#📱┃mobile

1 messages · Page 22 of 1

sleek eagle
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Then maybe set the render scale to 1 in the URP asset haha

neon lichen
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changing render scale on mobile to 1 doesn't fix the issue
These are my settings, the shader is unlit, not casting shadow

pearl marlin
pearl marlin
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Do double check the anisotropic filtering level too set on android and change the filter mode to trilinear

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You want trilinear for best results when using mip maps

neon lichen
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Fixed. Thanks so much

warped edge
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so for android games I send my .apk file to my phone and install

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what file do I send to my iPhone to test/play it?

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or can I even do that with iPhones?

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(using family's iphones, I don't actually know how to use one)

warped edge
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nvm

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after some research it doesn't seem like I can keep an un-official app installed afterall (on iphones)

quartz kernel
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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

warped edge
#

Yeee, I don't own a mac
That's the issue
And I'd like to have the app working without time limit

quartz kernel
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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

warped edge
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I'm hoping EU's thing makes it easier

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For the mac thingy, I could borrow from my siblings and run it

glossy sluice
#

Guess who's the TFS (Turboprop Flight Simulator) devs?

odd arrow
#

!collab

rugged cloakBOT
# odd arrow !collab

:loudspeaker: Collaborating and Job Posting

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

gaunt vector
#

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

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or sometimes adb devices work, but ⁨adb shell⁩ or ⁨adb logcat⁩ just hangs

pearl marlin
gaunt vector
pearl marlin
gaunt vector
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~/Android/sdk/platform-tools/adb

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Android Debug Bridge version 1.0.41
Version 36.0.0-13206524

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im on a mac tho, so maybe adb on mac just wonky

pearl marlin
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if unity tries to use its bundled version then it will kill the other adb process when it starts

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Not sure myself but for me on windows its been good over many phones

gaunt vector
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i quit unity, and adb wireless debugging is able to pair but ⁨adb shell⁩ or ⁨adb devices⁩ just hangs lol

restive zinc
# gaunt vector i quit unity, and adb wireless debugging is able to pair but ⁨`adb shell`⁩ or ⁨`...

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
cedar fox
#

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 :/

tired lily
cedar fox
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aight, after some more digging i understood what u meant I think lol

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it can be anything right ?

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doesnt have to follow thecom.dkdkgfk.com.untiy.rfjkfjkdsjkfdsjfjkd convention ?

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i think i figured it out

pearl marlin
warped edge
#

So I made a simple exercise animations app, looks like this
I wanted to know if background energy consumption is ok or bad

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Or is this too heavy energy consumption on use too?

inland sigil
warped edge
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Ah oki, thanks
I'll check again in a while

analog plover
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In what world would 2 seconds of background use be too much

inland sigil
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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 😄

warped edge
#

Seems like its not running in the background, noice

scenic sleet
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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

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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

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Actually I think I just needed to use that term — “letterbox” in my searches. Looks like I can find some information

tired lily
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that sounds harder than just considering the safe area when you're designing UI

scenic sleet
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Yeah. Could be. I guess I could also just put in black bars which block raycasts/ui interactions

pearl marlin
neon thicket
celest moss
#

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?

tired lily
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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

celest moss
tired lily
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I dev on a mac directly when working on ios games

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I also set up another mac as a build server for production builds

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you can make something like that work, but it will be harder to debug issues

celest moss
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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.

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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.

tired lily
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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

celest moss
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the mac does have unity installed

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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.

tired lily
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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

celest moss
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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.

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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.

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i'd also be curious to here if cocoapods is the thing I should be using or if I should be using swift

tired lily
celest moss
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Pods is listing the firebase package as 12.8.0

tired lily
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yes, that's correct

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Firebase for Unity 13.7.0 is using Android BoM 34.8.0 and cocoapod version 12.8.0 of the libraries

celest moss
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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

tired lily
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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

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did you edit any xml files thinking the version was wrong?

celest moss
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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

celest moss
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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),

tired lily
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how did you install Firebase? What are in the *Dependencies.xml files inside the package?

celest moss
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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

tired lily
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uh if you're mixing things, that's going to cause a problem

celest moss
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by mixing things, what do you mean?

tired lily
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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?

celest moss
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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.

tired lily
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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

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(on Firebase Unity 13.0.0, July 24 2025)

celest moss
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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

celest moss
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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)

fallen compass
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does it not tell you in the documentation?

celest moss
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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

fallen compass
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you literally have 'documentation' highlighted in the screenshot..

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I don't recall ever having the need to 'resolve' on iOS, couldn't say for sure whether it was there or not.

tired lily
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there isn't a resolver for ios because it uses cocoapods for that

celest moss
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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...

pearl marlin
sage arch
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Guys i get an error like "JavaEngine isnt initialized" in mobile while using admob

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Anyway that i can fix it

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I couldnt get more detailed log for now

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And i cant until weekend

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But the error was something like that

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Every device that i use throws that error

tired lily
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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

cedar fox
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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

pearl marlin
viral trail
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I was wondering how do I publish my game to the Galaxy Store?

analog plover
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Surely they have extensive documentation about the subject

proven cosmos
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i am making mobile 3d game which ai can i use to scripting?

velvet osprey
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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!

sleek eagle
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Also make sure you dont have anything about this set in a custom manifest

sleek eagle
velvet osprey
fallen compass
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navigation bar != status bar (what you've called notification)

pearl marlin
velvet osprey
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compared to a build on previous version of unity, there is no notification bar

velvet osprey
velvet osprey
velvet osprey
pearl marlin
fallen compass
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Cant see it being forced shown by Android, and it's not something Unity would do

velvet osprey
pearl marlin
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I guess they are forcing devs to respect the safe area (looking at you nintendo)

velvet osprey
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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+...

hard blaze
analog plover
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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

hard blaze
tired lily
cedar fox
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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 sad) :

  • 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?

green minnow
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Is there a mobile version?

analog plover
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The answer is still no

austere stirrup
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Me from mobile version

brazen birch
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But theoretically you can use a mobile device that way. Hopefully with a keyboard and mouse.

hard blaze
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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.

tired lily
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what did you do for this custom script exactly? Unity should be calling pod install by itself to generate an xcworkspace

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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

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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

hard blaze
# tired lily what did you do for this custom script exactly? Unity should be calling `pod ins...
#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)

hard blaze
tired lily
#

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?

hard blaze
# tired lily you might have a mismatch of versions with your script, that could cause a crash...
<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

tired lily
#

when you run cocoapods on your podfile, what version of Firebase shows up in Podfile.lock?

hard blaze
#

ok, i think i may be following you. my podfile does not specify a firebase version...but sounds like maybe it should?

tired lily
#

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

hard blaze
#

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

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i'm tempted to start a fresh project. because there isn't much in this one

tired lily
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testing with a basic project is a good idea. This one builds without errors right?

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if there's no workspace, I would expect you to be seeing an error about pod install failing

hard blaze
pearl marlin
#

external dep manager should be handling this all for you and firebase uses it

green minnow
#

Hi guys us there a unity mobile or are you all in pc

upbeat pollen
#

use mobile to run a cloud pc

fallen compass
hard blaze
celest moss
# hard blaze not yet. next step is to try to do it with a fresh project, but i'm going to wai...

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.

hard blaze
celest moss
hard blaze
open saffron
#

Is there a faster way to build for android? It takes up to 13 minutes to build for android.

pearl marlin
hollow maple
#

Hello

open saffron
#

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?

desert stratus
open saffron
desert stratus
#

... yea, which part of the build process? The progress bar will be showing what it's doing

open saffron
#

I think the android stuff takes the longest

desert stratus
#

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)?

open saffron
#

patch and run?

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Is that faster than build and run?

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Actually wait is patch and run what im supposed to be using for testing?

desert stratus
#

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

desert stratus
#

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.

pearl marlin
#

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

desert stratus
#

Well build again and watch the loading bar, see what part takes long

pearl marlin
#

also check the last build logs and check time stamps

#

!logs

rugged cloakBOT
# pearl marlin !logs
📝 Logs

Documentation

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

open saffron
#

Took about 3-4 minutes

desert stratus
#

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.

open saffron
desert stratus
#

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.

open saffron
#

I didn't know i was supposed to use patch and run

desert stratus
#

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.

open saffron
#

They do not take the same amount of time that's for sure

desert stratus
#

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.

open saffron
#

Yea i think build is for releases

#

Also why is the library folder 8gb

desert stratus
#

because it contains a lot of cached data

open saffron
#

Why does unity cache everything?

pearl marlin
open saffron
pearl marlin
#

guess they do stuff differently i dunno

open saffron
#

Defold projects are also small in size i believe

#

But all this caching is insane

#

There isn't anything i can do about this?

pearl marlin
#

best to research or ask in another channel thats relevent

open saffron
#

Which channel should i ask in?

neon musk
#

When I switch My project to android it give me this bloom effect. I just want a sphere

fallen compass
neon musk
tulip harbor
#

Guys, I want to make a game because I don't know how to program and I need a ready template

vernal trail
#

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 ?

analog plover
#

What is the "this issue"?

vernal trail
tired lily
mild stag
#

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.

grave kettle
#

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?

pearl marlin
grave kettle
grave kettle
# pearl marlin I suspect not so loading the audio in java/kotlin directly will be best to avoid...

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!

grave kettle
#

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.

pastel coral
#

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.

analog plover
#

Is the game view zoomed perhaps? Show a full screenshot. If not, check the sprite import settings

pastel coral
analog plover
#

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

lofty owl
#

I can showcase your games if you want DM me

pastel coral
#

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

sleek eagle
#

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
quartz kernel
#

Also you need your textures to be power of 2 sized to enable mip mapping on them which prevents aliasing on small scales

pastel coral
#

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

pastel coral
#

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.

dapper plinth
#

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!

odd arrow
#

@real magnet There's no modding discussion on the server.

icy patio
#

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!

pearl marlin
sleek eagle
#

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

icy patio
#

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

sleek eagle
#

So what I said xD

icy patio
#

yes:)

icy patio
#

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?

fading quest
#

Yo

balmy schooner
#

How can I execute a callback when the native back button is pressed?

#

Input.GetKeyDown(KeyCode.Escape) is not working. (I use 6000.2)

quartz osprey
#

hi

#

i've a problem with my app

#

enyone can help?

tired lily
#

you forgot to say what the problem was, so no

quartz osprey
#

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

analog plover
#

Using Drive as a database is an incredibly bad idea

quartz osprey
#

but it worked nice

analog plover
#

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

quartz osprey
#

What does that mean?

#

Everything was working perfectly before the switch to ARMv7

analog plover
#

It means that anyone who downloads your app has full access to your Drive account to do whatever they want with it

quartz osprey
#

Everything is handled by an agent with restricted access

#
  1. 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

analog plover
#

Well it's up to you of course but don't say you weren't warned

quartz osprey
#

Chill. These people don't know how to make a table in Excel

tired lily
#

what did you change, exactly? What's failing, and with what errors? You still haven't said what the actual problem is.

quartz osprey
#

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.

tired lily
#

and what errors/messages do you see in logcat?

quartz osprey
#

nothing

tired lily
#

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

quartz osprey
#

I checked yesterday and there was nothing there

tired lily
#

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

tired lily
#

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?

quartz osprey
#
  • I left ARMv7 enabled
#

On Google Cloud i'm using Google Drive API

tired lily
tired lily
#

which library are you using to access the API?

quartz osprey
#

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?

quartz osprey
#

ok...

#

so what now

tired lily
quartz osprey
#

oh my god

#

so i need to rebuild whole system?

tired lily
#

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

quartz osprey
#

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

tired lily
#

look at what is produced when you are calling the api. Those are ignorable for now

quartz osprey
#

idk how to use it XD

#

i've not used that tool before

#

can we go vc?

tired lily
#

no

quartz osprey
#

ok

tame prawn
#

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

analog plover
#

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

tame prawn
#

that i can test from

analog plover
#

yes

tame prawn
#

cool thanks

pearl marlin
craggy nymph
#

I have an issue were my game is lagging and I don't know what to do

craggy nymph
# prisma quail 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

prisma quail
#

you could try checking the profiler to see what’s really eating up your performance

sleek eagle
#

Profiling time

brazen birch
#

As for hiring you probably want

#

!collab

rugged cloakBOT
# brazen birch !collab

:loudspeaker: Collaborating and Job Posting

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

arctic marlin
#

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?

sage dragon
#

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?

summer hedge
#

My game is not showing admob ads even after approved, anyone knows why?

tired lily
tired lily
tired lily
fathom lake
#

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.

analog plover
#

You'll have to show the error

fathom lake
#

Is there a formatting trick for it on discord? It is long.

#

Here are the errors.

tired lily
fathom lake
#

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.

fathom lake
#

In case anyone stumbles upon this, i just changed the editor version from 6.7 to 6.3 and it works now.

vivid stirrup
#

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?

tired lily
#

getting players is always the hard part

odd arrow
#

You need to provide more information. Including what steps did you take to debug.

polar vortex
#

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

odd arrow
#

Did you test it with Device Simulator?

polar vortex
#

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

polar vortex
#

Now it happens if i enable a overlay camera

odd arrow
#

Be sure to read post guidelines there as well.

pliant egret
#

heeey <@&502884371011731486> Can you help me? Is there a ticketing system here? I need help with Tapjoy.

pliant egret
odd arrow
#

!support @pliant egret

rugged cloakBOT
modern glade
#

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?

tired lily
modern glade
tired lily
#

do you have any active artifacts on an external test track? Those versions of Unity 6 should have fixed the cve exploit

modern glade
#

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!!!

tired lily
#

yep that'd do it

modern glade
muted solstice
#

<@&502884371011731486>

#

Hello

#

@everyone

#

Hello

#

@here

#

Hello

#

@developer

#

<@&502880774467354641>

#

Hello

hollow coral
#

!ban 1479270198434594999 spamming user tags

rugged cloakBOT
fair plover
#

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.

#

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.

fair plover
#

I gave myself 21 GB of disk space and then the 4 GB Android build tools install worked. Yeesh.

sleek eagle
# fair plover I gave myself 21 GB of disk space and then the 4 GB Android build tools install ...
Unity Discussions

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...

flint flame
#

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.

flint flame
#

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

tired lily
#

what does the profiler say?

flint flame
#

I'm not experiencing performance issues on my PC, only the phone

tired lily
#

make a dev build, deploy to phone, attach profiler

flint flame
#

What does this mean?

tired lily
#

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

flint flame
#

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?

tired lily
#

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

flint flame
#

Empty scene-- target 60FPS, framerate 30FPS?

tired lily
#

that looks like vsync is on

flint flame
#

My phone's display runs at 90Hz

#

And I can actively verify it is

tired lily
#

that doesn't mean Unity is rendering at 90Hz

flint flame
#

Oh, the overlay wasn't captured

flint flame
tired lily
#

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

flint flame
#

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.

flint flame
#

New custom function based approach

flint flame
#

URP btw:

sharp mango
#

Hi

cobalt pulsar
#

Yo

flint flame
# flint flame URP btw:

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.

sleek eagle
#

It all depends on what the subgraphs do...

coral hatch
#

@everyone I need Help, How to use smartphone keyboard to type something in an input field on Unity WebGL Builds ?

heavy wraith
#

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?

sleek eagle
#

.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

grizzled knot
#

--------- ✂ ------------
I declare this channel OPEN!
Lets get talking about mobile development!

vague flame
#

hey guys, anyone getting black UI rendering to gradle android?

#

*building to

vague flame
#

*Update, its not just UI. and its not all UI. its ... some UI, and some meshes. Which is making this horrible to debug

wooden aurora
#

woohoo

heavy trout
#

@vague flame sometimes that issue happens to me, just restart the pc.

wooden aurora
#

Anyone feel like there's a frame or two of latency in Unity's native input bindings?

#

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

smoky galleon
#

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

balmy flax
#

can't say I've ever felt Input.touches being laggy

wooden aurora
#

just couldn't seem to replicate his results - and in looking at the source - seemed like this was not the case

vague flame
#

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?

late sinew
#

Why do you say OGLES3 on Android doesn't like transparency? Haven't encoutered any problems with that.

smoky galleon
#

sounds far more like a shader is not compatible to me

#

or perhaps you're crashing silently. Try a dev build with console

rose osprey
#

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

rapid brook
#

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 :/

rose osprey
#

It only allows me to select android devices even though the project is set to IOS 🤔

rapid brook
#

what version are you on?

rose osprey
#

2018.3.0f2

#

That is latest as far as i know

rapid brook
#

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

rose osprey
#

Hmm the update checker is saying its the latest version

#

I will download the latest manual then and see if that fixes it

rapid brook
#

i doubt that downloading a manual would fix it....

rose osprey
rapid brook
#

i didn't know that the editor still had that feature. maybe the problem is that you're on windows?

#

unlikely but possible

rose osprey
#

Maybe, but it worked before in 2018.2.x so i can't imagine it just stopped working

rapid brook
#

do you have the latest version of iTunes installed?

rose osprey
#

I have 12.9 installed, there is a new update to 12.9.3, will try to install that and see if it works

rapid brook
#

👍 lmk if it works (or if it doesn't, i guess)

rose osprey
#

Well it detects the iphone now in the new unity, but it doesn't start streaming yet 😄

rose osprey
#

After a restart on my pc it worked
Thanks for your help Ryan 😃

rapid brook
#

oh nice!

#

sorry i didn't help much 😅

wicked haven
#

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

tranquil verge
#

would probably have to store the info server-side (at least thats how im doing it)

wooden aurora
#

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?

wooden aurora
#

nevermind - ^ answered my own question. Turns out you need to explicitly include the decoder shaders in GraphicsSettings.asset's always included shaders 🙄

spring aspen
#

porting from mobile to webgl facebook?

wicked haven
#

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

wicked haven
#

Nvm recovered the pass ^^ 😄

odd arrow
#

@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.

  1. Simplest one would be to just create buttons to control the block. They would work out of the box.
  2. 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.
  3. Using touches and doing some manual raycasting https://docs.unity3d.com/Manual/MobileInput.html
#

There are also could be indirect ways of doing this.

thorny pelican
#

@odd arrow
On method 1 on a button do I have to put a script or something?

#

Or what to do with the buttons

odd arrow
#

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.

wicked haven
#

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^^

lusty flume
#

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

wicked haven
#

Anyone uses firebase database? whats easiest way to store data for players? Lets say I want to store few bools and an int

glossy sluice
#

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

wintry dragon
#

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

misty zephyr
#

@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

wintry dragon
#

I do have unity audio disabled

#

not sure what you mean with having ios chosen

misty zephyr
#

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?

wintry dragon
#

thanks I'll look into that

#

it's my first multiplatform project using fmod no clue what troubles are ahead haha

misty zephyr
#

No worries! iOS is always particularly fiddly, hey haha

glossy sluice
#

Do you guys know for UnityAds should we use using UnityEngine.Advertisements package or using UnityEngine.Monetization ? Both seems to have same functions.

ocean pebble
#

I think they recommend UnityEngine.Monetization

glossy sluice
blissful latch
#

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? 🤔

rustic coral
#

Hey i have dobut in advertisements integration
I am trying for Facebook ads(audience network) do anyone have idea about it @everyone....!!

rough rain
#

@blissful latch you can also use Google play game. It's free and easy ^^ it has the save functionality too

blissful latch
#

@rough rain yes, but if i want to go multiplatform the Google Play kinda limits me and i would need two seperate implementations

rough rain
#

@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/

blissful latch
#

@rough rain thanks for your help 😃 this is somewhat a solution i can live with.

fringe patio
#

@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

jovial maple
#

In the Data key/value pairs, the value can be nested JSON

#

The free tier allows up to 10,000 bytes per value

blissful latch
#

@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.

glossy sluice
#

do you guys know how can I get ProGuard deobfuscation file for Google Play when building for Android?

wicked haven
#

Ok I am still confused with firebase, how do I send data to database? .Push()? Also, how do I differentiate unique users? 🙃

median marsh
#

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?

cold viper
wicked haven
#

Anyone who understands firebase? help would be really appreciated ^^ 😓

glossy sluice
#

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;
}
maiden veldt
#

Im tring to add UnityAds in my game, but when Ads is enable, my game has stopped. What should I do?

scenic yarrow
#

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.

glacial mauve
#

@wicked haven Anyone who understands firebase? help would be really appreciated I do

wicked haven
#

Hey, I think I figured it out, but I will write if I get stuck again 😄

rich gorge
#

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?

wooden aurora
#

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

rich gorge
#

ok, thank you! another simple(stupid) question is " what amount considered low?"

wooden aurora
#

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

shut nimbus
#

Does unity support the ios 1 1 file manager thing?

shut nimbus
#

figured it out, just requires two keys in the plist

tepid fern
#

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.

wooden aurora
#

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

dim sinew
#

@tepid fern use an UI panel with blur shader and everything non UI will be blurry.

#

Also you can play blur/non blur UI with setting rendering order

tepid fern
#

@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. 👍

pseudo crow
#

How does one deal with the iphones notch nicely?

#

except from throwing all ui elements further into the screen

formal badge
#

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?

uneven river
#

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.

formal badge
#

Yeah I'm trying to do that. Thanks @uneven river

pseudo crow
#

Does unity remote not support non 16:9 displays?

coral jackal
#

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'...

broken lichen
#

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

coral jackal
#

this is not an option

broken lichen
#

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

dense palm
#

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?

mint pilot
#

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.

cold viper
#

that would be better done with multiple cameras.

mint pilot
#

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?

mint pilot
#

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.

weak idol
#

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

cobalt pasture
#

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?

dense palm
#

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

hexed wraith
#

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.

dense palm
#

Thanks Austin

hexed wraith
#

Unless I'm misunderstanding you. Were those 2 separate questions?

dense palm
#

Do you know of any tutorial that just show how to build using gradle?

hexed wraith
#

Why did you need a custom gradle file?

dense palm
#

no, what you mentioned is the issue i am having

#

integrating sdk that requires gradle settings

hexed wraith
#

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.

dense palm
#

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

hexed wraith
#

Isn't Unity spitting the error out in the console?

dense palm
#

just a gradle error saying it messed up in some java

#

googling just leads to android studio fixes

hexed wraith
#

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.

dense palm
#

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

hexed wraith
#

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.

dense palm
#

oh inside windows? not unity?

hexed wraith
#

Right

dense palm
#

hmm.. havent checked that yet.

hexed wraith
#

I had an issue similar to that and doing that fixed my issue.

dense palm
#

ok gonna go hunt

#

thanks

hexed wraith
#

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.

dense palm
#

👍

crystal mist
#

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

heady rose
#

Trying to change resolution on mobile can be risky, you have to remember that mobile phones have a wide range of aspect ratios

dim sinew
#

@crystal mist Use DPI settings

wooden aurora
#

+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

crystal mist
#

@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.

wooden aurora
#

Because you'll probably get the math wrong somewhere

#

(I would)

#

and changing DPI is functionally equivalent

crystal mist
#

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

wooden aurora
#

it's actually super easy

#

just set that guy to a fraction of the original desired resolution

crystal mist
#

Cool, thanks for your help!

wooden aurora
#

no prob!

near prism
#

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?

dense palm
#

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?

dense palm
#

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?

dense palm
#

solved it by using Gradle build instead of Custom Gradle build

glossy sluice
#

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

spring kraken
#

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

lusty flume
#

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?

rocky ore
#

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 ❤

spring aspen
#

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

wary ether
#

@spring aspen Set your minimum sdk version in player settings to something like 4.0 or later 🤔

spring aspen
#

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:]

frosty lark
#

!help

radiant kiln
#

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.

brave swan
#

Hi, do someone know how to open pdf files on ios/mac in external apps?

limber parcel
#

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

raven bison
#

@limber parcel sounds like a memory leak of some sort? Does it increase over time? Have you checked your app out in the profiler?

late sinew
#

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?

dense palm
#

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

icy saddle
#

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

dense palm
#

Sounds like a null reference error that might be causing it

#

do you have a scene added to your build settings pop up?

#

maybe turn on the Enable Zombie Objects in Diagnostics to see where it points to

icy saddle
#

@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

last rapids
#

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.

wooden aurora
#

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

last rapids
#

@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.

warm adder
#

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?

wooden aurora
#

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

warm adder
#

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

wooden aurora
#

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

winged bison
#

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

brisk raven
#

try making a new keystore

winged bison
#

yeah, same error

winged bison
#

ok, solved the problem by creating a keystore via keystore.exe and running cmd as administrator
thanks for the help anyway!

faint raptor
#

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

lime dove
#

hi guys

#

Who understands the android manifests?

delicate delta
wicked haven
#

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

uneven river
#

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.

faint raptor
#

@delicate delta I'll have to read more of the documentation, but that's pretty much what I need. Thanks.

umbral kettle
#

@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.

#

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)

late sinew
umbral kettle
#

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

late sinew
#

@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.

umbral kettle
#

Mind you, we were using Asset Bundles, so were able to build completely separate sets of bundles for different devices.

late sinew
#

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.

umbral kettle
#

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.

late sinew
#

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.

umbral kettle
#

Oh gosh, please please PLEASE don't use bundle variants. One of Unity's worst mistakes.

late sinew
#

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

umbral kettle
#

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.

late sinew
#

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).

umbral kettle
#

How "big" do you have in mind? When properly designed, they should only be <10mb each.

#

On mobile, that's nothing

late sinew
#

Somewhere around that, we've got bundles ranging from 20 to 40mb.

umbral kettle
#

Umm.... that's... way too big.

#

Textures? Sounds? Music files?

late sinew
#

All of that.

umbral kettle
#

You probably need to rethink how much you actually need at one time.

#

Especially for a "simple match3 game"

late sinew
#

We could probably split them up. But it still irks me, that I can't preallocate space for bundle downloads.

umbral kettle
#

Well, UnityWebRequest gives you enough control that you could if you really wanted to.

late sinew
#

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.

umbral kettle
#

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.

late sinew
#

@umbral kettle You mentioned that I shouldn't use asset bundle variants. Can you elaborate on that a bit?

umbral kettle
#

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.

late sinew
#

What if we just use Sprite Atlases? We could just make sprite atlas variants and add 1 to each bundle variant.

umbral kettle
#

Same issues.

#

Wait, how would you use Sprite Atlases?

late sinew
#

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.

umbral kettle
#

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

late sinew
#

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.

umbral kettle
#

No, it also affects the format that unity decides to use.

#

...not just the size

late sinew
#

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.

umbral kettle
#

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.

late sinew
umbral kettle
#

looking at a project i'm working

late sinew
#

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.

umbral kettle
#

Okay, you're outside of my experience. I am not using these "new" sprite atlas items.

late sinew
#

That's what I meant by new Sprite Atlases. You're using the legacy Sprite Packer?

umbral kettle
#

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.

late sinew
#

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.

umbral kettle
#

My games all had both sprites and regular texture use

#

so this would only solve half the issue

late sinew
#

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.

umbral kettle
#

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.

late sinew
#

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.

umbral kettle
#

Actually, that's not correct

#

variants by definition make the secondary textures "look like" the original.

late sinew
#

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?

umbral kettle
#

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.

buoyant hinge
#

Anyone of you know of a free OpenCV implementation for Unity that can be used with Android/iOS?

late sinew
wicked haven
#

easiest way to receive debug messages from android build in editor or console or anything?

noble arch
#

@wicked haven in cmd: "C:\Program Files (x86)\Android\android-sdk\platform-tools\adb.exe" logcat -s Unity PackageManager dalvikvm DEBUG

wicked haven
#

Ok cool, will try

#

is there no way from editor in GUI though?

#

What is this?:

#

Will ticking that thing give me same result?

noble arch
#

oh, nice ) didn't know that exists

wicked haven
#

yeah it does but it behaves a bit weird for me

#

it sometimes shuts off (unchekcs)

noble arch
#

also that logcat cmd doesn't work on Android Oreo for me, fyi (it only works via Android Studio)

wicked haven
#

I think I fixed some issues downloading usb google tool thing from android studio

#

not 100% sure tho

noble arch
#

will need to try that, thx

buoyant hinge
#

@late sinew Thanks, I'll check it out

late sinew
#

Pre Unity 2019 you have to install adb manually and connect to a device running your game.

noble arch
#

Thanks :+1:
Cc @wicked haven

late sinew
#

oops, @'ed the wrong guy

wicked haven
#

I still use 2018 lul

late sinew
#

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.

uneven river
#

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

wooden aurora
#

was color balance previously good?

uneven river
#

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

late sinew
#

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.

uneven river
#

Fallback is at 32bit

late sinew
#

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.

uneven river
#

nah using sprite packer. sprite atlases are unreliable in packign.

#

its building now including the new architecture, just in case.

#

hmm still poop

late sinew
#

Do you use Linear color space? Some devices don't support that.

uneven river
#

@late sinew It was crunch compression.

#

will have to be sure to disable that

#

thx btw

pseudo crow
#

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 :/

uneven river
#

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.

late sinew
#

@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.

uneven river
#

I've been using mono and logging is set to full, if that's what you mean.

late sinew
uneven river
#

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

late sinew
#

Are you trying to load a scene from Asset Bundles?

uneven river
#

nope

late sinew
#

Are you loading them synchronously? You might be getting an NRE from Awake/Start functions while loading the scene.

uneven river
#

I wasn't at one point, but more recently yes. The error occurs on both.

#

NRE?

late sinew
#

null reference exception

uneven river
#

Oh. there shouldn't be any exceptions from that, Id think

late sinew
#

Are you loading them by LoadScene(string)? Are you sure your argument isn't null?

uneven river
#

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

late sinew
#

But you're saying you're getting a null expcetion.

uneven river
#

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

late sinew
#

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.

uneven river
#

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

late sinew
#

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.

uneven river
#

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

late sinew
#

Also, keep in mind, that LoadScene doesn't complete in the same frame it was called, it completes in the next one.

uneven river
#

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.

uneven river
#

I reworked how scenes are loaded. I can only hope that fixed something

uneven river
#

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.

wooden aurora
#

Gut check - is a Color LUT for a post process effect too heavy for mobile?

uneven river
#

@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.

glossy sluice
#

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

wooden aurora
#

Input.touchCount is what you want

odd arrow
wooden aurora
#
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
}```
odd arrow
#

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.

glossy sluice
#

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);
        }
    }

}```
odd arrow
#

create a locked state using Boolean, release it when there are one or no touches

sacred fulcrum
warm adder
#

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:

warm adder
#

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/

jade apex
#

Thanks for sharing.

merry plaza
#

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

uneven river
#

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.

uneven river
#

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?

merry plaza
#

Im using 2019.1, but i checked each all logging

#

even of android

#

No error

#

Nothing

#

It justs gets stuck

brisk inlet
#

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

uneven river
#

@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.

merry plaza
#

@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

uneven river
#

are you seeing just a black screen

merry plaza
#

Nope

#

@uneven river i have a asynch loading scene which doesnt continue loading

#

It just gets stuck on the loading screen

uneven river
#

@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

uneven river
#

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?

queen kraken
#

No worries @uneven river ! Thanks for letting me know. Could you DM me a quick writeup and I will pass it on?

burnt mantle
#

Mojave VM so much better than High Sierra VM

#

lol

#

finally made the switch because of ios 12.2

ruby robin
#

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?

burnt mantle
#

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

odd arrow
grim sage
#

ok😬 so sorry man!

heavy trout
#

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)

balmy flax
#

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)

heavy trout
noble arch
#

Hey peeps :) is it possible to use Xamarin.Android/Mono.Android and corresponding third party libraries in Unity?

noble arch
#

^^ ok, an answer to this is likely "no" because Xamarin and Unity use different Mono runtimes

limber parcel
#

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?

paper forge
#

hi, any android optimization tips?

noble arch
#

Not android, but good

uneven river
#

@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

uneven river
#

Sorry for horrible English. On mobile.

spare root
#

anyone have an issue getting microphone input/playback on iOS?

spare root
#

nvm got it, wrong device name 👍

merry fog
#

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.

merry fog
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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.

wide quail
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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

merry fog
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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...

merry fog
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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?
merry fog
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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...

uneven river
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that makes sense

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I'm not seeing where it implicitly says that though.

neon thicket
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What shader do I need to use for a line renderer to show up on mobile ... ?

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     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;
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I'm just prototyping something out, but can't seem to get these stupid things to render, lol.

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Ah, false alarm. You need to add the shader as an always include shader in Project Settings > Graphics

vague hearth
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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.

lusty flume
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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?

uneven river
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@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.

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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.

lusty flume
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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.

pliant forum
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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?

scarlet berry
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@vague hearth Idk if you still need help but my workaround was to connect adb via tcpip, only then the device showed up

vague hearth
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@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.

steel juniper
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Anyone had any issues with LWRP and reflection probes on iOS? It seems it's only sampling the skybox

strange night
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Google play protect not allowing my game .apk to get installed on my device

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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

uneven river
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@strange night are you trying to install it by adding it to your device via folder then run the apk from a file browser?

strange night
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@uneven river no, i transferred apk to my phone via USB and tried to install it.

uneven river
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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

strange night
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@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?

uneven river
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Geez I missed your question. Maybe the APK you downloaded has a store signature? You shouldn't have issues once yours is live though.

ancient anvil
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Does anyone have recommendations for tree-models/assets for mobile?

limber parcel
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What are the current max app sizes for app store and google play?

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100mb + expansions?

uneven river
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Correct @limber parcel

limber parcel
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Thanks !

limber parcel
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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?

uneven river
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I'm not 100% sure on that. I've never had iOS ask to split.

balmy flax
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@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…

Following the launch of iOS 11, Apple today announced that it has increased the cellular over-the-air app download limit from 100 MB to 150 MB,...