#š±āmobile
1 messages Ā· Page 24 of 1
guys i am using google admob on ios platform. When admob shows ad, game is still playing. Do you have same problem?
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:
As you can see, all threads start at the same time and the job is finished as soon as the last one finishes
Here are the results for android built with IL2CPP:
As you can see, each thread starts as soon as the previous one finishes
Is it an intended behaviour?
How can I achieve pure multithreading on a mobile device?
Anyone?
anyone has same problem?
When I try to build for iOS, I get that unity's ads error..
Hey, I'm trying to figure out the best way to render a lot of text in boxes on mobile
Including each text unit as a separate object increases my number of batches by 200-360%
This is the UI, it's a bowling scoring box
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.
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
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)
did you check to make sure that Vsync isn't enabled?
@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
@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
Iāll try manually setting vsync to off in my code tho
@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. Iāll be sure to check the dynamic scaling box though. Thats the āauto sizeā thing youāre talking about right?
Text components donāt overlap but Iāll be sure to be conscious of that, thank you
@brazen crater yes, I'm talking about auto size feature
Alright, Iāll make sure thatās off for all my text meshes. Turns out it was left on for some of them. Thanks for warning about that!
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.
@dusty loom why would turning the auto size in text mesh pro component off decrease number of batches?
Anyone here that builds for iOS and uses native plugins?
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.
This causes it to sometimes find the wrong architecture on first, skip it, and then complain about missing simples
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
I wonder if others have similar issues
hello, folks!
I've created an empty 2d project and build an .apk.
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
In the Package Manager you can disable a lot of stuff you don't use
it was the first thing i did = (
I left only a few essential packages
Have you heard about proguard
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
@main oasis
@scarlet imp, many thanks! Looks like I definitely should use it
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??
@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
@wicked zealot
yup ... you can't build without switching !! š
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();
}
// ...
@sour remnant player settings - resolution and presentation - Orientation
Hiho! For mobile UI animation, is it better to use Animator or animate object via script?
@knotty wolf I donāt 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.
@sonic crescent aye aye, thank you!
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.
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?
Has anyone had problems suppressing the solicitation for app permissions on startup on Android?
I tried to modify the androidmanifest according to what Unity recomends but it didnt work
The permission solicitation on startup is still occuring even with the file modfied
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
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?
Colors change from device to device on Android. What can this problem be caused by? Normally in the first picture I made.
hey all any people here had experience of exoplayer into unity?
Anyone on?
Has anyone got the ARM graphics debugger working with Android ?
I'm having an issue where my Update() and Start() functions aren't working at all on Android
they work fine when run in Unity, but not on my emulator
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
but "3" when I run it in Unity
I also removed everything except those bits of code, so it's not an exception occurring or something
anyone know if unity can't compile any assets which have special characters? I keep getting this error in assets..
(@ me when answering please! )
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?
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
Does anybody have any idea on what to do
It's the first thing I've done after installing android sdk and unity
and vuforia
I don't know whether it is a setting up issue
Not android sdk , it's android studio itself
I'm a beginner and I have no idea about some stuff so I'm doubted
Log report
I will say it step by step that what all I have done
First I installed unity 2018.4.8f1 via unity hub
Then I installed Android studio
Activated Vuforia supported on XR settings
Added Ar camera
Added image target made it as the child of AR camera
Then replace the image of mas with the image I download as my database in Vuforia
I took a Barbarian model from unity asset store, parent it to image target
That's it
opened build settings
Switch plaform to android
Took player setting
renamed com.prodcutname.company to something else
and clicked build
and exported .apk to my phone and installed
Does anybody sees that I missed something
@prime fox Are we having the same issue?
hang on @hazy kiln
@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?
@red wedgePardon me I didn't get you. Are you talking about my logcat file?
@hazy kiln i dont think we are having the same issue, i cant upload to the store
my game built has 600 mbs, idk what else to do to reduce it š¦
nevermind, I might know lmao
what do you do to reduce your game sizes?
well, in this case I just realized that I re-added some textures I had thrown out and they weren't compressed
my project is like 700 mb as an APK or like 1.3 gb on apple
go to your editor.log and see what's taking up so much space
See if any script has imported package which not needed in script,
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
Anyone has any idea why my app just closes after the unity splash screen? Maybe someone has a quick answer for it š
<@&502880774467354641>
@prime fox Was there a reason why you were pinging admins?
hey mate, was trying to get details on how to contact unity for support for Android deployment
what is the best way to engage unity for support, paid or free ?
You can use official support channels on the site. This is not a support server.
ok just by posting threads on the forum?
I would imagine you use one of these https://unity.com/support-services
Legend thanks
Anyone know if it's possible to set all texture's max at build instead of going manually for each texture?
hi why my animationEventListeneris being called 2 times?
n ive unchecked loop for the anim btw
uh so I just built for the first time for iOS, it took around 2 hours to finish and there's no file anywhere?
Out of Unity @red wedge? There should be an xcode project
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?
No you can still build the xcode projecton windows
You just have to do the last build on a mac
Try searching for the xcode project though, maybe it's not where you thought it would be
Ok, I'll do that when I get home, thanks :)
woo, installing android 10 ... wonder if this will break anything
its not ios so it will be fine lol
anyone here have any experience with optimizing terrain for mobile?
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
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
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
The main Day-to-Day variance is input
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
Hard to understand haha, but got the idea, thanks
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.
Does unity sign those app with a default keystore?
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
Anyone have any helpful guides or tips for requesting user consent for ADMOB Unity IOS
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?
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?
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
Advertisements doesnt exist error, i enabled ads in services, i tried to close n open unity, nothing worked, can anyone help?
nvm, i solved it. thanks
How did you fix it?
anyone have any idea how to do EU consent stuff for Unity/iOS release?
Anyone know how to appropriately A/B test subscriptions on iOS?
specifically different price points for different renewal frequencies
the gotcha is that all price points within a subscription group are visible to the user in the settings page
which, as you might imagine, would cause an angry user if they found out they were in a higher price tier
we setup different subscription groups to accommodate for this - but apple doesn't appear to like this and rejected the IAP submission
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?
I hope this is the right section for this
Well you have access to the gyroscope. So you can use that to control the game how you like
Yeah, or even accelerometer depending on which axis you need to track
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?
Does anyone have experience with android manifest and permission fiddling?
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...)
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
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
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?
Does anyone know the best player and project settings for the android games?
if (Physics.Raycast(ray))
{
Instantiate(prefab, transform.position, transform.rotation);
}```
hi why my if isnt running?
this would be a better question for #š»ācode-beginner or #āļøāphysics. Also, we need to see more code that just that snippet, i think.
ok i'll ask it there
Did you get this solved @crimson lark? Is this supposed to run on mobile?
no i couldn @quartz kernel
@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);
}
}
Alright thanks i'll give it a try @manic coyote
How do I change mouse clicks to touching screen
@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
anyone have an idea why saved render textures work normally on pc but are empty when doing the same thing on android?
Do you need Xcode to make mobile games?
For iPhone, yes
https://docs.unity3d.com/Manual/iphone-GettingStarted.html
I'll try asking it here "Also how do lock the element on the screen to the screen size, things don't scale or move according to the screen size"
@versed hull this looks like an anchoring issue. May be better to ask in #š²āui-ux
@astral notch thanks
Hey quick question, when it comes to animation vs script to do something for example rotating obj. Wich one is cheaper for memory usage?
@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.
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
Hi all,
I need help in asking the location permission on iOS devices. Any good pointers on how to do this ?
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.
Can anyone help?
How would someone make a low poly terrain in blender ? Game here is Pako 2 on playstore š
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.
moreover, how do the roads work ?
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
how to detect touches except when the joystick is touched?
Guyz can I earn in AdSense account with AdMob ads only? Or I can earn in AdSense account with unity ads too?
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 š
Check if there is a predefined variable for joystick inputs
Like there is for sat the w key
Ex: input.get joystick or something
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
or am I better off making 2 codebase branches
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?
I'm looking to work with some one or people on a big game for mobile.
For webgl mobile browser discussion, is this the right place?
Hey guys! I made this game. Game is still in development https://play.google.com/store/apps/details?id=com.GalaxP.Tanks_with_friends
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
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?
Nvm, figured it out
What aspect ratio should I use for mobile?
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?
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
@glossy sluice What do u mean by 'only the game'? Also which platform are you asking about?
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.
Hello world
@dapper drum Please don't spam the channels.
Hey, is it possible to run a specific unity scene from iOS native app?
we're using this
https://forum.unity.com/threads/using-unity-as-a-library-in-native-ios-android-apps.685195/
to export unity as a framework, but we don't know if it's possible to star a scene different than the one which has index 0 in the build settings
Does anyone know how to run a 'Setprop' command at runtime within an app without using ADB or commands from a connected computer?
@formal elk that's what I mean, sorry
Can anyone help in making this kind of direction indicating arrow ?
- Adopt Y position according to object
- Start location to target location movement
I'd implement it with a smooth move to target and a particle system that emits on movement
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?
@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.
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.
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. ?
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
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)
I've already found this potential solution, however re-import all is not working:
https://issuetracker.unity3d.com/issues/ios-build-fails-with-an-error-dxt1-compressed-textures-are-not-supported-when-publishing-to-iphone
Reproduction Steps: 1. Open User's project 2. Build to iOS 3. Notice that build failed Errors: DXT1 compressed textures are not supp...
How do I determine which textures the importer is still DXT1.
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
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.
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
@little thicket you mean google leaderboards?
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
@little thicket what kinda game are u working on
@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.
Anybody have success with Sign in with Apple? š
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
@little thicket I'll have to give it a try some time when it comes avalible. See if your interested in another project to
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.
Ahhh right on
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
Yes. Some one that was great in making the game come to life. All the work is pretty much done
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?
taking a picture of your monitor is the worst way to show code and get help, just so you know š
Has anyone ever had this problem?
I've been trying to resolve for days, but I can't find a solution ...š
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.
@little thicket try switching to il2cpp runtime and select ARM64
@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.
hey, @little thicket can you send me the link?
to that video?
yes
My Latest 5 Vlogs on Mr.RK Subscribe Now for more updates: ISKCON Delhi Shree Krishna Janmashatmi 2019 https://www.youtube.com/watch?v=lPmwHp40x6Y SPEND A DA...
Thanks, will help me in future!
Upgrading my project to 64 bit, and while the scene looks the same as before in the editor, it's like this on android. This is on LWRP and the lighting is baked. Anyone got a clue?
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 š
@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
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.
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
@amber plume it may be that File doesn't have create permission
try making a text box for debugging that displays the output
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
plz help
can anti virus software stop some features on a unity app
?
@celest kelp what is create permission
?
@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
avoid using what files?
Guyz can we promote our game here? If not, is there any good group to do so?
@upbeat karma probably project showcase
Ohh, thanks alot guyz.
check it out if you got time š
@amber plume Please keep your question to one channel, rather than putting it in multiple channels simultaneously
sorry
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.
Anyone? š
@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
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
@unborn bloom use the EventSystem and the PointerClick framework instead
alternatively, iterate through Input.touches
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, weāve 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
@latent osprey Can I use and iterate through touches along with OnMouseDown event? To check if user has touched the collider of an object?
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.
@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
@latent osprey I'm not sure what you mean by IPointerClick
And yeah, I think I might have to go with Raycasting2d
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. "
I literally just started digging that up from c#. Pointer ID i'm assuming would refer to touchID?
(Hopefully)
i'm not sure, i think you can look at the source and it'll be pretty clear
Still not a clue how to attach IPointerEventHandle etc.
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
We're onto something here.. let me get back to you š
@latent osprey I've found this in Unity Answers, doesn't seem to work for me.
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
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?
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
I've done those parts beforehand. It does not respond. Tried exporting to .apk, still no response
and finally
that's mental, i think you definitely are missing a component somewhere
How can I make my 2d game fit all screens aspect ratio
I guess I need a component that has a Raycast Target enabled, but this object is literally just a collision box. @latent osprey
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
sorry, i dont really know how raycast works.
though i think you should go to the general code for that, not mobile
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.
multi touch? like when i press with two fingers?
Yeah
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
@quartz kernel Hmm.. so how would I check if I've clicked on a collider? I would have to use Update()
Yes do a raycast when you detect the touches you need
What aspect ratio do i have to use for an iphone horizontally?
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.
How to reduce these skybox & repeated shifted ?
{
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?
It's not registered
@pale ruin I believe you should ask that in #š»ācode-beginner
Hey! Has anybody used standard shaders with mobile devices? My target range is devices from the last couple of years.
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
@unborn bloom @quartz kernel don't worry about Input.touches. take a look at https://stackoverflow.com/questions/41391708/how-to-detect-click-touch-events-on-ui-and-gameobjects
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
Hey, is there any possibility to somehow hide those messenger notifications when Unity game is running?
I would like tp hide notification on top of the screen, the one on the right can stay. Is it possible to do?
@warm adder probably not, I donāt know for sure but I think notifications are done by the operating system and apps cannot hide them.
yeah i remember a new gaming phone review which included a "GAMING MODE" which turned off notifications
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))
{
}
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
Hello, how should i solve problem with back button on adnroid? It acts like pause button while game is running but its very buggy
@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
Could you use bluestacks as a android tester? Instead of trying it on your phone?
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
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.
Hi fellow developers,
Iām 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!
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?
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?
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
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?
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.
What do i have to do, so that whenever my button onscreen is held down, my character moves to right?
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
You can also put your code on pastebin.com and put a link here
Okay
This is the script, Sorry if it is hard to read this is my first ever project
Are you using android with a mouse @civic marsh?
No
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/
I though it is the same as a touch
It might be that Unity is still translating it to mobile touch but it's not the right way to do it
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
I have tried with 0 but it still doesnt work
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
Ole can I dm you for something
??
I wanted to ask him what should the code look like as I couldnt make it to work
Anyone know how to change the editor settings for using "Android SDK Tools installed with Unity (recommended)" in code?
@stark parcel yes, u just toggle it on
how
@stark parcel ohh so u wanna stop using it ?
Where do u put the code ? @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
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?
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
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?
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
same problem :/ @quaint sonnet
Dou you have any idea
i think it has something to do with event triggers
trying to figure it out myself
ok ill try googling
š
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?
@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
ok good to know thanks.
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
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
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();
}
}
}
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
@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.
@manic coyote i did that but it does not work on the phone
It should work because Touch is for mobile
Anyone know a way to build for android 9?
How can I fix the lag on the phone?
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.
Alright
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
Unity Mobile?
hi can anyone help me about firebase analytic plugin i got weird issue
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?
i have a issue my game is not connecting to google play
where do i put my application id in unity
@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.
Hello. Anyone here faced an issue when c++ dll on android yields DllNotFoundException?
hi somethings wrong with my script and i cant find it can anyone help?
@tepid thicket donāt ask to ask, just ask your question
Unity platform switch is super slow, any workarounds?
@heady rose does the asset pipeline v2 handle that? I read in the docs that it speeds up platform switching (2019.3).
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))
@heady rose Thanks for the help, will do. Never heard of that feature before.
No worries š 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
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.
Would also love to hear if the new input system is reliable for touch and if multi touch is possible yet
performance wise, will my game run smoother when I actually install it as an app opposed to being streamed via unity remote?
@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
Anyone knows how to get the native iOS keyboard height? I've tried TouchScreenKeyboard.area.height, but it returns weird values
Hi, is there a way to enable location services for Android in Unity? (something like when running google maps)
Simple answer is yes. Here https://answers.unity.com/questions/344770/how-to-get-gps-coordinates-in-unity-3d.html
@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
Yeah, this doesn't start the location service
can someone else confirm this too?
I'm using this snippet
works for me on iOS
I had to ask for permission in the player settings though. Have you done this @limber parcel? https://docs.unity3d.com/Manual/android-RequestingPermissions.html
Yep, I have if (!Permission.HasUserAuthorizedPermission(Permission.FineLocation)) { Permission.RequestUserPermission(Permission.FineLocation); }
And you got the permission dialogue?
Yes, the dialogue shows up, and if I click accept it sets it to true (I checked in settings afterwards)
Are you printing errors in the different cases to check where it fails? Or does it just return 0?
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
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
I ask for permission on scene startup, and the location.Start() call is way later in the app
Ok sure. So what's the error you're getting
Not getting any š
So latitude and longitude is zero?
it will not go further than location.start, like it did cause an error and stop, but doesn't throw anything.
How are you debugging it?
I placed debug logs before and after location.start
Yeah but are you reading the log through android studio or something?
yep
I recommend using this, which gives you the same log as in the editor. You just need to build with develeopment mode checked
https://assetstore.unity.com/packages/tools/utilities/mobile-console-108594
Might give you better error messages
allright, thanks I'll check this out
Do you have any advise for building and releasing and mobile game for android?
anyone know of a good blur shader for mobile?
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.
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
@final lava I think you can try some apps lowering the resolution on the phone itself
they might require root though
@noble arch excellent idea
does anyone here know how to use google admob for ads ?
anyone knows why scroll view is so laggy on android? i can't find solution for this
@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
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
@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
I know I used test ids so far will swap them out for real ones after
So do you have any questions regarding AdMob?
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?
@arctic dawn export is as jar or aar library, include to Unity and call your code using C#
Okay so I need to create a library in Android Studios and export to jar or arr and them link to it with ikvm?
Yep, import the library in Unity and see how you can use Android library using C#: https://docs.unity3d.com/Manual/AndroidJARPlugins.html
@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
that's pretty strange
should i change unity version?
another thing which I can think of is how big is your screen size / resolution and how big (size / MB) is your background image
never had an issue like that ... which unity version are you using again?
2019.2.9f1
Can you show your hierarchy a bit & the components attached?
if you want more component screens just tell me game object's names
text if for FPS
everything seems pretty normal to me, can't really think of anything which can cause this without any items attached to the scroll view
maybe version is not ok?
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
same on this version
btw do you set Application.targetFrameRate somewhere in your code?
I can't really say what can cause an issue like that without checking the source, can't think of anything else
I can check if I will encounter the same results a few hours later when I am at home
let me check it on my project to see if it will behave the same way
ok
@robust hamlet are you back?
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!
@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
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?
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?
@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!
anyone knows how to speed up android build times ?
(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 )
What animations fps do you use for mobile? How can I decide what is good for my game?
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
@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
Good, glad you figured it out!
Hey @shadow wasp Check this article about Safe Space, specifically the Aug 2019 update for Android notch support. You need to set Render outside safe area to "true". https://connect.unity.com/p/updating-your-gui-for-the-iphone-x-and-other-notched-devices
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
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?
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?
And also do you have any tips for the resolution? On my phone the grafics all look so pixelated
@cinder vale have u try looking up the api to see what methods it has?
I was wondering if I could get help with this issue on a mobile application. https://discordapp.com/channels/489222168727519232/497874004401586176/645805152225329173
I've been using Unity's api documents to help me a little.
Click the highlight touchkeyboard
You can view what it has
Seems like you can access the text in keyboard with keyBoardName.text
Status seems to be correct, but it's read only.
Yes that function is read/get only
Thank you!
Ure welcome!
@winged quartz did you build it? If you're viewing using Unity Remote, the graphic would be pixelated.
Yeah I used Unity Remote to view it. And it always was streched in some way
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!
@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)
@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.
personally I've made an editor extension and simulate input from mouse+keyboard
That sounds cool. Could you shed more light on it? I have zero knowledge to editor extension at the moment.
which input do you use in the game?
I have 2 joysticks and some tapping
it's kinda action heavy, third person 3D action game
well in your case I'd try to make some kind of adapter for default xbox gamepad then
ah that is clever
i.e. use analog joys and buttons to simulate
Thank you! I'll look into it. Never thought of using this workaround
Hello everyone! I wanted to get your guys' input on a question I have. So, I'm starting to get an MVP of my app built and I'm wondering if Unity would be an okay to engine to build it on. Here's the interactive prototype here: https://angelolvera83498.invisionapp.com/console/Debby-v1-ck2b5sx8n04hv015pglp8ffj5/ck2ufnca60il401bb8fdg6xju/play#project_console
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!!
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:š
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
Did you check 'install android tools' when you installed that version of Unity @glossy sluice?
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.
The keyword u're looking for is 'deeplink' and 'deeplinking'
@formal elk Awesome, thanks!
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
@uncut lark Do you want to advertise or run UA? If u will publish, your publisher will decide on the pomotion mechanisms etc.
I want to advertise, but after i publish the game
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
Okey, thank you!
@quartz kernel i might not have on the fresh install, but i did download it before this happned
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'.
nvm figured it out
@molten sun what was the issue?
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
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
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
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.
@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
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?
sort of like this but for android https://docs.unity3d.com/ScriptReference/Application-dataPath.html
You need to save to either Application.persistentDataPath or Application.temporaryCachePath depending on the platform. You can use System.IO for that.
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?
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.
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?
any good tutorial for a touch joystick for a top-down 2d game?
Does anyone know, how to start a process with admin right on mac? I do know, how to achieve it on windows
@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
You are saving file in a directory that doesnāt exists. Take the path to the folder where you want to save tour file, and check with Direcotry.Exists and Direcotry.Create. File .xxx wonāt auto create directories.
@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
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?
Is it possible to upload project from windows to ios?
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
Hello, i'm trying to make a virtual joystick for a mobile game, I'm following this tutorial and script (https://pressstart.vip/tutorials/2018/06/22/39/mobile-joystick-in-unity.html) the only problem is that this guys use "Camera.main.ScreenToWorldPoint" since he got a static camera while my moves with the character
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.
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?
Hello please can anyone help with a mobile swipe and drag to move rigidbody
@high dome check out LeanTouch
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 š
Is it possible to export an apk file into the computer without an Android phone plugged in? If so, how?
Just build it @glossy sluice , select Build, not Build and Run
@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.
What are you trying to do?
Exporting the project for Android Studio won't generate an apk
@robust hamlet I am trying to use Android Studio to make an APK file since Unity doesnt work
@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?
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
@robust hamlet When I tried building the apk file in Unity, it says that I donāt 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.
@glossy sluice as I said, choose option to build only, not build & run
i did
Unity checks for an Android device only when you want to build & run
What about if you connect a device?
i dont have an android phone
only ios
but i also donāt own a mac so I cannot build it
You don't need a mac to build for Android
i mean i cant build into ios
Did you setup everything? Android SDK path and etc?
Can you post a screenshot with your build screen and android sdk setup in Unity?
sure but after an hour because I am currently outside
It's late here so I will probably answer tomorrow
ok
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?
hello guys,
does exists an android plugin for unity to change DNS of android phone?
i mean an DNS setter plugin.
also, i found this => https://github.com/qiniu/happy-dns-android and http://repo.drose.com.np/artifactory/repo/com/qiniu/happy-dns/0.2.13/
but i can't implement it on unity
thanks.
@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.
@glossy sluice what if I countered the rotation to kind of cancel it off?
I have ideas just unsure how to execute them
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
@cold wraith you will have to create paths. and a lot of code to do that.
@cold wraith https://www.youtube.com/watch?v=oPU3sWIZ1oQ
Learn how to make a Choose your own adventure game Game using Unity! In this video, we create the foundation of our adventure game! -~--~-~~-~- Check Out...
try this
Is it possible to build an iOS app without XCode? Because I think a mac is too expensive for me.
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
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
@echo halo Why don't you just attach an onClickListener?
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 ?
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
Hey guys, how does the c# dll get compiled to android?
@cedar wasp Google added a review process for all apps. We've been effected by it for internal app testing as well (which makes no sense to me), but that seems to be how it is for now: https://ww.9to5google.com/2019/08/19/play-store-app-approval-longer-time/
How many runtimes are there for android?
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
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
@echo halo @upbeat tusk Thanks for the heads up! š
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.
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
@upbeat tusk have you checked https://analytics.itunes.apple.com/ ?
my game is currently on test flight only so I can't really see anything there though
@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.
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 š¦
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.
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
Look at the skin weight settings under Project Settings > Quality @glossy sluice
@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 ?
I'd appreciate it, I'll send the snippets when I finish work š
@cedar wasp We don't google play login so sadly can't help you
hello guys,
start coroutine does not working on android [IL2CPP] ...
i mean like this:
BLABLABLA.func().ContinueWithOnMainThread( task => StartCoroutine(xxx(task.Result) ));
why?
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?
Hey guys, does anyone know any legit solutions on recording gameplay from Android with sound?
@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.
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!
Okey, thank you!
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
I am working on Fedora/Linux
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?
@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/
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
It's not the actual error @uncut lark
So what im doing wrong?
click on that line and you will see the full stacktrace
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
All errors
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
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
you welcome
hi guys
i have published my game in play store but the ads are not working
anyone could help me?
thanks š
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)
@burnt finch Do the work after a successful build from Unity?
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
Hi guys š 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 ?
@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
@robust hamlet Thanks, i used verified version 2.0.8 and it works nice, but ill switch in latest version
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
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
version 3 should be verified too
@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 .
@final kettle This is the asset: https://assetstore.unity.com/packages/tools/utilities/ios-project-builder-for-windows-15522
But as I said, never used it and can't really tell if it's working
few days ago this review changed my mind , not to buy this product š¦
when sale was going š
It says that you should have an access to a mac the first time just to copy some files and etc
so i should buy MAC
yep, that's the problem with developing for iOS
anyways thanks š i have to buy i have no option š
Hello can anyone please help me with a mobile swipe and drag movement
Hey guys post processing stack v2 takes more load when i applied in mu 2D mibile game its not playable how can i optimize ?
@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 ...
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.
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?
hmm i see š¤
Hello, does anyone know how I can change the resolution for my game? Iām 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 thatās the case, but if not, does someone know how to change the resolution?
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]
@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
@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
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?
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?
https://discordapp.com/channels/489222168727519232/497874004401586176/656523746542354433
Can someone help me integrate admob
?
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
Compute shaders are programs that run on the graphics card, outside of the normal rendering pipeline. They can be used for massively parallel GPGPU algorithms, or to accelerate parts of game rendering. In order to efficiently use them, an in-depth knowledge of GPU architectur...
How do I rotate a 2d square sprite 90 degrees every time the player taps on the screen?
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
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?
How can I learn mobile game dev coding?
plenty of tutorials online
Free?
@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
@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
Admob doesn't work in the Editor
I know I have tried it on both emulator and mobile
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
Weird that test ads aren't working either
Your app will not always be served an ad when it requests one
At least we know that the request is working correcly, right?
I think so
No I have not
Since I do not have reached the required amount of earnings
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
how can i build the android game ? because i cant install it on any of mobiles with 7.0 and 9.0
@spare pewter check your minimal and target api versions
no i using android studio sdk
the latest
The one with api level 29?
yes
That is the problem
Your target api is 28
And you are using the sdk with api level 29
What is your unity version?
right now its 2018.3
Alright that is not a beta version, have you tried using adb and get the error that is preventing your app from installing?
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?
i re-instaled but it always not working
without more information no one can really help you
i using unity 2019 and with pre instaled sdk nkd jdk
you may have to manually point your editor preferences to the version-local NDK. At least that's the issue I ran into.
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
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
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?
Unity Remote 5 is not working for me.
im on android
any ideas on how to fix this?
Anyone able to help with my Unity project? When I build it for iOS for xCode, one of my 3 characters doesnāt jump. And thereās supposed to be a timer at the top of the screen for each level that wonāt appear in xCode. All of these things work in unity though
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.
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?
@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?
It never requests such. Typically, having Handheld.Vibrate() in your code is supposed to make unity automatically include the permission.
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?
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.
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?
My phone does vibrate with other apps.
What's adb?
Android Debug Bridge. I think unity uses this to open the app in your phone
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.
AH-HA
I FIGURED IT OUT
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.
lmao
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 š
Haha. Some solutions are the most out of the blue.
Well, thanks for walking through the issue with me. It helped jog my mind to the solution.
Of course! good luck with your game/app
Anyone on able to help with a unity/xCode project question? Lol
post it any whe can see what we can help you with
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 doesnāt jump. Well, itās like a long tap hover. Hold down and it hovers. In xCode and built on my iPhone, it doesnāt 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?