#📱┃mobile
1 messages · Page 23 of 1
hi guys.how can i download an assetbundle and instantiate a prefab from that?
@everyone
Hey! I'm having trouble handling mobile resolution. By default it cuts off around the notch and the bottom part of my screen (curved corners) but still reads input from it. I've looked around but can't find much about how to properly handle different resolutions and things like curves, notches and punch holes in unity. Any advice?
God it's been so long since I used unity because of openGL studies and I feel like I've forgotten everything 😅
FYI - this will generally tell you the rect for the device that's safe to render elements on (i.e. not covered by notches or curves) - https://docs.unity3d.com/ScriptReference/Screen-safeArea.html
@wooden aurora Is this what it uses by default? Because that might explain my issue.
I'm not sure unity does anything with it by default other than make it available to you (but that might be not true in newer versions)
Double check your resolution settings in your build settings as well
Honestly I have no idea how it's deciding my resolution. It's been a while since I've used unity and I never did mobile stuff.
Is what mine looks like
I'm launching it now to check
I know I set it to portait though and couldn't see much else relovent before.
The native aspect ration is what's throwing me off, since it's not that.
Then again, the whole unity remote is the wrong resolution... fuuuuuck.
Not sure why your tab looks different though.
because I'm on iOS
not android
and because I'm on an older version of unity, likely
oh, ok. Also looking at safeArea furth it says to just read from the width and height. The width and height are not the whole size.
Oh, weird.
I just found an article about it too thankfully.
https://connect.unity.com/p/updating-your-gui-for-the-iphone-x-and-other-notched-devices?signup=true
So how do I set the screen stuff? Can't remember for the life of me, sorry.
out of the box, unity should be taking your camera and displaying it full screen
Nope, just getting the safe space
that "render over native UI" checkbox seems relevant 😃
Mmmm, sadly didn't do it. 😕
It describes itself as that though.
I'm starting to think this is a unity remote thing, since remote only shows in the safe space and I don't know if running overwrites that.
which version of unity are you on
2019.1.3f1
Steps to reproduce: 1. Open QA attached project 2. Notice that Default Orientation is set to "Auto Rotation" and "Render Outside Saf...
Sounds right to me.
So I guess I'll just start the project again with the beta unity release?
worth a shot 🤷
Alright, I'll quickly give it a go. Thank you so much for helping me so far though by the way!
@wooden aurora Nope. Same problem in the 2019.2 beta.
Ye that doesn't look right when it's specs say the phone is 1080 by 2246 pixels... I must be missing something here about those numbers.
So I fixed a culling issue just to see and uh... ye I clearly don't know what I'm doing here. That's meant to be square.
How can I make the viewport fit the resolution?
Going through my list of optimization steps but wanted confirmation on VSync.
Is it considered best practice to always turn off VSync for mobile?
And then manually set your target framerate to 30fps?
hey can anyone help me
i want to export my game to android and i have followed a lot of tutorials on this but nothing seems to help me
does anyone have a better suggestion on it
@high basin Please don't post the same question in every discussion thread, pick the one relevant.
https://learn.unity.com/tutorial/building-for-mobile
Is there a good way to test for mobile?
Building, sending to my phone, installing, running is not very convenient.
Can you not simulate touch, screen sizes etc. in the editor?
I would have thought something like what the chrome developer console has
I'm not sure why I didn't try searching before asking here.
But I found this: https://docs.unity3d.com/Manual/UnityRemote5.html
One thing though: it says you need the android SDK installed. Is the SDK bundled with Unity not enough?
Because it doesn't work, and I get this when pressing play: Set-up Android SDK path to make Android remote work
I've used unity remote in the past, and it mostly sucked. It worked for simple things but it was pretty rough. Has it gotten better?
Not sure how it was before, but it's ok I guess.
It could be better, but I think at least it'll be useful for quickly testing some features, better than having to build at least
The lower resolution is understandable, but I wish the frame rate could be better
I also had some trouble getting it to run initially and had to restart both the app and unity
And I wish it would respond to the device screen size and orientation, instead of just stretching the viewport to fit
sounds a lot like what it was when I used it last. Pretty rough.
Im confused. As output I got .apk and .symbols
What are .symbols?
it has over 500MB
Maybe some debugging related files?
Symbols are like a representation of all your app's code to tell the debugger what all the objects are. 100% oversimplified but yeah they're big.
I am creating an asset that will need to be regularly updated automatically.
After installing a game with the asset package I built on an android device (using IL2CPP) I am attempting to automatically update code without altering the main .apk package.
The code that will need updating is all managed inside a C# plugin that I wrote. The managed dll references a native plugin that will not need updating in which I also wrote.
This of course will eventually be on the asset store, so abiding by the terms of service for both Unity, Oculus, and Google is very much desired.
What I think may be possible, have the managed plugin be compiled to native android separately but statically linked from the .apk and be replaceable by an external service.
If anyone can spare the time to answer these questions, it would be much appreciated:
- How difficult would this be? (Is it possible)
- What experience would this require?
- Are there any examples of this that are opensource/ legally backwards engineerable?
- Is there a creative way to address this that does not require "hackey" methods?
- If this is in anyway viable, what could be done to achieve something like this that I may not have considered?
- Would I be wasting my time with something like this?
Okay, so I've got something weird. My builds for android are just over twice the size they used to be. I haven't added anything, I'm guessing I've changed some setting somewhere, but not sure what it could be. Even after just getting rid of a ton of stuff from the scenes, and not including some scenes in the build, it's still 110kb .apk file whereas the old .apk used to be 51kb. I cannot figure out any changed settings, yet this is obviously way too large...
did you add a new binary to it? like Arm64?
I'm looking for a way to disable multitouch on the UI only... wondering if anyone knows a good way to do this. Do I need to override StandaloneInputModule?
I think you can extend GraphicsRaycaster.raycast
and return nothing if you already have a finger down?
@lusty flume like someone mentioned did you tick to support multiple platforms?
Also, you can check the build logs to see what's eating the most space. Let me find that info for you rq..
Iirc what you need is the editor log file. It may even show your assets in size from largest to smallest. https://docs.unity3d.com/Manual/LogFiles.html
You can also do this right after a build
Go to the Console window (menu: Window > General > Console
), click the small drop-down panel in the top right, and select Open Editor Log.
It was already multi platform, that's not a setting I changed. Yeah I looked into largest, except total user file size comes to less than half the final installed size 😦
Hello! Anyone has an idea why some of my colliders won't work on mobile? Can they get too complex and thus get ignored?
Hello someone working with playgameservices plugin from github?
Hello! I am wondering if anyone here has experience publishing to the google play store from Unity, I am having some issues with the number of devices Google thinks my game is supported on.
@wooden aurora That's a good idea I'll try that out thanks
hmm that doesn't work... if you ignore the raycast it just passes through. I still want it to be blocked but not handled so maybe overriding the StandaloneInputModule is the only way to do that
the comment in StandaloneInputModule::ProcessTouchPress seems to suggest that we can override it to handle touches ourselves, but it's not marked virtual.... am I missing something?
So I have a nice brand new Android 8.1 phone that I want to use to test stuff on, I know there is Unity Remote 5 but it doesn't seem to work with Unity 2019.1
What should I do to test my things?
Is there a way to safely put android builds on the phone for testing?
I need a nice and safe solution for this, I don't want to void the warranty on the phone just because I wanted to test a few things with Unity.
hi i have a problem ... i don't know how build my project... my SDK and JDK was good and i don't understand the message of the consol
not sure if its the cause of your problem but you seem to have a space in your prject path.
Having an issue with Android builds where every so often when the app is opened all that's seen is a black screen. Force closing the app and re-opening often resolves the issue but it's seemingly completely random.
The particular device this problem is occurring on is an LG K20+.
The APK worked fine at one point then broke over the last few builds. Only thing that had changed were some image and audio alterations.
Tried wiping Library folder.
Hey everyone,
We have an interactive project (very simple UI driven app) that builds out at 700mb on PC. However, when we push it to iOS, it's 2.1 gigs. What would be something we could consider to reduce this?
One point about the project is that there are a bunch of papers/posters (research related) that we load on demand. They're quite big at 4096 each and are in the Resources folder. They're set to compressed. I suspect this is the problem, but just want some second opinions.
externalizing those and downloading them as asset bundles is pretty common
also, what size are you looking at for 2.1 gigs - is that the IPA - and is it a universal binary?
hello, anyone know how i could create an android activity to display an invitation ? i get it to open on my build but the invitation does not display
here is what im doing:
launchIntent = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", bundleId);
launchIntent.Call<AndroidJavaObject>("putExtra", "INVITE", "x7nQnPD");
ca.Call("startActivity", launchIntent);
PS: discord invitation link
@wooden aurora Thanks for the reply (got a bit busy).
Yeah, we definitely would want to download them, or even use a PDF reader, but unfortunately the nature of our client work is for conferences where internet is crappy at best, so we can never rely on it. Everything needs to be built straight into the app.
It's the IPA, read from the iPad settings itself.
Okay, so I just did a test where I removed the entire Resources folder, containing all these massive UI image papers and it dropped down to 444mb.
I'm just wondering now, if there's even anything we can really do at this point to optimize. They need to be pretty high quality because they're text based medical papers/posters.
do you have mips enabled?
No. Though, I did some research and in my own stupidity (sorry for wasting everyone's time, lol), we hadn't set any build compression.
Set the compression to LZ4HC, and it dropped down to a whopping 220mb.
👍
Does anyone here have experience with the new Addressables, I'm struggling to set up my environment.
So what is everyone using for microphone input on mobile?
I've read the native audio library for Unity has issues with latency but not sure if that is only for output.
Additionally need to somehow extract frequency and or amplitude data from the audio input.
Need iOS compatibility only at the moment. Any feedback (pun intended) greatly appreciated!
I dont know if anyone else has had this problem, but as an experiment, I added VR support to my project (Oculus Mobile). This is because the project has thus far been for mobile and VR (separately, mobile is normal, not vr). However, once I added the Oculus SDK, I had some fun building to quest, and now cant stop android building for VR. Deleted all the oculus files, but when it loads on the phone, its opening the 'gear VR' app. I have disabled the setting in XR settings, does anyone know any other settings I have to change to remove this?
maybe delete the package in package manager?
So I've drunk the koolaid and for all of my recent mobile projects have switched to using the LWRP.
Good comparison table in this blog post https://blogs.unity3d.com/2018/02/21/the-lightweight-render-pipeline-optimizing-real-time-performance/
But with all its limitations am wondering if its worth it.
If you know you will be only targeting latest iOS devices (iphone 7 and up) is there ANY reason at all to use LWRP?
I have yest to see any decent performance benchmarks comparing the SRP with Unity's built-in renderer.
Does anyone know of any?
I'm switching for mobile and VR projects because I'm convinced we've only started scratching the surface of what cool things can be done with LWRP. https://www.youtube.com/watch?v=szsWx9IQVDI
Let's learn how to render characters behind other objects using Scriptable Render Passes! This video is sponsored by Unity ● Download Project: https://ole.un...
(even though I'm currently having what looks like lightweight-specific performance problems running on the Oculus Quest)
Thanks. Probably need to run my own benchmarks with the srp batching feature enabled.
Hi, does anyone else have the problem, that animations are working in the editor but not in the build (Android/Oculus Quest)?
hmm, did not work for me 😦
Its weird, in the build the animation controller seems to be missing in the Oculus Quest build. It is working in a windows build 😬
Edit: Found the problem: it's an still unresolved bug in the Addressable Asset System
Did anybody encounter a problem with Unity partial wakelocks on Android? Android Vitals is reporting that 0.37% of sessions over the past 30 days, which is hurting our organic growth. The partial lock has a tag "AudioMix". This started when we moved from Unity 2017.4.9 do 2017.4.23.
This seems related to something that was happening in cocos2d-x https://github.com/cocos2d/cocos2d-x/pull/19005
This is the issue: https://forum.unity.com/threads/stuck-partial-wakelock-audiomix.551947/ Wrote to Unity to ask how to work around this.
@late sinew i was facing this problem 2 years ago when admob showed ad to user. So it is not new and there is no solution. You should dedect suspend and stop all audios.
It was on ios, not android.
@foggy frigate So I should just disable audio sources? Because muting them does not work for this. Disabling would also restart our background music.
@late sinew try pause first.
@foggy frigate Can you elaborate please? We had this issue before, but since we integrated Admob, this has spiked pretty hard. So this happens when you have audio sources playing, you show a full screen ad and the uses pauses the application?
@late sinew use admob ad events. When admob shows ad, pause only audio or stop audio. And then admob calls ad closed event and you should play them again.
Hi, first time trying to connect unity with my phone
But I'm getting these errors when I try to build and run
Anyone knows what could be causing it?
I have min api level set to 24 and target to automatic
I have api level 26 and 28 installed
Im having the same issue!
hi
Yep
I got it to work now
Not sure what fixed it tho
I did change to 2018.3
Maybe more stable
Alright!
Hi! I'm fairly new to coding and am trying to script a similar player controller to Dragalia Lost where character moves towards the direction of touch and camera follows along but so far I've had no luck and can't find any helpful info in forums/tutorials.
@late dove pm me, I may help
Hey I was playing a game of Lords of Waterdeep on android, while casting the screen to a smart TV, and I had a thought. Would it be possible to show one thing on the tablet screen and a different thing on the TV? Or would you need some kind of separate app to be on the TV for that?
ok i never made apps for tv... but i think u could get the device model n show different activities accordingly @torpid dagger
Hmm, so you think it's possible?
do u code with AS?
android studio i mean
u just need to find a way to find the device ur apk is running on
then u show the related code
another way
Oh, I can code in C#. When I was doing it the other night, I was going through the tablet's OS. It was just casting to the screen. I suspect I'd have to be able to detect a screen that can be connected to and cast to that?
so u not using android studio?
Umm, no I'm using Unity, or is Android Studio an asset pack?
Hi guys. Sorry to bother you all. But I have a bit of a dilemma with an assignment for my degree.
I'm trying to implement Mobile Swipe to a golf ball. I have got it to move however it takes like 10 swipes to move an significant distance. Any help would be appreciated ASAP.
ok so u using unity to make android app u can find ur device type or model easily and run ur logic with #if
It’s not possible in general - OS would have to support running two views/activities - one on tablet, the other one mirrored to the TV
bout what
bout wat u just said
@crimson lark right but I'm not talking about running the app on the TV I'm talking about casting video to the TV while showing something different on the screen.
*On the Tablet screen that is
ok i got u wrong then
@median sentinel Have you tried multiplying the force with the swipe by a larger factor?
Yes my friend and I are doing it together at the moment and it does not make any difference
@whole kestrel & @crimson lark Do you think an app would be able to cast to a screen by itself and bypass the OS?
idk thats beyond my knowledge
@median sentinel What about using the swipe more as a toggle and applying the force manually?
@crimson lark Well thanks for responding anyway, you did say it had been a while since you'd done any android stuff.
yes xD sorry i could not be helpful
@torpid dagger How would this be done?
Because I initially followed a YouTube tutorial for the input.
Sometimes it's just nice to know you're not just yelling into the void.
@median sentinel So, when you detect the swipe, it's getting a little push right?
Yes very very small
Are you adding the force of the swipe to the object?
Ok, so rather than applying the force from the swipe. Make it an arbitrary number. It won't be very sensitive but it will get you moving.
Okay. Is it possible if I send you a video of my code?
Because I may be doing completely the wrong thing?
i sometimes really wonder if it's worth replying here, at all
hi
Why don't you just post a snipit here... do they have like a code feature on here?
what is the minimalist code for car to go left when user touches left
@whole kestrel Why do you say that?
The footage contains gameplay issue. All of the script and the physics material
I mean ok, I'm not making any promises that I can solve your issue but I'll take a look.
@torpid dagger my lunch is finished and I spend good two chunks of it formulating reply here which wen like a pearl to the swines - so that's general impression 😃
to your issue - you might dig pretty deep into native android development with this and i'm not sure if it's possible at all
at least it would be heavily device dependent
(possibly utilizing a specific vendor APIs)
@whole kestrel About my issue, I had a strong suspicion it would be that way... hmm... maybe some kind of Jackbox type set up would be more viable. Where people's hands were shown on their devices but the main board was shown on the TV through another device.
Also, I'm sorry you had a bad lunchtime.
yea setup with local networking might work I think ( could be done even via bluetooth )
lunch itself was pretty good actually )
Well at least you had a good lunch. XD
it was being had indeed ! :]
oh and that said .. : chances are that it'd be more stable/approachable on iOS anyway but i'm not sure about latest development there with airplay2
(original airplay supported only mirroring)
Also... I don't really want to touch iOS
Anyway, I'm off to get some dinner. Have a good one.
anyone have any idea what is required to make stickers available in iMessage when installing your iOS app?
Hello. How can the new Input System used with Touch inputs? Right now I am using both Input Systems because with the preview one the UI does not work.
Hi guy. My AR game working so well with build 32bit.
When I build IL2CPP arm64, no error appear but when I play game, my vuforia doesn't get error but camera doesn't work although camera permission is granted.
Please help me
I just got unity remote 5 and my game looks very small and not good on it does anyone know how to fix that
Hey guys I'm totally stumped on this one. Trying to build 64 bit to android. If anyone has any clues I would be very happy to hear them.
When I setup a build with the IL2CPP backend and ARM64 I am getting this error
Win32Exception: ApplicationName='E:/games/Evil_Villian_Games/unity/Raven's Path/WorkingAndriodNDK/android-ndk-r16b-windows-x86_64/android-ndk-r16b/toolchains/llvm/prebuilt/windows-x86_64/bin/clang++.exe', CommandLine='@"Temp/StagingArea/strip/armeabi-v7a/UnityICallRegistration.rsp"', CurrentDirectory='', Native error= The system cannot find the file specified.
It works fine When I build to android with mono.
What are some things I should check If I'm trying to build with 64bit Android libraries? I have the correct version of the Android NDK.
Try disabling stripping but I don't think it has anything to do with the 64 bit or your NDK. Since il2cpp will strip most unused code(what the compiler thinks is unused) but it says the UnityICallRegistration.rsp is missing
ok let me give that a shot, what is the UnityICallRegistration.rsp? Or is there some way for me to repair it?
I do not know, I just did a quick google search and saw some stuff that might help.
looks like they also suggested disabling stripping
fair enough, I tried googling that file earlier but the resualts were pretty slim. I did find a couple errors related to the same thing but they were a bit different. Ok well that's a good sign, i'm loading in now
Fingers crossed
I can only set Manage Stripping Level to Low, But I unchecked Strip Code Engine
building again now
@flint jetty here is a link to the documentation that might help you if this solves your issue.
that's funny I actually have that open, whats strange is i'm accessing the same drop down but there is no disabled option
oh I guess it says its not available for IL2PP
probably have to go low
indeed
is disabling engine stripping a good idea?
I mean I guess well see if it solves the issue
it bloats the app. You can test it out. Eventually would would want to find what exactly is being stripped and forcing the build to include it
This option is the default stripping level for the Mono scripting backend. The Disabled option is not available when the IL2CPP scripting backend is selected because of the impact it has on build times. More managed code means more C++ code for IL2CPP to generate, which means more C++ code to compile. The result is a much longer time between making a code change and seeing that change in action. ```
Do think its possible this has to do with my verison of C++ redistributable? Becuase I haven't been able to install those for some time. My windows installer service is corrupted
however I have been able to use the versions I already have installed for most everything
I don't know possibly ¯_(ツ)_/¯
hmm well the build is almost done
holding my breath lol
well I've got a new error now
CommandInvokationFailure: Gradle build failed.
E:\unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\OpenJDK\Windows\bin\java.exe -classpath "E:\unity\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.6.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"
stderr[
FAILURE: Build failed with an exception.
- Where:
Build file 'E:\games\Evil_Villian_Games\unity\Raven's Path\PocketSiege\Temp\gradleOut\build.gradle' line: 62
- What went wrong:
Could not compile build file 'E:\games\Evil_Villian_Games\unity\Raven's Path\PocketSiege\Temp\gradleOut\build.gradle'.
startup failed:
build file 'E:\games\Evil_Villian_Games\unity\Raven's Path\PocketSiege\Temp\gradleOut\build.gradle': 62: unexpected token: s @ line 62, column 69.
vil_Villian_Games/unity/Raven's Path/cur
hummm... Well i am assuming that the c++ conversion completed.
Ok well that's good at least
It gets to the very end actually before it throws an error
if the gradle build fails it looks like you can go to your temp folder and look for gradleOut/build.gradle
OK
looks like
its having an issue with the KeyStore
storeFile file('E:/games/Evil_Villian_Games/unity/Raven's Path/current standalone/RavensPath.keystore')
that is like 62
on this forum post. someone had an issue like this with the " ' "
but that was their actual alias
Right I saw that forum post and this has single quotes around it but that is supposed to be there right?
man I feel like we are so close
I suppose I could make another keystore? but I didn't put any strange symbols in it or anything
I am just wondering if the "Raven's Path" ' is breaking it
OHHHH
shit maybe it is
ok
let me try putting the key store in a different directory
Or better yet
I'll take the ' out of that directory
folder
ok building again
no funky names in any keystore stuff
I can see why that would cuase an issue actually becuase the path name is denoted with '
🤞
👍
no problem
I'll try turning some code stripping back on tomorrow, It seems like it just wasn't giving me the right error before
If you ever need anything let me know! 😄
@near prism the error came back when I enable engine code stripping again. It turns out the issue was that I was storing the Android NDK in a directory with ' in the name. Exactly the same issue as the keystore one. Anway I thought you might be interested. Thanks again for the help!
Its all working with code stripping now
does anyone know why custom vibrations dont work on some phones? I tried multiple assets that promise haptic vibration on all phones and they work most of the time. but for example my girlfriends Iphone8 wont vibrate whatever I try
hi is there a way to tell the animation to start from a certain place? i am tryin to show the indicator. currently im always playin the same anim so it always comes from left.. but i need it to move from current index to selected
https://cdn.discordapp.com/attachments/85593628650504192/589694482027511820/ice_video_20190616-102317.webm
monire#7900 use tween animation. Check leantween or hotween assests.
@foggy frigate hi i dont wanna like third party stuff
wanna use inbuilt
i thought i can use coroutine n lerp to make the indicator move to the button that is active
and then in the end i show some shake anim
@crimson lark what is your start and end position on your lerp?
The lerp problem is solved thank you I I used coroutiens
@crimson lark coroutines use a lot of memory, it's better to use the Update method, but all depend of your project 😃 Glad you solve your problem.
oh thank you for ur advice since my target platform is mobile n ofc memory is important but i thought its cleaner to use a method
n not spam update method xD
@glossy sluice
i recorded a clip n showed all components n how it works with and without canvas scaler
The Update method is called anyway, it's made for it,
please look at it @glossy sluice when its uploded
this is about the ui n canvas scaler problem
no problem
in the clip im showing how it works well without canvas scaler enabled
n how canvas sclaer messes it up after i enabled it
yes, the screen width didn't change with your canvas scaler, but your canvas scaler change the size of your container
@crimson lark you should use your Screen.width * CanvasScale
wat is the canvas scale
No sorry, if you use your canvas scaler, you'll not have to use your code in the Awake method, because you've already set it to 1080 on Unity, the problem you'll have is if you changed your canvas scaler settings or if your device didn't match with that ratio and then you'll have to make some calcul and stock it as constants to use it on your Awake method, do you follow me? ^^
ye
but not sure wat the solution is yet
but there should be a way
to do it from script
i thought script has priority
over editor
if you're sure to have no problem with, you can set the "match" param of the Canvas scaler to 0 and then your width will be always the same as the Canvas Scaler
but on certain device the heigh will not match
I still have this problem on my game, I didn't find any easy solution about it yet
damn u have same problem too?
no it's the same ratio, so you'll not have problem with
you'll have problem with device like iPhone X where the scale will not match
ye thats why i persist on the value to be 0.5
@crimson lark for your project, the height will be scaled without problem, I guess the best option for you is to set the match to 0 😃
@crimson lark and remove the set of width on your Awake method
um
it'll fix your problem with the 1080 and 1440 resolution for sure, and then you have to try with a different resolution scale like 1242 x 2688 and you'll have some ui to adjust but it'll be fine
ok lemme try that now
so im working on an idle game and i have lots of data to save for android and ios only, does anyone have any advice? a copy and paste export and import system is needed too. currently i convert all my doubles.ToString() for SetString() and Double.Parse for GetString() and doing this for hundreds of variables seems unrellaible
Whats the best way to add Haptic feedback for iOS when the player shoots. I tried adding Handheld.Vibrate(); However this is not haptic its a vibration like when the phone rings. I'd rather do it without buying an asset for some thing so simple.
not the answer you are looking for - but I've had a lot of success with this - https://assetstore.unity.com/packages/tools/integration/ios-haptic-feedback-73225
looking at their implementation. I probably would spend more than $5 of my own time trying to write it 😃
Thanks for that @wooden aurora I'll check it out.
Hi all, I am very new to unity. Currently I am making a mobile game. My prime concern is performance efficiency / optimization of the game on various mobile devices. Since using prefabs are way more easy than just importing the asset as game object, is there any problem in importing all-most all possible assets as Prefabs? Will it lead to performance issue or large file size?
So in summary, i'm using unity 2019.3.0.a6
I have installed android SDK and JDK
And i'm using unity ads for the first time now
Building the apk fails with these error logs
@iron cave You should always search the error first. This might be related, more precise search might narrow it down https://forum.unity.com/threads/unity-ads-android-cannot-build-due-to-duplicates.535594/
And when downgrading you should always remove and regenerate Library folder to clear data from newer version (as the error points out)
And don't multipost.
hello everyone, I have an issue where my game crashes on startup if I open it on my android Phone. in unity everything is fine and there are no errors. does anyone know how to fix this?
The most common reason that something works in the editor but crashes on the phone is running out of memory. Also I think Android will shut down apps that take too long to start up (not necessarily memory, but huge levels or textures).
If you have the android debug tool setup (called adb) you can type "adb logcat -s Unity" into a command prompt or terminal and it will print out everything Unity logged during startup. It will probably give details of the crash there.
You can also find a more involved tool called Android Monitor in the Android SDK. In newer version of Unity you can find that at: Unity\Hub\Editor\2019.1.7f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\monitor.bat
👍
hi .. i wrote a script for throwing a bomb for my player .. it supposed to throw it with some angle. it works fine for right direction but for left direction its like it has no angle applied ... can someone tell me wat the problem is ?
https://gdl.space/ajosenutaw.cs
https://cdn.discordapp.com/attachments/85593628650504192/592727437255639040/ice_video_20190624-191506.webm
does anyone know is it legal to use gpgs avatars outside google play and if so from where they can be downloaded
Has anyone tried porting a mobile Portrait only game to PC
I have thought of a few ways to do it, but I was wondering if anyone has any experience with the subject.
hey guys, getting a major issue with iOS. When built, some materials are becoming super shiny (high smoothness), even though smoothness is 0 on said material. This is causing some type of over sample, which is causing white artifacting across reflection areas. Has anyone seen this before?
Hello everybody. I am having a problem but was not able to find any solution. Using phone and controlling a 3rd person character. When moving there is no problem with movement and rotation but when i stop controlling the character it instantly rotates to the 0 point by itself. how may i solve the problem.
@crimson lark I think it has to do with the way you set the up vector.
hello
is there a difference between normal multiplayer networking and
networking for mobile apps?
Well, the services are different and the limitations that come with the general systems. Also you have to consider that most people on mobile apps are actually on shitty mobile networks that may not always work so well.
Other than that network communications really don't care what the end systems are.
how can I debug or know whether I call a function or not in android?
plugin.CallStatic("load", name, url);
I don't know if this works or not
@flint jetty I think final fantasy did this for their final fantasy mobius made in unity i think but it was a mobile phone game, with amazing 3d visuals, released it on steam to. on mobile it was portrait dont think on pc it is landscape but please do look it up.
@craggy crater Thanks for the tip! I checked it out. It's pretty much as I feared. their game is 3d so porting it to landscape is a lot easier. In our case we would have to extended the artwork on all screens along with all the menu re aligning if we wanted to do correct landscape mode. We have made quite a large game for mobile so doing this could take a very long time. I don't think we can support both versions with our small team size :/. Anyway thanks for the help! I guess for now we will release on mobile only.
why doesn't unity build have any restriction on IL2CPP for .Net 4.x api compat level? this api contains System.Reflection.Emit which is not supported on c++ and therefore in the final il2cpp build creates a header that requests for il2cpp-codegen-metadata.h which does not exist!
I have a game object in scene( let it be a cube). I need to rotate it along x,y and z axis on the exact amount on which my mobile phone is rotated around these axis. I am using gyroscope sensor as input. "RotateRate" was working fine initially, but after rotating and shaking phone a bit, the orientation of cube doesn't match as that of phone. . here is my code, .
Did your app maybe change orientation? That will also change the gyro axis.
Hey all! I've encountered a problem with Admob/iOS. Can't close an Admob interstitial ad on iOS. Ad loads properly, but when I click on the (x) button in the top left corner, the ad sometimes closes immediately, sometimes it closes after 10-15 seconds of clicking. Anyone encountered this kind of problem before?
Unity Ads are not displaying when you install the game from Google Play.
But they are displaying when you run the game from debug mode directly on your phone via USB.
Why?
Hey - is there anyone here that could try to help me out a bit - I am trying to build to 64bit android but i am running into problems. If I build using Minify of any kind then the application doesn't find the android java classes that are meant be in the project.
then I get exceptions when I run the app on the device
is it possible to create my own proguard file to include the android java files?
I get a build with il2cpp but my android device is not visible when I try to attach it as a unity debugger
and yes it's dev build and script debugging is enabled
how can I debug android device?
did you enable 'usb debugging' option on your phone (somewhere in the 'for developers' in settings)? @brisk inlet
did you try build + run instead of attach? I manage to debug on my phone only with that option
in vs?
ah you mean debug the code?
sry then, I don't know )
does anyone know if admob can display test ads in the unity editor? or does it only do that on an actual Android, or IOS
@brisk inlet i have exactly the same thing
we've been stuck for 4 days on this issue :/ we're getting both desperate and sad, anyone got any idea?
looks to me like you haven't got permissions setup properly - but i am having my own problems converting 😃
permissions now need to be requested rather than them just been auto asked for
really the channel deletes code blocks
thats annoying
@pine basin wow really is that the case you think
I hope it a lot
Can you link me to some tutorial about it or doc
Where should i put those permission requests
Hi @meager bear we had this issue few weeks ago I had to upgrade Firebase, Google and some plugings and ensure all your manifest files have the same min sdk version.
keeping the conversation on the 64 bits issue, I'm stuck trying to upload the apk to the store.
If I use the App Bundle my app exceeds the max 100 mb limit for the apk, and if I choose the old way of split binary and do it with the "split by target architecture" check, I get errors when uploading the 3 apks because it says I have codes and libraries from other architectures.
I'm using last 2019 patch and already look into my plugins folder for some architecture dependency checks but no luck on my search :(
Any one with the same issue?
Thanks in advance 😄
can someone help me now please? https://forum.unity.com/threads/64-bit-local-apk-is-ok-google-app-bundle-download-crashes.703376/ also stuck !
I figured out my problem. My client didn't complete all store data ¬¬ and because of the frustration I didn't notice it...
Does unity require internal storage permissions of any kind?
Yo
i have a problem with Unity Remote 5
my game does not play on my phone
i used this tutorial https://www.youtube.com/watch?v=H-jYAWtVnQA
Dzisiaj pokażę Wam w jak prosty i szybki sposób testować swoje gry bezpośrednio na ekranie telefonu. Dokonamy tego za pomocą aplikacji w telefonie Unity Remo...
but it does not work
(I have Huawei P8 lite)
(in my phone's usb settings i choosed "MTP")
any ideas?
something new happend
okay, now when i build and run it works, but when i play in editor, it does not work
what have you got so far
does using immidiate mode drawing of lines / polys work on ios / android?
Can someone help me? Keep getting this error whatever I try
?
:l
I am trying to convert the game into apk file
You may need to install Android SDK platform 29 @glossy sluice
Probably you can do this via Android Studio
What about that Update sdk button?
did that
tells me to do it manually and stuff
wait got an idea
there is this program that let you control my computer right?
how's it called again
maybe you can help me through that program
No, you need android sdk manager
Probably some components are missing
uhh
Don't have unity by hand sorry
Easiest may be installing android studio + android sdk and pointing Unity to it @glossy sluice
Somewhere in preferences
Uncheck android sdk and point to android studio' sdk location
Not sure, try to Google it
Restart unity and try building again
do I need to click android sdk again?
So it has that V
or just leave it not selected
Leave unchecked
okey what next @noble arch ?
Did you restart unity and tried to rebuild?
ill build it now
building it
it has been on this for some time now
looks like the bar isn't moving
yes it worked thnx
@noble arch how can I make a respawn thing that when u die you can click respawn instead of restarting app
@glossy sluicetry asking in #💻┃code-beginner
Hi guys, anyone faced this? (getting it with GVR plugin)
^ this was fixed via deleting AndroidManifest.xml and cleaning Temp
I also bumped target manifest version and removed Daydream from XR settings, but not sure if that helped too actually :/
Also for those who struggle making GVR plugin work with Unity 2019: (error getControllerConnectionStatus device index out of range)
https://github.com/googlevr/gvr-unity-sdk/issues/1024
How can i save data in my mobile game?
@fleet pagoda You can use PlayerPrefs or https://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html to store data.
Oke thanks
Hey, when starting my app on my Galaxy S10+ the splash screen shows a white bar where my camera cutout is. Does anyone know how I can fix this? It looks really weird.
Anybody know why ads pop up in the editor but not on the device?
@eternal tartan is your background color for your main cameral white?
Hi, comrades, i have a problem with my project. When i used canvas on Gaming windows in Unity he is worked how i want. But when i upload in my android device (18:9 screen). UI bad transform in my screen. I can upload screenshots, if you need it, thanks.
PC
Smartphone
Heyho, I'm having problem with colors in my mobile app
left one is from the editor, and the color I want, right one is from my phone, which has a lot more red. I've tested on two Samsung S8's and the result is the same
when open a jpg on the phone it looks correct so it's not a phone/screen issue but something with unity
@limber parcel did you try to switch to/from Linear color?
I'm using linear but I'll try with gamma in a sec. Not sure what impact it will have on the rest of the app (it's AR)
Linear can "mess up" lots of colors
Got it, gamma works well!
TY @noble arch
yeah, I don't know why everyone suggests using linear though. Does gamma have such performance impact?
i thought it was the other way around tbh
linear is the way to go.. always.
see?:D
And I swear that I read that also in Unity tutorial for mobile VR, but the tutorials got a refresh and I can't find it now
hello
I have an asset bundle that only shows up when it's built and played on an IOS device
so when I open it up in editor, it'll just be pink
I was wondering if there's a way for my editor to emulate an IOS
change the platform to iOS in editor?
if you built the asset bundle for iOS materials won't show properly on windows
Anyone seen this before? I'm trying to change the minimum android API level to support ARCore but I can't select an option. Gonna restart Unity and that'll probably fix it but I thought it was interesting nonetheless. Been waiting for 5 minutes and it's still "loading"
Nope. Restarting did not fix it, but there is an error when Unity opens that is likely relevant
CommandInvokationFailure: Failed to update Android SDK pack
...
ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Looks like it can't find the JDK for some reason. Pretty weird as I was just doing some android stuff a few weeks ago
I opened another project that is on 2019.1.9f1 and it was able to load the api levels. The project that this isn't working on is using 2019.3.0a5. I have the android module installed including the SDK and NDK tools for both Unity versions. Guess I'll just use a previous version. 🤷
@elder aspen you could probably work that around via setting system envar for JAVA_HOME
I tried that but still had no luck. Since previous versions of Unity are working I have a hunch that the JDK is packaged separately with each Unity installation and that's where it's looked for. Maybe the DKs were installed incorrectly or corrupted somehow.
Yeah I mean you could try to point broken unity to the working one' jdk
anyone know bhow to amke mobile cotnrols
Which line causes the crash on mobile game?
its android , if i export their are no errors
But opening is freezing and than crash
in unity editor no error
Why do you put Minecraft here
oh crap
sorry wrong picture
🤦 my screenshot is gone never mind bcs i accidently took MC screenshot
😂
xD
I'm trying to use a video player on android to play a 360 video. It works fine in the editor but the video freezes after a couple seconds on android. Has anyone run into this before?
I'm using the builtin video player. I've tried transcoding but it hasn't made a difference
I've been testing on a Pixel 2. I put it on my S9 and the video ran fine.
hi, anyone proficient with facebook sdk here?
Anyone has any idea why an Canvas animation sometimes gets stuck while set at 30 fps?
Im fading a black screen in and out afterwards, but sometimes it gets stuck and therefor stays black
it happens on older mobile phones
Hi, I get these error when I'm trying to build: '> Could not find :com.android.support:multidex:1.0.2:.'
I don't find where I have to add the multidex aar on the android sdk (gradle sdk?) ? I use the android sdk of the unity install, and the unity version is 2019.1.9f1
I did configure the main custom gradle and added the multidex reference on the manifest too, it's working well on mac, but on my windows I'm not able to build :/
If anyone knows about it, it'll be awesome
Hello people. How do I make C# threads actually work in parallel on Android?
Does anybody know any possibilities to fake IAP purchases on Android? We are trying to find out what someone is exploiting (we don't get any purchases or purchase attempts, but we get events on our analytics telling someone is getting tons of diamonds lol)
Yeah, looks like Lucky Patcher's doing or something like that. Forgot that even existed, haven't heard of that for like 8 years. But looks like it's still a thing. Looking for a quick fix or otherwise I'l just not bother at all since it's a single player game :p
@stiff harbor from what I know, anti aliasing isnt needed for mobile but can you show what it looks like on mobile? "Low quality"
hi does anyone know how i can show a url inside unity without opening external browser? something like android webview?
wouldn't it just be easier to just open chrome?
does anyone know how to exclude jar files when compiling using proguard?
I can't get this to compile properly at all
need some help
appears i can't write to /storage/emulated/0/Pictures/
whichi thought was internal and needed no permissions? had no issues with the same code in unity 2017
Ok i have just had to give external storage permissions, and location permissions to get this to work
I shouldn't require these i don't think
I am only using internal storage
Hello, I'm building on Android for ARMv7, ARM64 and X86 target architectures and using the Build App Bundle, but on the .aab when I extract it to .apks, I haven't anything about ARM64 and no error during the build process, do you have any idea?
hi when i try to build for ios i get this error :
Undefined symbols for architecture arm64:
"OBJC_CLASS$_WKWebView", referenced from:
objc-class-ref in WebView.o
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
anyone knows why?
@stiff harbor did you make sure low res aspect ratio thing isnt checked?
hallo! any idea why 2017.4.18 would be failing to pick up my android keystore to sign builds with?
Would it be stupid to create a new Unity project with version 5.5 just so i can target super low-end android phones?
Hi everyone, I have a problem with compiling for android. If I compile using the Mono "Scripting Backend", the game is compiled perfectly. If instead I use IL2CPP, after about 20 seconds that the compilation has been started, it fails, and in the console I get these errors:
I use the latest stable version of Unity 2019.1.10f1 and installed the "Android SDK and NDK Tools" module via Unity HUB.
Can sameone tell me where the problem is?
Hey so I got a beginner question. I am trying to trigger dialogue when the player is both in the trigger range and clicks on the npc. What's the best method for creating this trigger?
Apart from basic distance checking, you can make trigger collider to flip a bool you can check.
Hi everyone. I am tying to find what is the best way to forward the drag to gameobjects in event system. I have 4 gameobjects in a single line. When the user drags the first object the OnDrag event gets triggered. When the user drag hits the next object, the raycast result has this new object, but I am not sure how do I pass the Drag event to this object. Any help will be appreciated
@fair oracle basic step would be thinking in components: you have a component named like "Talkable" with everything you need to show a dialog (like text, bubbles, portrait, you name it), at least a public function that shows the dialogue BUT the component should not concern itself with HOW the dialogue is triggered
Everything with a "Talkable" script can show a dialogue, but it doesn't specifiy how
Next step: use UnityEvent to trigger that public function specified in the "Talkable" component to trigger and show the dialogue
For example, a basic box set as a trigger that OnTriggerEnter calls the "ShowDialogue" function, and a EventTrigger on the NPC that calls the same function
now you have the same behaviour, that can be triggered with whatever interface you choose
A step even further would be setting up your own global dialogue system in order to make everything as consistent as possible; to be fair, you should always think in systems when writing a game because it makes the code neater, your life easier and the game more performant
Ig this is a mobile error, but
What does build failure message "Failed to create a raw.ap_package See the Console for details." mean? I am trying to create an app for the oculus go, it is just like making an app for android
Hello, my app has been rejected from Google Play multiple times, because Unity ads is showing content that is not for children Gambling and what not, I have applied all the filters and just some ads slip and google rejects the app instatly
It feels really bad to get rejected for something you didn't do wrong
Hey, I am trying to build an app of my game, and it writes every time "grade build failed."
I googled it, and most of the people said you can just use Android studio and I don't have it on my computer. Is there any other solution?
Tried using the water shaders from the standart-assets in LWRP (Target: Android). With vulkan everything looks fine, but when I choose OpenGL3.1 as the target-API the water isnt there at all. Does anyone else have that problem?
@ancient anvil That shader likely doesn't have an OpenGL version
Same with PBR-Shaders created with shader graphs? they just give me pixelated planes
I'm having some build errors with android in unity
Not sure what it is do idk what to even google to fix it.
You have to look for hints in errors, It suggests a fix by deactivating android TV compatibility
I didn't think that would be related to the erros
Failed getting available Android API levels. Make sure your android sdk tools version is 25 or higher and you have internet connection.
System.Threading.ThreadHelper:ThreadStart()
@odd arrow Any idea?
It seems like it's not installed correctly. Try restarting everything and if it won't help, reinstalling SDK
I just installed it like 30 minutes ago 😦
do you have Android Studio SDK as well installed?
I've had conflicts with them. Check out if it point in the settings to the correct one
is that under project settings?
in preferences external tools should have a checkbox to use installed with the hub
yea, it doesn't register built-in ones
I dont see the option to use the hub installed ones
try restarting, reinstalling, if won't work kill the old NDK/SDK reinstall
It should look like this (I haven't updated actual SDKs in a while)
update unity?
I don't know if the SDK versions are fixed for specific Unity versions, but it never rarely hurts to be up to date with minor versions. It could fix this.
Well I updated and got the new option to use whats installed with unity
but now I have 71 error messages
WTFFFFFF
Just clear them and see if your things lost any references
look up your things, then clear
I don't recognize any of those things, they aren't even in my scene
"Probably the SDK is read only"
how do I change that?
@little thicket There are reports that running Hub as admin would allow SDKs to install properly https://forum.unity.com/threads/2019-1-0a12-cant-find-android-sdk-build-tools.599254/#post-4607332
so i need to uninstall and reinstall them?
idk how to uninstall them
just uninstall this whole thing?
@odd arrow
@little thicket You can uninstall module by unchecking it, then reinstall
@odd arrow It doesn't let me uncheck it
and now I can't even open my project because it says my unity editor is outdated
I guess I updated the project but not unity its self, how do I manually update the unity editor?
nvm found it
@little thicket an idea - you could try duplicating the project, then go into Projects\ <project_dup_name>\Packages\ and delete manifest.json, and then try launching it. See if that lets you back in
@midnight tapir It lets me back in if I hit continue, but it opens the older version of unity.
@little thicket ah. ok second idea, try deleting the folders from the /Assets/Packages folder listed in the error message from the duplicate project, then reopen
but I can't build it from that, because it doesn't match the project version or something
like i see textmeshpro in the list, you could delete that package folder to clear it out, and reinstall it from the package manager if needed
manifest.json is a list of packages and their versions
wait, the project is an older version too?
it built successfully last week, idk why its having all these issues now.
So I should just copy the whole folder and then remove those files from it?
i think hacking around on a duplicate of your project is a good way to try and solve it. The error listed above seems to be saying 'hey your project is calling for these particular versions of things, but we can't find them'
so if deleting the manifest.json file doesn't work, ya i'd start trying to remove the packages it has problems with
then reinstall them in the package manager
if needed
how to you re-import packages?
Windows -> package manager -> , search for the package by name, hit the install button
Alright, I deleted that .json file and it launched with no issues other than these
But it says they will be removed, so thats fine right?
ahhhhh
what does that mean? @midnight tapir
the warnings should be fine to ignore, the missing project ID, is talking about being hooked up to unity services, do you use unity services for anything in that project?
not that I know of but thats never popped up before
not sure why you're seeing that.. can only speculate has something to do with resetting those packages, i'd click yes and carry on.
they are the devils work :/
it says it failed to load because the project is a newer version of unity
even though I downloaded the newest version on unity it refuses to launch in that version
can you screen shot that message?
hmm not sure about that one i've not run into that ... weird it says it was seralized in a newer version of unity if you just upgraded to a newer version of unity from an old one ...
yeah, but its launching in the old version still for some reason.
@midnight tapir
@little thicket Did you try regenerating Library?
@odd arrow How do i do that?
by deleting the folder, Project will regenerate cache , make sure you are using .meta files
the .json?
Do I do that while its open in unity editor and then build it to regen?
yes
and there is another one to delete?
oh
the whole library folder?
Alright, says rebuilding library because the asset database could not be found
kinda spooky, my app is blank lol
uhhhh
it doesnt say rebuilding anymore and everything is blank
if you didn't turn off .meta files it will rebuild the cache without problems
idk what meta files are or how to turn them on or off
oh there it is
its up now
Unity keeps all meta data in them all references and serialization. When you are using any version control you want to make sure they are included
I haven't built to mobile in a while, manual should have a description for them.
theres a manual?
ohh found it
welp
looks like its time to trash this and never attempt mobile apps again
That is completely unhelpful. Take a look at errors and resolve them
Android also has alternative build mode, try that
ive googled the errors and tried everything suggested and it keeps telling me the same thing every time
Previous error you've posted suggested you have a duplicate asset/package, if clearing Library and packages hadn't fixed it, it could have been imported as an asset
this is all ad related, I googled it and done what other said fixed theres but it didnt work.
yeah, but idk what to do about it. I disabled and re-enabled ads like suggested online but it didn't solve it
and they all end with "Probably the SDK is read only"
did your SDK installed properly this time?
Ive now spent more time trying to get this app to build than I did making it, writing the scripts and making the original desktop app with widows forms in visual studio -_-
try creating an empty project and make sure it can build it, then you'll know if it's your project corrupted or the installation
I made an empty project, it built first try.
can I just manually delete the stuff it says is a duplicate?
@odd arrow
You should go over different solutions, you'll find the one applicable to your case.
oooooo my god
it built
I just unchecked this
and it built, idk if I will have ads now though
one of the solutions I glanced was to disable, restart then enable
I tried to make a banner ad, not sure if it will work. in the editor is covers the whole screen. is that normal?
@odd arrow nope, re-enabling gives me the same 72 errors again
I too am having fun with ads! could someone explain that actual way i should install all this in 2018.4?
do i use the ads package from package manager, the monetisation asset from the asset store, or check enable built-in ads extension in the ads service panel?
so ads only work in editor if i have all three of these things installed/checked, but i cant build to android because of duplicate librarys?
Hi! Is it normal for a Cinemachine virtual camera to have its Transform's rotation values vary depending on a device's screen resolution? My project primarily targets the mobile platforms. I had the initial assumption that the transform values wouldn't change but it seems I was wrong.
@hallow nymph Thats whats happening with mine.
I've downloaded android module to unity 2019.1.a
unfortunately I can't run my game.
it is successfully installed in my device but it doesn't launch up .
I'm sure about targeting my api level which is 23 ( android 6)
I also tried to change player settings/ build settings
I got tge 2 output architecture ( arma 7 , x86)
only armeabi7 install but doesn't run ( immediately close)
I tried to disable/ enable gpu API targets
Doesn't reslove my problem .
I tried build with various settings all the same result ( only one version can be install however it crash immediately.
I tried to clone it through clone app( an app called app cloner) to add a debugable script .
I can't get the full debug result but it shows
java.lang.error: fatal exception[main]
I tried some solutions on Google but I can't figure out the problem
any idea?
some people says its caused by Google ads package ..
didn't work
not sure if its a bug or due to settings
yo !
after trying to modify it through some tools shows that there's no activity expect some main activity
i think it generate empty apk ( no other scripts exist
Android locat doesn't help me tho
I have added tge level in bulid settings, im not sure what u mean
In the package manager, uninstall all packages in a new empty project, then build it for mobile and see if it crashes.
I don't want to do this cuz im afraid it cuz more problems,
all thought, I gotta try testing a new project
You can install/uninstall packages freely that doesn't cause issues turning everything off minimizes them. Main thing you want to test if it crashed without all the ads packages.
@little thicket I fixed it by unchecking the built in thing in the service tab, then i added UNITY_ADS to the scripting define symbols in player settings.
though UNITY_ADS wouldnt stick properly, so i had to add it to the text box, then click another property label in the player settings (making it turn blue), it would then seem to get saved properly. very odd, never seen anything like that before
hello everyone
I'm trying to get my unity remote working but it just doesn't want to work
I have been on unity forums and read many articles but none of them have solved my problem
I am struggling for a few days and I just can't seem to find the solution
hey , after so many hours trying to fix my problems ,
my harddrive goes full of installment of different sdk , ndk , tools .
so zi decided to reboot everything from the beginning.
so I delete literally everything.
Java jdk
android studio.
Android sdk , ndks , tools.
unity hub
Unity versions.
download everything from their official websites.
latest versions , installed and update, following the instructions step by step ..
Git some errors through but I fixed it .
ending up with same result
im trying to build to my android. The build successfully completed.
bjt when I install it on my android doesn't work ( it install but can't run immediately crash)
sad spending 2 days , then same result , all tho I noticed this apk size increased abit
anyone have any idea?
Using latest versions of everything.
my android api level is 23 .
Dependency Resolution error ,
the mainsdkversion shouldn't be declared in the android manifest
duplicate-dependency-class
Min= 19
Target =22
what does that mean
I use an open source vr project
The manifest file is the problem not the software stack
Hello. Do mobile platforms support SIMD instructions?
Hi, does anyone know how to use unity's mobile social api authentication to integrate with your own api authentication on both iOS and Android?
I got a message that my app was going to be removed if it didn't target x64 architecture, so I decided to change Vuforia for ARFoundation and I after uploading the APK (with armx64 included) I get that most of the devices are not supported
Citing that <uses-feature> android.hardware.camera.ar is not supported
Hi there, has anyone used unity-jar-resolver?
Any one know how to get profiler working?
I have connected via USB with USB debugging ON on the device,
the build is marked as development build,
Auto-connect profiler is ticked.
I can see AutoConnected Player on the profiler
Record is ON ,
But i'm not receiving any graph data.
Also done* port forwarding
Update Only Build and Run Button works as expected. Once connection is lost after pulling cable it wont record at all..
So I might have forgot my .keystore password in unity for the googleplay store. how should I go about recovering it \ updating the app I have published?
there are some utilities that can bruteforce passwords
@loud beacon if you do the device dropdown on the profiler do any appear in the list?
If you are a coder and are looking for a person who can draw graphics, write music, record sounds. Get into contact with me. But I also need mutual help.
@pine basin Yes the device appears as Autoconnected Device and also as 127.0.0.1:34999
i just tried to build for android and after installing android studio it worked.
Now however i face the problem of a pink screen and a message that my device does not meet the hardware requirements.
The pink screen comes after me ignoring the message
@alpine cypress Empty Project?
@alpine cypress Hmm , your project or downloaded?
its my project
Ok then, need more info ... to help, if it was downloaded i could have checked the project out from here.
i tried turning down the size of always included shaders bc some suggested that.
they were at ten so i made them to 6.
It didnt work so i wanted to make them even lower.
when i opened project settings again however, they were at eleven.
I reduced them to 5 and it still didnt work.
I just opened project settings again and they are now at 9 without me doing so.
can i give you the project somehow?
i am pretty new and dont know how to do so sry
Sure ill check it out, make sure you don't have any sensitive data in there, and please make sure there are no dll and executables in the project.
i have no idea what dll and sensitive data mean sry
But i'll respond after 5 hours, if you are in hurry i cant help you
i have time
sure IM google drive list.
link*
Before sending delete all .dll and .exe files from the project
so for example in "game"/Builds/Windows/"Game"/.exe?
send only project files:
GAME\Assets
GAME\ProjectSettings
no Library, no Build, no exe no nothing else
(not to me)
also: i used thistutorial: https://www.youtube.com/watch?v=IlKaB1etrik
and then changed the controlls from "a" and "d" to big buttons
Get started making your first video game! ● Download Unity: https://store.unity.com/?aid=1101lPGj ♥ Support my videos on Patreon: http://patreon.com/brackeys...
@alpine cypress, the tutorial is 2 years old, do you think there may be something that was deprecated since then for performance reasons?
i have no idea
i just got started with unity using this tutorial
in unity, it works, and if i build for windows, the exe also works fine
Same here. I had an issue with a zombie runner tutorial, where something was changed in the newer version of unity so I kept getting errors about "yield return".
hello can someone help me I just updated to unity monetization 3.2.0 and I get this error
I fixed it for evryone that is using an older vesion of monization you need to type Monitize.initilize(....) only once. Even if you have the code Advertisment.initilize() from the old API
For older version of monotizine SDK 3.1.0 it work but for the new 3.2.0 you do not need it seperate
Hello everyone I'm new to Unity and I have one main issue that I can't overcome which is : making my UI Looks great for any resolution. I'm not sure if anyone has already answered to this kind of questions but I've already watched some videos on this topic and this wouldn't help. Thank you for reading this 😄
You can use set resolutio and give the screen argumets also remember to select the canvas to scale with the screen and your UI will scale and look great on any screen
@scarlet nebula
Hi everyone. Has anyone has some kind of "postmortem" about Play Store Early Access?
Ok this helped me but I'm still not able to make a button whose width is for example half of the screen (canvas)
the button need to be a child of that canvas so it will inherit it's parents dimensions
unity will do it for you, but sometimes it does not work
I will send you an ss my game scales the buttons from 800x600 to any resolution even 1960
the parent canvas
and it should work on any phone
Reference Resolution is just for tesiting
just to be sure what kind of object is your "PauseMenu" ? another canvas ? @glossy sluice
@scarlet nebula The PauseMenu is just an empty object I used to keep my buttons orginazed easily
It is the background for the canvas also
I will send you the componets
Ok thanks I've tested it and it works pretty well. thanks mate you've saved me so much time and motivation 😄
Np man anytime 😄
Ok so I have another issue here which is that, I now have created a button that can show or hide a tab and I made it by doing an "animation" which is just to lower the tab transform by its height. It works perfectly for the reference resolution but depending on the resolution I put it can go even lower or stop in the middle of the screen
for high resolution
and lower
you can enjoy my paint.exe skills by the way
You should make something general for all resolutions idk how your design is, or just analyze your positioning
maybe because I used pixel position and not world
how could I get world positions then ?
or the new pixel height
yeah that's what I tried to make
then you need to adjust to screen size
with ratios or whatever
and then change recttransform values
are you using pixels in the code
if so you are probably doing it wrong :P
you should only need to use pixels for scaling it all
does someone know a fix to the magenta screen issue?
I have seen dozens of posts but not one could help me
in unity the game works
but on phone its all magents
magenta
and it says that the hardware requirements arent met
even on nox(android emu on pc)
pls pm me
well, the transform.position is in world space right ? so it shouldn't change when I change the resolution of the game, shouldn't it ?
and I tried mutliplying it by a ratio value * (Screen.height / canvas reference height)
but for some resolutions it doesn't work (I kind of know why but it'll be easier to get the world positions)
you don't want to solve 'a magenta screen issue', you want to solve an actual error / setup
magenta color is just fallback shader color when unity can't find /compile shaders for target platform or anything else prevents it from using the material
^@alpine cypress no pm mate sorry
it's very well possible your phone is not capable enough for shaders unity is pushing on it
ok
i will try on different phone
what really suprises me however is that nox cant handle it as well
Hey quick question about this, not even sure if thsi is possible or even the right chat, does Mobile include Apple Watches, if so, does unity have any way to export as Apple Watch apps?
hi, i am tryin animation transition on button. i tried to follow a youtube video n did as it said but his is working n mine is not. can someone help ?
what i did was i clicked on the generate animation auto n it generated the anims... but sounds like the triggers arent workin
https://cdn.discordapp.com/attachments/85593628650504192/607460120154079232/unknown.png
@sour slate i think you would need to try to run the xcode project for your connected apple watch
how would I go about that
not sure if it will work tho because of resources
select your watch in xcode ?
im on PC is the issue. I can't run x-code
idk if thats how watch dev is but probably similiar to iphone
well then idk try using other stuff
Windows 10* not pc
or get a mac but still idk if watch build workd
aight thanks
🤷
I respect developers but 20$ for that is not worth it in my eyes 😦
also i dont think u can make a game on the watch
well if u cant afford 20 then how a mac
Its not that I can't afford it
anyway u could of course do it by yourself as well 😎
its that I don't think spending 20$ for an asset addon is worth it
Thanks
hi i have a grid with some buttons as items . i wanna show a frame around the selected button.. problem is if i click the item on first row .. the frame remains underneath the second row.. how do i solve this?
https://cdn.discordapp.com/attachments/85593628650504192/607477085803380736/unknown.png
here is wat happens when i click an item on first row
https://cdn.discordapp.com/attachments/85593628650504192/607477211838021632/unknown.png
Anyone here have a good understanding of mobile ads? My game builds without them fine, run on my phone with no issues. It I check the ads box, it refuses to build.
@little thicket yes just tell me are you using the unity monitization 3.2.0?
Asset
Also posted in #archived-shaders:
Anyone have any idea how one could do different textures on different meshes sharing the same material without atlasing?
I basically have these environment meshes which make super great use of texture wrapping to tile across their surfaces. I can't atlas their textures because the UVs on these meshes go far beyond the bounds of the texture (for example, a square of grass) to tile it.
That leaves me with, like, 20 identical materials with zilch changed but the texture. Which feels like a waste of draw calls.
I'm trying to free up graphics resources to do a shadow pass, and I feel like I could get away with it if I could find a way to batch the entire environment together. Any ideas?
Or maybe there's an efficient method for emulating wrapping, clamping and mirroring on texture tiles within a texture atlas?
Would something like a Texture 2D array work, or packing all the textures into a Texture3D and sampling Z be fast enough?
@glossy sluice Where would I find the version?
On the assets store it is the Unity Monitization SDK
@glossy sluice I don't remember downloading that from the asset store, I followed some tutorial on youtube that may be out dated now or something.
Go to the assets store and download the newest sdk
Okay, apparently I had it but I needed to update it, it's updated and imported now.
@glossy sluice
Okay so listen now
Go to the AD in your services menu
And go to the advanced menu and disable Use Build in ad extenstion
After you disabled that it will build @little thicket
Ads will appear with that being disabled?
Yes since unity conflits the asset and the old build in version
But be sure to have ads on
I am talking about disabling the sub menu
Yes that is it
If you have done the code right you should have test ads after build
is there anything I need to do in player settings?
No that is all you need to do
See if you have error since the unity 3.2.0 assets has chnaged few thigs I had to do miner changes to my code
That was for me atleast
do you use banner ads?
oh nice, it built first try
Where is the test ads option? @glossy sluice
will that be in ap?
No it is in your code monitize(storeid, true)
False is for live ads
Yes I use banner ads
store id will be in your unity dashboard
@glossy sluice so I should set that to false and rebuild it?
also, I haven't been able to see where my ad will show up, it just covers the whole screen in the unity editor
@glossy sluice i tried with it true and false and neither show an ad in the app when I test it on my phone.
Test on true do not use false
Banner ads need to be made on the dashboard
As a custom ad
And they need to use count routine
ahhhh, I should probably enable test mode huh
nvm still doesnt work.
So I need a count routine?
Yes banner ads are not easy as video ads and rewarded ads
ugh, my app is too simple to have a video ad lol
Im in NA
And banner ads do not make revenue that much and are shown rarely
hm
im probably just gonna upload it with no ads then
I was hoping I could at least pay for my $25 fee for the google store thing
That would take months from banner ads
banner ads not allowed in EU ? where does it say that?
I can say from my game I haven't had a single banner ad from EU players, only from US
hey everyone I have an issue here, I don't know where I have to put my file so it can be recognized by this line of code on my phone : Application.persistentDataPath + "/files/" + preffered_language + ".txt"
I'm not sure if I explain the issue correctly but to clarify a little more, on my computer I have to go to C:\Users\me\AppData\LocalLow\DefaultCompany\MineIt\files\ (en or fr) to see the file but when I build and run onto my phone the game doesn't have the file "files"
Every time I run a patch and run build on Android (Oculus Quest) it seems that it's recompiling the entire project from scratch, is there a way to debug this behavior?
Hey guys, so I am having a hard time building and getting an apk and obb file. I can build and get them fine but the apk file is 1.27bg and the obb file is 2.13 mb. I need more files in hte obb file because I am trying to upload my app and the maximum file size the store can handle is 1.1gb for the apk
try to find out whats in the apk and why
there should be a way
@still venture
try moving the first scene as a second scene maybe
and reduce sizes of texture and so on
Hi When you split the build in an APK and an OBB, the following applies: The APK contains only the executable files (dll's compiled c#, java) and all the data related to the first scene. Be careful: this is the scene with index 0 ! The OBB contains everything else (gfx / sound / object data / ...). If you've added an empty scene 0 (which then loads the actual first scene) you should have little to no data related to that scene in your APK. The rest should be very small (+- 12 MB from the standard binaries + 20 MB from your compiled code [deducted from your output log]. If the APK remains large, you should extract it to see what's inside. An APK is acutally a ZIP file. So just give it the extension .ZIP and extract it. This will give you the manifest file, potential included resources and the compiled code as a .dex file. This way you should be able to tell what makes it so big. Hope this helps Kind regards Koen Matthijs
Regarding app-size: Is it helpfull to use image compression-tools for textures in addition to the ETC2-compression in the build settings?
For an app with that size you should be creating a game like Asphalt ... you can use a tool like BuildReport to see what takes space in your build and what's included and not
can some1 explain me the basic steps on how to implement a foreground service for my app? Do I create another app with a service or can I add it to my apk somehow after exporting from unity? How do I reference the service in my app?
@tender adder what is the reason you need a foreground service?
I have an app that includes a running track feature
and when its out of focus the unity gps requests dont work
so i want to have a service that either sends gps data to a sql-server or just saves the gps-coordinates and sends them back to the app as soon as it is in focus again
I would suggest creating a jar file with your service and to create a simple interface in order to be able to communicate with Unity, include it in your Plugins folder and use it
Or you can export your project to an Android Studio project and than create your service and implementation there
Maybe I would prefer to export the project because it will be much more easier to test it
does unity convert the project into java?
Only the main activity is in Java, which handles the loading of unity stuff inside the Activity
But using the second method you will be able to create an Application class inside Android Studio, create a listener for foreground / background action of your app and start the foreground service whenever you need
How do I start the service then? Currently my code "ends" with OnApplicationPause() {}
I already explained in the previous message
You will be using Android classes directly, not Unity
thank you for helping, ill try to make it work this way :)
You welcome, if you need any help just ping me : )
@glossy sluice So I found out what was making it so big and it was my shaderassets0.resource, What can i do so move that to the obb file?
You would know if you read like my messages or someones in #🥽┃virtual-reality
Ok, thank you so much
Does anyone here makes 3d mobile games? We having issues with fps when we have like 1 character , emty as possible scene and still it seems lagging and low fps near under 30 even that model is optimized.
@potent ledge as a test, can you try an untextured material on the model?
how do I make controls for mobile
hey there. has codeless IAP changed a lot recently? I'm trying to set up restoring purchases again after disabling it for a while for various reasons. When I try and set up the restore button, there's no options for callbacks
guys do you know about android storage read
Do I need native plugin for storage access
My app needs to pick an image/video from android storage
Can someone please help me get a release ready manifest for the oculus go to go onto the the go store
@still venture Send me an Oculus and let's talk. ; )
Hi guys, I make a little mobile game and I have done some modification that work perfectly on unity but when I build apk it crash on the start I don't no why
@rich briar did you get answered ? cause I have the same issue
@rich briar @scarlet nebula no, you don't need a special plugin or something. use asset bundles 😃
@scarlet nebula I found an asset.
https://assetstore.unity.com/packages/tools/integration/native-gallery-for-android-ios-112630
Hl;
I make endless runner game like temple run .I want to make a character shop.Player should choose a character on the shop and I should create to choosen character on playscene .How can i do this?
@unkempt harness Somehow store the seleted character using a variable or as a string using Playerprefs (any saving technique would work as well). If you use Playerprefs, consider using Resources.Load(). Then, when the game starts Instantiate it. 🙂
Hello, is someone know how to override app icon in Android? I want to add few localized app icon, so on Plugins/Android/res I've all mipmap folder (hdpi, ldpi, ...) renamed 'mipmap-fr-hdpi' but should I do something on the manifest? For now these folders are not included on the apk ...
Did you add all the possible app icons under the android tab ?
yes I do, for now I want to try the override only for fr
should I have an additionnal androidManifest on the res/ folder ?
I've got this error: Temp\gradleOut\unity-android-resources\res\mipmap-anydpi\app_icon_round.xml:1: AAPT: not well-formed (invalid token).
I've find a way (using an empty aar), if anyone want more information about it don't hesitate to contact me
@glossy sluice Thanks for your suggestion.How can i create character with code?
I've struggled trying to find the legendary "Start Alignment" option that will make my mixed reality app work beautifully. I use the XR plugins ARFoundation and ARKit. The screenshot you see is from a video of a guy who uses a deprecated version of ARKit for Unity found on Bitbucket. I don't wanna use that, since it's deprecated, so how do I find the equivalent option using ARFoundation and ARKit?
Hi, we're on the last hurdle of our first ever game, we're currently trying to set up IAP for IOS mobile, I have done all of the steps in App Store Connect for setting up the products, and are now trying to use Unity's Codeless IAP. We MIGHT have got it working, we need to do some testing. But one thing that is confusing is that we can only specify prices in Dollars on Unity Codeless IAP Buttons, though our prices are in GBP on App Store Connect. Does anyone know how to set prices to GBP in Unity or will it convert automatically? Any tutorials/extra info on the easiest ways of setting up IAP for IOS would be fantastic. Thanks
I am getting this error when uploading to Google Play console. Using unity 2019.1.0f2
"this release is not compliant with the google play 64-bit requirement"
Any ideas on how to solve, Thanks.
@sour sigil you need to go to player settings and select all processors then when you build you will be prompted to download a specific NDK version then you can upload to google
Cross-posted from shaders
Can anyone here talk about the cost of SpriteRenderers? I'm creating a mobile VR title where every draw call counts and I'm currently using spriterenderers to build the UI. My UI elements are for the most part not atlased as of now. What's correct protocol for managing this? Is this a bad idea?