#šŸ“±ā”ƒmobile

1 messages Ā· Page 24 of 1

still venture
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Hey, I keep getting the error: XmlException: Version number '1.1' is invalid...

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I don't know how to fix it

foggy frigate
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guys i am using google admob on ios platform. When admob shows ad, game is still playing. Do you have same problem?

keen rover
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Hello. I have a problem here. So I made a custom job system using ThreadPools. Here are the results of running 4 threads with distributed workload on a PC:

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As you can see, all threads start at the same time and the job is finished as soon as the last one finishes

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Here are the results for android built with IL2CPP:

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As you can see, each thread starts as soon as the previous one finishes

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Is it an intended behaviour?

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How can I achieve pure multithreading on a mobile device?

keen rover
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Anyone?

foggy frigate
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When I try to build for iOS, I get that unity's ads error..

brazen crater
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Hey, I'm trying to figure out the best way to render a lot of text in boxes on mobile

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Including each text unit as a separate object increases my number of batches by 200-360%

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This is the UI, it's a bowling scoring box

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I can group the text by line, which would probably solve the issue provided I can get the spacing to look right. But it'd lose the convenience of being able to separate the text by each frame.

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Figured I'd check if there was any crazy neato way I could just batch the text together without actually grouping the objects. Seems Unity is currently sending every tiny bit of text as a separate batch to the GPU

brazen crater
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Unrelated: I'm having weirdly low framerates on simple simple scenes using the LWRP on the Oculus Quest. Is using one of the render pipelines actually a bad idea?
It's genuinely alarming (also posted in #archived-hdrp)

rapid brook
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did you check to make sure that Vsync isn't enabled?

dusty loom
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@brazen crater regarding text and mobiles: do you use text mesh pro? you can make precompiled atlases of letters there, also set the specific size of text in the component (not dynamic), also text components should not overlap each other

brazen crater
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@rapid brook Vsync appears to be disabled. Framerates inconsistently vary higher and lower (near always lower) than the capped 72, super solid suggestion though, thank you

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I’ll try manually setting vsync to off in my code tho

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@dusty loom , I am using text mesh pro- are you talking about the bitmap shader or something else? I thought I was setting size in the component, none of my code touches it. I’ll be sure to check the dynamic scaling box though. Thats the ā€œauto sizeā€ thing you’re talking about right?

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Text components don’t overlap but I’ll be sure to be conscious of that, thank you

dusty loom
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@brazen crater yes, I'm talking about auto size feature

brazen crater
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Alright, I’ll make sure that’s off for all my text meshes. Turns out it was left on for some of them. Thanks for warning about that!

jagged pine
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Hi I have a problem with adverts in a build for iPhone.
When the game opens on iPhone, the adverts just play on repeat despite there being no code to cause that. Also when playing the game in unity the adverts work correctly.

light crane
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@dusty loom why would turning the auto size in text mesh pro component off decrease number of batches?

normal stratus
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Anyone here that builds for iOS and uses native plugins?

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I've been having an issue where I have a native static library in 2 different version, arm, and x64. However when building the xcode project, it will include both into the library search path.

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This causes it to sometimes find the wrong architecture on first, skip it, and then complain about missing simples

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since 2019.2 I've noticed that I can select a CPU Architecture on these plugins, but there seems to be no change in behaviour when these are set correctly

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I wonder if others have similar issues

main oasis
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hello, folks!

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I've created an empty 2d project and build an .apk.

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In the end i've got this: Included DLLs 13.2 mb 94.7%
how do i reduce the size of the included dlls? How do i clean unnecessary ones?
16mb is too big for an empty project

glossy sluice
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In the Package Manager you can disable a lot of stuff you don't use

main oasis
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it was the first thing i did = (
I left only a few essential packages

scarlet imp
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Have you heard about proguard

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it can protect your app from reverse engineering and also shrinks/reduces the size of Apk by removing uselss code and shriking the libraries used

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@main oasis

main oasis
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@scarlet imp, many thanks! Looks like I definitely should use it

glossy sluice
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hello,
i'm using 2019.2.2f1 ...
but i have problem with 2019.x series ... the Minimum API Level dropdown [Player Settings] is disappeared and can't set it!!
i'm using android SDK and NDK of VS2019 ...
but i don't have any problem with 2018.x ...
howto fix that??

wicked zealot
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@glossy sluice i think i still have it with 2019.1, sorry for asking but did you switch to android as target build platform first? If yes then i have no idea

glossy sluice
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@wicked zealot
yup ... you can't build without switching !! šŸ˜

heady sable
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Does anyone know how I can attach a Unity created Texture to a Framebuffer in a native rendering plugin for Android? When I attempt to implement the process the way I believe it should work, the framebuffer fails to attach with a status of GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. Below is a simplified version of the code I am trying to get working.

C# Side:

// ...

[SerializeField]
private Renderer _textureRenderer;

// ...

private void Test()
{
    var texture = _textureRenderer.sharedMaterial.mainTexture;
    NativePluginCall(texture.GetNativeTexturePtr(), texture.width, texture.height);
}

C++ Side:

// ...

void UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API NativePluginCall(void *textureHandle, int textureWidth, int textureHeight)
{
    auto callData = new CallData();

    callData->textureHandle = textureHandle;
    callData->textureWidth = textureWidth;
    callData->textureHeight = textureHeight;

    // static std::vector<CallData*> s_CallQueue;
    s_CallQueue.push_back(callData);
}

// ...

static void UNITY_INTERFACE_API OnRenderEvent(int eventID)
{
    // ...

    for (auto callData : s_CallQueue) {
        // ...

        GLuint texture = (GLuint)(size_t)(callData->textureHandle);
        glBindTexture(GL_TEXTURE_2D, texture);

        GLuint frameBuffer;
        glGenBuffers(1, &frameBuffer);
        glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

        LOGD("Frame Buffer Created - Status: %d", glCheckFramebufferStatus(GL_FRAMEBUFFER));    // Returns 36054 (GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6)

        // Console Error - "OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_FRAMEBUFFER_OPERATION: Framebuffer is not complete or incompatible with command"
        
        // ...        
    }

    s_CallQueue.clear();
}

// ...
knotty wolf
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@sour remnant player settings - resolution and presentation - Orientation

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Hiho! For mobile UI animation, is it better to use Animator or animate object via script?

sonic crescent
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@knotty wolf I don’t think it matters performance-wise. I typically use DoTween for simpler animations (e.g., UI windows sliding in and out) and reserve the Animator for more complex stuff, where is a sequence of steps that need to happen.

knotty wolf
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@sonic crescent aye aye, thank you!

glacial mauve
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Does Any body knows how I can make my android project to get build including 64 bit architecture?I have changed the scripting backend to iL2cpp and checked the 64-bit option under architectures, but still when I upload my build to play store it says 64-bit native code is not there in the build.

glossy sluice
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hi im working on a drinking board game with a friend of mine, is there anyone who could hop in a call with me and help me with 2 things?

vivid estuary
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Has anyone had problems suppressing the solicitation for app permissions on startup on Android?

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I tried to modify the androidmanifest according to what Unity recomends but it didnt work

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The permission solicitation on startup is still occuring even with the file modfied

potent moth
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Is there any UI specialists?
I want to support my mobile game different aspect ratios (portrait mode), like popular ones: 4:3, 3:2, 16:10, 17:10., 16:9.
The main problem is:
I got a board (simple Rect variable, cyan rectangle on screenshot) and top UI panel (green UI panel). I want that all mobile devices got the same dimensions for a board (so the game could be competitive).

I thought that I could just decrease/increase height of UI top panel and somehow(?) calcule a camera size(?)? I don't know how to make it work. Bottom line of top UI panel should be always in the same position like top line of a board

I made a test project, please look at it :(
https://github.com/IceTrooper/help-me-please

brazen crater
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Hey! I'm building a system where I need a crowd of people. They'll all be shaded the same way, with no textures. Just flat. I'm randomizing hair and head meshes, and I'd like to randomize hair color, skin color, and shirt color.
I was hoping to get your opinions on what the most efficient way to batch these would be?

inland aspen
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Colors change from device to device on Android. What can this problem be caused by? Normally in the first picture I made.

next kite
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hey all any people here had experience of exoplayer into unity?

arctic brook
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Anyone on?

fair zenith
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Has anyone got the ARM graphics debugger working with Android ?

torpid pewter
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trying to package for android

frozen lava
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I'm having an issue where my Update() and Start() functions aren't working at all on Android

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they work fine when run in Unity, but not on my emulator

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I made a bit of text say "1" in the editor, which is changed to "2" by Start(), and changed to "3" by Update(), but it's "1" when I run it in my emulator

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but "3" when I run it in Unity

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I also removed everything except those bits of code, so it's not an exception occurring or something

red wedge
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anyone know if unity can't compile any assets which have special characters? I keep getting this error in assets..

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(@ me when answering please! )

crimson lark
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09-03 14:44:00.360 2845```

hi im trying to open a local html from asset folder with webview but i get this error ... any idea?
hazy kiln
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hello
I'm a beginner in Unity
I'm having some trouble in Exporting my Unity + Vuforia project into my smartphone
While I do it this error is pop up

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Does anybody have any idea on what to do

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It's the first thing I've done after installing android sdk and unity

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and vuforia

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I don't know whether it is a setting up issue

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Not android sdk , it's android studio itself

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I'm a beginner and I have no idea about some stuff so I'm doubted

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Log report

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I will say it step by step that what all I have done

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First I installed unity 2018.4.8f1 via unity hub

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Then I installed Android studio

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Activated Vuforia supported on XR settings

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Added Ar camera

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Added image target made it as the child of AR camera

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Then replace the image of mas with the image I download as my database in Vuforia

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I took a Barbarian model from unity asset store, parent it to image target

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That's it

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opened build settings

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Switch plaform to android

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Took player setting

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renamed com.prodcutname.company to something else

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and clicked build

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and exported .apk to my phone and installed

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Does anybody sees that I missed something

prime fox
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hey guys can anyone help with building to Android ?

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i am having serious issues

hazy kiln
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@prime fox Are we having the same issue?

prime fox
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hang on @hazy kiln

red wedge
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@hazy kiln I read somewhere that if a file has over 100 characters it doesn't work, that looks like it might be it based on the log?

hazy kiln
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@red wedgePardon me I didn't get you. Are you talking about my logcat file?

red wedge
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this file right

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here

prime fox
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@hazy kiln i dont think we are having the same issue, i cant upload to the store

red wedge
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my game built has 600 mbs, idk what else to do to reduce it 😦

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nevermind, I might know lmao

prime fox
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what do you do to reduce your game sizes?

red wedge
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well, in this case I just realized that I re-added some textures I had thrown out and they weren't compressed

prime fox
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my project is like 700 mb as an APK or like 1.3 gb on apple

red wedge
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go to your editor.log and see what's taking up so much space

charred rampart
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See if any script has imported package which not needed in script,

red wedge
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Can anyone explain how some textures remain compressed when switching platforms to Android and others don't? The warning on Android platform is "Only POT textures can be compressed to Crunch format". But other textures are also not POT and work :S

red wedge
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Anyone has any idea why my app just closes after the unity splash screen? Maybe someone has a quick answer for it šŸ˜›

prime fox
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<@&502880774467354641>

odd arrow
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@prime fox Was there a reason why you were pinging admins?

prime fox
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hey mate, was trying to get details on how to contact unity for support for Android deployment

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what is the best way to engage unity for support, paid or free ?

odd arrow
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You can use official support channels on the site. This is not a support server.

prime fox
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ok just by posting threads on the forum?

odd arrow
prime fox
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Legend thanks

red wedge
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Anyone know if it's possible to set all texture's max at build instead of going manually for each texture?

crimson lark
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hi why my animationEventListeneris being called 2 times?
n ive unchecked loop for the anim btw

red wedge
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uh so I just built for the first time for iOS, it took around 2 hours to finish and there's no file anywhere?

quartz kernel
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Out of Unity @red wedge? There should be an xcode project

red wedge
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There isn't, but I tried building in Windows, do you have to do it on a Mac even if you just want to build the project?

quartz kernel
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No you can still build the xcode projecton windows

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You just have to do the last build on a mac

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Try searching for the xcode project though, maybe it's not where you thought it would be

red wedge
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Ok, I'll do that when I get home, thanks :)

burnt fox
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woo, installing android 10 ... wonder if this will break anything

glossy sluice
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its not ios so it will be fine lol

hidden cave
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anyone here have any experience with optimizing terrain for mobile?

toxic talon
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Hello, I have implemented Unitys IAP into my IOS APP uploaded to test flight, Added my products and filled out my tax and billing information. When I run the app in It does allow me to sign in with my sandbox information but once I sign in nothing happens. Almost like the

public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)

is not being called has anyone had this issue before any help would be appreciated

clever juniper
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Hi, as a beginner here, is programming pc games very different from programming mobile games? What are the differences? And is it hard to switch from pc programming to mobile game programming?
Thanks

river dagger
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the basics are the thing. Generally it's the platform specific features that are different. With PC you have more overhead to work with in terms of performance, but if you've dealt with Android development, PC is very fragmented as well. It's a lot easier with an Engine like Unity as it's got the broadest platform support.

TLDR: Most of what you do for one works for the other, but targeting mobile can help you scale PC stuff better.

There's various stories of devs that shipped on Switch for example, then repurposed the optimizations back to their PC SKUs

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The main Day-to-Day variance is input

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PCs have basically limitless options in that regard, but you can almost always gaurantee a keyboard + Mouse (or other pointer device such as touch or pen). Probably a gamepad.

On mobile it's Touch first, gamepad support far in second if you want to make a game compatible.

The nice thing is that simpler touch games can be easily ported to mouse-based PC titles and vice versa

clever juniper
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Hard to understand haha, but got the idea, thanks

fleet cargo
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How does building (not release) on android work in terms of keystore? Doesn't the apk need to be signed in order to run on a Android? I am not talking about a release build for any store.

fleet cargo
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Does unity sign those app with a default keystore?

dusty loom
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does anyone know if disabling ARMv7 from building under Android will drop off the app from the search results? we saw that when we uploaded the build in store our game disappeared from search results even by it's full name

gritty kestrel
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Anyone have any helpful guides or tips for requesting user consent for ADMOB Unity IOS

glossy sluice
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Good night gentlemen, can you help me with a problem?, i have a code that not work weird in the computer build, but in the android app works normally, Do you know what it can be about?

tawdry fossil
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Does anybody know what values Application.installerName returns for ios builds in AppStore and TestFlight or if there is a difference between those two at all?
I know that AppStore installs should have the value 'Apple Store'. The question is: Is that value different if an ios app got installed through testflight?
If not, would Application.installMode show any difference?

noble arch
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Hey dear dudes, is anyone aware of why https://docs.unity3d.com/ScriptReference/WebCamTexture-didUpdateThisFrame.html could be always returning false on Android?
Even though WebCamTexture is playing
This is for all of these variants I've tried: 1) Update, 2) Update -> start coroutine with WaitTillEndOfFrame before checking, LateUpdate
I was trying to use GetPixels32 (Color32[]) to avoid allocations and it doesn't work

upbeat karma
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Advertisements doesnt exist error, i enabled ads in services, i tried to close n open unity, nothing worked, can anyone help?

upbeat karma
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nvm, i solved it. thanks

indigo inlet
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How did you fix it?

gritty kestrel
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anyone have any idea how to do EU consent stuff for Unity/iOS release?

wooden aurora
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Anyone know how to appropriately A/B test subscriptions on iOS?

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specifically different price points for different renewal frequencies

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the gotcha is that all price points within a subscription group are visible to the user in the settings page

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which, as you might imagine, would cause an angry user if they found out they were in a higher price tier

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we setup different subscription groups to accommodate for this - but apple doesn't appear to like this and rejected the IAP submission

crimson grotto
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Does anyone know if its possible to control an object in a mobile game like with a wii-controller? So if i turn the downside of my phone to the left the object will move left?

If so, are there any tutorials in how to do that?

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I hope this is the right section for this

quartz kernel
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Well you have access to the gyroscope. So you can use that to control the game how you like

noble arch
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Yeah, or even accelerometer depending on which axis you need to track

warm adder
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Hey guys, anyone used Unity Mobile Notifications Package and submitted the game on app store? I am using it by creating new IOSNotification and scheduling it. I dont receive any remote notifications. Yet after uploading new build to appstore, I receive Missing Push Notification Entitlement warning.
I am not sure if I need to enable it in provisioning profile as it says in mail because I am not sure if those local notifications i'm using are Push Notifications. Anyone got that as well?

turbid surge
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Does anyone have experience with android manifest and permission fiddling?

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I am having a problem with modifying the manifest to allow delayed permissions. (Only ask for camera perms when camera is opened, which can be never...)

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I tried to use the manifest from the temp/stagearea folder and added the, and then placed that manifest file into Assets/Plugins/Android/ <meta-data="unityplayer.SkipPermissionsDialog" ="true" /> just like the doc says, but the perm dialog still pops up after installation. Can this be because of Vuforia? I made sure to disable the VuforiaBehaviour etc in scene
https://docs.unity3d.com/Manual/android-manifest.html

glossy sluice
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Love how everyone just asks after another

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Without even answering

turbid surge
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I know right?
Well I figured my problem, there was a loader scene that had a hidden ifdef statement which explicitly asked for camera permission -_- fml

upbeat karma
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In admob which billing currency should I select? Is it advisable to select USD regardless of the country I am in? Or should I use my own country's currency?

glossy sluice
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Does anyone know the best player and project settings for the android games?

crimson lark
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                    if (Physics.Raycast(ray))
                    {
                          Instantiate(prefab, transform.position, transform.rotation);
                    }```


hi why my if isnt running?
brave mist
crimson lark
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ok i'll ask it there

quartz kernel
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Did you get this solved @crimson lark? Is this supposed to run on mobile?

crimson lark
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no i couldn @quartz kernel

manic coyote
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@crimson lark Might want to use touch.

//Class
Touch touch;

//Function
if(Input.touchCount > 0)
{
    touch = Input.GetTouch(0);
    Ray ray = Camera.main.ScreenPointToRay(touch.position);
    if (Physics.Raycast(ray))
    {
    Instantiate(prefab, transform.position, transform.rotation);
    }
}
crimson lark
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Alright thanks i'll give it a try @manic coyote

proud oracle
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hi guys

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can anyone please help me doing mobile image browser (android)

quaint rune
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How do I change mouse clicks to touching screen

quartz kernel
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@quaint rune you can use the unity event system which will work for both. Alternatively, you can replace all references to mouse position and clicks by using Input.GetTouch(0) instead

ashen flame
#

anyone have an idea why saved render textures work normally on pc but are empty when doing the same thing on android?

clever juniper
#

Do you need Xcode to make mobile games?

astral notch
versed hull
noble arch
clever juniper
#

@astral notch thanks

potent ledge
#

Hey quick question, when it comes to animation vs script to do something for example rotating obj. Wich one is cheaper for memory usage?

winged hound
#

@potent ledge#363 either will likely be just a few kilobytes of memory.. you are more likely to be concerned about the CPU overhead of a animator then the memory footprint of simple animations. And most perf questions are best answered with profiling on device. For complex animations it's likely that the memory footprint of the animation file will be larger than a script. In my game the memory footprint of animations is 23mb total (695 of them), and 16.5 Mb total for Monobehaviours (36,654 of them). My largest animation clip is 1.8 Mb but thats a rare one with the majority being under a 300 Kb.

potent ledge
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Hmm, so smartest would be short as possible for characters and simplest no bones included doesnt matter so much at the end..?
Welp, thanks anyway @winged hound

vagrant kindle
#

Hi all,
I need help in asking the location permission on iOS devices. Any good pointers on how to do this ?

timid night
#

Linker Command failed with exit code 1 (use -v to see invocation ...
Game was exported with unity 5.6.7 and i got this error in xcode while archiving.

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Can anyone help?

glossy sluice
#

Here my game, but I cant make a proper terrain without built in terrain editor. I want to load parts of the map depending wheere the player is and the rest is meshes.

glossy sluice
#

moreover, how do the roads work ?

glossy sluice
#

When it comes to the loading models when players gets close you could maybe give each object a script that every few seconds checks how far away is the player and if he is near enough then enable that object

iron cave
#

how to detect touches except when the joystick is touched?

upbeat karma
#

Guyz can I earn in AdSense account with AdMob ads only? Or I can earn in AdSense account with unity ads too?

distant jetty
#

guys, I'd like to try on LWRP but I also read a lot of complains about bad performance on low end devices, especially androids. Is this better now? Is there any published games using LWRP that I can take references? Tks in advance for your support šŸ˜„

drowsy zinc
#

i'm using the free Joystick Pack

quaint rune
#

Check if there is a predefined variable for joystick inputs

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Like there is for sat the w key

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Ex: input.get joystick or something

wicked haven
#

is it convinient to detect if the build is android or webgl and change up UI as needed? I want different design for each platform

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or am I better off making 2 codebase branches

gritty kestrel
#

How do we check with the app store whether something is purchased so that we can restore the purchase using the restore button? Any ideas?

dapper drum
#

I'm looking to work with some one or people on a big game for mobile.

finite marlin
#

For webgl mobile browser discussion, is this the right place?

gusty jolt
gritty kestrel
#

Does anyone have any experience with Codeless IAP and Unity/IOS and be willing to answer a few questions? Any help would be greatly appreciated, thank you

little thicket
#

So I just installed the android SDK with the unity HUB but it says it can't find them, anyone know the default location of where it installs these files?

little thicket
#

Nvm, figured it out

minor sage
#

What aspect ratio should I use for mobile?

rapid brook
#

it's best not to constrain it to an aspect ratio, especially with all of the wacky new phone screens. are you talking about UI or gameplay?

glossy sluice
#

How do I make a save file that only the game can access? The file will contain firstStart(if the game has been started before or if this is the first time), the players login details, the players settings etc

formal elk
#

@glossy sluice What do u mean by 'only the game'? Also which platform are you asking about?

glossy sluice
#

Both

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i want to file only to be accessible by the game, nothing/nobody else

formal elk
#

Your save file will always be accessible. Especially on Android. If a user runs a jailbroken iOS the user will also access it. When using iCloud on normal iOS it's also possible to access those files through macOS. So the short answer is that u can't.

On the other hand - u could try encrypt the save file, and hide the encryption key in the assembly. But this still could be cracked if someone was persistent enough.

#

It mainly depends on what u want to achieve.

dapper drum
#

Hello world

odd arrow
#

@dapper drum Please don't spam the channels.

limber parcel
#

Hey, is it possible to run a specific unity scene from iOS native app?

idle trellis
#

Does anyone know how to run a 'Setprop' command at runtime within an app without using ADB or commands from a connected computer?

glossy sluice
#

@formal elk that's what I mean, sorry

pale ruin
#

Can anyone help in making this kind of direction indicating arrow ?

  1. Adopt Y position according to object
  2. Start location to target location movement
glossy sluice
#

I'd implement it with a smooth move to target and a particle system that emits on movement

glad acorn
#

Hello I am having a super weird problem with my project, on my editor everything is working fine the game is running as it is supposed to, however in android the game is doing some really strange things! Respawn is not working, health is not set back to max health resulting to the player getting instantly destroyed and respawned again and again. I am kinda worried that the current health variable is getting changed in the editor but not in the android (the variable is getting changed from another script), is that a possibility?

glossy sluice
#

@glad acorn
don't think so, should be something else

#

looking for people coding with me a mobile 3D (Blender/Unity) game, you should be on discord voice though, just message me.

neat sentinel
#

Having a weird problem with Android platform.

Sometimes after people auto-update on playstore, game immediately crashes for them. After which people leave 1 star reviews.

But if they clear cache of the game, it works! Anyone experienced this?
It's always different devices, different android versions. Started happening about 3 months ago.

formal elk
#

maybe it's save file compatibilty issues? maybe you're serializing objects of types, that are no longer present in the assembly/names of fields have changed etc. etc. ?

neat sentinel
#

Thought so. For some reason it's only small percentage of users. Out of 700k active users, got only about 100 reports of this issue.

And never happens to beta-testers or my test devices, just random reviewers

drifting gust
#

Hi all, I'm getting the following error:

DXT1 compressed textures are not supported when publishing to iPhone
Resources/unity_builtin_extra
Included from scene: 
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
#

How do I determine which textures the importer is still DXT1.

drifting gust
#

Figured it out, for some reason when you use LWRP and built in textures, the built in textures for whatever reason are not being set to PVRTC

regal birch
#

Hi, any1 having problem with new xcode 11? I have postprocess that enables capabilities but after xcode 11 i don't see those changes in xcode project. And after manually add any capability, rest enabled are added automatically.

little thicket
#

Do high score leaderboards require you to pay for a server or something to store the data on?
Or is it free with google? Im still looking online, I just keep seeing PubNub and I think thats a paid service

regal birch
#

@little thicket you mean google leaderboards?

little thicket
#

Yeah I guess, I found a turotial about it trying to install it now but when I installed the plug in it had a pop up that said "unity is unable to find java in the system path"

But I installed all the android stuff with the unity hub

#

@regal birch

#

now my game doesn't work at all lol

dapper drum
#

@little thicket what kinda game are u working on

little thicket
#

@dapper drum it's fixed now, I just have to browse for the JDK file and it autofilled, apparently just having the box checked wasn't enough.

#

But its a flappy bird style game, not super exciting, but its my first game so I wanted something relatively simple. it introduced me to a lot of stuff I will use in future projects so hopefully I won't run into as many issues later on.

distant fractal
#

Anybody have success with Sign in with Apple? šŸ˜’

little thicket
#

its area 51 themed and I had planned on releasing it around the time that meme was big in hopes of getting some traffic from that, but I missed the mark by quite a bit with that, maybe it will flare back up soon though, I'm almost finished now

dapper drum
#

@little thicket I'll have to give it a try some time when it comes avalible. See if your interested in another project to

little thicket
#

yeah, I already have several other ideas, my next one will probably be a PC release and its an original idea so I have no reason to rush or anything.

dapper drum
#

Ahhh right on

little thicket
#

I'm having to force my self to finish this one because I'm more excited about the next game now lol.

#

Was you looking for someone to collaborate with? @dapper drum

dapper drum
#

Yes. Some one that was great in making the game come to life. All the work is pretty much done

rapid dew
#

Hi everyone, I have a serious problem with my game just exported to iOS.
I use the official AdMob SDK to show advertisements.
The first time I start the app and request an ad video, the app crashes, and this is the error shown on xCode

#

If I restart the game, I don't get this error later.
Can anyone tell me why?

cosmic yarrow
#

taking a picture of your monitor is the worst way to show code and get help, just so you know šŸ˜›

rapid dew
#

Has anyone ever had this problem?

#

I've been trying to resolve for days, but I can't find a solution ...😭

little thicket
#

I done my store listing for google, it never asked about ads. Now on the "App content" section, it says I have to say if it has ads or not
I can't find where to put it has ads enabled.

#

nvm, found it

#

but now this

#

Error
This release is not compliant with the Google Play 64-bit requirement

The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 1.

noble arch
#

@little thicket try switching to il2cpp runtime and select ARM64

little thicket
#

@noble arch Yeah I got it fixed, had to watch a video in a foreign language because it was the most recent one and it was still out dated lol.

strange night
#

hey, @little thicket can you send me the link?

little thicket
#

to that video?

strange night
#

yes

little thicket
strange night
#

Thanks, will help me in future!

quartz kernel
late flax
#

i know this might sound like an open question but would appreciate it if someone could help me .. i want to start learning programming as i like mobile application and wanted to create one but i am not sure where i should start or which language i should start ... appreciate any assistance šŸ™‚

warm bison
#

@late flax the thing to remember with Unity is that you don't need to consider mobile to begin with. First learn to make a game with Unity (probably using C#). As you do this, you'll learn the fundamentals of game development and then you can tweak your knowledge to focus on mobile devices.

#

The key differences being your input and screen sizes to begin with - and of course, much closer attention and care required to performance management as a mobile device will always be under powered compared to a desktop computer

#

Check out Brackeys channel on youtube for great, simple tutorials that can get you up to speed

celest kelp
#

Has anyone implemented deep links in Unity? I'm having real trouble getting unity to respond to my deeplinks especially on iOS. It seems like whenever I change the name of the link it just breaks.

amber plume
#

My project works perfectly on my computer, but not on android.

#
    {
        remaining = 75;
        StartCoroutine(Calling());
    }

    // Update is called once per frame
    void Update()
    {

    }
    public IEnumerator Calling()
    {
        
        for (int i = 0; i <= 70; i++)
        {
            do
            { 
               call = Random.Range(1, 75);
            }
            while (listNumbers.Contains(call));
            remaining -= 1;
            listNumbers.Add(call);
            if (remaining <= 5)
            {
                pause = true;
            }
            if (pause == true)
            {
                break;
            }
            
            if (call <= 15)
            {
                string respond = "Under the B, " + call;
                File.WriteAllText(Application.dataPath + "/response.txt", respond);
                Speaker.Speak(respond, newsaudio, voice, true, 1, 1, 1, (Application.dataPath + "/responselog"), true);```
#

I believe it stops updating on StartCoroutine(Calling());

#

it runs on my phone, but does not call numbers

#

the project is a bingo app

celest kelp
#

@amber plume it may be that File doesn't have create permission

#

try making a text box for debugging that displays the output

amber plume
#

it calls one number and then stops

#

@celest kelp if I press continue, it calls another number then stops again.

#

if I clear the numbers it calls a new number

amber plume
#

plz help

#

can anti virus software stop some features on a unity app

#

?

#

@celest kelp what is create permission

#

?

noble arch
#

@amber plume search about file system on Android, there are some differences between Desktop/mobile in that regards

#

may be easier to avoid using files at all if you don't need it

amber plume
#

avoid using what files?

upbeat karma
#

Guyz can we promote our game here? If not, is there any good group to do so?

amber plume
#

@upbeat karma probably project showcase

astral notch
upbeat karma
#

Ohh, thanks alot guyz.

check it out if you got time šŸ˜…

astral notch
#

@amber plume Please keep your question to one channel, rather than putting it in multiple channels simultaneously

amber plume
#

sorry

unborn bloom
#

Ok guys, your help is very much needed. I've assembled a playable prototype, only to realize once I've exported to Android that multi touch isn't supported.

I've used events like OnMouseDown and Input.GetMouseButton(0)

It works fine until 2 players playing on one device try to control their characters simultaneously.

So I've did some late night research only to encounter Touch class etcetera.

I don't know where to start, and how to adapt my current events so that they respond with Multiple fingers touching the screen.

unborn bloom
#

Anyone? šŸ™

celest kelp
#

@amber plume Sorry, I've been busy. I think that your problem is that your coroutine doesn't have any yield return null in it

#

to go to the next frame

glossy sluice
#

How do I make a good dpad? Right now my DPAD is just a few buttons that executes the actions once you RELEASE the buttons. this means thatI cant hold to move

latent osprey
#

@unborn bloom use the EventSystem and the PointerClick framework instead

#

alternatively, iterate through Input.touches

hazy rapids
#

Hi guys,

We have encountered an app terminating error in correlation with Firebase and iOS 13. Our app is developed in Unity, and is using Firebase Unity plugins.

After the iOS 13 update, crashlytics started logging fatal crash errors solely where users are using iOS 13. App crashes whenever it goes to background. And this happens when ad is shown, inapp is started, notification is received or login process is initiated. Crashlytics stack trace always points to firebase::auth::AuthNotifier::NotifyOnTheMainThread(firebase::auth::AuthNotifier::CallbackData*). Firebase version we're currently using is 6.3.0. After reading dozens of threads discussing similar problems, we’ve tried upgrading Firebase to versions 6.4.0, 6.5.0, 6.9.0 and 6.10.0. Version changes had no effect on the problem. Have you encountered this or a similar problem?

#

if there is a need, i can paste the crashlog

unborn bloom
#

@latent osprey Can I use and iterate through touches along with OnMouseDown event? To check if user has touched the collider of an object?

humble minnow
#

Anyone have issues with App Bundle uploads on Android where it says 64bit isn't included in bundle? I'm using AppBundles and have all architectures selected. NDK 16b.

latent osprey
#

@unborn bloom i'm not sure, you're better off using the EventSystem if you're already outside of the Update loop code-wise

#

this means using the appropriate Raycaster component and implementing IPointerClick ... etc interfaces

#

it seamlessly supports touch and mouse

#

including multitouch

#

and handles that abstraction very well

unborn bloom
#

@latent osprey I'm not sure what you mean by IPointerClick

#

And yeah, I think I might have to go with Raycasting2d

latent osprey
#

you'll find what i'm talking about

#

i'm not saying raycasting2d

#

i'm saying this

#

"If you have a 2d / 3d Raycaster configured in your Scene, it is easy to make non-UI elements receive messages from the Input Module. "

unborn bloom
#

I literally just started digging that up from c#. Pointer ID i'm assuming would refer to touchID?

#

(Hopefully)

latent osprey
#

i'm not sure, i think you can look at the source and it'll be pretty clear

unborn bloom
#

Still not a clue how to attach IPointerEventHandle etc.

latent osprey
#

it's an interface

#

to get everything to work

#

you need an EventSystem in your scene

#

the appropriate raycaster (i believe you're using 2d colliders, so use Physics2DRaycaster) on your camera

#

then, for any object you want to receive pointer events

#

it needs to have a collider whose layer corresponds to the layers listened to by the physics2draycaster

#

and it needs a monobehaviour that is a sibling component to the collider

#

that implements the appropriate IPointer... interface

#

that's it

unborn bloom
#

We're onto something here.. let me get back to you šŸ™

unborn bloom
latent osprey
#

you have to implement the methods

#

hence the little squiggly lines

#

if you're using Rider, Alt-Enter over the interfaces and choose implement interfaces

unborn bloom
#

Yeah I just encountered that, many thanks

#

Why is that?

#

Seems counter-intuitive to me. (I haven't experienced that kind of inheritance before)

#

It doesn't seem to work with the mouse.

#

Is it meant to work with mouse click?

latent osprey
#

you need the physicsraycaster2d, you need the collider, etc. etc.

#

the event system

#

definitely try to find a sample scene somewhere online

#

it's a lot of parts

unborn bloom
#

I've done those parts beforehand. It does not respond. Tried exporting to .apk, still no response

latent osprey
#

that's mental, i think you definitely are missing a component somewhere

upbeat karma
#

How can I make my 2d game fit all screens aspect ratio

unborn bloom
#

I guess I need a component that has a Raycast Target enabled, but this object is literally just a collision box. @latent osprey

unborn bloom
#

How can I enable my object to be a Raycast target?

#

2000 people online, anyone care to take 5 mins to help?

#

community, be more active

dusk timber
#

sorry, i dont really know how raycast works.

#

though i think you should go to the general code for that, not mobile

unborn bloom
#

I'm trying to implement multi-touch on mobile.

#

Using EventSystems and IPointerClickEvents which don't seem to work

#

I do have Event System, Raycaster, Collider, Class which implements IPointer Events. Does not work.

dusk timber
#

multi touch? like when i press with two fingers?

unborn bloom
#

Yeah

quartz kernel
#

Not sure if click events work with multiple touches @unborn bloom. They old school way of doing this is to check Input.touchCount and access the different points as Input.touches[0] etc

unborn bloom
#

@quartz kernel Hmm.. so how would I check if I've clicked on a collider? I would have to use Update()

quartz kernel
#

Yes do a raycast when you detect the touches you need

clever juniper
#

What aspect ratio do i have to use for an iphone horizontally?

humble minnow
#

Anyone have issues with App Bundle uploads on Android where it says 64bit isn't included in bundle? I'm using AppBundles and have all architectures selected. NDK 16b.

pale ruin
unborn bloom
#
    {
        touches = Input.touches;
        
        for(int i = 0; i < Input.touchCount; i++)
        {
            Vector2 touchPosition = Camera.main.ScreenToWorldPoint(Input.GetTouch(i).position);
            RaycastHit2D hit = Physics2D.Raycast(touchPosition, Vector3.forward, Mathf.Infinity, layerMask);

            if (hit)
            {
                hit.collider.transform.root.GetComponent<Player>().playSpace.PointPlayer(hit.point);
                Application.Quit();
            }
        }```

For some reason, it's not executed on mobile.
#

Any ideas why?

unborn bloom
#

It's not registered

rancid agate
#

Hey! Has anybody used standard shaders with mobile devices? My target range is devices from the last couple of years.

dapper drum
#

I have a complete game but being new to Unity I'm hoping I can find somebody to help me code the C sharp files that Unity you can read

latent osprey
#

click events absolutely work with multiple touches

#

otherwise i'm worried you have something configured somewhere very, very poorly

#

i don't know why Unity has such utterly poor documentation or examples on EventSystem, i'm sorry

warm adder
#

I would like tp hide notification on top of the screen, the one on the right can stay. Is it possible to do?

quaint coyote
#

@warm adder probably not, I don’t know for sure but I think notifications are done by the operating system and apps cannot hide them.

upper zinc
#

yeah i remember a new gaming phone review which included a "GAMING MODE" which turned off notifications

plucky badger
#

Trying to get the name of the selected object on mobile without dumping the framerate? I tried the standard Physics.Raycast() method and it takes nearly 200ms to cast the ray. I also tried the more performant recommendation of attaching the Physics Raycaster script to the camera and using the OnPointerUp method in a script directly attached to the object. The 200ms requirement just moves from my original script to the EventSystem. Either way it takes nearly 200ms to get the selected object, which is a dump to below 10fps.

#

With casting rays the performance dramatically improves after the first cast, down to under 10ms but I am creating and casting a new ray every time. So that is odd, it is always the first cast after starting the game that takes 200ms.

#

Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;

    if (Physics.Raycast(ray, out hit))
    {

    }
quaint sonnet
#

Hi i need help when i connect my phone and pc with cable and run remote 5 on my phone it doesnt work when i press play in unity, also i setted any android device and also it doesnt work

uncut lark
#

Hello, how should i solve problem with back button on adnroid? It acts like pause button while game is running but its very buggy

plucky badger
#

@quaint sonnet I am almost certain Play is only for PC testing right now. If they come out with that feature in the future it would be amazing. I must build and run to test on mobile. Also the mobile device must be re-configured into development mode, which requires opening secret menus, so you will want to view the youtube videos on how to setup andriod for unity.

#

Make your your using Unity 2019 and the youtube video you watch has been posted this year, everything changed and the SDK is no longer required

upbeat gorge
#

Could you use bluestacks as a android tester? Instead of trying it on your phone?

plucky badger
#

Not sure, but if you set your game window to match the resolution of your target mobile device you can emulate the game on PC just fine that way right in Unity. The reason for testing on the device itself is to test on mobile hardware, since performance is a huge factor.

#

You also might need to consistently check what your game looks like on a mobile screen, like the samsung wrapped screens or the iPhone notched screens

nocturne warren
#

Hello, I tried to play a transparent WEBM video on an Android device with AssetBundles but the video becomes .m4v and it becomes unplayable. How do I solve this issue? I need it for a client project. Thank you in advance.

noble glade
#

Hi fellow developers,

I’m Martin from Mirari Games, we are a small indie game studio and we are making a poetic adventure game (iOS) in Unity.
https://www.mirarigames.com

We need help on a simple iOS feature, which is to send the saved data of our game (multiple xml files) to iCloud. According to Apple, any files saved to the persistentDataPath (Documents) are automatically uploaded to the cloud. But, in our dev build, the save files are not uploaded to iCloud.

We are trying to learn how to sync the .xml files and make the game work with iCloud but we are beginners on that topic.

If you guys have any tips on where to start that would be awesome!

merry plaza
#

Hello,

I'm using text mesh pro to render my text in the ui, and I'm trying to give my text an outline but it doesn't work properly on mobile devices.

For some reason the outline isn't rendered around the text but it's just squared.

Anyone has any idea?

rapid dew
#

On iOS app store:



We have begun the review of your in-app purchase products but are not able to continue because you have submitted in-app purchase products for the Non-Consumable type, but you have not yet submitted an updated binary for review.

Next Steps

To resolve this issue, please upload a new binary and resubmit the in-app purchase products for review.```
#

What do they mean by "binary"? Has anyone ever had this problem with app purchases on Apple?

#

Do they intend to upload my game again for binaries? Why should I do this even if I haven't made any changes to the code?

clever juniper
#

hello, i'm a beginner to unity, and would need some basic help, if anyone is down to help me in a call eventually, it would be gladly appreciated thank you

#

i'm currently trying to make my own mobile game, but need some help

arctic dawn
#

Hi guys. I'm working with Unity 2019.2.9 and I'm using the video player in android downloading the video from a server but it's not working on Android. The video has codec H264. I try to play a video from Youtube but still not working. Is a bug in video player?

quartz cedar
#

Why are my Unity IOS apps not able to initialize on IOS 12 & 13 ever since upgrading to a newer Unity Editor version? Xcode debugging tells me the standard shaders used in my project cannot be compiled / are unsupported, and I even tried forcing Graphics API to use Metal.

clever juniper
#

What do i have to do, so that whenever my button onscreen is held down, my character moves to right?

civic marsh
#

I have a problem with IsPointerOverGameObject for Android, I am with the latest version of unity I can show you my Player script in dms if someone is willing to help, thanks

astral notch
#

You can also put your code on pastebin.com and put a link here

civic marsh
#

Okay

#

This is the script, Sorry if it is hard to read this is my first ever project

quartz kernel
#

Are you using android with a mouse @civic marsh?

civic marsh
#

No

quartz kernel
#

Then you can not use GetMouseButtonDown

#

And for isPointerOver: "IsPointerOverEventSystemObject takes an int for the touch id. Mouse is the default (-1) use touch id's to figure out if a certain finger is over a managed object."
https://forum.unity.com/threads/ispointerovereventsystemobject-always-returns-false-on-mobile.265372/

civic marsh
#

I though it is the same as a touch

quartz kernel
#

It might be that Unity is still translating it to mobile touch but it's not the right way to do it

quartz kernel
#

Btw I just tested and I don't think IsPointerOverGameObject works on mobile @civic marsh. You're probably gonna have to do a raycast instead. Something like this, or google it http://answers.unity.com/answers/1115473/view.html

// edit: wrong, the parameter-less version does not work on mobile. But if you use 0 as a parameter, not -1, then it works

civic marsh
#

I have tried with 0 but it still doesnt work

quartz kernel
#

That's because you're doing the onMouseButtonDown inside of that. You can remove that. Because the pointer on mobile will always be down when IsPointerOverGameObject is true

#

Oh and you also have a ! at the beginning of your if. So it will trigger whenever there is NOT a pointer hovering over somthing

civic marsh
#

Ole can I dm you for something

prime hare
#

??

civic marsh
#

I wanted to ask him what should the code look like as I couldnt make it to work

stark parcel
#

Anyone know how to change the editor settings for using "Android SDK Tools installed with Unity (recommended)" in code?

pseudo moat
#

@stark parcel yes, u just toggle it on

stark parcel
#

how

pseudo moat
#

You need to download it

#

With the unity Hub

stark parcel
#

not that

pseudo moat
#

@stark parcel ohh so u wanna stop using it ?

stark parcel
#

nvm i think i found it

#

EditorPrefs.SetBool("SdkUseEmbedded", true)

pseudo moat
#

Where do u put the code ? @stark parcel

stark parcel
#

in an editor script for CI

#

they store them in the registry on a windows machine... but there should be a nicer way to override them

heady sable
#

Has anyone successfully created a custom UnityPlayerActivity with Unity 2019.3? The classes.jar files under the various PlaybackEngines\AndroidPlayer\Variations folders no longer have the UnityPlayerActivity.class in it. How is this supposed to work now?

amber plume
#

I made an app that writes and reads text to speech messages.

#

but if you get it from google play the audio doesn't play

unkempt harness
#

I making a game that like Hill Climb Racing.I want to finish the game when car enter in to the water.How can i do this?

quaint sonnet
#

Hi guys im back with another problem, i want to make mobile game with controls on screen and i dont know how to make that button do something constantly when is held

#

also mention me

clever juniper
#

same problem :/ @quaint sonnet

quaint sonnet
#

Dou you have any idea

clever juniper
#

i think it has something to do with event triggers

#

trying to figure it out myself

quaint sonnet
#

ok ill try googling

clever juniper
#

šŸ‘Œ

stiff geode
#

Hi guys, this is my first post here but I'm using Unity 2019.2.10f1 on Fedora 30 (linux) and I have the full Android Build Support module installed including sdk,ndk, and openjdk. When I go to build an android project, it tells me unable to locate Android SDK. Any reason why this might happen?

graceful mauve
#

@stiff geode don't use the recommended sdk and ndk.Use sdk from android studio and ndk r16b(only one supported by unity) that you download from the net

stiff geode
#

ok good to know thanks.

graceful mauve
#

Problem im having is that my app runs on android 8 and lower Android 9 does not work

#

I have the latest api 28 and 29 for android 10 but no dice

#

App opens,plays sound,crashes after a while

#

apk works on all other versions

stiff geode
#

haven't seen that one. I also got a problem when I used the latest sdk that I just get a white screen after the start screen (using ufo tutorial) on an Android 7.2 tablet. I downloaded both the latest and 7.1.1 sdk versions using sdk manager

graceful mauve
#

did you seletc the sdk folder in %appdata%?

#

and it builds?

halcyon lantern
#

hey, i need help to change my keyboard control to swipe on android, can anyone modify my script ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Playermovment : MonoBehaviour
{
public Rigidbody rb;

 public float forwardForce = 2000f;

 public float sidewaysForce = 500f;

// Update is called once per frame
void FixedUpdate()
{
    rb.AddForce(0, 0, forwardForce * Time.deltaTime); 
    
    if (Input.GetKey("d") )
        
    {
        rb.AddForce(sidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
    }
    
    if (Input.GetKey("q") )
        
    {
        rb.AddForce(-sidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
    }
    if (rb.position.y < -1f )
    {
        FindObjectOfType<gamemanager>().Endgame();
    }
}

}

upbeat gorge
#

hey, working on a 2d mobile game currently and everytime i test it on ios its very laggy. is that normal or is something wrong? just wanna make sure. @ me if you can so i can see reply thanks

manic coyote
#

@halcyon lantern You can use Touch phase to determine which direction the user swiped. Use the position on began and position on end for direction.

#

@upbeat gorge I doubt it is normal.

halcyon lantern
#

@manic coyote i did that but it does not work on the phone

manic coyote
#

It should work because Touch is for mobile

graceful mauve
#

Anyone know a way to build for android 9?

upbeat gorge
#

How can I fix the lag on the phone?

crystal lily
#

Do you know what causes it ? You can profile it to get the exact problem.

#

@upbeat gorge Try lowering the quality settings, or setting the Application.targetFrameRate = 60 somewhere in the code.

upbeat gorge
#

Alright

plucky badger
#

Anyone know why Unity Mobile would not work on an Andriod, even though I followed the one step instruction (of selecting any Andriod device in Editor settings) and I can press Build and Run, I can profile, I can do everything else involving communication between Unity and the device

#

adb logs are showing and everything

#

When I press the play button with the mobile app open, it plays in the game window. On Google and in the Reviews everyone says they have the same problem, but the recommended fixes are pretty out there, including installing other custom JDK kits, etc that should not be required with Unity 2019

#

Also many of the discussions go back to 2011 which was a long time ago, I would expect any bugs like that would be long gone

manic coyote
#

Unity Mobile?

hoary wolf
#

hi can anyone help me about firebase analytic plugin i got weird issue

silver mesa
#

Do I have to do anything special to make a game for mobile? Or can I build it like normal assuming I have the module?

pseudo moat
#

i have a issue my game is not connecting to google play

#

where do i put my application id in unity

graceful mauve
#

@silver mesa you can't upload apks anymore. You need to build bundles and that takes more time. Also change some settings in the menu(you will be required for building it.. Recommend googleing it all) Also the latest github package might not be supported and brick you project so make sure you have a backup.

raven sundial
#

Hello. Anyone here faced an issue when c++ dll on android yields DllNotFoundException?

tepid thicket
#

hi somethings wrong with my script and i cant find it can anyone help?

dense gale
#

@tepid thicket don’t ask to ask, just ask your question

gloomy heart
#

Unity platform switch is super slow, any workarounds?

heady rose
#

Are you using the cache server @gloomy heart ?

gloomy heart
#

@heady rose does the asset pipeline v2 handle that? I read in the docs that it speeds up platform switching (2019.3).

heady rose
#

I'm not to sure but I'm guessing the asset pipeline stuff and the cacheserver are independent things, in your unity preferences just make sure you got your cache server enabled, even if it just is a local "server" and that the size of it is big enough to accomodate your project(s))

gloomy heart
#

@heady rose Thanks for the help, will do. Never heard of that feature before.

heady rose
#

No worries šŸ˜„ Just keep in mind the first time you switch platform it will still be slow but at that point it will start storing stuff in the cacheserver for the next time you switch

gloomy heart
#

Hey guys, anyone familiar with the new input system in unity and how it works with on-screen controls?

#

I don't get exactly how do I use the action and action mappings with a virtual joystick.

glossy sluice
#

Would also love to hear if the new input system is reliable for touch and if multi touch is possible yet

burnt hatch
#

performance wise, will my game run smoother when I actually install it as an app opposed to being streamed via unity remote?

robust hamlet
#

@burnt hatch it really depends on what you are doing in your app, but mostly I've encountered that when using Unity remote it's not as fast as I want it to be

junior obsidian
#

Anyone knows how to get the native iOS keyboard height? I've tried TouchScreenKeyboard.area.height, but it returns weird values

limber parcel
#

Hi, is there a way to enable location services for Android in Unity? (something like when running google maps)

quartz kernel
limber parcel
#

@quartz kernel Just tried it - the input.location.Start() doesn't enable location on my phone with Android 9

#

I'm gonna do a quick test on an empty project in a sec

limber parcel
#

Yeah, this doesn't start the location service

#

can someone else confirm this too?

#

I'm using this snippet

quartz kernel
#

works for me on iOS

limber parcel
#

Yep, I have if (!Permission.HasUserAuthorizedPermission(Permission.FineLocation)) { Permission.RequestUserPermission(Permission.FineLocation); }

quartz kernel
#

And you got the permission dialogue?

limber parcel
#

Yes, the dialogue shows up, and if I click accept it sets it to true (I checked in settings afterwards)

quartz kernel
#

Are you printing errors in the different cases to check where it fails? Or does it just return 0?

limber parcel
#

no errors whatsoever, even from native logs

#

but, I'm curious about this

#
    {
        // First, check if user has location service enabled
        if (!Input.location.isEnabledByUser)
            yield break;

        // Start service before querying location
        Input.location.Start();```
#

the break will stop the coroutine if location is not enabled by the user

#

so how can it then be enabled by input.location.start

#

or no, wait, it will break if IT IS enabled, nvm

quartz kernel
#

The location.Start() method only means it will receive location data. And then it's toggled off again later, because leaving it on constantly will drain battery faster

#

And no you're right. So you need to ask for permission before that breakpoint

limber parcel
#

I ask for permission on scene startup, and the location.Start() call is way later in the app

quartz kernel
#

Ok sure. So what's the error you're getting

limber parcel
#

Not getting any šŸ˜„

quartz kernel
#

So latitude and longitude is zero?

limber parcel
#

it will not go further than location.start, like it did cause an error and stop, but doesn't throw anything.

quartz kernel
#

How are you debugging it?

limber parcel
#

I placed debug logs before and after location.start

quartz kernel
#

Yeah but are you reading the log through android studio or something?

limber parcel
#

yep

quartz kernel
#

Might give you better error messages

limber parcel
#

allright, thanks I'll check this out

winged quartz
#

Do you have any advise for building and releasing and mobile game for android?

tidal bridge
#

anyone know of a good blur shader for mobile?

molten elbow
#

Does anyone here have any experience with making mobile puzzle games with those large windy maps that go on for forever? I'm curious how the data is organized to allow you to be able to get the star scores, the level objective requirements and what not.

final lava
#

Hi, how can i set up lower resolution for android ?

#

recently i lost my phone and now using the 50$ backup phone, its very slow but does run compiled apk's

#

getting like 10 fps on a default scene

#

When i set the targetDPI to 30 it was smooth but on a tiny viewPort

#

using mobile shaders and lowest quality

noble arch
#

@final lava I think you can try some apps lowering the resolution on the phone itself
they might require root though

final lava
#

@noble arch excellent idea

jaunty crane
#

does anyone here know how to use google admob for ads ?

tired wharf
#

anyone knows why scroll view is so laggy on android? i can't find solution for this

robust hamlet
#

@jaunty crane yes. Admob has a documentation which you can use to learn how you should use it

#

@tired wharf never had an issue with the scroll view. It depends on what are you doing exactly

jaunty crane
#

Honestly admob documentation is ok but their example project is from unity 5 & needs a update. Also they over complicated it quiet a bit with a git package that has its own comments independent on the main page

robust hamlet
#

@jaunty crane leave the example, just download the package and follow the steps in documentation. It's pretty easy to implement and to make it show some ads

#

But be careful, at the beginning start with test ads

jaunty crane
#

I know I used test ids so far will swap them out for real ones after

robust hamlet
#

So do you have any questions regarding AdMob?

arctic dawn
#

Hi. I'm trying to get multiple permissions in a single message but I can't find a solution. Does someone know how to do it?

fun Context.checkHasExternalStorage(): Boolean {
val permissions = mutableListOf<String>()

if (ContextCompat.checkSelfPermission(this, Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED)
    permissions.add(Manifest.permission.WRITE_EXTERNAL_STORAGE)

if (ContextCompat.checkSelfPermission(this, Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED)
    permissions.add(Manifest.permission.READ_EXTERNAL_STORAGE)

return checkPermissions(permissions, this, GlobalActivity.REQUEST_EXTERNAL_STORAGE)

This code does what I want in Android but how do I export to Unity?

robust hamlet
#

@arctic dawn export is as jar or aar library, include to Unity and call your code using C#

arctic dawn
#

Okay so I need to create a library in Android Studios and export to jar or arr and them link to it with ikvm?

robust hamlet
tired wharf
#

@robust hamlet i even had blank screen - everything was normal, but when i added default scroll view fps dropped to 30

#

phone is huawei P20

#

when i have only scroll rect without other thing i have ~50fps

#

no scroll view 60fps

#

with full scroll view 30 fps

robust hamlet
#

How do you populate scrollview's content?

#

and how many items do you have?

tired wharf
#

0

#

only scroll view

#

deafault scroll view + background

robust hamlet
#

that's pretty strange

tired wharf
#

should i change unity version?

robust hamlet
#

did you tried to debug it using performance tool

#

which version do you use?

tired wharf
#

yes

#

profiler

#

i will show you results

robust hamlet
#

another thing which I can think of is how big is your screen size / resolution and how big (size / MB) is your background image

tired wharf
#

background without scroll view is 100% fine

robust hamlet
#

never had an issue like that ... which unity version are you using again?

tired wharf
#

2019.2.9f1

robust hamlet
#

Can you show your hierarchy a bit & the components attached?

tired wharf
#

if you want more component screens just tell me game object's names

#

text if for FPS

robust hamlet
#

everything seems pretty normal to me, can't really think of anything which can cause this without any items attached to the scroll view

tired wharf
#

maybe version is not ok?

robust hamlet
#

Try with another version of Unity to see if this will happen. I am currently at work and can't check this if I will have such an issue

#

you can check on 2019.2.11f1

#

I think it's the latest

tired wharf
#

same on this version

robust hamlet
#

btw do you set Application.targetFrameRate somewhere in your code?

tired wharf
#

yes

#

Application.targetFrameRate = 60;

robust hamlet
#

I can't really say what can cause an issue like that without checking the source, can't think of anything else

tired wharf
#

idk what to do now

#

this is broken lol

robust hamlet
#

I can check if I will encounter the same results a few hours later when I am at home

tired wharf
#

ok

#

i can even send you apk or project files

robust hamlet
#

let me check it on my project to see if it will behave the same way

tired wharf
#

ok

tired wharf
#

@robust hamlet are you back?

flint jetty
#

Hello! I'm attempting to import a newer version of the the google ad mob package for unity.
https://github.com/googleads/googleads-mobile-unity/releases
I already had an older version of ad mob in my project. After I imported the new package and tried to build I got tons of duplicate class errors from the ad mob package. It seems like it has essentially just put both packages in my project without removing the old one.

Maybe that is how it's intended to function, I'm just a little lost here do I need to manually delete the old ad mob package before importing the new one and if so how do I go about doing that?

Thanks in advance!

robust hamlet
#

@tired wharf Sorry, I had no time to check it yesterday, will be able to check it later

#

@flint jetty Can you post the error messages? After importing, Unity will override the asset's files if you didn't change it's location inside Assets folder.

#

I guess maybe you can have issue with another Android library. Check your Assets/Plugins/Android/ for any duplicate .aar files

limpid forge
#

I am getting stable out-of-memory crash on Android 10, it looks like memory leak. Reproduces only on Android 10 Pixel devices. What can i do?

shadow wasp
#

Hey guys! Do you know how to make your apps not use the "top" portion of the screen for newer smartphone devices?
Example: at the moment there's a camera on newer samsung phones on the top of the screen. It's hiding some of my app elements.

Any way to turn on/off if your app stretches all the way up etc?

flint jetty
#

@robust hamlet I the error message was complaining about duplicate classes for every single ad mob script. I managed to fix the issue by rolling back deleting ad mob first then importing the new package. I'm not sure why but it did not overwrite the old version, must be a problem with the way the ad mob package is made. Also have you had to deal with the depreciated UIWebView API on IOS yet? I updated unity but that didn't do it so I just update Unity IAP and Ad mob I'm hoping that will let me upload to the app store, wish me luck!

final lava
#

anyone knows how to speed up android build times ?

ocean pelican
#

(I repost because I see mobile category )Hey, I don't know if this topic is the best but the problem is mostly general so I thinks yeah, so, I'm a beginner on Unity ( to an level or I doesn't need tutorial anymore) and I work on mobile. I test Unity Remote ( sorry Unity but it's not a very good project after what I see ). So I make a ball, you touch it and she teleport. If you touch an other place you die. In Unity Remote everything work, on Android nothing. But I have one big problem. When I click on the player, he don't teleport but I die, and when I disable the Killer, touch the player and..Nothing. Why I can detect one collision and not the other ? I use raycast for collision detection ( If a made mistake I'm french, so sorry )

manic coyote
#

If your raycast has its layermask, make sure it's properly set.

#

is it 2D or 3D?

gloomy heart
#

What animations fps do you use for mobile? How can I decide what is good for my game?

coarse willow
#

Has anyone ever worked with Bluetooth for mobile/tablet with Unity, and if so, what was the experience like?

#

@gloomy heart the best way to decide would be to test it at different framerates and see what looks best/is most appropriate for your game. High framerates will look smoother, but low framerates may be more visually striking

gloomy heart
#

@coarse willow turned out it doesnt matter what the keyframs of the animations are because the engine interpolates anyway

#

SO its just about making it convient, 24 fps for movies, 60 fps for games

coarse willow
#

Good, glad you figured it out!

vague hearth
burnt finch
#

hey guys

#

i have got a problem with my code

#

anyone here can help me out?

noble arch
gloomy hearth
#
                foreach(string dir in Directory.GetFiles(Application.streamingAssetsPath + "/Boards/"))
                {
                    WWW www = new WWW(dir);
                    while (!www.isDone) { }

                    if (dir.IndexOf(".meta") != -1) continue;
                    BoardData board = JsonUtility.FromJson<BoardData>(www.text);
                    print(www);

                    loadedBoards.Add(board);

                    GameObject button = Instantiate(buttonPrefab) as GameObject;
                    buttons.Add(button.transform);
                    button.transform.SetParent(transform);
                    button.transform.localPosition = new Vector3(0, 300 + 120 * i, 0);

                    button.transform.GetChild(0).GetComponent<TMPro.TextMeshProUGUI>().text = loadedBoards[i].properties.name;
                    button.transform.GetComponent<PlayButton>().board = board;

                    i++;
                }
#

For some reason, this isn't working in android build

zenith phoenix
#

I gots an issue. I have a RenderTexture that is transparent in the editor - which I want. But on Android, it is opaque. I'm a but baffled as to why it is opaque on android... anyone think they can do an assist?

winged quartz
#

How can I quickly add controlls to the mobile device? I have controll on the keyboard with wasd and arrowkey. How do I translate that to the mobile device?

winged quartz
#

And also do you have any tips for the resolution? On my phone the grafics all look so pixelated

manic coyote
#

@cinder vale have u try looking up the api to see what methods it has?

cinder vale
#

I've been using Unity's api documents to help me a little.

manic coyote
#

Click the highlight touchkeyboard

#

You can view what it has

#

Seems like you can access the text in keyboard with keyBoardName.text

cinder vale
manic coyote
#

Ahh thats not an error. Its just a suggestion to use lambdas

cinder vale
#

Status seems to be correct, but it's read only.

manic coyote
#

Yes that function is read/get only

cinder vale
#

Thank you!

manic coyote
#

Ure welcome!

#

@winged quartz did you build it? If you're viewing using Unity Remote, the graphic would be pixelated.

winged quartz
#

Yeah I used Unity Remote to view it. And it always was streched in some way

lean orbit
#

Hi guys,
I am currently working on a mobile game. At the moment we could only do Build for Android and then install the apk on the phone to test things out. I wonder if there is a streamlined process for me to debug on the actual mobile device?
I did try Unity Remote but for some reason could not get it to work - and I believe that's just projecting your Editor window to the phone. It could partly serve the purpose but I was also wondering how everybody work with this situation.
Thanks a lot!

noble arch
#

@lean orbit I don't believe there's some kind of hot reload now - maybe it will be in the MARS studio though?
currently I think you want to simulate everything and iterate in Editor instead, deploying as rarely as you can, or use Remote (it doesn't work for me too btw)

lean orbit
#

@noble arch That's sad. Appreciate your help though. How do you guys simulate the mobile inputs in Editor - in an effective way? Would love to know your setup since we both can't get Remote to work.

noble arch
#

personally I've made an editor extension and simulate input from mouse+keyboard

lean orbit
#

That sounds cool. Could you shed more light on it? I have zero knowledge to editor extension at the moment.

noble arch
#

which input do you use in the game?

lean orbit
#

I have 2 joysticks and some tapping

#

it's kinda action heavy, third person 3D action game

noble arch
#

well in your case I'd try to make some kind of adapter for default xbox gamepad then

lean orbit
#

ah that is clever

noble arch
#

i.e. use analog joys and buttons to simulate

lean orbit
#

Thank you! I'll look into it. Never thought of using this workaround

waxen condor
#

So, you might be wondering why I am even considering Unity considering the app doesn't really resemble a game (yet). Well, my goal is to get to a certain number of users and start expanding into a MMO / social media hybrid where users are embodied by their avatars and play minigames in virtual 2D settings. So, while I don't need Unity now, I can see it being necessary in the future. Would be helpful to know if you guys see any problems with using Unity for this MVP. Thank you!!

cold cape
#

Hello everyone.
I want to create a mobile game where the controls are exactly like this: https://www.youtube.com/watch?v=zmLK6uzjuoE&feature=youtu.be
In order to have the same controls and rotation, I have tried many approaches such as having an invisible object that is always on top of the snake, and moving it while swiping and the snake looks at it. It worked well, but the rotation feels jerky.
Do you guys have any experience with such controls and mechanisms?
Thank you:😁

glossy sluice
#

Trying to setup Unity Remote 5, and getting "Set-up Android SDK path to make Android remote work" on play

#

but it seems like i cant type it in in preferences anymore?

#

Coulda sworn it used to be in there, but all the "recomended" stuff just seems to be installed default now.. Anyone have an update guide?

#

oh.. when you untick the 2th option the path box apeers

#

seems dumb that it dosent work by default - when its the recomended option xD

#

lol

#

pressing the browse button dosent open up the explorer - it just inserts the default path

#

so un-intuitive, really needs work imo

quartz kernel
#

Did you check 'install android tools' when you installed that version of Unity @glossy sluice?

limber parcel
#

Hey, is it possible to run unity mobile app (both android & ios) from your browser and passing a parameter that can be read when the app opens?

Context: I want to press a button on a website that will run my unity app (if found), and pass an URL, so I can do something with it inside the app.

formal elk
#

The keyword u're looking for is 'deeplink' and 'deeplinking'

limber parcel
#

@formal elk Awesome, thanks!

uncut lark
#

Hello guys. What is the best way to publish mobile game? Should i contact some publishers? I was thinking to publish game and advertise my game on instagram

formal elk
#

@uncut lark Do you want to advertise or run UA? If u will publish, your publisher will decide on the pomotion mechanisms etc.

uncut lark
#

I want to advertise, but after i publish the game

formal elk
#

plain, broad-scope advertising is not efficient. it's not how it's done currently in mobile games. I'm sure if u'd contact a publisher they will have a plan on how to promote your game and reach the target audience

uncut lark
#

Okey, thank you!

glossy sluice
#

@quartz kernel i might not have on the fresh install, but i did download it before this happned

molten sun
#

hello anyone knows why none of my unity installs are able to find a folder in my android sdk folder? I just re-installed the sdk and it didnt fix it

#

DirectoryNotFoundException: Could not find a part of the path 'C:\Users...\ADT\build-tools'.

molten sun
#

nvm figured it out

noble arch
#

@molten sun what was the issue?

molten sun
#

Unity does not work with manually installed sdk anymore, it needs to install the tools itself, so I just needed to check the install SDK and JDK boxes when installing the android build support

#

@noble arch

quartz kernel
#

But then if you have multiple installs of ADB on your computer it might stop working. If you only use adb for building in UNity it should be fine, but if you need to run an adb server it might create issues. I have a manual location working on my current project, its giving warnings but works fine

noble arch
#

OK I have this question too: do you know if it is possible to run heavy native code on Android on a background thread?
I have a native plugin (pocketsphinx) and using it in a VR game
and when the recognition starts to work I'm getting FPS drop
Would that help at all? Running the wrapper on background and dispatching results back to Unity thread

formal elk
#

You could totally run a thread natively, but the performance issue might also be caused by the act of dispatching the results itself. If u're pushing some results every frame, it will eat your performance. You maybe could go around it with allowing unsafe code, and working on memory pointer w/o marshaling but I haven't tried that yet on android.

noble arch
#

@formal elk thanks for your reply! I actually didn't try running it on a thread yet and don't think the problem is in dispatching
will try to profile on device
https://assetstore.unity.com/packages/tools/thread-ninja-multithread-coroutine-15717 - this is also looking promising

A simple script helps you write multithread coroutines.

Unity's coroutine is great, but it's not a real thread. And a background thread is not allowed to access Unity's API.

Thread Ninja combines coroutine & background thread, make a method both a coroutine and a backgrou...

haughty trail
#

If i am developing an app which requires saving of data to a local client file. How do I do this on a phone?
can I just specify /assets/saves or do I need something else?

formal elk
#

You need to save to either Application.persistentDataPath or Application.temporaryCachePath depending on the platform. You can use System.IO for that.

storm cipher
#

Hi, i'm trying to test a mobile game with unity remote 5 but I get this issue in the editor
"Set-up Android SDK path to make Android remote work"
any help?

formal turret
#

Why on earth Google Play Service has to be so bad... I don't remember a time when not having a bad time with Leaderboards.

quartz kernel
#

I need an age input in my game. It will run on mobile, so I would like to use these native UI pickers. Is there a way to do that in Unity?

glossy spear
#

I'm profiling on mobile, what is this?

#

GFX.WaitForPresentOnGfxThrea

storm cipher
#

any good tutorial for a touch joystick for a top-down 2d game?

haughty estuary
#

Does anyone know, how to start a process with admin right on mac? I do know, how to achieve it on windows

haughty trail
#

@formal elk When I use Application.persistentDataPath I get this error:

#
DirectoryNotFoundException: Could not find a part of the path "C:\Users\Morgan\AppData\LocalLow\M0RGANZ\Jungle\Assets\Users\morgn.txt".
System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) (at <567df3e0919241ba98db88bec4c6696f>:0)
(wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
System.IO.StreamWriter.CreateFile (System.String path, System.Boolean append, System.Boolean checkHost) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize, System.Boolean checkHost) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding) (at <567df3e0919241ba98db88bec4c6696f>:0)
(wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string,bool,System.Text.Encoding)
System.IO.File.WriteAllText (System.String path, System.String contents, System.Text.Encoding encoding) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.File.WriteAllText (System.String path, System.String contents) (at <567df3e0919241ba98db88bec4c6696f>:0)
#

I am just trying to make a signup system and save some data before it is uploaded to a dataabse

formal elk
#

You are saving file in a directory that doesn’t exists. Take the path to the folder where you want to save tour file, and check with Direcotry.Exists and Direcotry.Create. File .xxx won’t auto create directories.

lapis tide
#

@storm cipher I had a problem with that, what I did to make it work was just going to the external tools in the preferences and uncheck both boxes of android sdk, and added the path manualy, closed unity, opened it, and checked the boxes again, closed and opened unity again, and like magic it was working

glossy sluice
#

Anyone got just some basic starter code for a 2d top down shooter? if my character was to just stay in the middle of the screen then shoot where the screen is touched?

sudden light
#

Is it possible to upload project from windows to ios?

formal elk
#

No, you need to have XCode or Application Loader

#

which are both macOS only

robust hamlet
#

There is an asset iOS Builder for Windows or something like that but never used it

#

And as far as I know you will need to copy some files from MAC OS in order to make it work

storm cipher
late sinew
#

Can someone tell me what can be the cause of the Image panel displaying like this? The Sprite is atlased, it, the atlas, sprite and the prefab are in the same asset bundle. It should only display one sprite, but instead displays the whole atlas texture. Happens rarely with some builds.

near prism
#

I have an addressables question. If i have a collection of inventory icons in a sprite atlas. I have my lookup table using AssetReference which will allow for me to specify the icon in the sheet or just define the sheet. What are the best practices for sprite atlases? Should i just load the sheet and then use the get sprite or just get the specified sprite asset from the asset reference?

high dome
#

Hello please can anyone help with a mobile swipe and drag to move rigidbody

noble arch
#

@high dome check out LeanTouch

steel cosmos
#

Has anyone implemented Apple Search Attribution API? Either as a Unity plugin or straight native?
I can't seem to be able to correctly request the attribution data in any way 😟

glossy sluice
#

Is it possible to export an apk file into the computer without an Android phone plugged in? If so, how?

robust hamlet
#

Just build it @glossy sluice , select Build, not Build and Run

glossy sluice
#

@robust hamlet I did but the file I selected to build it is still empty after.

#

I have Android Studio in my PC, does it have anything to do with it?

#

When I tried to export it to open it on Android Studio later, it just deletes the folder I tried exporting into.

robust hamlet
#

What are you trying to do?

#

Exporting the project for Android Studio won't generate an apk

glossy sluice
#

@robust hamlet I am trying to use Android Studio to make an APK file since Unity doesnt work

robust hamlet
#

@glossy sluice What's the problem with Android Studio and why Unity doesn't work? Can you explain in more detail what are you doing and what's not working?

astral zenith
#

has anyone had experience loading audioclips from a specified folder without the files having been added to the project, I want to use this directory Application.dataPath + "/Custom Audio/"
I want people to be able to interchange the sound effects via computer if they wish

#

The method I use can load the clip, but it doesnt play any of the loaded audio for some reason

glossy sluice
#

@robust hamlet When I tried building the apk file in Unity, it says that I don’t have an Android device plugged in and the folder I wanted to build into remain empty. When I tried to export it to a a gradle project to open it on Android Studio later, it just deletes the folder where I wanted the gradle project to be.

robust hamlet
#

@glossy sluice as I said, choose option to build only, not build & run

glossy sluice
#

i did

robust hamlet
#

Unity checks for an Android device only when you want to build & run

glossy sluice
#

but i didn’t choose build and run

#

just build

robust hamlet
#

What about if you connect a device?

glossy sluice
#

i dont have an android phone

#

only ios

#

but i also don’t own a mac so I cannot build it

robust hamlet
#

You don't need a mac to build for Android

glossy sluice
#

i mean i cant build into ios

robust hamlet
#

Did you setup everything? Android SDK path and etc?

glossy sluice
#

without a mac

#

i have android sdk installed

#

idk about the path thing tho

robust hamlet
#

Can you post a screenshot with your build screen and android sdk setup in Unity?

glossy sluice
#

sure but after an hour because I am currently outside

robust hamlet
#

It's late here so I will probably answer tomorrow

glossy sluice
#

ok

cosmic laurel
#
 private Touch touch;
    private Vector2 touchposition;
    private Quaternion rotationY;
        private float rotateSpeedModifer = 0.1f;

    
    // Update is called once per frame
    void Update ()
    {
        if(Input.touchCount > 0)
        {
            touch = Input.GetTouch(0);

            if(touch.phase == TouchPhase.Moved )
            {
                rotationY = Quaternion.Euler(
                    0f,
                    -touch.deltaPosition.x * rotateSpeedModifer,
                    0f);

                transform.rotation = rotationY * transform.rotation;
            }
        }
    }
}

Finally got a rotate around player to work, but it's messing with the aiming for my player
Anyone have any solutions?

cold wraith
#

Game dialogue where there is a choice

unreal hamlet
glossy sluice
#

@cosmic laurel I think it has something to do with math and the player's x and z position. I am ran into the same problem too but I don't know how to calculate it. XD

#

Do someone know how to resolve the "A problem occurred configuring root project 'gradleOut'." error? I got this error from trying to build an Android app. I tried looking it up on the Internet but have not found a proper solution.

cosmic laurel
#

@glossy sluice what if I countered the rotation to kind of cancel it off?
I have ideas just unsure how to execute them

cosmic laurel
#

Think I got it. I went into the rotate script for the camera and for

if(touch.phase == TouchPhase.Moved )
            {
                rotationY = Quaternion.Euler(0f,touch.deltaPosition.x * rotateSpeedModifer,0f);

                transform.rotation = rotationY * transform.rotation;
            } ```
I removed the "-" negative from "touch.deltaPosition.x" so now the camera rotation and player aim rotation works how I want it. Just gotta figure out how to only rotate the player when they are touched and not when the camera is rotating. Mobile game
shy jewel
#

@cold wraith you will have to create paths. and a lot of code to do that.

cold wraith
#

Can you give me tutorial? I'm noob

#

@shy jewel

shy jewel
#

try this

glossy sluice
#

Is it possible to build an iOS app without XCode? Because I think a mac is too expensive for me.

robust hamlet
#

As far as I know you can't do that. You will need xcode. There is an asset in Asset Store which can help you build iOS build on windows, but you will need some files from a Mac as far as I know

#

So you still need apple device to setup the asset

paper nova
#

I want to add a share button to my game which will share the link to game in store, player high score , player profile in the game.

#

never tried Mobile before. I tried googling. no idea what the results meant either

glossy spear
#

do any of these settings affect the depth buffer?

robust hamlet
#

@echo halo Why don't you just attach an onClickListener?

cedar wasp
#

Hi, I am trying to test my google play login for my app through the app store. However I have an issue obtaining the link for the app.

I tried to share the app using internalappsharing, but it complaints that I need the app to be published.

So I went to Google Play Console -> Game Services and publish my app there. Everything seems okay (STATUS -> PUBLISHED).

I went back to share my app using the interal app sharing and it still complaints.

So I thought maybe I need to publish my app.

I went to ALl Applications -> MyGame -> app realases -> Manage Internal Test Track and rolled out the app.

Now in my App's dashboard I see STATUS->PENDING PUBLICATION

#

Why would I need to wait for google to publish my app if I only want to test something? Could anyone PLEASE give me some clues ?

timber ether
#

hi guys i need help! i have two UI things in my game one joystick on my left side and one button on my right side whenever i try to click the button my joystick goes on top of the button , and my question is how can i make so the joystick is only allowed to receive input from the left side

gloomy heart
#

Hey guys, how does the c# dll get compiled to android?

upbeat tusk
gloomy heart
#

How many runtimes are there for android?

hallow wind
#

why is unity remote 5 not working for me , im not getting any errors in the console , i have the usb plugged in , and the platform is android

mossy kayak
#

would anyone have an idea why only some stacktraces don't print filenames/line numbers from an android debug IL2CPP build?

#
11-26 11:13:39.071   634   687 E Unity   : OVRManager:StaticInitializeMixedRealityCapture(OVRManager)
11-26 11:13:39.071   634   687 E Unity   : OVRManager:InitOVRManager()
11-26 11:13:39.071   634   687 E Unity   :
11-26 11:13:39.071   634   687 E Unity   : [./Modules/Audio/Public/ScriptBindings/Audio.bindings.h line 26]
11-26 11:13:39.071   634   687 E Unity   : (Filename: ./Modules/Audio/Public/ScriptBindings/Audio.bindings.h Line: 26)```
#
11-26 11:13:39.248   634   687 E Unity   :   at HUDPositioner.Start () [0x00000] in <00000000000000000000000000000000>:0
11-26 11:13:39.248   634   687 E Unity   :
11-26 11:13:39.248   634   687 E Unity   : (Filename: currently not available on il2cpp Line: -1)```
#

^ both from the same logcat session

cedar wasp
#

@echo halo @upbeat tusk Thanks for the heads up! šŸ™‚

upbeat tusk
#

For iOS, is it possible to tell which operating system people are using to play your game from itunes connect? We have a crash on some old OS' and trying to figure out if it's a big portion of our user base.

vernal hedge
#

Hi everyone! Has anyone experienced UI masks not working on iOS before? I'm out of ideas on what to try but masking works fine on Android and I can't seem to find any iOS settings regarding stencil buffer or other possible suspects.
What would you guys check first if UI masking didn't work for you on iOS?
I'm testing on iPod 5g and iPad 3 (A5 cpu) with Unity 2019.1.6 and LWRP enabled

#

my game is currently on test flight only so I can't really see anything there though

upbeat tusk
#

@vernal hedge I might be missing something, but I don't see an operating system breakdown in there. It also says tablets vs phones but I can't tell how many people have iPhone X vs iPhone 4 for example.

vernal hedge
#

well it shows nothing on my analytics dashboard but according to the screnshot there should be a "sessions" section on the left

#

and then you should be able to add a "iOS Version" filter to that data

#

but I can't test it myself 😦

upbeat tusk
#

Yes! I got it to work you can filter by operating system version. When filtering by devices it just shows iPhone vs iPad (not breaking down the different types). So that is helpful - thanks.

glossy sluice
#

Anyone have any idea why the left image (on Android) scales/looks different than it does inside Editor Playmode (on PC)?

#

Please @ me if you have any clue

quartz kernel
#

Look at the skin weight settings under Project Settings > Quality @glossy sluice

cedar wasp
#

@echo halo @upbeat tusk or anyone, did any of you have set up a google play login with your app?

My app has been published but currently, when I try to implement a google play login, the "Google Games Connecting..." notification is showing for 2 seconds, and it closes itself down, and google play authentication fails.

Anyone had similar issue before ?

cedar wasp
#

I'd appreciate it, I'll send the snippets when I finish work šŸ™‚

upbeat tusk
#

@cedar wasp We don't google play login so sadly can't help you

unreal hamlet
#

hello guys,
start coroutine does not working on android [IL2CPP] ...

i mean like this:
BLABLABLA.func().ContinueWithOnMainThread( task => StartCoroutine(xxx(task.Result) ));

why?

uncut lark
#

Hello, i just finished game and i am looking for publisher. My question is: Should i first publish game on PlayStore or first contact publishers?

noble arch
#

Hey guys, does anyone know any legit solutions on recording gameplay from Android with sound?

formal elk
#

@uncut lark Both ways are correct. You can totally publish, because many publishers browse new games on the store, so you might be contacted. And if u will publish you can already share with potential publishers data like retention or dau etc.

uncut lark
#

Hello, i am monetizing my game and when i type Monetization.Initialize it says: "Monetization" is obsolete. Please use Advertisements. What should i do?

#

@noble arch Thanks!

robust hamlet
#

@uncut lark Use Advertisements as it says

#

Monetization class is deprecated

uncut lark
#

Okey, thank you!

glad acorn
#

I have tried installing the android sdk both from Android studio and Unity Hub, I have also tried both the tools and build-tools/platform trick but nothing seems to be working unity will throw an error that the SDK could not be found, however the exact same path was working for Unity 5

glad acorn
#

I am working on Fedora/Linux

uncut lark
#

Hello, i am using built in Ads extension. Everything is fine, but when i build app it throws bunch of errors. Is this way of using Advertising good or should i use asset from store?

robust hamlet
#

@uncut lark show the errors

#

I prefer to use the package from package manager

#

@glad acorn check the exact path

#

I had the same issue a few days ago and I was thinking that the path was right

#

But it wasn't

#

Not sure about Linux path, but on mac os it was only Library/Android/

#

Without the /sdk/ which should be added after Android/

uncut lark
#

UnityEditor.BuildPlayerWindow+BuildMethodException: 71 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

#

Do someone knows what this means?

#

It only happens when i build with Advertise system, and i got 71 errors

robust hamlet
#

It's not the actual error @uncut lark

uncut lark
#

So what im doing wrong?

robust hamlet
#

click on that line and you will see the full stacktrace

uncut lark
#

Can i copy somehow all errors that i got?

#

Execution failed for task ':checkReleaseDuplicateClasses'.
Duplicate class com.unity3d.ads.IUnityAdsListener found in modules classes.jar (:UnityAds:) and classes.jar (:unity-ads:)
Go to the documentation to learn how to Fix dependency resolution errors.
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\28.0.3\package.xml. Probably the SDK is read-only
Task :checkReleaseManifest UP-TO-DATE

#

Some errors i got

uncut lark
robust hamlet
#

You are using two instances of UnityAds in your projects, that's why @uncut lark

#

My advice, remove everything which says UnityAds from your project, Plugins folder / UnityAds / Package Manager and etc

#

and after that add it using Package Manager only

#

and it should work

uncut lark
#

I already removed everything and tried again, maybe i forgot something, ill check again

#

Thanks

#

Yea, i didnt delete plugins folder, thank you!!!

#

@robust hamlet it works, thank you! I am solving this problem 3 days

robust hamlet
#

you welcome

burnt finch
#

hi guys

#

i have published my game in play store but the ads are not working

#

anyone could help me?

#

thanks šŸ™‚

tawdry crater
#

With new input system, how to get tap event as well as the touch position? (I can get touch position when action type is button but then I don't get the position)

robust hamlet
#

@burnt finch Do the work after a successful build from Unity?

uncut lark
#

Should i use latest version of Ads in package manager or latest verified version and is initializing in void start necessary? I found different opinions on internet

final kettle
#

Hi guys šŸ™‚ Can anybody tell ? if i want to make build for i phone , and i have desktop PC, used for making android game ,
so if i want to make build for i phone so i need to buy MAC PC ?

robust hamlet
#

@final kettle You will need XCODE, which is only available on MAC OS. You can buy an asset from Asset Store which supports building an iOS app on Windows, but never tried that and can't tell if it works well + as far as I know even with that asset you will need a mac os just to set it up.

#

@uncut lark Use the latest version, I am using it in all my projects and never had an issue

uncut lark
#

@robust hamlet Thanks, i used verified version 2.0.8 and it works nice, but ill switch in latest version

robust hamlet
#

You will probably need to rewrite the initialization and showing ads, keep in mind that

#

the implementation after v3+ is different, I would do that only when I have some free time

#

It's like 15mins work but still, if you are not familiar with it can take a little more time

uncut lark
#

I am not familiar, is good idea to just keep on verified version?

#

I mean, its not complicated, very simple to use and it works

robust hamlet
#

version 3 should be verified too

final kettle
#

@robust hamlet thanks , i was also thinking the same , but in asset store assets not working for building ios App on windows , anyways thanks for the reply .

robust hamlet
#

But as I said, never used it and can't really tell if it's working

final kettle
#

few days ago this review changed my mind , not to buy this product 😦

#

when sale was going šŸ™‚

robust hamlet
#

It says that you should have an access to a mac the first time just to copy some files and etc

final kettle
#

so i should buy MAC

robust hamlet
#

yep, that's the problem with developing for iOS

final kettle
#

anyways thanks šŸ™‚ i have to buy i have no option šŸ˜„

high dome
#

Hello can anyone please help me with a mobile swipe and drag movement

elfin salmon
#

Hey guys post processing stack v2 takes more load when i applied in mu 2D mibile game its not playable how can i optimize ?

burnt finch
#

hi guys

#

how can i put ads in my game

robust hamlet
#

@elfin salmon I wouldn't recommend post processing for mobile at all

#

@burnt finch just use an sdk for ads and check it's documentation how to integrate...guys use google before asking questions ...

unreal hamlet
#

hello guys,
i got gradle build failing on this manifest when trying to replace of label of application tag on 2019.3.0f1:

#

everything are working fine on 2019.2.15 or 2019.2.16 ...

so, any suggestion?
thanks.

glossy sluice
#

i have old games added in google play but i have lost unity project files and those password things for APK file so is it possible to create new project and upload new APK with new password and that com.name. thing to update that same game in google play?

glossy sluice
#

hmm i see šŸ¤”

patent parrot
#

Hello, does anyone know how I can change the resolution for my game? I’m using unity remote. I think the reason is that the tablet is super old and is a kindle fire (I jailbreaked to get google play store). I think that’s the case, but if not, does someone know how to change the resolution?

burnt finch
#

so
i am using UnityEngine.Advertisements
but when i Write Advertisments i get this
The type 'Advertisement' in 'c:\Games\Phantom Run\Library\PackageCache\com.unity.ads@3.4.0\Runtime\Advertisement\Advertisement.cs' conflicts with the imported type 'Advertisement' in 'UnityEngine.Advertisements, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. Using the type defined in 'c:\Games\Phantom Run\Library\PackageCache\com.unity.ads@3.4.0\Runtime\Advertisement\Advertisement.cs'. [Assembly-CSharp]

robust hamlet
#

@burnt finch you are probably using Unity ads from package manager & asset store, use only one instance

#

or delete your project's Library folder and restart Unity

#

maybe it's an old cache issue

burnt finch
#

i clsoed my project and opened it again

#

there isnt a problem anymore

#

šŸ™‚

sharp quiver
#

@patent parrot pretty sure unity remote doesnt display the same way your app will when it's built and run on your device,

#

but your resolution is set in the canvas gameobject

#

well, sort of. you can change the way it scales that way which might be what you're after, but you didn't say what was wrong with the resolution

patent parrot
#

Ah ok thanks. The thing wrong with the resolution was that is was a bit grainy and pixel-y, not very clear. And you said you can change the resolution in the canvas game object. Does that mean it changes the resolution for everything or just the canvas parts, like text and buttons?

sharp quiver
#

Just canvas parts my bad

#

Try project settings -> player

surreal tangle
#

Hi everyone, I have a weird problem. I am developing for ios. My touch controls work perfectly in unity remote, but when I build to my device for testing it feels like my touch controls are moving the camera around even though there isn't any code to do such.

Has anyone experienced this before?

pliant plume
#

?

hybrid heron
#

Apologies if it's been asked before, but is there a list of mobile devices that have compute Shader capability?

#

Seems like Android needs Vulkan API (Android 7.0?) Open GL ES 3.1 (Android 5.0?) iOS on Metal Graphics API (iOS 8?) https://docs.unity3d.com/es/2017.4/Manual/class-ComputeShader.html

half lotus
#

How do I rotate a 2d square sprite 90 degrees every time the player taps on the screen?

dim tree
#

Hey peeps. Anyone know why am I getting crazy frame times when profiling the GPU?

#

I am profiling on the Adreno 506 GPU. Build the game with Vulcan API without Graphics Jobs enabled using MONO. Unity 2018.4

glad acorn
#

I am facing a problem when I am setting admob, I have followed every single step from google and I have waited for it to process the ads. Despite the fact that I am getting the Debug messenges that I am supposed to get when the admob is set up the right way the ads won't show up on the android, I am using unity 2019.3.0f3, any idea?

half lotus
#

How can I learn mobile game dev coding?

dapper plinth
#

plenty of tutorials online

half lotus
#

Free?

sharp quiver
#

yes

#

check the pinned messages

robust hamlet
#

@glad acorn try to use test ads at the beginning just for the sake of tests. if it works, than you will probably have to wait for the ads to start to pop up

glad acorn
#

@robust hamlet yeah test ads won't show up either but I have triple checked the setup process and I have copied the code from the official page

#

Dummy .ctor
Dummy CreateInterstitialAd
Dummy LoadAd
Dummy IsLoaded
Dummy ShowInterstitial

#

This is the console output

sharp quiver
#

Admob doesn't work in the Editor

glad acorn
#

I know I have tried it on both emulator and mobile

sharp quiver
#

You need to build it and run on a device

#

Is your appID valid?

glad acorn
#

Yeah

#

The admob page shows that there are 7 request but the ads were never shown on the app

#

Both my admob account and app are approved

sharp quiver
#

Weird that test ads aren't working either

#

Your app will not always be served an ad when it requests one

glad acorn
#

At least we know that the request is working correcly, right?

sharp quiver
#

I would say so

#

Have you set a payment method in your admob account

glad acorn
#

I think so

#

No I have not

#

Since I do not have reached the required amount of earnings

sharp quiver
#

Pretty sure you have to set a payment method for it to serve ads

#

They don't tell you that but I remember setting mine and then getting some sort of confirmation that admob would start serving me ads now

spare pewter
#

how can i build the android game ? because i cant install it on any of mobiles with 7.0 and 9.0

glad acorn
#

@spare pewter check your minimal and target api versions

spare pewter
#

checked

#

minimum is 7,0 an max is 9,0

#

so what to do?

glad acorn
#

What about your sdk?

#

Is it the one that unity hub installs

#

?

spare pewter
#

no i using android studio sdk

glad acorn
#

Which version

#

?

spare pewter
#

the latest

glad acorn
#

The one with api level 29?

spare pewter
#

yes

glad acorn
#

That is the problem

#

Your target api is 28

#

And you are using the sdk with api level 29

spare pewter
#

oh,sorry it was 28

#

i will try to build it in unity 2019

glad acorn
#

What is your unity version?

spare pewter
#

right now its 2018.3

glad acorn
#

Alright that is not a beta version, have you tried using adb and get the error that is preventing your app from installing?

spare pewter
#

adb?

#

@glad acorn

glad acorn
uncut lark
#

Hello guys, tomorrow i have meeting with Homa Games publisher. I never had any contact like this before. Do you know something about them and what should i ask them?

spare pewter
#

i re-instaled but it always not working

sharp quiver
#

without more information no one can really help you

spare pewter
#

i using unity 2019 and with pre instaled sdk nkd jdk

river dagger
#

you may have to manually point your editor preferences to the version-local NDK. At least that's the issue I ran into.

spare pewter
#

i tried this but it always says this UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at C:/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:122)
and the i cant install the result on my mobile

spare pewter
#

i repaired that on but when i try to install the app on galaxy j3 with android 9.0 it says it cant be instaled

#

i figured it out

glad acorn
#

I am getting crazy with the admob, on the editor I am getting success logs about the ads both for the test ads and for mine ads however when I debugged my device the ad is not getting loaded, I have checked the code and the setup steps for like 5 or 6 times

#

And yeah my devices is connected to the internet

#

Internet access is also set to required

#

AndroidManifest.xml is asking for the permissions as well

#

Is there any way to print the exact reason why the ad was not loaded?

zealous stratus
#

Unity Remote 5 is not working for me.

#

im on android

#

any ideas on how to fix this?

simple minnow
#

Anyone able to help with my Unity project? When I build it for iOS for xCode, one of my 3 characters doesn’t jump. And there’s supposed to be a timer at the top of the screen for each level that won’t appear in xCode. All of these things work in unity though

brave crow
#

Hello guys. I'm developing for Android. I built a SaveSystem that serializes data to a file. I need to save this file inside data/data for preventing common users from accessing (root users can access, but that's a minor ammount of users that can do this).

If I use Unity's default Application.persistentDataPath, it saves the file at internal SD storage, which means any user can easily access the file.

So I forced the file to be saved using a custom string path: string path = "data/data/" + Application.identifier.ToString() + "/files/savegame.dat";
This custom strings leads the file to "data/data/com.mycompany.mygame/files" and worked perfectly in every device I tested so long (a few devices only).

I'm afraid this "solution" may lead to any strange behaviours in some different Android devices.

So, can anyone confirm if this is a safe way to do it, or point me to some alternative way to safely force my file to be saved at data/data?

Thanks for now.

noble agate
#

Hey all,

I'm experiencing odd behavior with Handheld.Vibrate (). When I "Build And Run" to my Android phone, vibration works perfectly and as expected. However, if I build an apk, then install it to my phone and open it, then vibration does not occur at all, even when it normally would have during "Build and Run".

Why is this, and how do I get around it?

queen quest
#

@noble agate, I don't have a phone at hand so I can't check but, does it request permission to vibrate in any of those cases?

noble agate
#

It never requests such. Typically, having Handheld.Vibrate() in your code is supposed to make unity automatically include the permission.

queen quest
#

Then I don't have any idea. Have you tried with another android? What is the condition for the phone to vibrate?
Are you using the same apk that got built during build and run?

noble agate
#

When the user touches certain on-screen buttons, the phone should vibrate to indicate they pressed the button. I also tried building it with the vibration as the first line, so that it would vibrate the instant you launch the app, but it still doesn't.

I have only tried with my android. However, it works with Build And Run. It only doesn't work when I Build an apk and install it on my device.

Using Build And Run, I don't get to see an apk file. Instead, it instantly runs on my phone, without any apk file being visible or known to me.

queen quest
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Does your phone vibrate with other apps? I'm out of ideas. Maybe vibration is disabled in your phone and it only vibrates on build and run because adb activates vibration?

noble agate
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My phone does vibrate with other apps.
What's adb?

queen quest
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Android Debug Bridge. I think unity uses this to open the app in your phone

noble agate
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That would be an interesting cause. But yeah, my phone does vibrate in other apps. It vibrates when I type things on the on-screen keyboard in Discord, for example.

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AH-HA

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I FIGURED IT OUT

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When you do Build And Run, unity ignores your Power Saver mode, and vibrates even if Power Saver is on.
However, when you install the apk and run it, the game is subject to effects of power saver mode, which means vibration is disabled.

So the difference between Build And Run and manual installation was whether the game is affected by your power settings.

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lmao

queen quest
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Ohhhhh! that's good to know. I was surprised it didn't work with the apk. It's usually the other way around: vibration only works with the apk installed šŸ˜„

noble agate
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Haha. Some solutions are the most out of the blue.

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Well, thanks for walking through the issue with me. It helped jog my mind to the solution.

queen quest
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Of course! good luck with your game/app

simple minnow
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Anyone on able to help with a unity/xCode project question? Lol

steel pecan
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post it any whe can see what we can help you with

simple minnow
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Ah good idea. Okay so my developer and I have a Unity game, that we export to xCode etc. so in the game, 3 characters, and each does something unique, a different jump and an attack. All of them work great in the unity build, but when exported to xCode, the character doesn’t jump. Well, it’s like a long tap hover. Hold down and it hovers. In xCode and built on my iPhone, it doesn’t do that. It just stands there. Is there a way in xCode to make it work? Or is that unity? Is it based off the touch event?