.UnityPlayerActivity"
android:exported="true"
android:launchMode="singleTask"
android:hardwareAccelerated="true"
android:alwaysRetainTaskState="true"
android:clearTaskOnLaunch="false"
android:resizeableActivity="true"
android:allowTaskReparenting="true"
android:screenOrientation="sensorLandscape"
android:configChanges="
keyboard|
keyboardHidden|
navigation|
orientation|
screenLayout|
screenSize|
smallestScreenSize|
uiMode|
layoutDirection|
fontScale|
density|
locale|
touchscreen|
colorMode"
tools:replace="android:name,android:launchMode,android:hardwareAccelerated,android:alwaysRetainTaskState,android:clearTaskOnLaunch,android:resizeableActivity,android:allowTaskReparenting,android:screenOrientation,android:configChanges">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<!-- Let Unity / plugins know this is the Unity activity -->
<meta-data
android:name="unityplayer.UnityActivity"
android:value="true" />
</activity>
</application>
</manifest>
Hmm
Hello, please help me, I click build to create an APK file (I configured everything according to the YouTube guide before this), my download is in progress, but after it is completed, no APK file appears..
you have to read the console to find out what happened
It's hard to debug Android exit issues
Discord has a bug it won't let me paste my XML here and it implying it's a direct recipient.
!code
📃 Large Code Blocks
Use links to services like:
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📃 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.
share things on a paste site
(thats not pastebin)
does anyone know how to reduce the size of android build other than addressable or assetbundle?
Well, the first step is to understand what is contributing to it's size. You can do that by looking at the build report.
Once you know that, you can investigate if it's possible to reduce this contribution.
does use crunched compression help reduce Texture size?
Yes, but you should probably evaluate if you really need 2.2 gb of textures
Probably better to test it and find out. Its a pretty quick change to see the actual results of...
But you can decrease the texture size and compression for the builds. As well as separate out an OBB if needed.
Iirc google play OBB limit is 1gb, meta is 4gb. But I may be wrong on googles.
Crunch compression can help but reducing their resolution (and disabling mip maps) will also help.
I am also interested how tf you have 2.2 GB of textures for a mobile game 😆
Hello, please help me. When testing on Unity Remote, the application worked correctly, but after building the APK file and downloading it to the phone, the game does not work (the code in my application is written for the touchpad around the object).
Youll need to check the log
I dont provide one on one support, sorry, im going to decline the friend request. But id start just by checking the errors in the logs
Are you talking about the console?
Sort of. On android and ios, when you launch applications they write messages to the system. You can view it in their logs.
"Unity Remote" doesnt really do much beyond just screen previews.
Got it, thanks, I was just very surprised when the camera rotation worked in Remote, but not in the apk
Are you using old input, new input system or both? (Both does not work properly on android)
There is a big difference between unity remote and an actual build so things will differ
new input, but I got the code from the internet
check your player settings to see if you have it set to "Both"
!input
To set Active Input Handling, go to:
Project Settings > Player > Active Input Handling
• Input Manager (Old): Use the original Input settings.
• Input System Package (New): Uses the new input system package.
• Both: Use both systems.
yep thats re itterating what I said. change the option to new
It didn't help, now I've downloaded the APK file and the camera doesn't rotate.
Then your code is buggy or faulty. seek help in #💻┃code-beginner
But how does it handle Unity Remote errors?
what? unity remote is not the same as a real build so thats why you need to share your code and get actual help 😐
Got it, thank you very much.
Bro, thank you, my code was reported as being fine, so I decided to try the old version (Active Input Handling) and it worked. Thanks, you saved me.
Hey all, I'm trying to work on a mobile game for the first time and this may be a silly question but how do you get friends and family to playtest without having to either fully go through the publishing process or get your hands on their physical phones and throwing them into developer mode?
on Android, set up an internal test track and invite their google accounts
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To reduce the resolution i need to change the max size? should i enable mip map too?
How to improve the quality? After I built the project into an apk file, the quality dropped, the shadows disappeared, the material quality dropped, etc.
Unless you really need mip maps (and know what they do) leave them off.
Yes you will reduce "max texture size" to downsize them which reduces their disk size and size in memory
what is the ideal max size texture for 2D game?
What you find acceptable quality and size wise.
You want textures to be as small as possible
Thank you, I'll try it
Hey everyone, I could use some help with Unity Ads in Unity 6.
I’m trying to load/show banner ads, and everything works fine in the Unity Editor, but when I build and run on Android, the banner fails to load. Instead, I get this error in the logcat: AndroidJavaException: java.lang.RuntimeException: Can't create handler inside thread Thread [Thread-4,10,main] that has not called Looper.prepare()
Has anyone experienced this issue in Unity 6?
Any ideas, fixes, or workarounds would really help 🙏
Thanks!
i am testing my app in two android devices (galaxy a53 & s24 ultra to be specific if it matters)
in a53, the whole canvas show up like how it does in unity simulator
but in s24, the bottom (whitish-yellow) bar only appears half, while the bottom half is out of screen
how should i set the canvas settings such that it shows the whole bar?
Do you mean this area?
Remember that different devices have different "safe areas" so if you have something to account for those and adjust the ui, double check that (device simulator has a button to show the safe area)
ohh but how can i fix the whole canvas in the safe area?
should i disable the "render outside safe area"?
A canvas cannot so you would need a parent for everything that gets resized to be within the safe area
also you want "render outside safe area" ON or your app looks poo poo
ahh so like
Canvas
> SafeArea
> TopBar
> ...
> BottomBar
and i resize the SafeArea?
Yes. Try something like this to do it for you https://github.com/gilzoide/unity-safe-area-layout
uGUI layout group that makes children respect the Safe Area. It drives children's anchors and supports LayoutElement.ignoreLayout - gilzoide/unity-safe-area-layout
thanks 
It becomes like this 😭 It avoids the camera area, but for some reason the bottom bar is still gone
You must have incorrect anchors then for some parts of your UI.
If you check in editor hopefully the safe area resizing only reduced width/height and kept the rect within the canvas area.
Hey I’ve got an issue with Android builds in Unity.
My graphics look fine in the editor, but on Android everything becomes pixelated, can someone help me??
You should check your default quality settings for the android platform.
Read more here: https://docs.unity3d.com/6000.0/Documentation/Manual/class-QualitySettings.html
hi theres some weird stuff going on with lighting in my mobile build, it looks fine in the editor, what could be causing this?. its an endless runner with 6-10 point lights in the room prefabs that spawn, im only using bloom in the post processing and all the geometry uses a world curvature shader to mimic the effect in subway surfers.
@benjamin026258 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 55 seconds
Can you show what it looks like in the editor? Make sure default quality level for mobile is the same as what is active in editor.
URP has settings for how many lights max an object can be affected by. Meaning if one mesh is too large it may reach this limit in your use case. Solution would be to increase the limit, make the tunnel sections smaller or use less lights.
Id ask about this more in #1391720450752516147.
Hey, anyone here who can help me with this issue??
Hi everyone, I have posted my question in the Unity discussion forum link here: https://discussions.unity.com/t/google-play-games-not-working-on-unity-6-android-resolver-not-downloading-play-services-libraries-classnotfoundexception/1696276
Help me solve these issues, thanks
ah i totally forgot about the quality level, thank you very much! it worked :D
I started to think about developing game in Mobile but after thinking I asked this questions
There's a lot of different phones screens hardwares ,optimization will be problem
Then the big problem comes THE UI most annoying thing it's the hardest
I will be thankful for advices
What exactly is the question?
I asked to myself exactly I want advice and correction
I don't have any experience in mobile games I thought it's the same but there some difference if anyone can give me recourses
Your writing doesn't make sense, but if you're trying to say that you're not sure how to handle UI across different aspect ratios then that's something Unity can handle with correct UI anchoring and setup. It's not something that can be easily explained in a few words though. You'll need to actually go seek out some tutorials on Unity's UI.
I know but it's not what I want exactly,I'm talking about how UI look I see a lot of mobile games I just escaped from just from UI ,I said how they can't make better than that,but after trying it's hard especially for mobile even indie games
That on PC you will think it's just a simple thing that doesn't need any attention but for me it's important
Just I want some resources videos examples if anyone have for mobile especially
I will google it thanks btw
Sorry for my bad English there still language barrier
As someone with zero game developer experience, i officially start my journey today on building my dream mobile game. wish me luck.
What are building
4x strategy game
4x strategy on mobile if is very ambitious for person with zero experience.
Maybe you should start something much more simple and try to complete it to understand game development aspects before dive into 4x strategy.
You can start very simplified mechanics that later you can reuse in you 4x strategy. But game should be very simplified.
You've been told already where collaborations are directed. Please stop asking here.
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Hello, I am having a discussion with someone relating to uploading a large app to the google play store (1gb+ as an example). Looking at the documentation it appears this is as simple as ticking the AAB options in build profile and enabling "Split application binary". Unity then does the rest.
However the person I am talking to seems to think that we would need to setup the app to dynamically load assets from addressables (a system I have never used before) in order for the split application binary to work.
Basically I am asking if build a big app to the play store is as simple as toggling 2 buttons or is it more complicated?
more complicated, using addressables can mean lots of re design and re organisation
it's as simple as toggling those two buttons. from the POV of a marketable game though, you should look into whether Google Play allows a typical end user to download multi-gig apps over cellular internet
most people do not pay for google one / cloud storage, their phones have very little disk space, they look at large app sizes quite negatively
and also, a long download means, people will just give up and not play
Also as a bit of a pointless side note from me, meta will allow 4GB OBBs. Mostly to accommodate things like 360 videos. Mobile games you probably want to keep under 100mb for most things (idle, casual, deck builders). Below 700mb for better titles (rpgs, action games, larger 3d). Going a above those will get hard to justify Imho. Addressibles also can help you incrementally grow, but be cautious about then having slow content servers.
for android there is play asset delivery which can cost addressable bundles.
for ios who knows 🤷♂️
Hello everyone. I'm creating a cross-platform game, and I need some advice on how to divide the UI. As I understand it, setting up a canvas won't be enough. In this case, should I write the resolution through scripts based on the platform, taking into account the reference values, or does Unity offer ready-made solutions?
Setting up the canvas is enough for most cases, unless you want a completely different UI for some resolutions or platforms
Okay, can you recommend a reference resolution so that the distortion is minimal when we flip the sides and make it 1200X1200, for example?
The reference resolution doesn't really make any difference there. Set the anchors so that the elements stay where you want regardless of resolution. https://docs.unity3d.com/Packages/com.unity.ugui@2.0/manual/HOWTO-UIMultiResolution.html
Okay, thanks
Hello, this may be a long shot question. So I’m trying to get level play connected to my app for monetisation. But when using the unity installer its keeps coming back with missing cs files. I believe I have the sdk files from iron source. But now I’m stuck, I’ve used ChatGPT and it says the files should be in the sample. But there is nothing in there. I’ve tried following the help on ironsource but it says add this the your cs file? What CS file is it one of the missing ones? Of the top of my head it’s missing irewarded.cs plus 3 more. Also says missing ironclad somthing. ChatGPT says I’m missing it and I jsut go around in a loop following guided. Using 6006 somthing ( the recommended one)
did you import the sample? which guide? which errors? stop using chatgpt
I’m not at my pc atm will check tomorrow and give more information. Used ChatGPT to try get some answers as couldn’t figure it out. The unity package integration on knowledge centre. These but where I have gone around in a loop I’ve got in a bit of a pickle will try again tomorrow just thought I’d ask in here for advice 😄 thanks
that's already a bad sign... why aren't you installing the recommended way? why did you rename the imported folder? What is RewardAdManager, because it doesn't appear in the 9.2 unitypackage you theoretically installed
delete all that and start over. It looks like you're throwing files into the package dir based on how you spelled RewardAdManager incorrectly
just follow the getting started guide exactly
hi, i have a problem with urp on a mobile project
oversimplifying im having a problem when using transparent material on the scene, the game simple stops executing (its no a head on crash, but it just stop/freeze).
now to elaborate...
the first thing is on editor it is working as suposedly, no crash, no erros, nothing happens...
i have a splash screen with a load scene async on it, the scene have a text to show some custom progress display (like managers and scene loading progress) so most of the time (when i have the freeze problem) when the game stops it displays that the scene load progress is completed.
from a pure removing everything, and making one build at time adding 1 thing at time to the game per build i was able to find that the problem was on a lake of the game, more specificly the water material of it.
the first version was a custom graph shader on a plane to make a more prettier water, but then i removed and just placed a simple quad with a default material ( switched color to blue and transparent).
but the game still crashes.
then i switched the material to a default material and everything is working again...
taking the transparent from the blue material also worked so im going in the transparent as the one to blame.
a profile-developer build didnt showed me any problem, just that the game stops executing when it load the scene with the water.
its not my first time with urp but it is my first time taking on a pre build project (someone else started the project) and on a unity 6 version (6000.2.0f1).
does anyone know what is happening?
thats the material for reference
one thing that might be interfering (idk) i disabled shadows on camera, main light and universal render pipeline asset (quality))
and i do have transparent thing on hud
This was after multiple attempts I will delete all and start again I think I’ve messed something up along the way. Thanks
there isn't much to go on. If you delete everything except the water, it should still freeze right? Any messages in logcat? I think it's unlikely a particular material with a URP shader is crashing the game and would be looking at your loading code and any third party code, especially if it runs on scene changes
i didnt do that test (delete everything except the water) so idk
i didnt get any messages on the logcat related to it.
also there is no scripts on the water(itself is just a object for visual) (there is one for the whole lake (fishing minigame) but it still works with the water disabled/with default material)
i discovered something today... i switch the material for unlit with transparency and it worked... also, i didnt know but the blob shadows we are using also have transparency (alpha cuttout) so its not really something tied to transparency directly.
ngl i think this is funny
i never seen anything like it
Hello guys, Does anyone here have experience using AdMob + GPGS + UDM4 + IAP?
I'm going crazy trying to compile, but I'm having compatibility issues. I followed the guides, but nothing worked.
Basically, what I do is install these in this order: EDM4U → Google Play Games → Google AdMob → IAP → Force Resolve.
I already tried skipping the duplicate files and leaving them, but I always end up with the same error.
You have not shown the actual error so please share the WHOLE gradle build error message
it will be in that very long log somewhere
How can I improve my UI? Any advice would help me.
Anyone developing an android game? I've been looking for a way to get the keyboard height on the screen but without success so far.. kept getting error saying hiding input field not supported when using Game Activity
GameActivity has its own soft keyboard quirks. It might be worth switching to Activity entry point instead
my personal experience with GameActivity has been really negative. It tripled ANRs in production, in addition to its weird keyboard quirks
i see. was hesitating switching the activity thing. hopefully the switch solves the issue
Omg I think it actually solved the problem. Thanks so much!
Hello guys please I have problem testing unity ads in my phone it doesn't' work but it works in the editor
I have wasted two days trying to found the solution am in urgent need
if it didn't work on your device, it wasn't working. The editor doesn't run the mobile sdks to show real ads
describe error(s) and look at logcat output
Ohh yes the test ads that appears in the editor is just a white bank page with exit and close button
Am confused am trying test ads and it did works in the editor but after I published the game to my phone the ads doesn't even load please can you explain in details I don't get you and what is log cat
you keep saying works in the editor. That means nothing, because nothing is actually running in the editor. It's just a fake mock up to test callbacks and there's a good chance it doesn't even validate any config
install the logcat package for Unity and look at your device logs when running your game
OK this is the first time am hearing of log cat package thanks
Use logcat to see the error when you attempt to show an ad on an android build.
Make sure external dependency manager is able to force resolve for android in editor
Thank you everyone please my question is if I want to test my unity ads on my phone for testing which mean I have to connect the system and the laptop through USB to do so but I publish the game direct and try testing the ads on my phone without USB does that mean it won't work.....🙇
no, it can still work like that. But you'll have a heck of a time debugging anything if you can't look at the device logs
I have try testing it by connecting the phone and system with USB it works I use log cat it doesn't show any errors but if I publish it and try testing the ads without the USB it doesn't work's
your video does not show ads working
you need to build and deploy to your device
is this Unity remote? for some reason that tricks a lot of people
Yes it is unity remote
Unity remote = turns your device into a remote control for the editor
it's not actual testing for the app
how so? build and deploy to actual device, use logcat to look at logs produced by your app, and I guarantee you'll see more informative messages. These are not Unity logs and will be coming from the actual mobile sdks
Let me try it out
I did watch a tutorial on how to use it this is what I get from the test
Endless errors
filter by your own app and take better screenshots
you're going to need to learn how to use logcat, target the right process, read the error message(s), especially when initializing the ad sdk and trying to play and ad, and then interpret whatever the problem is
Do you really think this will work I try creating different new project just to test ads and all it shows is this same thing
will what work? basic debugging? why wouldn't it? Atm you're flailing around with no information. If you're serious about mobile dev, you need to be able to diagnose problems like this
Have you face the type of particular problem before
yes
Let me send you the project file then
no, you need to diagnose this yourself
Ahhh
Did you get whatever sample project for whatever ad sdk you're using working? Maybe you should start there
I don't think so
This my first time
Trying to implement ads on android I usually develop PC game
Please how can I get this game to play store this week
I can sacrifice anything to get this game on playstore
What are those errors for In the picture
errors are happening all the time on a device. You didn't have any filtering enabled, so it's just unrelated noise
Let me go to YouTube and know more about logcat I appreciate your effort thanks
Bro it work's
😂😂😂😂😂😂😂😂🤣🤣🤣🤣
it finally works
The ads is working
After days of suffering
Thanks evilreeper
Bye
Hello guy please can I published my game on itch.io with unity ads
No, Unity Ads supports Android and iOS only.
Hi!
For some reason the videoplayer component doesn't allow me to select an audiosource when I select its output to audiosource... anyone knows if this is a bug? Am I doing something wrong?
shouldn't I have this section also?
That is strange, if you put your inspector into debug mode and assign the audio source, does that work?
(dont forget to change it back to normal after)
https://docs.unity3d.com/6000.2/Documentation/Manual/class-VideoPlayer.html#audio-output-mode-dropdown
I don't understand what's wrong, the services tab isn't showing up, and I can't view anything on it. It also throws an exception when I open the project and complains about jdk
Hi, we got an app from a client and they request we update it to comply with Google Console policies. App needs to target API 34 or 35 but when I try to build for that target I get error
WARNING:We recommend using a newer Android Gradle plugin to use compileSdk = 34
This Android Gradle plugin (7.1.2) was tested up to compileSdk = 32
This warning can be suppressed by adding
android.suppressUnsupportedCompileSdk=34
to this project's gradle.properties
I tried updating Graddle, but it resulted in asking for newer JDK, then JVM etc. Is there any simpler solution? Im on Unity 2022 LTS
It's a warning, not the true error. Can you post the other error logs?
As screenshot will be fine or you want full logs?
enable custom gradle build template and add android.suppressUnsupportedCompileSdk=34 to it
Or alternatively update to the latest version of 2022.3 that should have API 34 support out of the box
Im on 2022.3.29f1 and I have Gradle 7.1.4, didn't get option to upgrade to higher unity version from unity hub
manually install those and update the paths
You can still install the newer version from the Hub even if it doesn't prompt you to do it
I'll see, gimme a sec
Oh, u right. Ill try to update to 6.2 without breaking changes hopefully
It would probably be wiser to stay with 2022 at this point
I'll take your word for it, I don't want to spend too much time on it. I'm used to making mobile apps in Flutter, making those in Unity feels like a blasphemy to me but maybe that's because I don't know unity
Hey everyone, I've been making a mobile party multiplayer game for quite sometimes. Since it's festive theme, i want to release later this month; However, new Google play policy requires 12 testers before official release. Does anyone have experience in this matter?
Beside does anyone want to give my game a shot. I would be more than grateful. I can provide some screen shot of the game☃️
I wasn't aware of the debug mode but just did it
maybe target audiosources?
though when I click the + button it doesn't do anything
and when I change back to normal it is still not there
Anyone else working with testflight running into an issue past few days where builds approved for external testing arent actually being sent out to testing groups?
Started 4 days ago and been a nightmare, just reached out to support and can't find anyone with similar issues via forums or googling currently
Hi guys, I have a case on iOS when user purchases subscription outside the game (game in on background) by going to Setting/Subscription. When user back to the game the subscription is not updated. User has to close the game or click to the RestoreButton manually to restore the purchase. Is there any way to let subscription update when there is outside?
Some outlines:
- I'm using Unity IAP 5.0.2.
- Device platform is iOS.
@midnight musk Have you selected the external testing group?
As I remember you have to add the external group in the Group column.
Ex: Version 0.1 and then you see Build, Status, Group (this one), invite, crash, feedback...
Ya it was selected and there. Apple just had an odd delay to actually send to the group. Auto-sent properly after a full extra day of waiting
Ok
Hey I’ve got an issue with Android builds in Unity.
My graphics look fine in the editor, but on Android everything becomes pixelated, can someone help me??
Try setting dynamic resolution to off
okay, i try
didn't work
Share some screenshots. Make sure the quality settings you have been modifying/using are the default for android (may explain the differences)
I think it's related to the graphic performance options.
I have 2 packages (FB SDK 18.0.0 and Helpshift) that keep generating extra duplicate AARS
FB is generating facebook-android-wrapper-17.0.0 even when I'm using 18.0.0
and helpshift is generating extra AAR under Plugins/Android/ when the Unitypackage installs the AAR inside Helpshift/plugins/android
I've tried searching multiple dependency files but can't see anything on those packages
You should be using external dependency manager and not have any random aar/jar files dependencies in project
id expect the fb sdk to do this already
some older or shit sdks dont and you have to make the dependency xml file yourself
hello im curious if this is caused by the unity editor version with a security issue or just a lack of security programming on my part because as far as i know everything is locally made on the phone and nothing needs to be accessed (mysql)
Well are you using an editor version that has the security issue?
i was when i published that apk
Then it's obviously referring to the editor security issue
the top part where it specifically tells you it's the Unity cve issue is a big clue
if you think you fixed it already and still got this, reminder that you need to make sure it's handled on all test tracks. A lot of the time people skim over the version code and don't understand the problem, when actually it's some old beta track release that has an active artifact that still needs replacing (or removal)
okok so since its only the editor, the problem now is that i need SDK 35 as google play requires it and these 2 versions left have errors when i try to install sdk 35
you should not be using any 2023 version. Your version is closest to 6000.0, so I would recommend you upgrade to 6000.0.58f2 or later
Hi all, I'm building an Android game in Unity and want to implement haptic feedback for button presses in-game, but I keep getting an AndroidJavaException: java.lang.ClassNotFoundException. AI chatbots haven't been able to help - does anyone have ideas on how to fix this?
You'll have to show the code and the full error message
well I'm using this: https://github.com/CandyCoded/HapticFeedback?tab=readme-ov-file
And In my code I just call HapticFeedback.MediumFeedback(); when a button is pressed
And this is the full error message: https://pastebin.com/ZX4d8YqX
How did you install the package? Do you have the Plugins/Android directory in the assets?
from the package manager -> Install package from git url and then pasted this: "https://github.com/CandyCoded/HapticFeedback.git#v1.0.3" and installed version 1.0.3
and yes Plugins folder is directly in the Assets folder
and Android folder is in Plugins folder
The library might just be incompatible with the latest editor versions. It hasn't been updated in 4 years.
There's also a basic vibration function built-in: https://docs.unity3d.com/ScriptReference/Handheld.Vibrate.html That library doesn't do anything other than add two vibration strength levels
This seems to be working but the vibration is too long in the page is written "To configure advanced vibration settings, use platform specific libraries." any Idea what that is?
Wow, I fixed it, just had to add vibration permission in a custom android manifest
You can, in their Preferences > external section, repoint them to the working SDK from the other working version. Or copy the SDK manually from a good install to the bad install.
Both are ugly fixes but should get you going in the meantime.
Im still seeing some pretty glaring issues in 6.0 to 6.2, its been failing our internal QA. No critical issues, but we identified issues in things like VR and hand tracking, as well as render texture rendering with their OpenXR changes. So I am cautious when we move things from 2023 2022.3 to 6.x. I wouldnt make that jump without thorough testing.
2023 is the beta version of 6.0
Sorry, checking, you are right, our last clean run w/ our test scripts was 2022.3.62f2
i just upgraded to 6000 since its latest anyways
and it works fine in playstore currently
Yeah absolutely, the issues we've found around 6.x is primarily around their VR support. Mobile, web and desktop have (mostly) tested clean for us, except for a small number of things we can work around
I do use it for web and mobile 🙂
Hey guys I have a problem with apple store connect, I try to upload a version with IAP. But when I upload the verison in the apple page dont display the IAP section, but in my unity i can use the IAP without problems. Even in Xcode, it dectects that I am using IAP.
Is there anything else I need to configurate?
P.S The items I want to include have all been approvated.
If a product is not added to Google play or app store connect then the product should not be retrievable in app.
Check apples instructions: https://developer.apple.com/help/app-store-connect/configure-in-app-purchase-settings/overview-for-configuring-in-app-purchases/
that is the porblem. If they are all added and approved, but in the draft version, I cant find them to include them.
I hear a lot of lately, that Google Play says it will emulate my Google Play Android game also for PC. But I think this cant be that good because I made 2 separate Unity Projects of the same game. One for PC (Windows (x64/arm64), Linux and MacOS and one for Android. and the android version was rebuild specific for android and I reshaped everything in it. Making enemy's more easy because of the more complex controls of a phone, compared to the PC, supporting vibration that would vibrate your phone while the native PC version would vibrate your Gamepad (if connected) and more stuff like a lot of UI Buttons for the Android version while the PC version doesn't have UI Elements for moving and shooting and would be unplayable with only one cursor because you need to be able to move and shoot at the same time.
On the Phone, you have multiple fingers but on a emulated PC version of the android build, your only would have one mouse but the native PC version supports keyboard, mouse and gamepad.
But anyway, I made a native Android version that is playable on Google Play and a native PC version that is only playable on Itch but before Google Play trys to force emulate my android version for PC and probably ruin the fun for everyone that would try to run a emulated PC version.
I would prefer to upload my native PC versions to Google play instead of this emulating none-sense.
Any idea if this is possible and if yes, how is it possible? And would it be only windows or can Google Play PC also support Linux, Mac... ?
tweak the google play games for pc settings in form factors under advanced settings
you can have a dedicated release track if you want
is windows x64 the only realese track or does it also support windows arm64, linux x64 and macOS?
I'm pretty sure they're both Android release tracks. One release track will be used for mobile, and another for Windows
I guess you mean only Windows x64, right?
theoretically it would run on 32 bit hardware, no? https://support.google.com/googleplay/answer/11358071?hl=en
I assume almost everyone is on 64 bit these days though
maybe you're misunderstanding. You will not be building for windows. You will still be making an Android bundle
the android version supports both 32 and 64bit.
Only PC is all on 64 bit.
Windows x64
Windows arm64
Linux x64
and MacOS with Intel and AppleSilicon support.
but you won't be building for PC, you'll be building two different android bundles
I have a single aab file that is compatible with 32bit and 64bit arm processors on android phones.
No idea if you mean some android PCs or Chrome OS?
why do these other platforms matter? maybe it would be faster for you to just enable the split track so you see what I'm talking about. It emulates Android games on PC. You will need two different versions of the game, both built for Android. You can have one for Android devices, and one for Play-PC-Android-emulator devices
ah maybe I misunderstood your OP. You can't distribute pc games with the play store. Maybe the best option for you is to opt out entirely
I dont like / not interested in emulation either. I create standard native installs for windows, macos, android/Chromebook, ios, webgl, etc. Its mostly just changing a build target. I automate it through teamcity if the projects big enough that the build times impact me
But it is easier to emulate android on windows than vise versa
And not all games play well on all platforms.
Hey, not sure if this is the best channel for this.
I can't get input fields to work on Android. I made a reddit post in the Unity subreddit, but for some reason I got only rude comments and nothing helpful, which is a first. Usually Unity's subreddit is pretty good...
As a test I made a new project on the latest Unity version, added a TMP input field, then made an apk build. Didn't change any other settings or add anything else or make a script.
The input field has a ton of bugs on android--the text cursor is invisible, you can't change the position of the text cursor by tapping on the input field, and you can't select/copy/paste text.
A quick Google search provides a lot of similar posts reporting the same bugs, but none of them offer any solutions
Any ideas?
Tysm :)
GameActivity has its own soft text keyboard that sucks and acts as you described. Try switching to using (only) Activity entry point in Android settings
I'll give that a try, tysm!
Okay so when GameActivity is selected it does all the bugs, like you said.
When I instead use Activity entry point, it's completely different--there's a separate popup for the input field that I can use to select text, move the text cursor around, etc. Which is functional! Tysm for that!
Definitely not ideal though, since there's no way to scroll, and it'd be way nicer to be able to see the screen the way I intended when I designed the ui. Since a lot of the game consists of the user inputting text, having the popup completely obscure the game most of the time sucks.
Which it does because the text input gets VERY long, which is also why the lack of scrolling is an issue. The only way to scroll is by moving the text cursor--scrolling with your finger doesn't do anything.
It's functional, which is way better than before, but it still sucks.
Is there no way to just have a normal unity input field, but on android? Where I can select/move the cursor/scroll in the actual input field, just like I would on windows or webgl?
A native input field appears above the keyboard because unity is not using androids ui and thus cannot use the features you want.
Unity essentially has to re implement functionality for their versions. The best you can do is hide the native input field (is an option on TMP input if using normal activity) and try to move your UI up to be visible when the field is focused.
Gotcha, that really sucks.
Thanks a bunch for the help.
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does anyone know how to do firebase auth with apple game center?
yep
@performant._ muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 43 seconds
seems allot of issues when changing build modes, acts like its missing all the packages you got installed :/
is there a discord for help with the android build set up? unity never really has been good about it.
this would be the right channel for that if you're having some kind of issue
first happy holidays. why do i have all the errors for the unity packages when trying to make a build for android ?
Depends on the errors
says its missing uitoolkit and other unity packages, but they are installed, been running in circles for a few days over it, searched google, happens with a new empty project unity 6.3LTS 6000.3.0f1
First try with the newest editor version of 6.3
are you building into or from a cloud-sync'd drive? People seem to have lots of weird errors with those when they try to escape proper version control and use google drive for their projects
I have a Unity 2D game that I published on the Play Store. I'm adding ads, and I got approval from AdMob. I've added the code, manifest files, and permissions, but when I install the APK and ABB build files on my phone, the game doesn't appear on my home screen; I can't open it at all. What is the solution?
does it install correctly? if it did, something is broken in your manifest and the launcher intent filter for your unity player activity is missing or wrong
are you installing using adb?
how do you know it installed correctly?
I'm installing it as both apk and abb
how?
in the build profiles
usually this is where I find out you're just transferring files and not using adb, making things harder to debug
so you're using adb?
does Unity actually say installing was successful?
How do I use ABB?
yes it doesn't give any error
that doesn't mean it was successful
the build might have worked but installation failed
try using the command line to install the apk directly and see what happens
how i do?
https://developer.android.com/tools/adb use the one Unity ships with
oky
I installed ADB, what should I do now?
First, I'll create the APK build using Unity, then I'll install it on my phone using ADB, right?
if you can find a way to do it the other way around, I would be impressed
lol
I did what you said
C:\Users\leonid>adb install "C:\Users\leonid\Desktop\2D Speedster.apk"
Performing Streamed Install
Success
said
But I still can't open the game; it's not showing up on my phone.
okay, now it's time to look at the manifest
do you have a custom manifest? if you have android studio installed, analyze the apk you just built to find out what's in the merged manifest
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.ZyroShiftStudios">
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:requestLegacyExternalStorage="true" android:usesCleartextTraffic="true">
<activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector" android:exported="true" android:launchMode="singleTask" android:hardwareAccelerated="true" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<meta-data android:name="com.google.android.gms.ads.APPLICATION_ID" android:value="ca-app-pub*************" />
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
</application>
</manifest>
this is my manifest
that looks fine, assuming it's not being stripped out of the merged manifest
Where might the problem be?
look at the merged manifest next and make sure nothing happened to your activity entry there or the intent filter it has
also, is your entry point in Unity set to Activity or GameActivity?
activity
are you 100% sure?
it should be set to one or the other, if you have both checked you will have problems
that's the problem, your GameActivity has no intent filter at all
my suggestion is to switch to Activity only, because I had issues with GameActivity
You are specifying the unity activity you want to use from the 2 options
The error has been fixed, it's really working now, thank you very much.
happy new yea
I am trying to create a debug build for iOS simulator, using unity ads in the project (not mediation or level play) simple ads but every time i build i get an error but without ads package everything works fine, while ads work fine while testing in editor , Marshh alloc error, i searched online but cant find the solution
Ads legacy is no longer developed bar small improvements so you are better off using unity ads with level play.
make sure you have an up to date version of "external dependency manager" installed in your project
It will require a large re write of your ad logic but its going to better moving forward
@pearl marlin my ads are really simple now , so i think the setting up the mediation would be the hardest step
There are three sides. Different api to request and show ads. Ad partner adapters and also the level play dashboard to set up mediation with other platforms.
@pearl marlin i only want to use unity ads nothing else would that be possible i dont want to add other sources
then you dont
dont what?
dont add other mediation plugins
ah ok ok thanks
What do I need to do so Unity builds the xcodeproj with automatic signing enabled and chooses the correct team automatically? Tired of these manual steps after every build
I think you can set the team id in project settings. Not sure about automatic signing but we can edit xcode projects programmatically post build.
I dont have the paid apple developer version. Still looking for the team id they ask for. Checking the logs to find it. I see it in xcode UI but it happenes to be cut off and cant read full lol
what? if you are picking the team in xcode then you have one...
Sure that isnt the challenge to have a team. I want to build with Unity and have it generated in xcode without manual steps
like i said, you set the team id in player settings for IOS and unity will auto set it for you
but you need the team numeric id for this
Sure if I find the team id lol
its viewable online
You know how and where?
I forget but it's on app store connect somewhere
The Signing Team ID did not help at all as it still asks for provision file that I need to give manually. Probably an issue with the old unity 2022
Input System doesn't work with Unity Remote 5 (but it works if i use simulate touch inputs), from what I see it hasn't been updated a lot, is it dead?
It was last updated on 10th oct 2025, and it was just an icon update (and they didn't even change it on the store listing) while this does mean it is supported, but can someone confirm me that if this issue is with input system or a unity remote 5 issue
Yes, it is very old and I don't believe any real work has been put in it for a while. Now it's best to test in editor, and make builds to test on device.
It could be that it doesn't see the inputs as touches but as clicks, since it is just running in editor with the phone as a screen
@dusty locust
Hi guys, I'm having trouble putting Ads in my game, when I try to click on the ads it only show a white screen, any help?
there isn't enough info to help you. What Unity version? android or ios? which ads package? are real ads actually showing? you're testing on a device, right? are there errors or other useful messages in logcat?
I'm using 6000.3.2f1 of unity version, Android, I have ads mediation and Unity Ads but none of them are working, no real ads are showing just a white screen, I'm tested on my phone and it was still showing a white screen with a close button and a skip button, and I'm not using logcat because I don't know how to connect my phone to it
you should be able to use the logcat package if building to device is working
your description is making me think you're using Unity remote though. Do you have a screenshot of the white ad?
yea, I watched a video and now I'm using it
I have a video
maybe a screenshot too
here I was using Unity Ads not mediated
okkkk
well, I can't run and build it cause Gradle Build has failed
@tired lily
what are you showing here?
i click on the ads and it doesn't load
the use of your mouse makes it look like you're still in the editor
I used build and run
so your app should be running on your device if it built, installed and ran successfully
looks like you haven't configured something correctly
did you initialize the sdk? hopefully you based your code on a sample
I used unity documentation
you might want to add more logging, then
nvm is working now
how tf do i screenshot it
the thing is, I can play the ads only one time, is there a way to do it infinitely?
are you loading a new ad after you finish one?
then what makes you think it isn't working? give it some time between ads, make sure you're loading the next ad after it finishes, and add logging if you haven't already for ad loaded
okkkay
Buenas tardes quien habla español quisiera hablar con un accesorio o admin
If you want to interact with the community use an online translator. And read #📖┃code-of-conduct
Hi!
I am trying to use this class on my mobile phone:
specifically: requestedCameraTorchMode
is there any tutorial on how to setup and use ARCameramanager?
i also can't seem to make Handheld.Vibrate() to work
`public class VibrateBtn : MonoBehaviour
{
void Start()
{
GetComponent<Button>().onClick.AddListener(HandleOnClick);
}
private void HandleOnClick()
{
if (Application.isMobilePlatform)
{
Debug.Log("*** vibrate ***");
Handheld.Vibrate();
}
}
private void OnDestroy()
{
GetComponent<Button>().onClick.RemoveListener(HandleOnClick);
}
}`
I can see in logcat when my phone is connected that I hit the debug log
Note: Duration of vibration is determined by the operating system of the target platform. To configure advanced vibration settings, use platform specific libraries.
I would say don't bother using that method, it's very limited (you have no control over it)
That's a good point, but it should still work, no? I would happily move to the more complex platform specific option once the basics are working.
Ive used NiceVibrations before and that works well on iOS and android
https://nice-vibrations.moremountains.com/ (seems to now be in something called "feel")
i updated my code to use the following call:
`public void Vibrate(long milliseconds = 100)
{
AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
AndroidJavaObject vibrator = activity.Call<AndroidJavaObject>("getSystemService", "vibrator");
if (vibrator != null) {
vibrator.Call("vibrate", milliseconds);
Debug.Log("Calling vibrate");
} else {
Debug.Log("Vibrate failed");
}
}`
however i can now see the following error in logcat:
2026/01/05 20:22:12.597 22137 22156 Error Unity AndroidJavaException: java.lang.SecurityException: vibrate: Neither user 10308 nor current process has android.permission.VIBRATE. 2026/01/05 20:22:12.597 22137 22156 Error Unity java.lang.SecurityException: vibrate: Neither user 10308 nor current process has android.permission.VIBRATE.
add the vibrate permission to your manifest
Can someone explians to me what is that even means?
loads whatever scene is after the current scene in the build setting scene list
consider not using chatgpt if you want to learn how to do things
especially if you can’t understand a function that increments a variable by 1 and indexes a list
who asks ai for code then asks humans what it means anyway 😆
or we could just not shame people. half of IT work is doing things the wrong way so you learn how to do it the right way anyway.
hi, i'm cash.
If you type on your phone, you get a keyboard. But is it possible to show this keyboard inside the editor as well for testing? Otherwise I need to keep building the game on my phone to test (which works, but its just annoying to do everytime
Are you using the 'device simulator' view, instead of the game view? I can't remember if the onscreenkeyboard is shown in that or not.
Doesn't really matter though, you can just type with your physical keyboard ..
Im using the simulator but it doesnt pop up there.
I know I can use the physical keyboard, but im testing with the pop up keyboard on android.
Basically what I want is that when you are typing, the keyboard does not go over the place the text is being written if that makes sense?
oh, it's for layout so you can keep the input field in view and not hidden behind the o/s keyboard
You could maybe use this free asset as a guide?
ooo yeah, that might help. Thanks a lot!
I was trying to make a build for iOS using unity cloud build but it is failing with this error:
/BUILD_PATH/0c73c91f-4c20-42bf-0000-0c402603c00e.01c8efb7fdu/temp20260109-2691-7rpg9q/Libraries/com.unity.purchasing/Plugins/UnityPurchasing/iOS/SK2/UseCases/TransactionObserverUseCase.swift:76:15: 'catch' block is unreachable because no errors are thrown in 'do' block
My unity version: unity 6.3.0f1
My Unity IAP Version: v5.1.2
Currently I do not have a mac so I cant make a non cloud build and see what happens
are you sure this is the error that killed the build and not just some warning?
check further down for things such as linker errors, authentication errors and cocoa pod update errors
this was the last line after that it was just saying that the build has failed
Share the logs if you can
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
do you need full log?
I think you would need to download the file
discord is not showing the full file
thats why you use the share sites linked in the bot msg above
oh sorry I though it just said to use code blocks inside discord
a powerful website for storing and sharing text and code snippets. completely free and open source.
yea so that swift message is just info and it may be that fastlane is not configured correctly based on Fastlane::Runner::LaneNotAvailableError
This log is lacking lots of information i am used to seeing from xcode builds
I am sharing the full log to you personally
and I would have to send a file since the websites have characters limit
fine with me
Normally xcode states that it saved a more detailed log at some path as the normal logs dont include everything (such as native compile errors/linker errors)
the problem with that is that I am using cloud build so I probably can't access all the files
and I can't DM you I think you would have to accept the friend request
Then send it here I don't want to move anything to DMs.
I don't know much about cloud build as I've done xcode builds on own machines but the log sent before shows a lot less information. It could be that the xcode build never really began due to the error I mentioned before (incorrect fastlane config)
just trying another build with a possible problem fix will send you the new log if it fails
a powerful website for storing and sharing text and code snippets. completely free and open source.
fromt his it seems like the build is a success but upload to app store connect is failed
Check the provisioning profile but really need more information to know why the upload failed. Is there no option to log more data or be more verbose?
I am trying with a friends mac now
It looks like the api key in the app settings on apple store connect should be set to at least app manager instead of just developer
Has anybody had an issue with Admob banner adverts served by LevelPlay not clamping to the bottom edge of screens even when set to LevelPlayBannerPosition.BottomCenter? Google have issued a notice to me they'll stop serving ads because it obscures content - their screenshot does indeed show the banner advert inset from the bottom by enough pixels to obscure an essential part of the game.
I'm not sure if this is a LevelPlay or an Admob issue (I'll ask there as well). Additionally what are the position values (or calculations) for BottomCenter?
Is it obeying safe areas? If so your logic to pad UI or content should also obey safe area
I haven't applied any additional logic with regards to safe areas. The game is in landscape so the safe zone should be flush against the longer viewport edges (right? I can't think of a device where that isn't the case where we need to inset from). Even so, the banner inset seems to exceed what would be considered "safe"
Thats probably true but you can use device simulator to double check this in editor (as it emulates safe area and can visualise it too)
Its the best idea I have for why things would be wrong.
Double check also if you got the sizes correct. The sizes provided are in dp which needs conversion
https://developers.is.com/ironsource-mobile/unity/banner-integration-unity/#step-1
Im using LevelPlay and i have configured test devices on both levelplay website and on google admob and unity ads, but i seem to be still getting real ads
The ads look very real
And im also getting revenue on unity ads dashboard
Hi
Well, you can pay people, that would be a sure (and normal) way to get testers. Otherwise, if you don't have a community for your game, then share your game in online communities and hope its interesting enough for people to want to download the testing version.
i'm trying to port my college game jam game to android but I keep getting this error. I tried the Preferences -> External Tools -> Untick paths and restart trick which didn't work, then I tried uninstalling & reinstalling the unity version, but to no avail. What should I do?
See the Console for details
Bro see the Consol for details
yeah, i did check, but it i don't really understand what it means ```
\Unity\Editor\6000.3.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK/bin/java.exe" -version 2>&1 |findstr "version""' was unexpected at this time.
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
should've posted the error logs with the image
forgive me but i don't really understand what the error logs are trying to say...
Problem
Unity fails to update the Android SDK package list with the error:
CommandInvokationFailure: Failed to update Android SDK package list
The key error message is:
"java.exe" -version 2>&1 | findstr "version""' was unexpected at this time.
This indicates that Windows CMD is failing to parse the Java command, which is almost always caused by environment variable conflicts or a broken PATH configuration, not by Unity itself.
Root Cause
This issue happens when:
1. Multiple Java / Android SDK paths exist in Windows environment variables
2. JAVA_HOME, ANDROID_HOME, or ANDROID_SDK_ROOT conflicts with Unity’s embedded tools
3. cmdline-tools 16.0 is incompatible or unstable with the installed Unity version (Unity 6000.x)
4. The PATH variable contains duplicated entries or malformed values
Unity expects full control over its Android SDK and OpenJDK. When Windows interferes, this error occurs.
⸻
Solution (Step by Step)
Step 1 — Force Unity to use its embedded tools
Open Unity Hub → Installs → click the gear icon next to your Unity version.
Make sure these are installed and enabled:
• Android SDK Tools
• Android NDK
• OpenJDK
Then open Unity Editor:
• Go to Edit → Preferences → External Tools
• Set Android SDK, Android NDK, and JDK to Unity Embedded
• Do not use custom paths
⸻
Step 2 — Clean Windows environment variables (critical)
Open Advanced System Settings → Environment Variables
Delete the following variables if they exist:
• JAVA_HOME
• ANDROID_HOME
• ANDROID_SDK_ROOT
Now edit the PATH variable and remove:
• Any Java paths
• Any Android SDK paths
• Duplicate or outdated entries
Unity must be the only provider of Java and Android tools.
Step 3 — Fix cmdline-tools version (if the error persists)
Unity 6000.x has known issues has known issues with cmfline tools 16.0.
Navigate to:
<UnityInstallPath>\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools
Delete the 16.0 folder.
Then:
• Reinstall Android SDK Tools from Unity Hub
or
• Manually install cmdline-tools 12.0, which is known to be stable
Step 4 — Restart Windows
This step is mandatory. Environment variable changes do not fully apply until a system restart.
@bold venture I hope I have been helpful.
i checked my environment variables and there is zero reference to android and/or java (even in the paths variable), so the issue appears to be that unity didn't install java or android properly on any of the versions i installed
i deleted the folder as said, but after force ending unity with task manager and restarting it, unity still says it's already installed
additionally, where do i find the cmdline-tools 12.0?
At this point, there are two realistic solutions:
Option 1:
Completely uninstall Unity Hub and all installed Unity versions, manually delete all remaining Unity folders, reboot the system, and then reinstall Unity with Android Build Support (including OpenJDK and SDK/NDK) selected in a single clean installation.
Option 2:
Switch to a stable Long Term Support version such as Unity 2022.3 LTS, which is known to have a reliable Android toolchain and does not suffer from this issue.
You can download cmdline-tools 12.0 directly from the official Android developer site. Here’s how:
1. Go to the official Android SDK Command-line Tools page:
https://developer.android.com/studio#command-tools
2. Scroll down to Command line tools only.
3. Download the Windows version of the package labeled 12.0 (or the closest stable release before 16.x).
4. Extract it into the cmdline-tools folder inside your Unity Android SDK directory.
5. Make sure Unity points to this folder if you replace 16.0.
while it didn't really help, i appreciate the attempt.
this appears to be a recurring issue with the unity hub where it does not register the environment variables properly when installing the android sdk, thats what i'm getting from it.
Java that unity provides would never be used for JAVA_HOME. Install the JDK system wide for this
yeah, at this point, i'm just giving up and installing the android sdk and java manually
I always install the JDK because other things surely need it and its a lot easier to manage android versions if you install android studio too
A lot easier to accept the licenses there too
fair, i'll be sure to install that too once i'm done with the others
i'm going through the standard installation process, so ofc i'm gonna accept the license (ofc not gonna actually read them like most people here)
When not using android studio you have to manually accept the android sdk licenses which can be a bit troublesome. This is easily done in android studio
okay so i installed them all but to no change
but the specific error i'm getting is \Unity\Editor\6000.3.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK/bin/java.exe" -version 2>&1 |findstr "version""' was unexpected at this time.
i googled the error only to get literately nothing
Where is this from specifically? attempting to build?
yes, although i do get the same error message popup when opening the android other settings in the player settings menu, but i never thought much about it since it didn't seem to cause any issues at the time
is this from external dep manager by chance?
#📱┃mobile message these are the full errors
idk what you mean by that
but if your asking which android i'm using, i'm using the android tools that came with unity
unity rejected my external jdk installation
so i installed the jdk, and it did not add the java_home environment variable
weird but you can change it quite easily on windows
one of my college professors' theories is that bitdefender (antivirus) is screwing me over for no reason whatsoever
blocking the installers' attempts to add the environment variables
Tbh no idea but as i said you can just correct JAVA_HOME to point to the JDK installation
If unity rejects it make sure its the jdk and not just the jre
i manually added the JAVA_HOME and yet nothing changes
one interesting thing i did notice is that the in the console log, the JAVA_HOME value is different than what was specified in the settings
Unity may still override this with whatever is configured for its processes
can you change it to your jdk and android sdk?
unity rejects the jdk cause of invalid version
android sdk isn't directly involved with the issue at hand here
I think it is
CommandInvokationFailure: Failed to update Android SDK package list.
that looks about right
also, in attempt to get the editor log, i realized that unity hasn't been saving any editor logs
well something weird is up with ur pc then, it should be outputting it frequently
yeah, i have realized that, especially in recent hours, my pc is really scuffed
this is the same pc that sometimes "refuses to refresh the screen"
i'm gonna disconnect my wifi then shut of my antivirus, see if that changes anything
did absolutely nothing
(i couldn't even close my antivirus)
it insisted upon itself
i gave up and went to chatgpt for help (big mistake), and that convo went absolutely nowhere other than repeatadly giving me false hope.
update: they did save, i was just looking in the wrong place
but opening them doesn't reveal anything new
@pearl marlin heres the full log
okay, after some discussion with my friend, we have a theory on why it's not working for me
the issue is that my installation path contains parenthesis (Program Files (x86) in this case), which might break the build system, as hinted by everything before the end parenthesis in the path in the log just being absent.
if this turns out to be true, i'm going to install the project into standard Program Files for the time being and file a bug report with unity.
Unity is 64 bit only now so I have no idea why it installed there but im not sure if this would break that command 🤔
My unity editor install paths look like this:
C:\Program Files\Unity\Hub\Editor\6000.2.7f2
that is the default dir set in unity hub
I like to put my programs there manually (because I don't like having multiple programs files folders (because it makes it harder to find the program im looking for)
Lesson learned!
Holy casserole it worked!
Program Files (x86) is for 32 bit programs and id not mess with this when you can use start/search to locate programs...
anyone have a solution for this?
Click error to see the full text then copy paste the text here
Unity 2022.3.62f3 (Windows)
CommandInvokationFailure: Failed to update Android SDK package list.
Command:
"C:\Program Files\Unity\Hub\Editor\2022.3.62f3\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmdline-tools\6.0\bin\sdkmanager.bat" --list
stderr:
Warning: Failed to download any source lists!
Exception in thread "main" java.util.UnknownFormatConversionException: Conversion = '-'
at java.base/java.util.Formatter.checkText(Formatter.java:2732)
at java.base/java.util.Formatter.parse(Formatter.java:2718)
at java.base/java.util.Formatter.format(Formatter.java:2655)
at java.base/java.io.PrintStream.format(PrintStream.java:1053)
at java.base/java.io.PrintStream.printf(PrintStream.java:949)
at com.android.sdklib.tool.sdkmanager.TableFormatter.print(TableFormatter.java:72)
at com.android.sdklib.tool.sdkmanager.ListAction.printList(ListAction.java:197)
at com.android.sdklib.tool.sdkmanager.ListAction.execute(ListAction.java:80)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.run(SdkManagerCli.java:110)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:87)
stdout (summary):
Loading package information...
Fetching remote repository...
Installed packages:
(exit code 1)
Is it using the jdk from your unity install?
That is usually a problem with VPN. A network error in any case.
I havent used any at all what can i do to fix it
Could be invalid content was returned from a web request causing this parse error like @analog plover suggests
You could attempt to use android studio and handle sdk versions there instead.
i tried that already but im going to give it another try
I spent half a day trying to do everything possible to solve it but nothing seemed to work even chatgpt quit on me lol.
But what if I tried installing the newest version? Could it solve that problem? Because this problem happened with 2022 LTS and I'm not mistaken, it happened as well with 2023 or 2024 version, but I certainly didn't try the last version. I might give it a try tomorrow. Right now I'm going to use 2022 LTS on the older laptop it works fine with it
If you use source control or have backups you can try upgrading to unity 6
i run to this big problem i triyed evrything its has my responce too https://discussions.unity.com/t/sdk-platform-tools-version-0-0-36-0-0/1704108/13 nothing help to make it build
Hi everyone! I'm confused about migrating from the old IAP system to the new IAP v5+.
I've encountered a problem, and anyone knows what I can do about it?
- I'm calling a purchase using:
var product = _controller.GetProducts().FirstOrDefault(pd => pd.definition.id.Equals(storeProductID));
if ((product != null) && (product.availableToPurchase))
{
_controller.PurchaseProduct(product);
}
- Because Since purchases aren't available in my country, I logically get the following response:
private void OnPurchaseFailed(FailedOrder order)
{
...
}
The question is that it used to return the purchase ID (Product product, PurchaseFailureReason failureReason) - "product.definition.id"
In the new system, FailedOrder doesn't return anything useful, only FailureReason == PurchaseFailureReason.PurchasingUnavailable, but it's unclear which product this Callback was sent for!
Or do I have to implement this myself now?
The failed order should have the cart and that should contain the products so that should be the information you need?
https://docs.unity3d.com/Packages/com.unity.purchasing@5.1/api/UnityEngine.Purchasing.FailedOrder.html
Oh! Thank you so much! The information I needed is indeed there. Thanks again! 🙂
Hello everyone!
My previous question is resolved, but I actually decided to try upgrading to IAP V5+ due to some strange behavior on the IAP system. I thought it would fix it, but no!
Now I want to ask another question for the experts.
Here's the sequence of actions:
- I call _controller.PurchaseProduct(product);
- I pay and buy (make a test purchase)
- Next, I need to call _controller.ConfirmPurchase(order), but after confirming with the game server. And I'm resolving the case when the game server is unavailable. So, I'm not calling ConfirmPurchase yet!
- Now, after re-entering the game, for example, I call _controller.RestoreTransactions((status, response) => { ... });
And according to the plan, I should receive this purchase in the OnPurchasesFetched callback, right? But in my case, status = True in RestoreTransactions and no OnPurchasesFetched callback is received.
I apparently don't fully understand the logic again, how to retrieve unconfirmed purchases and process them again.
There was a similar behavior in the old version of the IAP system
my Google play services plugin doesnt seem to be working properly because it wont log me in whenever I hit log in and I found this error in my logcat
here is the code for the Google play services plugin if you need to look at it
using GooglePlayGames.BasicApi;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class GooglePlayGamesManager : MonoBehaviour
{
public TextMeshProUGUI PlayButtonText;
public TextMeshProUGUI LoginNotifier;
public static bool IsAuthenticated { get; private set; }
public void Start()
{
AuthenticateGooglePlay();
}
internal void ProcessAuthentication(SignInStatus status)
{
if (status == SignInStatus.Success)
{
IsAuthenticated = true;
LoginNotifier.text = "Successfully logged in";
// Continue with Play Games Services
}
else
{
IsAuthenticated = false;
LoginNotifier.text = "Login Failed - " + status.ToString();
// Disable your integration with Play Games Services or show a login button
// to ask users to authenticate. Clicking it should call
// PlayGamesPlatform.Instance.ManuallyAuthenticate(ProcessAuthentication).
}
}
public void AuthenticateGooglePlay()
{
PlayButtonText.text = "Logging in...";
PlayGamesPlatform.Instance.Authenticate(ProcessAuthentication);
}
}
I am using version 2.1.0 of the google play services plugin
A datasheet or any type of page on the package im using would helpful
that's not what RestoreTransactions does (edit: apparently's there's a flag for that, but you should be using FetchPurchases normally unless explicitly restoring all purchases). See https://docs.unity.com/en-us/iap/restore-purchases , https://docs.unity.com/en-us/iap/purchases#process-purchases and https://docs.unity.com/en-us/iap/upgrade-to-iap-v5#replace-unitypurchasing.initialize()
you have either not resolved your dependencies with external dependency manager, or proguard is removing necessary classes and you need to edit (or add) a proguard-user file that prevents it from being stripped
oh thats a really old issue that has been fixed already this is entirely separate from that, I dont understand the second part
what's the second part then? you resolved the logcat error?
I mean I dont understand what you said
"proguard is removing necessary classes and you need to edit (or add) a proguard-user file that prevents it from being stripped"
RestoreTransactions is my attempt to force the IAP to return data about an unfinished purchase. The problem is that the purchase isn't confirmed, and after re-entering the game, the OnPurchasesFetched callback returns empty arrays (Orders object):
{"ConfirmedOrders":[],"PendingOrders":[],"DeferredOrders":[]}
this should have come up when you search for this error. Add a proguard file that looks something like this: https://github.com/playgameservices/play-games-plugin-for-unity/issues/3154#issuecomment-1293257681
as the docs say, this normally happens in FetchPurchases. Did you enable PurchaseService.ProcessPendingOrdersOnPurchasesFetched like the docs mention if you want to do it with restore transactions instead?
I logged the OnPurchasesFetched event and, as the documentation says, "listener with an Orders object that includes all purchases (all states)," but it returns empty arrays.
If I enable PurchaseService.ProcessPendingOrdersOnPurchasesFetched, as I understand from the documentation, it will simply redirect additional unfinished purchases to OnPurchasePending. But I can do this myself,
I just don't see this data in OnPurchasesFetched. Or am I misunderstanding something? Anyway, thanks for your help!
" it will simply redirect additional unfinished purchases to OnPurchasePending" that would make no sense, that already happens
are you running some server logic and not confirming the purchase?
Yes, I make purchases and I need to wait for the server's response and only then confirm them!
are you logging calls to OnPurchasePending? maybe you are expecting the pending purchases to be inside OnPurchasesFetched?
so to be exact if the proguard is the issue then if I just disable minification entirely it would work?
yes, but why? just enable proguard user config in project settings, paste in the contents of that file, and adjust it if needed
I already disabled minify and ran into a different gradle error and im stuck in a rabbit hole now
if its that simple I'll try to revert everything but could you send me the contents of that file?
You should share this error text here
I see no error in this?
I fixed it now dw
nah we js autistic
Do you have external dep manager installed and working?
yea everything is fixed now no worries 👍
I have a button that controls a specific menu in and out of the screen using an animation and animator but when I create a bool in the animator parameters I cant find it in the button animator drop down I know that a trigger is SetTrigger(string) but what is it for bool?
Set bool has 2 args and I think the unity event inspector stuff supports just 1.
At some point you will learn its much better to do as much as possible in code when setting up UI interactions.
Yea I ended up coding it in the end but im having issues with Google Play services again
I dont even know how to describe it now
You can try using the stack decoder tool in android logcat to get more of the stack here
how do I get the stack decoder
It's in the android logcat package window under the tools button
https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.4/manual/stacktrace-utility.html
It lets you decode native function pointers in stacks such as yours above to function names
is this how I use it?
Yea copying the stack into the original tab and pressing resolve should do it.
Sometimes you have to remove the 0x prefix from the addresses
remove what?
how
Copy it into a text editor first and remove the 0x from the front of the addresses (e.g. 0x73baa -> 73baa)
Or show me what it looks like when you first enter it into the original window
Only copy the relevant lines with ? after libunity.so
its just the exact something but bold
what the
Ya didn't do what I said hangon...
try with just this
bd660b10c (libunity.so) ? 0x0
bd6c7a4e0 (libunity.so) ? 0x0
bd62f47f8 (libunity.so) ? 0x0
bd62f4708 (libunity.so) ? 0x0
bd40f01dc (libil2cpp.so) ? 0x0
bd37bc430 (libil2cpp.so) ? 0x0
bd2300be4 (libil2cpp.so) ? 0x0
bd2300b30 (libil2cpp.so) ? 0x0
bd654b6bc (libunity.so) ? 0x0
bd655f24c (libunity.so) ? 0x0
7bd656a918 (libunity.so) ? 0x0
7bd6382984 (libunity.so) ? 0x0
7bd645894c (libunity.so) ? 0x0
7bd645898c (libunity.so) ? 0x0
7bd6458c30 (libunity.so) ? 0x0
7bd65f1ff8 (libunity.so) ? 0x0
7bd65fbcfc (libunity.so) ? 0x0
7c5b81345c (libgame.so) Unity::UnityApplication::ProcessFrame() 0x30
7c5b813688 (libgame.so) Unity::UnityApplication::Loop() 0x188
7c5b8159b0 (libgame.so) MainLoop(android_app*) 0x3c
7c5b815a48 (libgame.so) android_main 0x64
7c5b81c5b4 (libgame.so) ? 0x0
bd660b10c (libunity.so) ? 0x0
bd6c7a4e0 (libunity.so) ? 0x0
bd62f47f8 (libunity.so) ? 0x0
bd62f4708 (libunity.so) ? 0x0
bd40f01dc (libil2cpp.so) ? 0x0
bd37bc430 (libil2cpp.so) ? 0x0
bd2300be4 (libil2cpp.so) ? 0x0
bd2300b30 (libil2cpp.so) ? 0x0
bd654b6bc (libunity.so) ? 0x0
bd655f24c (libunity.so) ? 0x0
7bd656a918 (libunity.so) ? 0x0
7bd6382984 (libunity.so) ? 0x0
7bd645894c (libunity.so) ? 0x0
7bd645898c (libunity.so) ? 0x0
7bd6458c30 (libunity.so) ? 0x0
7bd65f1ff8 (libunity.so) ? 0x0
7bd65fbcfc (libunity.so) ? 0x0
7c5b81345c (libgame.so) Unity::UnityApplication::ProcessFrame() 0x30
7c5b813688 (libgame.so) Unity::UnityApplication::Loop() 0x188
7c5b8159b0 (libgame.so) MainLoop(android_app*) 0x3c
7c5b815a48 (libgame.so) android_main 0x64
7c5b81c5b4 (libgame.so) ? 0x0
I forget fully what the issue is but I just know some stacks need fixing first
I dont understand
but it used to work and I didnt change much in the code either
the stack trace utilitys job is to turn:
7bd65fbcfc (libunity.so) ? 0x0
7c5b81345c (libgame.so) Unity::UnityApplication::ProcessFrame() 0x30
into
+7bd65fbcfc (libunity.so) SomeUsefulClass::SomeUsefulFunctionName()
7c5b81345c (libgame.so) Unity::UnityApplication::ProcessFrame() 0x30
its not doing that
yea its a bit shit but if you want to see what code caused the issue you need to do this
Its been a while since i did this so i dont fully remember
Did you correctly configure your native symbol path?
yup just like the link you sent me
try it with this padding. its dumb sometimes
0000000bd660b10c (libunity.so) ? 0x0
0000000bd6c7a4e0 (libunity.so) ? 0x0
0000000bd62f47f8 (libunity.so) ? 0x0
0000000bd62f4708 (libunity.so) ? 0x0
0000000bd40f01dc (libil2cpp.so) ? 0x0
0000000bd37bc430 (libil2cpp.so) ? 0x0
0000000bd2300be4 (libil2cpp.so) ? 0x0
0000000bd2300b30 (libil2cpp.so) ? 0x0
0000000bd654b6bc (libunity.so) ? 0x0
0000000bd655f24c (libunity.so) ? 0x0
00000007bd656a918 (libunity.so) ? 0x0
00000007bd6382984 (libunity.so) ? 0x0
00000007bd645894c (libunity.so) ? 0x0
00000007bd645898c (libunity.so) ? 0x0
00000007bd6458c30 (libunity.so) ? 0x0
00000007bd65f1ff8 (libunity.so) ? 0x0
00000007bd65fbcfc (libunity.so) ? 0x0
00000007c5b81345c (libgame.so) Unity::UnityApplication::ProcessFrame() 0x30
00000007c5b813688 (libgame.so) Unity::UnityApplication::Loop() 0x188
00000007c5b8159b0 (libgame.so) MainLoop(android_app*) 0x3c
00000007c5b815a48 (libgame.so) android_main 0x64
00000007c5b81c5b4 (libgame.so) ? 0x0
its also possible to use readelf on linux to extract the function ptr name pairs but may be a bit advanced
worry no more I fixed it
ok nvm its still broken but I found a few warning that appear the moment I press the log in button
then when Im done with the log window it gives me the usual
Hold on when I build and run it, it works just fine on my phone????
what changes between building and running it to my phone and just building it
I'm new to this and I'm wondering, why do mobile devs lose if they publish a free app/game on play store with no ads?
Also does this also apply to apple's store?
(ping me pls)
why do mobile devs lose
..lose what?
Money
because it costs money for the dev accounts..
you're not really losing much money though.
$25 one off fee for Google Play and release as many apps as you want.
$99 yearly for Apple and release as many apps as you want.
So it's basic logic. You lose money because you paid for those and your apps don't make you any money.
I've assumed by 'no ads' you actually meant no monetisation
not really, it's nothing
Or can you pay once and leave? Would that remove your app?
If you do not have an active dev subscription , any published apps are removed
Ah I see
All this information is already available for you on their sites
This discord is for help with Unity, and this channel Unity mobile issues
This isn't the server for finding testers
Then where can i get it?
Great, you also dont know
You can create a #1180170818983051344 if you want. Otherwise, share your game around such as on reddit.
Hello, I am new to Unity and not realy sure how to make one think. (I am not sure if post this in here or i VR changel since quest runs android) I am making AR aplication for quest 3 and I am having trouble by interacting with UI specificly with inputfield (tmp) I made MR template and in the hand menu setup I put new inputfield (tmp) and conected my script that works, it autofiles the default string, but when I want to change it nothink. When testing from pc or from build on the quest I click with triger in it nothink, when I use hand tracking and toutch it or click with the ray still nothink. the rays form controlers or form hands interact with the UI like snaping to text but its not opening keyboard. I am more then willing to share anythink. I just need help. Thank you 🙂
This is on pc (mobile profile)
This is on mobile, the result is so different, idk why, mobile's map looks so ugly, the shader is just sampling a 4096 texture, models are quite complex
Do you use the same quality tier?
wdym ? I dont have LODs
No, in the Quality settings
yeah, same quality settings, the result on pc is from the version i used to built apk
Can you share a screenshot of the quality settings?
Here
It is unity's default settings, i didn't change anything
Then maybe it's in the Player settings somewhere for Android