#📱┃mobile
1 messages · Page 22 of 1
changing render scale on mobile to 1 doesn't fix the issue
These are my settings, the shader is unlit, not casting shadow
If this is 2d only you dont need mip maps enabled on the texture.
You can also try changing compression from normal to high or none.
it is 3d
Do double check the anisotropic filtering level too set on android and change the filter mode to trilinear
You want trilinear for best results when using mip maps
Fixed. Thanks so much
so for android games I send my .apk file to my phone and install
what file do I send to my iPhone to test/play it?
or can I even do that with iPhones?
(using family's iphones, I don't actually know how to use one)
nvm
after some research it doesn't seem like I can keep an un-official app installed afterall (on iphones)
With a developer account set up you can build and run onto an iPhone via XCode. But you do need a mac to do it
But if you're talking about something permanent then no, it will time out after a while. One alternative is to use TestFlight where the period is 90 days
Yeee, I don't own a mac
That's the issue
And I'd like to have the app working without time limit
The landscape is different now after the EU's demands for sideloading, I'm not familiar though. Either way you won't get past the requirement of building on a mac
I'm hoping EU's thing makes it easier
For the mac thingy, I could borrow from my siblings and run it
Guess who's the TFS (Turboprop Flight Simulator) devs?
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does anyone else have issues with Pixel phones and unstable adb connection. like i would do adb devices and most of the time, it shows empty or offline. I would have to revoke disconnect/reconnect/revoke auth, try different things multiple times before it can work
or sometimes adb devices work, but adb shell or adb logcat just hangs
could be a shit cable. try connecting adb wirelessly instead?
i tried. i get an error "error: protocol fault (couldn't read status message): Undefined error: 0"
Are you using adb included with your unity install or one from say android studio?
android studio i think
~/Android/sdk/platform-tools/adb
Android Debug Bridge version 1.0.41
Version 36.0.0-13206524
im on a mac tho, so maybe adb on mac just wonky
if unity tries to use its bundled version then it will kill the other adb process when it starts
Not sure myself but for me on windows its been good over many phones
i quit unity, and adb wireless debugging is able to pair but adb shell or adb devices just hangs lol
You've probably already put the phone in dev mode?
Things to check:
- Allow usb debugging prompt on the phone when you plug it in. You can revoke the permissions in the dev settings to make it appear again like youve said
- Not sure on mac but try to kill the server or the process of ADB in Activity monitor and restart it
- Check if you have any other tools using ADB. Android studio often caused me issues when working in Unity
- A good old restart of the mac often helps also
trying to test an apk on my phone, but I keep getting the error "app not installed as package conflicts with an existing package".
Ive tried a few different iterations, and changed up some things I thought might have been it:
- Keystore password
- Increasing min API level (was lowest 25 changed to 30)
- scanning (google scans and allows to install, but when I click install it immediately errors out with the above msg ^)
- adding version number
Its a new project, yet it still showed the msg the first time I downloaded. I had a few different test apks from a long long time ago that I deleted (different game), so not sure whats up. Multiple complete traces deleted and reinstalls but no luck :/
make sure it has a unique package name. There may be more details in the error message which you can post. For example, one common failure reason is trying to install a version older than a currently installed version
aight, after some more digging i understood what u meant I think lol
it can be anything right ?
doesnt have to follow thecom.dkdkgfk.com.untiy.rfjkfjkdsjkfdsjfjkd convention ?
i think i figured it out

Usually people do their website backwards + the app/program name
Otherwise do your username/name/something then app name.
So I made a simple exercise animations app, looks like this
I wanted to know if background energy consumption is ok or bad
Or is this too heavy energy consumption on use too?
I think this is too short to tell. you just tracked 2 seconds of background usage. You might leave it in background for an hour and check then.
Ah oki, thanks
I'll check again in a while
In what world would 2 seconds of background use be too much
I was just wondering, if the background usage is while being active or if the person wants to know, if the app in background might draw too much over time. But if its while running, I totally agree, 2 sec for 6,5 mins is nothing 😄
Seems like its not running in the background, noice
Is there an easy way to make the packaged application player confine itself to a smaller overall size than the device — i.e. to “letterbox” the app? Asking because I’d prefer to do that than have to design around the Dynamic Island at the top of the screen on iOS devices
I see apps out there having a letterboxed presentation, but I’m unsure how to do that and/or search online for how to do that
Actually I think I just needed to use that term — “letterbox” in my searches. Looks like I can find some information
that sounds harder than just considering the safe area when you're designing UI
Yeah. Could be. I guess I could also just put in black bars which block raycasts/ui interactions
You can get the current safe area and use this to adjust UI. There are scripts online already for this for UGUI.
Using this you can ensure some content is within the safe area on any device.
If you have a game to share, make a #1180170818983051344 and provide a link to the app store.
Hello, I'm really struggling to get my unity app onto my I phone. I'm using Unity 6000.2.6f2, xcode 26.0(17A324) firebae 13.7.0 Since the start of my project i have been using firebase 13.0.0. I was able to get 1 build working on my phone last july. I was a bit of messing around but that was only for a day. I have been at it now for about a weeks worth of days (nights/weekends) my last attempt was upgrading the firebase. What I am interested to find out. What is the workflow for Developing on PC and deploying to iPhone? I was first doing dev on pc -> transfer unity files to MacMini M4 -> Asks to switch to Mac on open -> then switch to iOS. -> Build then open xcode -> build to device. Now I am trying to do the iOS build on my pc then transfer just the Xcode project tot he MacMini. Which is the better route? Building xcode on PC or Mac?
it would be better to build on the mac. Set up a pipeline to automate this if you're trying to dev on a pc, assuming you can't just dev on the mac instead
is this how you are doing it?
I dev on a mac directly when working on ios games
I also set up another mac as a build server for production builds
you can make something like that work, but it will be harder to debug issues
I purchased a the Mac Mini M4 just to build to iphone. I did not buy the top of the line one. I figured it would be suitable to build. I'm interested it find other people that are using PC to Mac and see what their workflow is like. It does not matter to me if I build the Xcode on PC or Mac but switching to creating the App on the mac is probably a no go for me as I don't think the Mac I bought is the best one for this.
The issue I am running into is realated to the firebase libraries, cocopods and stuff like that. If I transfert the unity project I can switch platform to MacOS and Also IOS and it runs fine in the editor, it just does ot want to include these libraries.
it sounds like you have two issues. Is it building on the mac now? You will make your life easier if your mac has Unity installed and you build it from there. Get that working first
the mac does have unity installed
I think that is how I initally expected this to work. I think that is how I initally got an earlier version working on my phone. Only thing I think i needed to do was add the firebase files to Link Binary with Libraries.
you shouldn't need to modify the Xcode project. Cocoapods should generate a workspace for you, and you open that (not the project) to build
that is what I have been doing. the cocoapods did not seem to be putting the correct version 12.9.0 and my project was failing for not finding 13_0_0.
Think I might attempt it some more with building xcode on Mac unless someone here tells me they use PC and have a set workflow that works.
i'd also be curious to here if cocoapods is the thing I should be using or if I should be using swift
what makes you think that was wrong? Firebase v 13.7.0 should be using ios pods 12.8.0
I checked the xml too just to be sure, it's 12.8.0 https://firebase.google.com/support/release-notes/unity#version_1370_-_january_22_2026
Pods is listing the firebase package as 12.8.0
yes, that's correct
Firebase for Unity 13.7.0 is using Android BoM 34.8.0 and cocoapod version 12.8.0 of the libraries
The app when deployed to the phone was looking for 13.0.0. ( that was before me upgrading). Now the possible just seems to be blank
what was the exact error? something got screwed up somewhere because there isn't a 13.x.x version of the ios sdk. The latest is 12.9.0 2w ago
did you edit any xml files thinking the version was wrong?
I’m about to try rebuilding and deploying to the phone. Grok telling me to try a few things. If I get the same error I’ll drop it in here
still messing with trying to rebuild Having space issues. Trying to clean up space but might uninstall unity and reinstall on my external hard drive. but I did find a log mentioning the 13.0.0 file issue I was seeing DllNotFoundException: Unable to load DLL 'FirebaseCppApp-13_0_0'. Tried the load the following dynamic libraries: Unable to load dynamic library '/FirebaseCppApp-13_0_0' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/FirebaseCppApp-13_0_0, 0x0005): tried: '/FirebaseCppApp-13_0_0' (no such file),
how did you install Firebase? What are in the *Dependencies.xml files inside the package?
was back in july 2025 when I installed it. I suspect I used the import package but can't say for sure. I've recently updated it trying to fix this issue and used the install package. I think i still have the sdk I used to install and I do not see an dependencies.cml files in there unless they would be created by unity
uh if you're mixing things, that's going to cause a problem
by mixing things, what do you mean?
13.7.0 was released Jan 22, 2026. So unless you used a time machine, it's impossible for you to have installed it july 2025. Did you delete any remnants of the old version?
no, installed the 13.0.0 in july. Only recently ( 2/12 ) tried updating Firebase and UDM4U to try and get the newest packages installed to try and get cocoapods to install the right packages.
it looks like you have something left over then, because the C++ sdk is 13.0.0 and should be using pod version 12.0.0
(on Firebase Unity 13.0.0, July 24 2025)
well it is throwing different errors now with the updated version. let me chase these down. I'll stick to loading the project in unity on mac os and building from there rather than trying to build on PC then xfer xcode to mac
can anyone confirm I should have a "resolve" or "force resolve" under iOS Resolver menu Assets >External Dependency Manager> iOS redolver > Resolve (or force resolve)
does it not tell you in the documentation?
I'm not even sure if there is documentation. From what i understand if I have edm4u installed it should show up. Other things are telling me the Android Resolver or the Version handler should have resolves under them. I'm mostly looking to have someone that builds on mac to check and see if they have the menu
you literally have 'documentation' highlighted in the screenshot..
I don't recall ever having the need to 'resolve' on iOS, couldn't say for sure whether it was there or not.
there isn't a resolver for ios because it uses cocoapods for that
ok. I think I am good on the dependencies. Have another error I am working through. I think I fixed some stuff in code that could be causing some firebase related issues also. Have to run my daughter back to college so I'll have to do all the copying, building etc and see if what I did is better. unfortuanlty this drop off is going to take 2hrs of my time...
I dont think ios has this option
Guys i get an error like "JavaEngine isnt initialized" in mobile while using admob
Anyway that i can fix it
I couldnt get more detailed log for now
And i cant until weekend
But the error was something like that
Every device that i use throws that error
if you can't get more detailed logs until the weekend, how would you work on it now? just wait until you can work on it before asking questions
how the hell do u guys do responsive UI for different devices? Ive been SLOGGING through trying to section off the background gameobject that houses all of these things, trynna use layout group and element components, manipulating anchors, yes the canvas is already set to scale with screen size, I think Expand came out slightly better than "match height or width". Is it normal to just use scripts, like is unity UI just that bad or wot?
Like for example, as Im messing around with the height of this header panel, its children arent scaling within those bounds of its parent.
Header Panel is Pivoted TopCenter.
Image child of Header Panel is pivoted Stretched All around,
yet the text always remainds the same. How come? I thought a good way of organizing this is using panels to visualize how things are being affected, and having some sort of "stretch all around" parent per component to have a "container" within a container to make it easier to scale correctly but this has not been working at all
You want to learn how to use the horizontal and vertical layout groups.
If you put text inside those with control width/height on then they get auto sized based on the text.
Layout elements can also be used to set custom values for "preferred" size and flexible sizing. Ask for more help in #📲┃ui-ux
I was wondering how do I publish my game to the Galaxy Store?
Surely they have extensive documentation about the subject
i am making mobile 3d game which ai can i use to scripting?
Hi all, I just recently upgraded from Unity 6000.0.26f1 to 6000.3.8f1
however, now my notification bar is showing up on Android devices... I haven't changed any project settings other than upgrading Unity. I'm attaching a screenshot of my config, and based on the config it should be not displaying it? Is there something I've missed? thanks!
Maybe delete the Library folder (with the project close) to let everything reimport and make a clean build
Also make sure you dont have anything about this set in a custom manifest
- Making a full game without understanding how the code works will be incredibly hard
- I personally really like Gemini (3.0/3.1)
Doesn't seem to be the library. I deleted my cache of it on my GitHub action and reran my build so it would regenerate the library and it still shows the notification bar
navigation bar != status bar (what you've called notification)
What if you enable "render outside safe area"?
You would want this on anyway for a nice looking game (but requires your UI to respect the safe area)
compared to a build on previous version of unity, there is no notification bar
From the docs, it said that shouldn't affect Android 15 or later. My phone is on Android 15
Yes thank you. I meant notification
There is no custom android manifest
Huh perhaps its forced it on now?
Cant see it being forced shown by Android, and it's not something Unity would do
https://docs.unity3d.com/6000.3/Documentation/Manual/class-PlayerSettingsAndroid.html#Resolution
"Android 15 and newer: This setting has no effect as the application uses the entire screen space by default. For more information, refer to Android documentation."
I can still try to toggle it and see if it does anything
I guess they are forcing devs to respect the safe area (looking at you nintendo)
thanks
Apparently the render outside safe area flag does have to be enabled despite the fact the documentation says it should have no effect on Android 15+...
Bug report time (;
When building our app for Google Play store, to use Notifications, is USE_EXACT_ALARM or SCHEDULE_USE_EXACT_ALARM required? This documenation seems to imply it does, but android documentation states that those permissions should only be used for Alarm apps and Calendar apps. https://docs.unity3d.com/Packages/com.unity.mobile.notifications@2.4/manual/Android.html
Seems to me it implies the opposite? It explicitly says that apps will be rejected if they set those permissions but don't use exact scheduling
what i'm discovering, is if I add unity.mobile.notifications to use the phone notification system on android, its auto adding
android.permission.USE_EXACT_ALARM``` to the android manifest. But, then when uploading to the Google Play store, it wants me to identify our app as either an Alarm app or a Calendar app.
somebody probably set the mobile notifications to use exact timing. Look at Project settings -> mobile notifications -> set schedule at exact time setting for android
anyone know what these are under the inputfield component, the documentation didnt really help and on some I couldnt tell the difference, might be because im using unity remote (cant even use the phone keyboard
) :
- Reset On Deactivation/Should activate on select (are these in regards to the "interactable" check at the top of the component and toggling it on/off?)
- Restore on ESC key
- Hide Sfotkeyboard/ Hide mobile input (I think hide mobile input means it auto adjusts the view so its above the keyboard?, not sure what softkeyboard is)
-Read only makes is basically toggling the interactable setting off?
Is there a mobile version?
The answer is still no
Me from mobile version
You could use like VNC from your phone if needed. Sometimes ill do that if really necessary... I.e. out walking the dogs and need to trigger some tiny rebuild.
But theoretically you can use a mobile device that way. Hopefully with a keyboard and mouse.
I'm having issues with a Unity 6.3 project that is building with an iOS target, and I'm using the Firestore SDK.
One confusing bit, is I have cocoa pods installed view homebrew, and Unity can see that its installed, but there is no 'Resolve' option for ios like Android has. So i had to use a custom script to generate my pods file correctly with the firestore stuff.
When I build from xcode to iphone, once it tries initializing Firestore, it crashes the app.
My crash happens after I get this log Firebase initialized successfully. but, i also have this log 12.8.0 - [FirebaseCore] No app has been configured yet. which I dont' fully understand.
I have my GoogleService-Info.plist file in my asset folder root.
I don't have this issue when building for android.
what did you do for this custom script exactly? Unity should be calling pod install by itself to generate an xcworkspace
normally, if that step fails you'll see some errors in Unity and the easiest way to debug is to run pod install yourself in the output directory to see what conflicts happened
also, google's resolver should be creating a copy of your plist at Assets/Plugins/iOS/Resources/GoogleService-Info.plist. That's the one that should be getting used. I assume this is working since you're seeing a success message at all
#if UNITY_IOS
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
public static class ForceFirebasePods
{
[PostProcessBuild(999)]
public static void OnPostProcessBuild(BuildTarget target, string path)
{
if (target != BuildTarget.iOS) return;
string podfile = Path.Combine(path, "Podfile");
if (!File.Exists(podfile))
{
Debug.LogError("Podfile not found.");
return;
}
string contents = File.ReadAllText(podfile);
if (!contents.Contains("Firebase/Core"))
{
contents = contents.Replace(
"target 'UnityFramework' do",
@"target 'UnityFramework' do
pod 'Firebase/Core'
pod 'Firebase/Firestore'"
);
File.WriteAllText(podfile, contents);
Debug.Log("Firebase pods injected into Podfile.");
}
}
}
#endif```
it was generating the worspace, but my resulting pods file only had the UnityFramework stuff in it. no mention of firebase. (at least not until I wrote this custom script)
it did not seem to be doing that.
you might have a mismatch of versions with your script, that could cause a crash. But I would be concerned about the podfile itself. There are no firebase entries? Do you have the firebase dependency xml files? The dependencies for core would be in AppDependencies.xml, and where exactly that is will depend on how you installed firebase
what version of the firebase pods does your podfile result in?
<dependencies>
<remoteSwiftPackage url="https://github.com/firebase/firebase-ios-sdk.git" version="12.8.0">
<swiftPackage name="FirebaseCore" replacesPod="Firebase/Core"/>
</remoteSwiftPackage>
<iosPods>
<iosPod name="Firebase/Core" version="12.8.0" minTargetSdk="15.0">
</iosPod>
</iosPods>
<androidPackages>
<androidPackage spec="com.google.firebase:firebase-common:22.0.1">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-analytics:23.0.0">
</androidPackage>
<androidPackage spec="com.google.android.gms:play-services-base:18.10.0">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-app-unity:13.8.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
</repositories>
</androidPackage>
</androidPackages>
</dependencies>```
i'm not sure what you mean what version of the firebase pods my podfile results in
when you run cocoapods on your podfile, what version of Firebase shows up in Podfile.lock?
ok, i think i may be following you. my podfile does not specify a firebase version...but sounds like maybe it should?
well something is breaking down in the podfile step, and I suspect your podfile just gets the project to build. How did you come up with that? It shouldn't be necessary
i haven't worked with iOS much. Just android. Normally with firebase an android, the external dependency manager just runs, and 'takes care of it' for me. but when i started the iOS version of this project. Unity could not find cocoa pods or something. so i had to install it via terminal, into homebrew, and maybe that confused it
i'm tempted to start a fresh project. because there isn't much in this one
testing with a basic project is a good idea. This one builds without errors right?
if there's no workspace, I would expect you to be seeing an error about pod install failing
yeah
i believe i was initially. which resulted in my weird installation of cocoa pods
external dep manager should be handling this all for you and firebase uses it
Hi guys us there a unity mobile or are you all in pc
use mobile to run a cloud pc
There is no version of the Unity editor for mobile
you get this fixed?
not yet. next step is to try to do it with a fresh project, but i'm going to wait till the weekend is over
I was struggling with something similar for the entire month of Feb. Just got my stuff working this weekend. I build on PC and use a mac mini to build for iphone. I did make test project that only connected to firebase and it was good. My issues were mostly of my own doing. I had more than 1 script calling FirebaseApp.CheckAndFixDependenciesAsync(). The biggest issue I had was some of my scripts were calling firebase before it was ready. I created a single script that handles the FirebaseApp.CheckAndFixDependenciesAsync() and sets a var FirebaseReady then all my scripts that touch firebase have yield return new WaitUntil(() => FirebaseInit.FirebaseReady); in the startup. one last thing I did was remove all the firebase stuff and External Dependency Manager and reinstall it in unity on the mac. i am using Firebase 13.0.0 /Unity 6000.2.6f2. When building to my phone first line of the log reads "12.0.0 - [FirebaseCore][I-COR000005] No app has been configured yet". This seems to be normal. Also I have never seen the Force Resolve or Resolve under that iOS menu no matter how many times all the LLMs i ran this by told me that that is a sign that EDM4U is not installed correctly. I'm actually working today on moving my project back to my PC and will be adding to it and then after a few additions I will try my work flow again. Build on PC > copy to Mac > delete library folder (maybe temp, logs, obj too) > open in unity on mac (it loads the project as macOS > switch platform to iOS > build as xcode > in xcode I set my signing to automatic and my team (prob a way to set this up so i don't have to do it every time) then build to my phone. I attached an image of my cocoapods. evidently the ios native firebase package does not match the unity c# package . This was a bit of a brain dump. not sure if any of it helps but I am happy to try and check things or bounce ideas off of if you want.
Sounds like you and I are taking the same path. your actions seem very smilar to what i've done.
hopefully you can get past it faster than i did. feel free to hit me up. can't promise anything but could be a good sounding board
awesome. i'd love that. probably won't be today, as i'm fighting with a neck/head ache but this week for sure!
Is there a faster way to build for android? It takes up to 13 minutes to build for android.
ios does not have the force resolve option to my knowledge
Anyway do you have an issue or are just telling a story?
Hello
Why is android builds so slow? I only have 4 game objects and one texture in my project and one script.
How do i make builds faster for android?
what part of the build is taking a long time?
Literally the buld part. I go to file then build profiles and under android i click build and run and it takes up to 13 minutes just to build everything.
... yea, which part of the build process? The progress bar will be showing what it's doing
I think the android stuff takes the longest
Not sure what 'android stuff' you're talking about. Build and run doesn't make much sense to me either, shouldn't you be patching and running or building then sideloading the apk (and obb if applicable)?
patch and run?
Is that faster than build and run?
Actually wait is patch and run what im supposed to be using for testing?
im not sure what happens when you click build and run for an android build. When your device is connected to your computer, unity should detect it and give an option for patching or patching and running. At least it does for me.
i doubt it's faster though
There is one
when you build the loading bar unity puts up should be telling you what's happening
can't really help you if you don't know what part is taking a long time, sorry. The build process is complex. It's probably shader variants, that is what usually takes a long time, but if you only have a few things I doubt it's that. Plus that only happens when you need different shader variants than what's cached. Could also be transferring it over to your android device if you have a really slow connection.
il2cpp can be slower but if the project has little code it shouldnt matter much
If your pc is low spec it will be slow regardless
I don't have low spec
Well build again and watch the loading bar, see what part takes long
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
patch and run was way faster than build and run
Took about 3-4 minutes
maybe, maybe not. Like i said idk what build and run does. Try doing it again w/ build and run. If it is also 3-4 minutes, it was probably shader variants taking a long time the first time they were compiled. They're cached so they don't take long every time.
Every build and run is 13 minutes
then guess it's just slower. I usually build then side load the apk & obb since i'm building to standalone VR headsets, patch & run doesn't work that well I've found.
I didn't know i was supposed to use patch and run
not sure if you're supposed to or not. But one thing, it only works for development builds.
building and patching take about the same amount of time for me when I used to do it, before I switched to only building & sideloading.
They do not take the same amount of time that's for sure
but if it works for quick iteration, just do that. Then when you actually build for releases, you can try doing a build + sideload instead of a build & run.
because it contains a lot of cached data
Why does unity cache everything?
because it would be fuckin expensive to re process assets each time they are needed or to keep them all in ram wouldnt it?
A basic godot project isn't this big on disk
guess they do stuff differently i dunno
Defold projects are also small in size i believe
But all this caching is insane
There isn't anything i can do about this?
best to research or ask in another channel thats relevent
Which channel should i ask in?
When I switch My project to android it give me this bloom effect. I just want a sphere
you have a 'global volume' , this is post processing, that is causing it, probably
Thanks for the help, I got the solution
Guys, I want to make a game because I don't know how to program and I need a ready template
hello guys, i am getting this issue when trying to update my app, i have researched a bit and i saw that it is because of a vulnerability in the unity editor 2023 versions or something. so i changed to 6000.0.58f1. after this change 1 app updated without problem but the otherone still gave me the same issue and reject the update.
what should i do ?
What is the "this issue"?
oh my bad i thought i sent the image
if you updated to 6000.0.58f1, you still have the vulnerability. You need 6000.0.58f2 or later
Hello guys, I just created a prototype of mobile UI where a player will control a spaceship with 6 degrees of freedom movement including pitch, yaw and roll. The spaceship will move with RCS thrusters and the main rocket engine (black triangle). I designed this UI prototype based on the FPS controls and warship controls. So, I want to ask for your opinion about my prototype so that I can improve it. Any criticism are allowed.
I'm trying to play audio on Android in such a way that it continues on the lock screen and can be controlled via the media player (like Spotify). I've got as far as setting up a foreground service that interacts with mediaplayer, but I'm confused as to how I can get audio from a Unity AudioClip into that media player service.
The only advice I can find online seems to suggest I need to store the audio files in StreamingAssets, then pass a file path from C# to Java and pass that into MediaPlayer.create, but moving the clips to streamingassets will cause issues for me. Is there a simpler way of doing this that I'm missing?
I suspect not so loading the audio in java/kotlin directly will be best to avoid needless work (such as reading the clip data, transfering it to the jvm via jni and producing a new audio object from it)
Ah I see, thanks for letting me know!
Sorry for the double-reply, but do you know if there's a way of accessing files in StreamingAssets on the Android side?
I've tried passing the StreamingAssets path as a string into the Java class, which resolves to something like this:
jar:file:///data/app/~~iIobpV2F2WrvFsqEfJEvfA==/com.company.app-UlqM8d0UliDwyd39jzQN9A==/base.apk!/assets/test.wav
and I've also tried:
Android/data/com.company.app
but both of these paths return null when I try to access them in the Java code. I can find info on ways to do this on the C# side, but nothing at all on whether it's possible to get to these assets from Android. Any advice would be much appreciated!
Update - I figured it out, and here's the details in case anyone comes looking in future: you need to use Android's AssetManager class. See below:
// 'context' here is the running Activity instance.
AssetManager assetManager = context.getAssets();
mediaPlayer = new MediaPlayer();
// The 'openFd' call won't compile unless you have a try/catch block around it.
try {
AssetFileDescriptor afd = assetManager.openFd("test.wav");
mediaPlayer.setDataSource(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength());
afd.close();
} catch (IOException e) {
// catch the exception
}
mediaPlayer.setLooping(false);
mediaPlayer.prepare();
mediaPlayer.start();
This works for files in the StreamingAssets folder, since they exist in the filesystem after build, so seem to get packaged up into the APK in a format you can access through AssetManager. You need the AssetFileDescriptor to locate where the actual bytes are in the APK.
Hello people, I am attempting to make a small clone of a solitaire game that I have on my phone. Mostly to learn the mobile development workflow. However I am immediately encountering an issue which I didn't plan for (though probably should have expected.
I am unable to get nice looking cards on my screen.
Attached is the game I'm looking at and my current Unity scene.
I have tried using big sprite, small sprites, and even making them modular in engine (text and suit image). Yet the game's sprites are clean and mine are blurry
Help.
Is the game view zoomed perhaps? Show a full screenshot. If not, check the sprite import settings
I think what's happening here is that your editor window is just so small that it makes it look like that. The cards are 86 x 122 pixels in the original game but 24 x 35 pixels in yours. It's going to look worse if you only have a fraction of the resolution
You can try to set the filter mode to no filter but I don't know how much that'll help
I can showcase your games if you want DM me
so, I was hoping that it was just because of the difference between my monitor and the phone, but I tested with Unity Remote and nope.
My card is coming from a SVG which I'm exporting to PNG. It doesn't seem to matter what size I export it at as I'm having the same problem. However here is the current png I'm using
- Unity also has SVG support now
- Maybe tell your issue
- Know that Unity Remote still uses your PC to render, not your phone. Its like a livestream
Oh this was an ongoing thread
- Set compression to medium if you want phone memory to survive
- Which resolution do you use for the card textures?
- Share your graphics/URP settings, The default quality tier for mobile uses 0.7x resolution for example, which isnt needed for simple graphics
Also you need your textures to be power of 2 sized to enable mip mapping on them which prevents aliasing on small scales
I did try using Unity's SVG system, but noticed no difference in the image quality. I figured that using the pixel image would be nicer on mobile hardware, but I could be wrong, I don't really know much about graphics stuff.
I'll try properly running it on my phone tonight as I assumed that was what Unity Remote did. Appreciate the info.
The card's size is 90x135, which is the same size as the sprite in the editor.
I'm not exactly sure where to look for the compression or graphics settings. I found the graphic's in project settings, but there was a lot there and I wasn't sure where to look.
I also found that there is a difference between the same image in the Unity Sprite Editor and in my simple image viewer
I regret to inform you that the issue seems to have sorted itself out.
I wish I could explain what I did, but I have no memory of doing anything.
This is a build I did for mobile. Initially, I assumed that it just works in build, but it also looks fine in the editor as well.
Hey everyone,
I’m implementing Sign In With Google via FirebaseAuth.SignInWithProvider. I’m hitting a wall because the sign in works but at the end it’s not redirecting back to the app, never concluding the operation.
Did someone had this issue before? What are your approaches for Sign In With Google and Firebase?
My test device is iOS.
Thanks in advance!
@real magnet There's no modding discussion on the server.
Hi,
I’m running into an issue with runtime loading a GLTF model (exported from Tripo) in Unity WebGL using glTFast.
Setup:
- Unity WebGL
- URP
- glTFast runtime loading (LoadFromUri)
- Model: .gltf + .bin + basecolor .jpg
- Assets are loaded via signed URLs
- GLTF URIs are rewritten at runtime to signed URLs
What works:
- GLTF file loads successfully
- BIN file is loaded correctly
- Texture file is reachable (valid URL)
- Renderer is created
- Mesh is visible
- Material slot count = 1
Problem:
- The material is NULL after loading
- glTFast does not seem to create a valid runtime material
- If I apply a fallback shader (URP/Lit), the model appears white
- Texture is not assigned (tex = NULL)
Debug output:
- Renderer count: 1
- materials: 1
- original material: NULL
- fallback material: shader OK, but no texture assigned
Important:
- The issue is NOT a missing texture file (URL is valid and accessible)
- It seems the material creation fails before textures are assigned
Additional context:
- Model renders correctly in Blender and external GLTF viewers
- In Unity Editor (non-runtime import), it can work
- Issue appears specifically in WebGL + runtime loading via glTFast
Questions:
- Has anyone seen GLTF files where glTFast fails to create materials at runtime (WebGL)?
- Could this be related to how Tripo defines materials or textures?
- Any known issues with:
- external textures
- PBR definitions
- URP compatibility in WebGL
- Would switching to .glb instead of .gltf improve reliability?
Thanks!
Is this only happening in builds? What does the material look like in editor when loaded at runtime?
If only in build, likely the shader is not compiled, as it uses it's own GLTF shader. You can add the loaded shaders to always added shaders (does add a lot of shader variants) or have an object in your scene with this shader and destroy it on Awake
Hello Guys thank you for the response. I figured it out my self
The issue was caused by missing shaders in the WebGL build when using glTFast.
Fix was to collect the shader variants (via ShaderVariantCollection) and add them to Preloaded Shaders in Project Settings → Graphics, then rebuild.
After that, materials loaded correctly at runtime
So what I said xD
yes:)
Yes, absolutly:) Another thing that drives me crazy Unity WebGL: AudioClip loaded via UnityWebRequestMultimedia (MP3 from Firebase signed URL) completes without errors but results in length=0, samples=0, channels=0. URL is valid, download succeeds, but decoding fails silently. Same file works when embedded or used in VideoPlayer. Issue only occurs in WebGL runtime loading. Is this a known limitation of MP3 decoding in WebGL or related to encoding/signed URLs?
Yo
How can I execute a callback when the native back button is pressed?
Input.GetKeyDown(KeyCode.Escape) is not working. (I use 6000.2)
you forgot to say what the problem was, so no
oh
I'm developing an Android app and using Google Drive as a database (they said it wouldn't work, but it does). The problem is that my friend has a Samsung A56 (Android 15), so the app requires the ARM64 architecture. Up until now, I'd been developing everything for ARMv7 and it worked, but after the change, the functions responsible for connecting to the database stopped worki
and now idk what to do
Using Drive as a database is an incredibly bad idea
but it worked nice
I'm sure you can make it "work" but you have to include your credentials in the app which is about the same as just posting them publicly
It means that anyone who downloads your app has full access to your Drive account to do whatever they want with it
Everything is handled by an agent with restricted access
- The app is for a “company” (5 people), so everything happens within a trusted group
If you want, we can go on a video call and I'll explain how it works
Well it's up to you of course but don't say you weren't warned
Chill. These people don't know how to make a table in Excel
what did you change, exactly? What's failing, and with what errors? You still haven't said what the actual problem is.
I switched the architecture from ARMv7 to ARM64. Nothing pops up in the editor, there are no errors, and everything works fine, but on the phone, all the features responsible for things like recording attendance or simply accessing documents from the database seem to be completely missing.
and what errors/messages do you see in logcat?
nothing
that seems unlikely. I assume you're using some kind of library to interact with google drive. Does it support mobile devices?
When I say logcat, I don't mean Unity logs. I mean the logcat utility (there's a Unity package to help) or to use Android Studio to view them
yes, it supports
i kow
I checked yesterday and there was nothing there
maybe your code is throwing an exception you aren't catching and silently swallowing it. It works on your actual device in arm7? Not just in editor
I'm using Google Colud
what exact library? google cloud is a lot of stuff. Is there a Unity-specific API you're using, or is this a pure Android app?
Everything works on ARMv7 (on my device), but, as I mentioned, my friend's device requires ARM64 (he couldn't install the .apk)
- I left ARMv7 enabled
On Google Cloud i'm using Google Drive API
It doesn't look like these officially support mobile at all https://docs.cloud.google.com/dotnet/docs/reference/help/platforms What specifically are you using?
which library are you using to access the API?
using System;
using System.Collections.Generic;
using System.IO;
using Google.Apis.Auth.OAuth2;
using Google.Apis.Drive.v3;
using Google.Apis.Services;
using Google.Apis.Upload;
using DriveFile = Google.Apis.Drive.v3.Data.File;
public class CloudDrive
{
private DriveService svc;
do you mean this?
okay so probably https://github.com/googleapis/google-api-dotnet-client which again, specifically mentions Unity is not supported https://github.com/googleapis/google-api-dotnet-client/blob/main/FAQ.md#why-arent-unity-xamarin-or-uwp-supported
you don't have a lot of options, and have now been punished for not researching solutions thoroughly enough
- fork the dotnet client and fix it so it works on mobile. Probably not feasible
- switch to a different solution which is suited for mobile
- implement your own solution using the REST api yourself https://docs.cloud.google.com/apis/docs/client-libraries-explained#use_your_own_client_code
you could try to find a different library; you could try raising a ticket on the official github; you could find someone more knowledgeable about the dotnet client API. Apparently it would theoretically work but again, not supported and if you're not even seeing any errors in the console/logcat then you're going to need some skill to debug it and determine if it's even fixable
i'll try one more time with debuging witg Adnroid logcat
F... and now there are red notifications in log
a lot... in every posible tag
look at what is produced when you are calling the api. Those are ignorable for now
no
ok
hey guys! can you build to ios just to test locally offline from an ipad or iphone?
not deployed on the app store
literally just a way to play it BUILT on an apple product
Well yes, developing for mobile would obviously be near impossible if you could test the app for the first time only after it's already in the store
You do need a Mac to build or use a cloud build service
but can i literally have an app on my phone
that i can test from
yes
cool thanks
If your device has dev mode on you can pair it with xcode and build and deploy to the device very easily. Other solutions like firebase app distribution also exist.
I have an issue were my game is lagging and I don't know what to do
any more info?
Not really.
Because am not the one developing the game.
Our current unity Developer left and the game he produced is lagging.
So am asking for help and also looking for who to complete it for us
there’s so many reasons that a game could be lagging, it’s hard to pinpoint which one if there’s not much info about your game
you could try checking the profiler to see what’s really eating up your performance
Profiling time
You need someone with the code and project to use the Unity Profiler first, that'll give you some indication of what's going on. But it could anything from poor art assets to unoptimized code, etc.
As for hiring you probably want
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I made and realesed a game with Unity6.3 on google play, the game is perfect and completed, dont have any ads and dont cost money.
But a thing that annoys me is, that google play says this about my app permissions:
"Storage:
- Read the contents of your shared storage
- Modify or delete the contents of your shared storage
Other:
- Access all networks"
Why does my app require access all networks?
I dont have analytics or any debug plugins enabled or installed by myself.
I want to access as less as possible of the phone from my users and my app dont need more than this read and write permissions to save and load itself.
I dont want any analytics or bugreport features in my game.
What can I do to get rid of this "access all networks" permissions?
hey guys, im having issue with an app on google playstore, basically they are indicating some policy violations, for suggestion they linked a Unity discussion form, there they mentioned to update to updated unity versions which dont have vulnerability issues etc, but my project is updated to a safe unity version.
Can anyone give suggestions as to what could be the issue?
My game is not showing admob ads even after approved, anyone knows why?
something must be adding permissions to your manifest (Unity can do this, look around in Project Settings). Find and remove it, or add a build postprocessor that strips those permissions from the manifest https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Android.IPostGenerateGradleAndroidProject.html
likely CVE problem https://unity.com/security/sept-2025-01, upgrade to fixed Unity version or use binary patch tool (what version are you on? and check alpha/beta tracks for artifacts still on the cve-affected versions)
what error codes are you getting back? did you whitelist your devices? do the example ad unit ids work? you're testing on an actual device and not in the editor, right?
Hey everyone, I get the "gradle build failed" error once again after upgrading the Unity version. Same thing happened 6 months ago and I have no idea how i fixed it, i just remember that it took me way too long. I really need some guidance here.
You'll have to show the error
did you look around to see if you have duplicate google ads plugins? you might need to delete any resolved dependencies and re-resolve them, or find out if something is pulling in an extra copy somewhere
Yes, there are. There are three folders named "GoogleMobileAdsPlugin.androidlib" in three seperate places.
One under Library\Bee\artifacts\Android\Gradle\unityLibrary
Other Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary
And Assets\Plugins\Android
But the thing is, i have deleted all of them and force resolved it multiple times already. They keep coming back from what I understand.
In case anyone stumbles upon this, i just changed the editor version from 6.7 to 6.3 and it works now.
I’m working on something around indie game growth and distribution and trying to understand where we struggle most.
What’s been harder for you so far: building your game, or getting people to actually play it?
getting players is always the hard part
I made a android build and it runs like this.. is this a unity bug or..? (6000.5.0b3)
https://cdn.discordapp.com/attachments/1371798621959356426/1501157661272576070/Screen_Recording_20260505_184406_BlockCityGangsters.mp4?ex=69fb0d84&is=69f9bc04&hm=132f62c0927530cf56e8606abf60cb1a5dc8a3f77ee199af19fb789d058ec6a2&
You need to provide more information. Including what steps did you take to debug.
Im currently rebuilding with forced landscape rotation
i also fixed the errors from the debug
i have no idea why does it even show up because i had development build option off
It still happens, i have no idea how to debug this
Did you test it with Device Simulator?
Did just now, its fine there
Im going to try turning off post processing maybe thats why, because it renders fine when there is no camera in scene (first part)
I turned off post processing it it now renders fine, im going to make one more build with post processing to be sure
Yeah it was post processing
Now it happens if i enable a overlay camera
heeey <@&502884371011731486> Can you help me? Is there a ticketing system here? I need help with Tapjoy.
Is this server related?
Tapjoy belongs to Unity, right?
!support @pliant egret
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Access our Help Center for Unity Support.
Hey guys, need some help with a Google Play issue. My game got removed for “Device and Network Abuse policy” even though:
- the game has been live for ~1 year
- no updates were pushed in the last 2 months
I already tried:
- upgrading from Unity 2022.3 LTS to Unity 6
- removing AdMob completely
Still getting the same violation. Anyone know what usually causes this or which Unity plugins/SDKs I should check?
probably CVE issue again. What exact version of Unity did you upgrade to?
Tried with: 6000.3.12f1, 6000.3.15f1, and even 2022.3.62f3 (the version the game was originally live on), but still no luck.
do you have any active artifacts on an external test track? Those versions of Unity 6 should have fixed the cve exploit
Yeah, I think you were right. I still had an older release sitting in Open Testing from Nov 2024. Going to check Internal/Closed tracks as well and remove any outdated artifacts!!!
yep that'd do it
Thank you so much, you literally solved this issue I had been stuck on for almost a week!
<@&502884371011731486>
Hello
@everyone
Hello
@here
Hello
@developer
<@&502880774467354641>
Hello
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Duration: Permanent
Does anyone have a good guide for making Android builds on Linux? I'm using Mint 22. It seems like installing the package is broken.
EDIT: Solved. ✅ After reviewing ~/.config/unityhub/logs I determined the issue was disk space. it appears that, due to temporary install files, I needed 5x more disk space to do the install than Unity Hub said I needed.
The top result I can find is this (no answer): https://discussions.unity.com/t/installing-unity-on-linux-ci-cd-machine-how-to-handle-pkg-files/1615551
This appears to have an answer from official Unity support, which I tried, but Unity Hub didn't acknowledge I had installed the package, and neither did the Unity Editor.
https://discussions.unity.com/t/issues-with-new-download-links-for-linux-no-setup-for-the-editor-and-android-as-a-pkg-file/
This one implies the package is incorrect, possibly? https://discussions.unity.com/t/unity-hub-linux-android-module-points-to-a-mac-one/
When I try it through Unity Hub I get this:
I'm unsure where to find the Unity Hub logs... EDIT: Okay it's ~/.config/unityhub/logs/info-log.json
I see a couple of complaints on this server from 2026 about it. Doesn't seem like it ever got resolved.
nSystem ERROR:\nerrno=28 : No space left on device
Oh, okay. Why can't Unity Hub tell me that. :P
Well, it seems like the estimate is wrong by a factor of 4? I guess I'll try shuffling some partitions.
I gave myself 21 GB of disk space and then the 4 GB Android build tools install worked. Yeesh.
This might help next time (at least for me):
https://discussions.unity.com/t/editor-modules-do-not-install-in-unity-hub-on-linux-16gb-ram-disk-quota-exceeded/1718603
On Linux (tested in Ubuntu 25.10 and 26.04) I cannot install any modules to the editor, especially the Android module is very tedious. You get the erro that the Hub does not have enough storage (Disk quota exceeded) This apparently is due to Unity Hub using the TMP folder under the hood for download and installation (not the downloads folder se...
Is Unity 6 URP just kinda broken...? It runs TERRIBLY on my phone, and even a blank scene struggles to reach 30FPS. This is with the default URP config. And my phone can EASILY handle scenes much more complex than I'm throwing at it.
What phone do you have?
Google Pixel 7
It can easily run much more intensive 3DMark benchmarks at ~45FPS on complex ones, 60FPS locked on normal ones
And desktop-complexity projects I've put on it before run great too
It's just anything with Unity 6 URP that suddenly runs with unacceptable performance
what does the profiler say?
How do I access it?
I'm not experiencing performance issues on my PC, only the phone
make a dev build, deploy to phone, attach profiler
What does this mean?
if that's the empty scene, you might want to look at whether you have something capping your frame rate via vsync. Otherwise, your water shader is insanely expensive to render
or whatever the gpu is rendering anyway, I guess it doesn't just have to be the shader or postprocessing. But based on your screen shot that would be the first suspect imo
Lemme try the empty scene
Also, even if my shaders are expensive, my phone can EASILY render shaders much more complex in earlier Unity projects of mine?
and? something changed, you need to figure out what. Maybe there's a new setting enabled by default that made it more expensive. Cut the scene down to something minimal and then hunt it down
Empty scene-- target 60FPS, framerate 30FPS?
that looks like vsync is on
that doesn't mean Unity is rendering at 90Hz
The target framerate is 60FPS, the display is running at 90Hz, so why is VSync waiting for 30FPS?
did you set target framerate to 60 FPS? You can't set 60 FPS on a 90Hz display
it should be 30 by default, and otherwise must divide the refresh rate of the display evenly
I did
It seems to happen ONLY when an element uses a shader sub-graph? This is without vs with a sub-graph that's literally just a saturation node.
New custom function based approach
URP btw:
Hi
Yo
Fun fact: I took the worst route in doing this, and it kinda proves that shader sub graphs are what're broken: this is 3 canvases with 3 cameras rendering each frame. And it's still running 60FPS LOCKED on the same hardware that was struggling at 3FPS with one camera and only two UI elements with subgraph shaders.
It all depends on what the subgraphs do...
@everyone I need Help, How to use smartphone keyboard to type something in an input field on Unity WebGL Builds ?
Howdy folks, really strange bug I encountered on Unity 6.2 this week. My 2D game has a canvas with multiple gameobjects that comprise portions of that canvas I can turn on/off as screens are adjusted. Basic stuff. Well one of them has a Rendertexture that a Perspective camera outputs to. This is how I can get a pseudo-3D scene in a portion of the UI. One of the other canvas objects can also turn on a perspective camera for showing a map. And I have another for adjusting player icons.
This works well on PC, Web and iOS in dev and release build, Mono or IL2CPP. But on Android, only in Release build, I find turning on any of the child canvas gameobjects that have a render texture on them with one of these cameras outputting to it just halts all rendering on all canvases entirely until it is closed. It took me some time to root-cause it as being the cameras too. And to confirm this is the only combination of things producing the issue.
The fix turned out to be disabling the cameras and manually calling their render function in an update loop. Like... ok? I don't understand why. Has anyone run into anything like this before?
.Render is very slow as it does it at the moment.
As 6.2 is old and unsupported for a while, try theatest 6.3lts. if it still happens, definitely file a bug report
--------- ✂ ------------
I declare this channel OPEN!
Lets get talking about mobile development!
*Update, its not just UI. and its not all UI. its ... some UI, and some meshes. Which is making this horrible to debug
woohoo
@vague flame sometimes that issue happens to me, just restart the pc.
Anyone feel like there's a frame or two of latency in Unity's native input bindings?
I geeked out on this guys library and couldn't replicate his results - https://assetstore.unity.com/packages/tools/input-management/native-touch-107065
Looking through the source code on iOS, I think its near optimal though, given that I believe the inputs from iOS are offered to you as part of your update loop anyways
Not sure the same is true on android - haven't done a deep dive there yet
Older phones will have more latency though, bear that in mind. Some operating systems have a built in latency to determine the area of press and action. It differs, for example you might tap or drag, but it needs a little time to determine it. AFAIK apple changed theirs on 7
When you press it's really a noisy mess of inputs that needs to be sorted out before passing it on, I guess can look into lower level processes if allowed
can't say I've ever felt Input.touches being laggy
the guys writeup is fairly compelling and detailed - http://exceed7.com/native-touch/
just couldn't seem to replicate his results - and in looking at the source - seemed like this was not the case
hey guys 😃 So, I found out why my ui and meshes were black before, turns out OpenGLES3 on android doesnt like transparency? So i switched to vulkan, but now my app is freezing and I find out the Vulkan way freezes when you are either landscape or over a certain geometry count. We are trying to lower our poly count, but does anyone know a different way around the OpenGLES3 error?
Why do you say OGLES3 on Android doesn't like transparency? Haven't encoutered any problems with that.
sounds far more like a shader is not compatible to me
or perhaps you're crashing silently. Try a dev build with console
I have a question.
What happened to the support for the IOS Unity Remote 5 app? It doesn't seem to work after version 2018.3 for me
I tried reinstalling unity and the IOS extension but nothing seem to work
It works fine for android devices however
did you go into the Editor settings section in Project Settings and select an iOS device? works fine in 2018.3 for me
i'm also bummed that Unity Remote doesn't get the attention it deserves :/
It only allows me to select android devices even though the project is set to IOS 🤔
what version are you on?
it's not, but it should still work
im on the same version and just played with it like 20 minutes ago and it worked
Hmm the update checker is saying its the latest version
I will download the latest manual then and see if that fixes it
2018.3.4f1 is the latest official release
i doubt that downloading a manual would fix it....
Strange though, it never hurts to try though 😄
i didn't know that the editor still had that feature. maybe the problem is that you're on windows?
unlikely but possible
Maybe, but it worked before in 2018.2.x so i can't imagine it just stopped working
do you have the latest version of iTunes installed?
I have 12.9 installed, there is a new update to 12.9.3, will try to install that and see if it works
👍 lmk if it works (or if it doesn't, i guess)
Well it detects the iphone now in the new unity, but it doesn't start streaming yet 😄
After a restart on my pc it worked
Thanks for your help Ryan 😃
Whats best thing to use for having purchasable item. So I want it to be freely available every 15 minutes lets say, but you can instead buy it, now my challange is, I want to store this data safely so players cant just hack 999 of it
So lets say player has 1 item, they use it, but they get +1 every 15 mins
But they can also buy it with IAP
would probably have to store the info server-side (at least thats how im doing it)
I've got a simple mp4 I'd like to play on iOS/Android via VideoPlayer - is there a best practice for configuring the VideoClip?
Override, Codec H264 for both?
nevermind - ^ answered my own question. Turns out you need to explicitly include the decoder shaders in GraphicsSettings.asset's always included shaders 🙄
porting from mobile to webgl facebook?
So I managed to forget android keystore key... cant I just delete current app (that is only in alpha so far, so, unreleased) and reupload with new key?
It was up in alpha private release in play store so far
And I have no idea how I forgot it but ok
Nvm recovered the pass ^^ 😄
@thorny pelican Taking it here from #💻┃unity-talk
There are few ways you can implement touch controls, depending on the behavior you want to achieve.
- Simplest one would be to just create buttons to control the block. They would work out of the box.
- Have an invisible plane in the axis of the block to get events from Camera Physics Raycaster https://docs.unity3d.com/Manual/script-PhysicsRaycaster.html, then they can be handled by interfaces like this one https://docs.unity3d.com/ScriptReference/EventSystems.IPointerDownHandler.html They will have point of contact you will just drive the object toward it.
- Using touches and doing some manual raycasting https://docs.unity3d.com/Manual/MobileInput.html
There are also could be indirect ways of doing this.
@odd arrow
On method 1 on a button do I have to put a script or something?
Or what to do with the buttons
You really should, at the very least, go through some of the tutorials to understand the basics. You'll find it very hard an inefficient scraping bare minimum mechanics for your game without understanding the bigger picture.
https://unity3d.com/learn/tutorials Has scripting tutorials to explain the basics. There are also pre-made tutorial projects dissecting and modifying which is also a good way to learn.
Yo, I uploaded updates to alpha testers but we cant seem to be able to update it to latest version (android)
Whats up? it takes time? how long?
to appear^^
Hey, I'm having some trouble with a videoplayer in my AR application. On Android, when I call videoPlayer.Play() it plays smoothly and instantly, but on iOS it takes a moment before playing and often lags/hangs. When it does, it seems to make other UI buttons in the app unresponsive too. Anyone know a fix? Using Unity 2018.3.4 with Vuforia
Anyone uses firebase database? whats easiest way to store data for players? Lets say I want to store few bools and an int
ive used firebase briefly
you'll want to use a tree graph of data to create redudancy and flatten your data as much as possible.
encrypt passwords and sensitive information. also set the permissions on your databse. you wouldn't want some rando to modify or read things they shoiulnd't
I'm using fmod in my project but some settings don't seem to apply when using fmod, when players on iOS open our game their music is paused anyone know how to fix that?
'player settings > mute other audio sources' doesn't work because fmod ignores that option
@wintry dragon do you have Unity audio disabled?
In project settings > audio you should have ios chosen
I haven't used FMOD in a long time, but I remember having to manually shift things in the audio settings whenever I switched platform
maybe also check xcode version stuff, from this guide https://www.fmod.com/resources/documentation-api?page=content/generated/platform_ios/basics.html
hmm, maybe you don't need to set iOS banks anymore. Sorry, my knowledge is bit old with fmod >.<
umm, but there should be a way in fmod to set to ios session?
thanks I'll look into that
it's my first multiplatform project using fmod no clue what troubles are ahead haha
No worries! iOS is always particularly fiddly, hey haha
Do you guys know for UnityAds should we use using UnityEngine.Advertisements package or using UnityEngine.Monetization ? Both seems to have same functions.
I think they recommend UnityEngine.Monetization
That is what confuses me, because in the documents they got Advertisement: https://docs.unity3d.com/ScriptReference/Advertisements.Advertisement.Show.html
and here they use mix of two: https://unityads.unity3d.com/help/unity/integration-guide-unity#implementing-banner-ads
A guide to integrating Unity Ads in Unity (C#)
Im currently working on a mobile game and want to integrate cloud saves. Im currently between Playfab and Firebase. Playfabs user saves seem not to be made for saving entire structures and Firebase doesnt provide receipt validation. But i kinda dont want to run two BAAS solutions at the same time. (Firebase is my currently preferred one due to the free feature set) Do you have an idea on how to maybe solve receipt validation over my own (external server) or get firebase cloud scripts to solve this issue for me? 🤔
Hey i have dobut in advertisements integration
I am trying for Facebook ads(audience network) do anyone have idea about it @everyone....!!
@blissful latch you can also use Google play game. It's free and easy ^^ it has the save functionality too
@rough rain yes, but if i want to go multiplatform the Google Play kinda limits me and i would need two seperate implementations
@blissful latch yes if you wanna go multiplatform then I suggest you to use MySQL. I know the asset "easy save" has the ability to store it on your own serveur (or on a domaine). You can ask for a login and a password and save the file on your own cloud.
https://docs.moodkie.com/easy-save-3/es3-guides/saving-loading-files-to-web-using-es3cloud/
Guide for Uploading and Downloading files to and from a web server in Easy Save, the Complete Save and Load Solution for Unity
@rough rain thanks for your help 😃 this is somewhat a solution i can live with.
@blissful latch Firebase is nice to start testing with but can be quite expensive if you have large amount of users. Wouldnt suggest it i the long run
We're currently using Google play services for cloud saves, but it doesnt always work as intended. We are setting up AWS now so maybe we'll have cloud on there in the future
Saving player data is quite easy with Playfab:
https://api.playfab.com/documentation/Client/method/UpdateUserData
In the Data key/value pairs, the value can be nested JSON
The free tier allows up to 10,000 bytes per value
@fringe patio I see, but AB-Testing and retention analysis is a nice thing firebase. I don't plan on having a large userbase. I think I will host my Savegames on aws and use firebase for nice to have stuff.
do you guys know how can I get ProGuard deobfuscation file for Google Play when building for Android?
Ok I am still confused with firebase, how do I send data to database? .Push()? Also, how do I differentiate unique users? 🙃
I'm trying to get a game on to Google Play and I am on the Developer Services at the App Authentication portion of creating the game
I have been searching around for hours and I cannot figure out how to get my SHA1 key from unity or from whichever program I need to use
Can someone point me in the right direction to find out about this?
Anyone who understands firebase? help would be really appreciated ^^ 😓
I am trying to figure out whats the best way to call functions on a custom Android Plugin using JavaObject class, however when building in development mode, I get these functions:
2019-02-18 10:22:26.841 20366-20395/com.MyApp D/Unity: ? getMethodID("com.myapp.unityplugin.MyAppSdk", "getDeviceBrand", "()Ljava/lang/String;", static)
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: ! String ChartrampSdk.getDeviceBrand();
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > ExceptionOccurred()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > DeleteLocalRef()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > DeleteLocalRef()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > FromReflectedMethod()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > ExceptionOccurred()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > DeleteLocalRef()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > CallStaticStringMethod(0x2ed6, 0x7d5761b9b0)
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > ExceptionOccurred()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > NewStringUTF()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > ExceptionOccurred()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > NewStringUTF()
2019-02-18 10:22:26.842 20366-20395/com.MyApp D/Unity: > ExceptionOccurred()
I call it use it CallStatic: _androidObj.CallStatic<string>("getDeviceBrand");
It works but just wondering why I see those above lines in the logcat, any idea?
by the way that getDeviceBrand is declared static:
public static String getDeviceBrand()
{
return Build.BRAND;
}
Im tring to add UnityAds in my game, but when Ads is enable, my game has stopped. What should I do?
Any experienced programmer here who is interested working on a hyper casual game ?? I have an idea but i am an artist so i can direct and make the graphics for the game but i need a programmer to do the rest? The profit will be rev-share ! My plan is to publish it through a publisher like voodoo or ketchapp.. My idea is well enough to do that as i saw their other game ideas and i hope so.. Just knock me if anyone interested..The game will be simple but additive.
@wicked haven Anyone who understands firebase? help would be really appreciated I do
Hey, I think I figured it out, but I will write if I get stuck again 😄
guys, I need your help. Does ios support default materials or I must to use mobile material? If it does, how good it for performance? Should I bake everything or I can use realtime light? and tell me please what types of particles I can use?
you can use standard materials on mobile but you'll be fillrate bound for any device before like 2016
generally should use the mobile shaders, or if that's insufficient, consider a lighterweight PBR approach - like IBL
for mobile, generally use forward rendering and keep it to a single realtime light
baking is preferable, but depends on the scene you're rendering obviously
"what types of particles you can use" isn't really a super easy question - just keep the counts low and limit overdraw
take a single directional light and a quad with a standard unity shader, stretch the quad to be the entire screen and load it up on an iPad 4 - you'll be at 25fps already
ok, thank you! another simple(stupid) question is " what amount considered low?"
really depends on what the rest of your scene is doing and what you're trying to ship as a min supported device on mobile
as a gut check, aim for no more than a few dozen emitters totalling no more than < 5k total particles if you're minspeccing on something like S5
Does unity support the ios 1 1 file manager thing?
figured it out, just requires two keys in the plist
How do I achieve that blur effect on non-UI? I thought using two cameras, one renders only UI and the other renders all the rest of things. So when it's time, use the blur effect on the non-ui rendering camera. I thought about using Post Processing > Blur but I don't know if I should not use it due to device's performance.
mobile full screen blur is very tricky
Post Processing > Blur is not mobile optimized I think
also, you may want to consider turning off/pausing the camera underneath the blur
@tepid fern use an UI panel with blur shader and everything non UI will be blurry.
@tepid fern https://forum.unity.com/threads/solved-dynamic-blurred-background-on-ui.345083/#post-2853442
Also you can play blur/non blur UI with setting rendering order
@wooden aurora @dim sinew Thanks for answering, I tried Legacy Image Effects > Blur, and it seems to work fine on my phone (BLU R1 HD), which it is not a big deal, so I think others devices would run it good as well. I'll try using a UI Panel with Blur Shader and test both performances and stick with the best result. 👍
How does one deal with the iphones notch nicely?
except from throwing all ui elements further into the screen
So how do you guys fix the 18:9, 16:9 aspect ratio problem? My game works fine on 16:9 (portrait) but as soon as I play it on a 18:9 device the sides get cropped. I know about the black border fix. Is there anything else that I can do?
2D game?
I assume a 2D game with a non moving camera? In which case you just need to design the play area and UI to overflow for wider resolutions
or in your case narrow resolutions. You need to design for both though.
Yeah I'm trying to do that. Thanks @uneven river
Does unity remote not support non 16:9 displays?
small iOS question:
Is indicating using a feature (for me ARKIT) that i don't really use to be able to filter devices with 1 Go RAM (iPhone 5S, iPhone 6, 6+ but keeping iPhone SE/6S, 6S+) is ok? for featuring requests for example?
Because i don't know how to filter this shitty devices from the compatibility list. ARKIT would force iOS 11 and i would ideally keep it to iOS 9 and +
Is anyone have a solution for this? Is it better to keep an app premium that will crash for iPhone 5S/6/6+ users?
I don't find any 'ok solution'...
If your app crashes it's likely it won't be accepted by Apple. They do thorough tests of the apps and are pretty strict. For example they once refused us because a (ui) button was not working.
As for using a feature you don't to filter compatible devices, I don't really know. They are strict and they test a lot of things (which is why it takes a dozen of days compared to Google dozen of hours 😄). So based on that it would make sense that they would refuse.
I'll check but I'm wondering if that's possible to manually filter compatible ios versions. Either in XCode or in the Apple Developer Panel
you can target a specific iOS version, but this is not usable in real life, maximum restriction is iOS 11 (https://static1.squarespace.com/static/51adfbd9e4b095d664d9b869/t/5abb93381ae6cf7814528be5/1522242362088/Matrix+16by9-8k.pdf)
and this contains iPhone 5S, and removes a lot of 'good' devices that runs still on iOS 9 and 10
this is not an option
Hmm I don't think you can do much more then. Best bet is contacting Apple and ask them about indicating arkit without using it
Android app question:
I am writing this code to grab the phone number
AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
AndroidJavaObject context = new AndroidJavaObject("com.myCompany.myApp.AndroidPluginAccess");
string output = context.CallStatic<string>("getLine1Number");
I have changed the manifest to include user permission READ_PHONE_STATE
which successfully pops up the message on install as well
but my output string is not getting that get line 1 number (phone number)
can anyone tell me what I am doing wrong?
Does anyone know if it is somehow possible to use shaders to create the illusion of infinite reflections? Think of 2 large mirrors, facing each other.
that would be better done with multiple cameras.
Awesome. Thank you!
Not sure if I should post under the render-pipelines channel but...
I'm using ARFoundation to publish an app to iOS.
I am using the Lightweight Render Pipeline and latest release build of Unity 2018.3.7f1.
The app runs fine on the desktop.
I can build and deploy without errors.
But when the app launches all I see is mostly random moving static (see attached)
Obviously something wrong in my publish settings.
Can anyone suggest how I might fix?
ok, some googling returned this thread https://forum.unity.com/threads/arfoundation-now-supports-lwrp-4-8-0-preview.615109/
I'm assuming I MUST use LWRP 4.8Preview with ARFoundation...arghh!
Hi
Anyone able to tell me whether it possible to either
a) Access BOTH front and rear facing cameras in an app
or
b) Switch cameras at runtime.
anyone experienced this kind of error: "ExecutionEngineException: Attempting to call method 'System.Collections.Generic.List`1[[RatKing.Skydisk.Village+OfferSaving, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::.cctor' for which no ahead of time (AOT) code was generated." and knows how to prevent it?
or at least, how does this happen
Hi guys, need a suggestion:
I'm trying to have a crowd in mobile, not more than ~80. My character itself is just a elongated cube ( 16 verts).
Should i bother looking at:
mesh animated particle system, or
they're billboard flipbook textures (but they'll probably do bow animation) or
billboard that can bow, (but they'll be rendered from high angle sometimes..)
Or i shouldn't worry with my 16 vert character and have ~80 of them all animating something?
Hey Guys,
Is it possible to build from unity once custom gradle is picked under PlayerSettings>Publishing Settings - Build
or exporting to android studios and building from there is the only option
also on that note has anyone used IronSource SDK integration in Unity
I am trying to follow their sdk integration but keep getting gradle error
Yes, nothing is stopping you from building from Unity other than that error. Sadly, android development is rough sometimes, and those build errors can be very non descriptive. Once you fix the error(s) it will build.
Thanks Austin
Unless I'm misunderstanding you. Were those 2 separate questions?
Do you know of any tutorial that just show how to build using gradle?
Why did you need a custom gradle file?
no, what you mentioned is the issue i am having
integrating sdk that requires gradle settings
Yeah I've spent days debugging those errors before.. not to discourage you. It's just really hard to track down sometimes. The issue ended up being just taking out the stuff I was being told to add to the gradle file. Apparently I didn't even need it.
I would just try googling parts of the error and seeing if you get any results. If not, try searching more specifically for things. Got to exercise your google-fu muscles.
i get what you are saying about removing and adding files. I tried all those things and am now hitting a wall
i tried removing the java dependency or whatever while the answer was to make sure to add it
it didnt make a difference
i feel like i might be missing a path or have a duplicate
but its hard to find the error
Isn't Unity spitting the error out in the console?
just a gradle error saying it messed up in some java
googling just leads to android studio fixes
You may need to add java to your system path thingy.. I had to do that. I can't remember what it was called exactly.
i linked the embedded jdk inside android sdk and i also tried the manual install path to jdk
didnt help
but that was a nice guess
since that did resolve online issues that other people had
That's not what I'm thinking of.
There's something in your system environment path settings that you can put jdk path into.
Like.. in your windows settings.
oh inside windows? not unity?
Right
hmm.. havent checked that yet.
I had an issue similar to that and doing that fixed my issue.
Ah, it was found by right clicking on My Computer, going to properties, and then going to the advanced tab and adding the jdk path in the "Path" parameter.
Pretty sure I had to restart Unity or my PC after that.
👍
Hey does anyone use SetResolution on mobile to lower the graphics quality to increase performance? I don't wanna be the only mobile game that does it :P
Trying to change resolution on mobile can be risky, you have to remember that mobile phones have a wide range of aspect ratios
@crystal mist Use DPI settings
+1 on DPI settings
and yeah, it's fine to down-rez - especially on mid-decade stuff like S5 at 480 DPI with gimpy hardware
you can bring the S5 down to 280-320 DPI before you notice meaningful degradation
if you're only targetting metal/vulkan - you can also take a look at Camera.dynamicResolution
allows you to scale your UI and "game scene" independently, which can yield better results
@heady rose I'm scaling down with SetResolution using ratios and only doing it if the screen resolution is 1080p or greater and also depending on the hardware level (lower hardware gets more downscaled Rez for example). Would SetResolution still be a problem done like this?
@dim sinew @wooden aurora why DPI over Screen.SetResolution though? Also I was looking into dynamic resolution but I want to Target as many devices as possible so best to avoid that I think.
Because you'll probably get the math wrong somewhere
(I would)
and changing DPI is functionally equivalent
Ohh ok. So less risky in that sense got it. Do you know of any tutorials online that down-rez with DPI? I'd love to see a couple of examples @wooden aurora
it's actually super easy
just set that guy to a fraction of the original desired resolution
Cool, thanks for your help!
no prob!
does anyone have some information about the addressables "Asset Bundle Provider Types"?
If anyone else has had a similar issue with an exception with the RemoteAssetBundleProvider where my devices are unable to load from url jar:file:///data . I am trying to do local only bundles but should it be using Remote? Is that just unitys way of using WWW to load it?
Hello, I am having issues getting the google play services to work:
Social.localUser.Authenticate((bool success)
^ this code does not run, I do not get a true or a false from it
I added the linked app using the keystore utility in cmd prompt and fetched my SHA1 fingerprint
i added myself as a tester on the google developer console
when i click my login button, i do not see the google popup for the login
what could i be missing?
logcat is showing me this error:
ERROR: Exception launching token request: java.lang.ClassNotFoundException: com.google.games.bridge.TokenFragment
I do not have any mention of the google play service in my manifest. Should i be adding a reference in there?
solved it by using Gradle build instead of Custom Gradle build
Hi - I asked this question in another channel but didn't get any answer:
Is there any way, without having the user sign in to Google Play or the Apple equivalence, to find any unique information that can tie a certain player to a specific account?
I intend to use this information for identification to my own database structure
this https://developer.android.com/reference/android/provider/Settings.Secure.html#ANDROID_ID is the closest thing you will find on android, but that is changed on factory reset and you need to check the behaviour in the different android versions (it might not survive an app reinstall in some versions)
on apple there is nothing similar
advertisement id is the closest thing on apple
you should try to use one of these ids, to create the account in a transparent and easy for the user way, but as soon as possible or when it makes sense, link these temporal ids to a proper id like email, facebook, google account, etc
@glossy sluice
Hey, I've got a problem with my build on iOS. When launching the app, it shows a splash screen. I've created an image I want as the splash screen, and loaded it as legacy launch image. Though it does display in the app, I first only see the top half of the screen (the bottom half being black/no image) before it shows the full image.
Is there a way to immediately show the image over the full screen? What could cause this partially-shown version of the splash?
Hi. I had my app built with apk, and Play Games Services were working properly. I have updated my app with App Bundle, and now Play Games Services aren't working. Any idea about why is this happening and how to solve it? Thanks ❤
i need help Manifest merger failed : uses-sdk:minSdkVersion 1 cannot be smaller than version 14 declared in library [:android.arch.lifecycle.runtime-1.0.0:]
need help
@spring aspen Set your minimum sdk version in player settings to something like 4.0 or later 🤔
om.android.builder.packaging.DuplicateFileException: Duplicate files copied in APK lib/armeabi-v7a/libgpg.so
helpp
i added this packagingOptions { pickFirst 'lib/armeabi-v7a/libfb.so' pickFirst 'lib/x86/libfb.so' }
but gives me this uses-sdk:minSdkVersion 1 cannot be smaller than version 14 declared in library [:android.arch.lifecycle.runtime-1.0.0:]
!help
I posted it on general-unity but as it is related to this... I'm getting trouble with Android performance with terrains. On my PC I get around 300fps but whenever I build for android, the game downs to 20 even in low. Any tips? I tested the game on Samsung Galaxy Tab A, btw.
Hi, do someone know how to open pdf files on ios/mac in external apps?
Hey, my project suddenly started throwing "out of memory error: java heap space" error when building for Android. I didn't do any significant changes that would increase the build size since last working copy. Using 2018.3.2f1. The build size is 1.3GB (most is 360 videos), doesn't work if I do split binary either.
and I was building the app today few times with no problem. It's like it decided to fail just now because why not
@limber parcel sounds like a memory leak of some sort? Does it increase over time? Have you checked your app out in the profiler?
Is it possible for an Android Device to support GLES3, but not support ETC2 in GLES2? I have an Android game, where I only enable GLES2 API. The game crashes at some points and logcat report a memory allocation failure by Unity when trying to allocate memory for a texture. It tries to allocate 16MB of RAM, which corresponds to an RGBA32 2k texture. All my atlases are are compressed to crunched ETC2. Does this mean, that having only enabled GLES2 API in build it can run on a GLES3 device using GLES2 API, but does not use ETC2 compression (decompressing them on load), because it does not support the needed extension?
Does anyone know if i can use Phone Selector API from Google inside Unity?
I need to auto populate the phone number for the user to ease the process of signup
hello. anyone experienced with unity projects in xcode? every time I try to run a unity project (even simple ones with just a cube in the scene and nothing else) xcode gives me an exc_bad_access error when trying to run it on the connected iphone
@icy saddle Have you checked this :
https://code.tutsplus.com/tutorials/what-is-exc_bad_access-and-how-to-debug-it--cms-24544
Sounds like a null reference error that might be causing it
do you have a scene added to your build settings pop up?
another search confirms that it is a null reference error:
https://answers.unity.com/questions/963660/ios-xcode-error-thread-1-exc-bad-access.html
maybe turn on the Enable Zombie Objects in Diagnostics to see where it points to
@dense palm yeah I tried around a bit with zombies and all the other stuff that gets recommended but it never really show me where in the unity code the error occurs
Hey y'all. I'm currently working on an isometric RTS for mobile, for performance wise I want to keep all obstacles on the grid(like buildings) on a small and efficient data structure so I can pathfind without much performance hiccups.
I was thinking about using a dictionary with a tuple of ints(position) as a key for this dictionary, however I'm not sure how dictionaries are handled in c#(if they behave like a hash table or an linked list)
Do you guys have a suggestion for this specific problem?
Also for this particular game I wont be using any navmesh or pathfinding builtin on Unity.
You might want to consider instead casting your X/Y (assuming 2 grid) into an int
you can do that if you know the size of the grid before hand
allows you to use an array/list instead
@wooden aurora Thanks, unfortunately the grid is not a fixed size, it will be expanding as the game progresses so I don’t want to keep reallocating the whole array every time, and for lists I think on the C# it goes one element by one until it finds the one you looking for, since the game could have hundreds of elements I don’t think its very efficient, I may go with a standard hash table this way I’m sure it will be more efficient on finding the element in fewer steps without using much memory.
Hey guys, I want to check internet connection in game I create. As for now, I was creating a WWW class to check this but I just read that its " trying to access a non-secure URL, and it's now prohibited in Android 9 Pie." And I actually have some problems on a phone with Android 9. Is there any other simple way to check internet connection, other than using WWW?
So unity makes this available - https://docs.unity3d.com/ScriptReference/Application-internetReachability.html
which I think might just return something about the NIC but doesn't guarantee you can reach the internet
what you are talking about is achievable via WWW/UWR
the error refers to you making an http:// call instead of https://
which will be a problem on both android and iOS
Yeah I want to check if I can reach internet, not only check if it's connected to wifi or using carrier data. Forgot about UnityWebRequest, I'll check if that will work
UWR will throw the same error if you aren't hitting something with https://
cheapest/easiest way to do this is to setup a bucket in S3 with a txt file and hit it
Hey! Need help!
When trying to create a .keystore and an Alias for it, Unity returns an error
CommandInvokationFailure: Unable to create key in keystore. Please make sure the location and password of the keystore is correct.
Have no idea what went wrong.
I'm using Unity 2018.3.2f1
try making a new keystore
yeah, same error
ok, solved the problem by creating a keystore via keystore.exe and running cmd as administrator
thanks for the help anyway!
Hope this is the right section to ask this. I want to create a couch coop similar to how Jackbox does their games. I think I have most of the pieces, but can't quite fathom the structure to display something on a TV from one machine and have a web reachable interface for the other players to connect. Hints appreciated
@faint raptor Have you looked at Airconsole https://assetstore.unity.com/packages/templates/systems/airconsole-42776
Anyone knows some sort of solution or asset or whatever that allows saving credit card information safely? and then preferrably handling transactions too? I need it for a specific country but yeah I need international support if thats even possible
I'm unable to Create Managed Product on google console after uploading an APK. It's been about 16 hours. IIRC there has always been a delay after uploading an APK for the first time, but I've never seen it this long. Anyone have feedback on this?
The APK is currently in closed Alpha.
@delicate delta I'll have to read more of the documentation, but that's pretty much what I need. Thanks.
@late sinew absolutely possible. You need to check the supported textures list. Drivers for different devices make different decisions for many reasons. We had to make four versions of all our game data to support Android's stupidity in GLES2.
@wicked haven Can't speak to saving credit info. But purchasing itself, on mobile at least: https://unity3d.com/learn/tutorials/topics/ads-analytics/integrating-unity-iap-your-game
How do I get Standalone Input Module to ignore 'taps' in the game area when the user is swiping to show the navigation bar on devices without physical home buttons? (Google Nexus 9, iPhone XS)
@umbral kettle Unity employee responded to me about that, saying that you can't have ETC2 compression on a GLES2 context. https://forum.unity.com/threads/etc2-compression-using-gles2-api-on-a-gles3-compatible-device.651685/#post-4379503
Well, I'd forgotten ETC2 isn't supported at all in GLES2, but my statement is still accurate. We had to support ETC1, ASTC, PVR, and ... shoot, one more
@umbral kettle Do you use the new Sprite Atlases? Seems like they wouldn't be good for Android builds due to lack of ETC1 + separate alpha, like the old Sprite Packer had. So it's either 8bit ETC2 on supported devices or 16-bit RGBA if you want to use these atlases.
Mind you, we were using Asset Bundles, so were able to build completely separate sets of bundles for different devices.
Asset Bundles are a whole diffrent set of pain to me 😄
There was a weird regression in Unity 2017.4, where if you had deleted assets serialized in Sprite Atlases it would crash while packing them. Reported and probably gonna be fixed in next update.
Dunno about "new"... But we did use them. I think we did use RGBA as you described. But because we supported all those other formats I mentioned, we never used RGBA in production. All the devices we supported could use one of those other formats I mentioned.
Likewise, even if you're not using asset bundles, you can get the same result by using the Texture override and building one binary for each texture format.
Annoying, but totally doable.
I'd personally be very curious why you can't support GLES3... That also implies you can't use Vulkan, and there are performance gains that are lying on the table that way.
We're developing a casual Match3 game and we want to support as many devices as we can. The problem is with the older devices, which don't support GLES3. Right now we just fallback to RGBA16 on those devices, but that causes the textures to use too much memory. We might also have to think about doing bundle variants with diffrent texture compressions.
The easiest solution would be to just not support GLES2, but that's 20% of the devices out there.
@umbral kettle Another question about Asset Bundles. Can I somehow preallocate disk space for bundles while downloading them using UnityWebRequest? Can't seem to find that option and I don't want to double required space by first downloading and then caching them.
Oh gosh, please please PLEASE don't use bundle variants. One of Unity's worst mistakes.
I'm still hopeful they will bring Adressables up to quality and not using Asset Bundles under the hood. But that's probably 2019.4
As I understand it, bundles are all decompressed as they're streamed to disk. As long as you're using WWW or UnityWebRequest, there's no temporary disk use.
Addressables are.... not ever going to be production ready.
I've seen how they work and it's poorly designed for the needs of mobile dev.
Sure, but that way if I'm downloading a big bundle I can't guarantee it will download if the user doesn't have enough space. I could check for space before starting the download, but that doesn't cover the case where the disk fills up midway through the download due to other reasons (like Spotify decides to download extra songs).
How "big" do you have in mind? When properly designed, they should only be <10mb each.
On mobile, that's nothing
Somewhere around that, we've got bundles ranging from 20 to 40mb.
All of that.
You probably need to rethink how much you actually need at one time.
Especially for a "simple match3 game"
We could probably split them up. But it still irks me, that I can't preallocate space for bundle downloads.
Well, UnityWebRequest gives you enough control that you could if you really wanted to.
Not if you want to cache them, at least to my knowledge. If you're caching them on download it streams them directly to the cache.
I am guessing you could intercept the initial connection to get the download size. And then pass it to the target. But you'd be better off just knowing how big it would be before downloading at all.
Which means a directory structure that tells you the transmission and on-disk size.
Unity's directory is very bare bones, but it can be replaced.
@umbral kettle You mentioned that I shouldn't use asset bundle variants. Can you elaborate on that a bit?
It forces you to create duplicate content for each variant, even though the only purpose is to change the texture format. It's a maintenance nightmare, literally forcing the project to be 4x the size on disk.
What if we just use Sprite Atlases? We could just make sprite atlas variants and add 1 to each bundle variant.
Create a Master Sprite Atlas and create X Sprite Atlas Variants of that, one for each of X bundle variants.
Add only one variant to each bundle.
I don't think atlases do what you're expecting.
Because the 'real' texture that the atlas will create is based on the settings of the individual textures
If you mean the size, then yes, the import settings of base sprite textures affects the size the sprite takes in the atlas. But we would basically just want to use the scale multiplier and compression settings of atlases to end up with variants of bundles for a range of diffrent device specs.
That would make no sense though. If I have one Sprite with ETC2 import settings and another with PVRTC settings, Unity will still compress the atlas using the atlas settings. Those textures are decompressed to RGBA32 before packing them into an atlas and compressing it.
There are no 'atlas settings'
we can't directly control what format the atlas will use.
And agreed, it doesn't make sense, but it's how it is.
@umbral kettle You can set the quality level here:
And the format it will use is default or overriden in Build Settings: https://docs.unity3d.com/Manual/class-TextureImporterOverride.html
You can also override the format on the Atlas per platform:
looking at a project i'm working
And if you have sprite assets in a bundle with a sprite atlas, the individual textures of those sprites will not be included, only the atlas texture.
Okay, you're outside of my experience. I am not using these "new" sprite atlas items.
That's what I meant by new Sprite Atlases. You're using the legacy Sprite Packer?
I still don't recommend using variants, as they'll force you to maintain multiple copies of data. It's safer to make an automated system.
So far, yea, legacy sprite packer.
I thought there was an even older one too.
The thing is, you keep a master atlas that has references on sprites/directories you want to pack. You create atlas variants for bundle variants once and just leave them. If you want to change all those atlases, you only have to update the master atlas. And the atlas itself weighs 1KB.
My games all had both sprites and regular texture use
so this would only solve half the issue
Tbh, it should work alright for a mobile game. Though Asset Bundles are still a nightmare to work with, for example if you want to use custom shaders and materials for content in bundles.
I found them perfectly reasonable when I was using them for custom shaders...
People just keep getting confused as to what should be marked as "used" in asset bundles.
Yes, for regular texture use this is not a solution, as the only way to have variant bundles for those is to duplicate textures - and that causes you to have to assign textures at runtime, cause the guids are diffrent.
Actually, that's not correct
variants by definition make the secondary textures "look like" the original.
I didn't really use bundle variants before. Can you have diffrent sets of import settings for the same asset for each asset bundle variant? Or do you have to duplicate an asset, set diffrent settings and a diffrent bundle variant?
Because a GameObject with a Renderer has to have a guid on a texture/material.
Also, what version of Unity are you developing on?
5.6, 2017.4, 2018.3.
Multiple projects.
You have to duplicate assets. That's why I'm trying to talk you out of that.
Good luck, gotta go. My blog entries posted above have an alternate solution that works for all textures without the headaches of variants.
Anyone of you know of a free OpenCV implementation for Unity that can be used with Android/iOS?
@buoyant hinge http://www.emgu.com/wiki/index.php/Main_Page
easiest way to receive debug messages from android build in editor or console or anything?
@wicked haven in cmd: "C:\Program Files (x86)\Android\android-sdk\platform-tools\adb.exe" logcat -s Unity PackageManager dalvikvm DEBUG
Ok cool, will try
is there no way from editor in GUI though?
What is this?:
Will ticking that thing give me same result?
oh, nice ) didn't know that exists
also that logcat cmd doesn't work on Android Oreo for me, fyi (it only works via Android Studio)
I think I fixed some issues downloading usb google tool thing from android studio
not 100% sure tho
will need to try that, thx
@late sinew Thanks, I'll check it out
@noble arch In Unity 2019: https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@0.1/manual/index.html
Pre Unity 2019 you have to install adb manually and connect to a device running your game.
Thanks :+1:
Cc @wicked haven
oops, @'ed the wrong guy
I still use 2018 lul
Like most, 2019 is still in beta 😉
Safest bet is to use LTS releases for games in production, however that's just the theory. Had a nasty bug introduced in 2017.4 that I'm waiting for them to patch.
What's good about Unity's Android logcat package though is that it handles stacktrace resolving automatically. Doing it manually takes a bit of work.
Any ideas on what might cause poor color representation on mobile (android)? The images on mobile look like the color pallet is lacking.
Not sure of anything I may have changed which has caused this except perhaps building for armv7 only, instead of previously selected armv7 + x86
was color balance previously good?
eh hard to say
last build was almost a month ago
but previously, yes.
Ill have to try ticking it again. was curious if something immediate came to mind. builds just take awhile and im on break
Other architecture doesn't impact this. It is possible, that your textures are compressed with a format not supported for that device, and the selected fallback is "Full resolution, 16 bits" which would cause a worse color palette.
Although I think that's only if you use ETC2, as that's the only format you can specify a fallback for. Other formats just decompress to RGBA32 if they're not supported on a device.
Fallback is at 32bit
Are you using ETC2 or Crunch compression? Try calling this in your build, to check if that texture format is supported on that device: https://docs.unity3d.com/ScriptReference/SystemInfo.SupportsTextureFormat.html
Or maybe you're using Sprite Atlases and they have settings that lower the quality such that there is a visible diffrence between unpacked editor texture and packed build textures.
nah using sprite packer. sprite atlases are unreliable in packign.
its building now including the new architecture, just in case.
hmm still poop
Do you use Linear color space? Some devices don't support that.
@late sinew It was crunch compression.
will have to be sure to disable that
thx btw
I have my unity ads set to test mode only on the panel and on the online panel, but I just got served a real ad :/
Is there a way to run a build on my phone but have errors print out in Unity console? Logcat/monitor isn't doing it for me because I can't follow the trace.
Getting a null exception on built in classes, like SceneManager.
@uneven river If you use il2cpp you won't get stack traces normally. Try using addr2line with adb for symbolicated stack traces. Also set the StackTraceLogType in player settings to full in Player settings.
I've been using mono and logging is set to full, if that's what you mean.
You can also use something like this asset, to attach to the Unity logger and view logs on the dvice: https://github.com/SpaceMadness/lunar-unity-console
I just wiped the library folder and am trying a new build. I don't see what could cause a random null exception on things like scenemanager on the loading screen of all things, and be fine in editor
Are you trying to load a scene from Asset Bundles?
nope
Are you loading them synchronously? You might be getting an NRE from Awake/Start functions while loading the scene.
null reference exception
Oh. there shouldn't be any exceptions from that, Id think
Are you loading them by LoadScene(string)? Are you sure your argument isn't null?
the point of the loader is that it loads everything on awake, then on start the scene changes. anything in the new scene would depend on stuff loaded in awake from the first
But you're saying you're getting a null expcetion.
nope using index
also the scene loading works sometimes. Im not sure whats changing but randomly after a couple builds it works. sounds like a race condition but I dont see what could possibly be racing
okay so ive disabled a bunch of stuff and it seems to be loading. just have to find the offender. unless this is one of those instances where it is a race condition and I just got lucky
seems unlikely to be a race condition though if it works 100% of the time in editor
yeah so re-enabled everything and its still working. fml lol
Actual script execution order of Start/Awake methods depends on the load order of scripts, which is arbitrary. You should check if stuff actually exists and is initialized before using it. Doing it once on initialization is no cost at all.
yeah, I already do that.
I have a mastermanager which is a singleton. It has the highest order priority. It initializes everything else before they even get a chance to run
Also, sometimes on builds weird optimizations can occur and some methods may be called before others (like Start being called before OnEnable), so usually it's better to do your own initialization and not rely on built-in functions.
that does seem really weird.. but i dont think that should break anything.
ah so I just enabled one object and suddenly its broken again. let me disable it and see how that goes
Also, keep in mind, that LoadScene doesn't complete in the same frame it was called, it completes in the next one.
that should be fine
ookaay then
I have an object with EventSystem and Standalone Input Module under ddol on loading screen. Toggle that off and it works. It's the only one ever in scene afaik. Let me try re-enabling it one more time.
I've had it that way since day 1 though and it's been fine in the past.
I do reference the EventSystem in update on some scripts, on the next scene which never gets loaded before the null exception.
EventSystem.current.IsPointerOverGameObject()
just enabled it and it works. so was coincidence. I honestly don't know what's going on
it has to be a race condition.
Without being able to trace the null exception I can't possible figure it out though.
I doubt this is related but it happens
I reworked how scenes are loaded. I can only hope that fixed something
Heeeey I might be getting somewhere. Managed to replicate a nre!
Ultimately something in update makes a call which leads to this>
at FirstGearGames.Utilities.Monos.ObjectSizer.get_Center () [0x00002] in D:\Development\Git\Paid\PossumCastleDefense\Assets\Scripts\Utilities\ObjectSizer.cs:31
at FirstGearGames.Utilities.Monos.ObjectSizer.ReturnRelativePoint (UnityEngine.Vector3 position) [0x00004] in D:\Development\Git\Paid\PossumCastleDefense\Assets\Scripts\Utilities\ObjectSizer.cs:243 ```
discord did it again.. insta-deleted my message
I think the transform on the objectsizer is null, which is weird ...
Center is a v3 which returns transform position + an offset which is just another v3.
Gut check - is a Color LUT for a post process effect too heavy for mobile?
@late sinew may have fixed the issue, can't be sure because it was seemingly a race condition and you know how those go. But ever since I made sure unity service features (like ads and iap) load before scene changes I haven't had any issues.
how do I make it so you only move if one finger is on screen and you do something else if 2 are on screen
can someone give me a script and put
//add script if one finger here
//add script if 2 fingers are on screen here
or a hint or anything please help
Input.touchCount is what you want
@glossy sluice You access touches and track each one. https://docs.unity3d.com/ScriptReference/Input-touches.html
if(Input.touchCount == 1){
// Do thing with 1 finger
} else if(Input.touchCount > 1){
// Do thing with 2 fingers
} else{
// No fingers are touching at the moment
}```
When detecting two ^^ you can make each one do something different. In the docs example iterates them, you can also access them by their index.
the code for switching switches the player if the player has 2 fingers on screen but does it too quickly how do I make it only switch once
{
whichPlayerIsOn = (whichPlayerIsOn % 4) + 1; Player.gameObject.SetActive(whichPlayerIsOn == 1); Player2.gameObject.SetActive(whichPlayerIsOn == 2); Player3.gameObject.SetActive(whichPlayerIsOn == 3); Player4.gameObject.SetActive(whichPlayerIsOn == 4);
}
}
}```
create a locked state using Boolean, release it when there are one or no touches
📝 NOTA: En esta parte te voy a mostrar como crear una escena y agregar nodos para crear la base de nuestro Personaje o Jugador/Player. Y vamos agregar los Sp...
Not sure where to ask this since its not connected to programming but its about mobile. When I try to submit a new version of the game on the appstore, there are Iphone 6.5 Display and iPadPro (3rd Gen) 12.9 Display showing that I need to add screenshots for those sizes. When we were adding first version, not so long ago, those sizes were optional. Is this changed and I need to submit screenshots or maybe I did something wrong that it now needs those screenshots? Adding images to show what I'm talking about. How it was:
How it is:
For anyone interested, I found out why it is like that. It's Apple change :
"Starting March 27, 2019, all app submissions for iPhone or iPad, including universal apps, will require screenshots for iPhone XS Max or the 12.9-inch iPad Pro (3rd generation)." from here : https://developer.apple.com/ios/submit/
Thanks for sharing.
Does anyone know why my android build does not load its scene? Its suck loading an scene asynchroneous and it doesnt produce any errors or whatsoever in ADB or the log files..
It only happens on my Huawei Mate 20
Other android devices work fine
Running into a somewhat unusual bug on Android, thought I fixed it but apparently not.
When the game first loads on Android the permissions pop up as expected, but if the screen was rotated in a fashion where the Unity logo is upside down after I get stuck on a black screen after the Unity logo. This only happens the very first time the game is loaded, when permissions are being granted.
If the rotation is normal, no black screen. Locking rotation doesn't seem to help because the permissions prompt rotate outside of the Unity rotate logic.
@merry plaza I have a Mate 10 Pro and I had similar issues. DM me, maybe we can figure it out.
Interestingly enough I was able to fix mine on my Mate 10 Pro but I just tested on other devices and it's causing weird artifacts. Your game might be throwing null exceptions (mine was only in builds) on unrelated objects. EG: My loading screen had a textmeshpro component that threw a null exception referencing itself internally, which makes no sense.
Evan, what Unity version are you on?
Im using 2019.1, but i checked each all logging
even of android
No error
Nothing
It justs gets stuck
I've added a video to Unity UI and it doesn't play in the first time opening the app. after the first time, the video plays normally. why is that
and it works correctly in the editor. but it doesn't in mobile
@merry plaza please use mentions when replying after being gone.
You may not get logging if you dont enable as a developer build or have it disabled in player settings.
@uneven river oh sorry, i have developer build & script debugging enabled
I see a few logs from the actual app
But nothing crashing
Other devices work fine
Tested aroudn 5 other devices
the bug only occured on 2 devices
are you seeing just a black screen
Nope
@uneven river i have a asynch loading scene which doesnt continue loading
It just gets stuck on the loading screen
@merry plaza does it load if you use loadscene()?
I fixed my issue on my device by adding a delay between the loading scene and the main menu. But it still throws null exceptions on other devices. It feels like something isn't fully initializing to me. The null exception traces aren't helpful at all though
Well I found my issue, it's pretty serious since I cannot do anything about it.
Anytime I build with 'Split Application Binary' checked the game throws random NER, only on select devices. 2018.2.21f1.
@queen kraken Sorry to tag you, but this seems like a pretty serious issue and this project is too large to upload via bug reporter. Is there anyway I can get this to your team through other means?
Dead thread but will try this in the mean time: https://answers.unity.com/questions/1238280/local-build-not-working-with-split-binary-unity-54.html
No worries @uneven river ! Thanks for letting me know. Could you DM me a quick writeup and I will pass it on?
Mojave VM so much better than High Sierra VM
lol
finally made the switch because of ios 12.2
you're using a VM to deploy your game to iOS?
how is that going for you, back when I tried it it was a major pain to get it to run and it had so many issues?
ya been VMing to ios for last 1.5yrs
i do everything in windows, copy the proj over and then just build in the VM
doing any actual dev work on it would be pretty cringe
@grim sage Please use #502893580512395264 for that next time.
ok😬 so sorry man!
Hi, is some one here who is experiencing problems when Build or Build & Run for android using unity 2019.1.0f2 ?
my specific problem is the following:
CommandInvokationFailure:
C:\Program Files\Unity\Hub\Editor\2019.1.0f2\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\bin\apkanalyzer.bat
manifest version-code "/Unity/AppName/AppName/Android/AppNamei.armeabi-v7a.apk"
On the unity directory the file "apkanalyzer" is there but with no extension (not apkanalyzer.bat, just apkanalyzer)
I tryed to just re name it and puting back the extension but it didn't work
I already Installed the Android SDK & NDK Tools from unity hub and check the pertinent checkboxes on the Preferences Menu (- JDK Installed with Unity, -Android SDK Tools Installed With Unity and -Android NDK Installed with Unity)
apkanalyzer
Unity Hub Android Tools
Do Google Play achievement banners show up at the top of the screen usually?
(as compared to a bottom corner or something)
(edit: yes it seems they appear at top of the screen)
ChkBoxes
Hey peeps :) is it possible to use Xamarin.Android/Mono.Android and corresponding third party libraries in Unity?
^^ ok, an answer to this is likely "no" because Xamarin and Unity use different Mono runtimes
Hi I'm looking for a way to access a printer via wifi and print a photo from unity app on Android.
How would you recommend doing that, there is a native library PrintHelper, which would require a plugin for unity to use, or would it be possible with some kind of printer that has an sdk for that?
hi, any android optimization tips?
https://www.youtube.com/watch?v=w0n4fuC4fNU @paper forge
Join our community on PATREON! https://www.patreon.com/user?u=711561 And follow me on social media (: ✳ Twitter: http://twitter.com/_lucasrizzotto ✳ Facebook...
Not android, but good
@paper forge a few simple things, profile using remote profiler for Android, test on multiple devices, if you can skip frames between all them do it, if using coroutines cache yield returns, shaders can murder mobile performance, disable raycast target (or remove component) for UI which shouldn't block or be clicked, use canvas groups and try changing alpha to 0f and disable interactabl instead of set active(false), I a 3d game try to fake real time lights and baking when possible, object pooling.
One I see coders make regularly is they use active monitoring of data instead of reactive. If you need to know when a variable or state changes use events not update, especially true if action forces redraw
Sorry for horrible English. On mobile.
anyone have an issue getting microphone input/playback on iOS?
nvm got it, wrong device name 👍
Any mobile coder available perhaps?
I have a problem with mobile virtual controller (based on unity's UI system) and OnDrag method of IDragHandler, that simply stopped working on android device as of Unity 2018 (and now in Unity 2019). In Unity 2017 and Unity editor 2017/2018/2019 (using mouse cursor) the code is working fine, but when I build the game for android device from Unity 2018 or 2019, OnDrag is not reacting on my finger-drag on the screen, while OnPointerDown and OnPointerUp methods are still reacting when my finger is up or down.
I suspect its a bug in Unity 2018/2019 but if it is, it seems its not on the radar. Gif image shows how it works fine in Unity editor.
By the way, someone told me that as of Unity 2018, there were some problems with Physic Raycaster, however that information was of little use to me, since Unity's UI system is using Graphic Raycaster. I wonder if there could be a bug somewhere in Graphic Raycaster for OnDrag events to be non-functional when dragging finger across the touchscreen. It is obvious that execution is never entering into OnDrag function when I am dragging my finger in android build, made by Unity 2018/2019.
I'm using the crossplatform input of the unity standard assets to control the FPS controller of unity. But I have a problem with it. I can use the jump button, but I can't use the joystick. The joystick works when I click on it on my pc, but touching it on my mobile doesn't do anything to it
Yeah, that sounds like a problem in the same category as mine.
It appears that as of Unity 2018, there may be problems between Unity and touchscreen input, that manifest themselves when game is built for mobile (Android) device, while in editor everything works fine. They have been definitely tweaking something. For example, Unity UI button, has color for when it is highlighted and for when it is pressed, among other colors. In Unity 2018 when I touch button on a touchscreen I can barely see color of pressed button, while in Unity 2017 I can clearly see color of pressed button. Now in Unity 2019 I can again see color of pressed button just like in Unity 2017. That gave me a brief hope that OnDrag was working again, but no luck...
This is my OnDrag function:
{
Vector2 pos = Vector2.zero;
if(RectTransformUtility.ScreenPointToLocalPointInRectangle(
imageJoyaxis.rectTransform, ped.position, ped.pressEventCamera, out pos))
{
float radiusJoyaxis = imageJoyaxis.rectTransform.sizeDelta.x * 0.48f;
float radiusAxis = imageAxis.rectTransform.sizeDelta.x * 0.5f;
float normDistance = radiusJoyaxis - radiusAxis;
inputDirection = new Vector3(pos.x, pos.y) / normDistance;
if(inputDirection.magnitude <= deadzone)
{
inputDirection = Vector3.zero;
}
else
{
inputDirection *= sensitivity;
if (inputDirection.magnitude > 1.0f)
inputDirection = inputDirection.normalized;
inputDirection -= inputDirection.normalized * deadzone * ((1.0f - inputDirection.magnitude) / (1.0f - deadzone));
}
imageAxis.rectTransform.anchoredPosition = inputDirection * normDistance;
k++;
textConsole3.text = "OnDrag-if " + k.ToString();
}
j++;
textConsole2.text = "OnDrag " + j.ToString();
}```
But based on those `textConsole2 & 3` loggings, execution never enters into this function when using touchscreen as input. In fact, all drag functions seems to be non-functional with touchscreen, including `OnBeginDrag` and `OnEndDrag` functions.
If this is indeed a bug in Unity 2018/2019, what can I do to put it on Unity's radar for fixing?
Heh, I went on to make test project for bug report to Unity and found the problem in process of doing it...
This command was the culprit:
Cursor.lockState = CursorLockMode.Locked;
Turns out that this command is disabling OnDrag touchscreen events for Unity UI system as of Unity 2018/2019...
What shader do I need to use for a line renderer to show up on mobile ... ?
GameObject line = new GameObject();
line.transform.SetParent(transform);
Material material = new Material(Shader.Find("Mobile/Particles/Alpha Blended"));
LineRenderer lr = line.AddComponent<LineRenderer>();
lr.SetPosition (0, transform.position - (Vector3.up * 0.2f));
lr.SetPosition (1, childNodes[i].transform.position - (Vector3.up * 0.2f));
lr.startWidth = 0.1f;
lr.endWidth = 0.1f;
lr.startColor = Color.white;
lr.endColor = Color.white;
lr.material = material;
I'm just prototyping something out, but can't seem to get these stupid things to render, lol.
Ah, false alarm. You need to add the shader as an always include shader in Project Settings > Graphics
Hey everyone. Anyone have an idea why I can connect the Unity 2018.3 profiler to my Android device, and view its log output in Android Device Monitor, but can't connect with the Visual Studio '17 debugger for debug purposes? It worked a week ago but now it won't, and I don't think I changed anything.
Hey, I finished my game and wanted to upload to Google Play, but the app comes out at 120mb. For the split binary, the Unity docs refer to an outdated plugin to add custom code for manually downloading the OBB file. How should I handle this, or is manually downloading not needed anymore?
@lusty flume manually downloading isn't required. You just tick split binary in player settings and you'll get apk + obb. Then in Google play after you upload the apk you can attach obb as well.
Also if you want smaller apk sizes and larger obb set a blank scene as first and have it switch over to your main scene. Apk contains code, dll, and data from the first scene.
Yep, this is what I did. Just very confusing since the Unity docs mention also needing to add custom code from their plugin to manually load in the obb file.
Hi folks. I have a question. I'm being asked by Oculus (Android, Oculus Go and Gear VR) to remove libunity.so, libmono.so, libmain.so from my project as they are unneeded x86 libraries. I can't find any information online about these files and how to remove them. Any tips?
@vague hearth Idk if you still need help but my workaround was to connect adb via tcpip, only then the device showed up
@scarlet berry thanks, but I couldn't even get that to work either. Turns out the problem I was having exists if you have Scripting Backend set to IL2CPP and arm64 architecture enabled. Unity accepted my bug report and said they're looking into it. In the meantime my workaround is to uncheck the arm64 architecture.
Anyone had any issues with LWRP and reflection probes on iOS? It seems it's only sampling the skybox
Google play protect not allowing my game .apk to get installed on my device
So when i try to install it on my device it won't get installed.If i disable google play protect it gets installed. I tried this on three different devices and it's same on all of them. When i try to install on android emulator it doesn't install on it either.This .apk has keystore and it is not yet released on google play store.I would like to know if i release this app on google play store will the users face same problems that i'm facing?. I don't know what to do now.Any help would be appreciated. Thanks
@strange night are you trying to install it by adding it to your device via folder then run the apk from a file browser?
@uneven river no, i transferred apk to my phone via USB and tried to install it.
Yes that's why I meant. You can disable Google play protect per device and or allow side loading to allow installs using that method. Once you're apk is on the store though you shouldn't have this issue. @strange night
@uneven river Alright, thanks for the info.But when i downloaded an apk from browser it got installed, play protect didn't block it. Why did this happen?
Geez I missed your question. Maybe the APK you downloaded has a store signature? You shouldn't have issues once yours is live though.
Does anyone have recommendations for tree-models/assets for mobile?
What are the current max app sizes for app store and google play?
100mb + expansions?
Correct @limber parcel
Thanks !
Ok followup question, how do I build expansion for iOS? Android is fairly easy with split binary, but I can't find anything on iOS. Do I have to manually create asset bundle and host it myself, and have some code in iOS version to download and unpack?
I'm not 100% sure on that. I've never had iOS ask to split.
@limber parcel This article is from 2015, but it says,
The size limit of an app package submitted through iTunes Connect has increased from 2 GB to 4 GB, so you can include more media in your submission and provide a more complete, rich user experience upon installation. Please keep in mind that this change does not affect the cellular network delivery size limit of 100 MB.
https://9to5mac.com/2015/02/12/apple-increases-app-size-limit-4gb/
and another post saying the cellular delivery limit size increased to 150 MB in 2017
https://www.macrumors.com/2017/09/19/apple-app-store-download-limit-increased/
if you want to keep your initial install size small, up to you to provide your own content delivery mechanisms as far as I'm aware with iOS
Apple today announced that it is increasing the size limit for apps submitted by developers to the App Store through its iTunes Connect service. Previously limited to 2GB, app packages can now be a…