#📱┃mobile
1 messages · Page 27 of 1
Guys im into mobile developement i dont know why but it seems like my games are always laggy and slow
You have to set the target frame rate to 6p
60*
It defaults to 30, and doesnt change unless you manually set it in a script
Hi! i'm developing a mobile game, and currently i'm quite stuck in figuring how to hide the in app purchase button after the user chosen the buy button. My app uses auto renewal subscription.
I've stuck with this for a few weeks. Current i'm testing with android
This is the latest code that i'm not sure why no receipts detected.
@river fulcrum just a guess - is everything configured correctly on Google Play store, app signed and uploaded to GP?
@hollow gull yeah, and the in app button works and the subscription as a tester is shown. The issue is i don't know how to hide the button to check whether the user is in subscription or not
Hello. I'm trying to build my app for android. I get this error on build, and I have no idea what it means. Any idea?
i already set the target frame to 60 but it fees like the frames are visible
can someone who builds mobile games give me his exact quality and render settings
cause i have seen videos but it doesnt solve my issue
What do u mean by "Frames are visible"?
my project is a single spirte that when i drag on the screen i shoot it (its a 2d game)
@slim nexusmobile perfomance optimization is very tedious
I am also stuck in it now...
I hsould have performance issues i have 1 sprite and 1 ground in the scene
i should'nt have performance issues
Ohk anything more about the project?
when my sprite moves (a square) it seems like it's laggy we can see other squares if u know what i mean it's liek we see some frames
ofc
those are the only scripts on my projects
and a 2 square sprites nothing else
ofc
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(LineRenderer))]
public class PlayerMovements : MonoBehaviour
{
public float power = 10f;
public Vector2 minPower, maxPower;
public TimeManager timeManager;
[SerializeField] private float _bounceMutiplier = 2f;
TrajectoryLine _tl;
Rigidbody2D _rb;
Vector2 force;
Vector3 startPoint, endPoint;
Ray ray;
RaycastHit2D hitInfo;
Vector2 _directionToBounce;
private void Awake()
{
Application.targetFrameRate = 60;
}
Hello
My problem is with optimizing the game
Currently there is a value called Semaphor.WaitForSignal in the unity profiler under cpu usage under Others......so...this value is takin approx 80% of cpu usage and takes 50ms which i think is per frame...
Its consequence is that i am having a gameobject of which i am simply changing velocity with time ...this object should move smoothly right? but its stuttering
@broken marsh you have a using UnityEditor in a runtime code file, probably.
@slim nexus it's more likely you have not written the drag behaviour correctly
which is a pretty common error
otherwise, on iOS, you have to disable V-Sync
not sure what the dragging behaviour is here
i think you have other issues
related to the scripts
maybe start with the physics documentation
like i said the game isnt laggy from the scripts its rendering probelm
how do you figure
do you see a report that FPS is less than 60
a number, on the screen
i feel like my only spire ( a square ) is shown on top of another square when mooving (frames)
"no"
i think try starting with something simpler
and add little steps of behaviour and build to device over time
dindt understand
im sorry
@latent osprey can u refere me to some materials where i can look up for the things ur metionning ?
sorry man i think you'll figure it out 🙂
? ok thanks anyway
@latent osprey thanks for the asnwer. Is it in a script that I have it? Or? I don't quite understand
i think you should search for using UnityEditor and some part of your error message on stackoverflow and the details will be there @broken marsh
Okay thank you so much
Guys I just published my Android game
Do ads play for me, being the developer, or possibly because of the same IP address? I was playing the game testing it (after it was published) and ads weren’t playing, but they worked fine in the editor and everything. Should that be happening?
I was wondering this
I’m not so sure in that point but I think it should show for you. But I’m not sure
wait so if the dev watches ads they gain money
theres taxes you have to pay when you earn
i fixed the ads system though
it was because i had already installed the debug version and was running that and android got confused in the playstore or something
how do you guys debug for android? do you build and then use the android device monitor? test it out on android studio?
my game just goes to black screen and doesn't start 😦
i don't see my debug.log messages on android device monitor and i added them on the Start method for the first scene
Hi, i get weird result when using marshaling on android. ```cs
public static byte[] Serialize(this IPacketBase packetBase)
{
var size = Marshal.SizeOf(packetBase);
var arr = new byte[size];
var ptr = Marshal.AllocHGlobal(size);
Marshal.StructureToPtr(packetBase, ptr, true);
Marshal.Copy(ptr, arr, 0, size);
Marshal.FreeHGlobal(ptr);
return arr;
} ``` and my packet looks like this ```cs
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct Control : IPacketBase
{
public OPCode Header { get; set; }
public float Value;
}``` usually the first byte from the byte array should be the header , in this case an enum OPCode.Control. But with this packet and on android its never working. So my questions, is there a something im missing because of android and marshaling ?
@still sinew what's the objective here? you should be using System.Net sockets
the size of a packetbase interface type is not going to be the size of the struct
sizeof returns constants in C#, it is not what you think it is
it will not know that it's looking at an implementation of the interface
mono does not necessarily follow the spec
but il2cpp on android almost certainly will
Well im tryin to use marshaling to convert packets that will be used for socket communication. On windows everything is working, on android some packets are working. I never tested sizeof with interface, I just assume that it works like I expect. Would it better if I use Layoukind.Explicit and FieldOffsetAttribute ?
@latent osprey
Nvm I just removed pack=1, due to different layout it results in differences between android and windows. Sadly it increases the packet size but thats nothing I have to bother.
hey guys, how can I integrate this thing in my mobile game as well? it seems like it's provided by google play
I basically want to save user data on google's platform. I have installed the google play services plugin and set it up correctly, but this dialog doesnt popup
@still sinew i just think that, as you saw pretty much right away, there are going to be differences, struct layouts are not adequate messaging formats
@dim acorn There can be many reasons why it isnt showing up, you have to provide more info for us to help you.
@dim acorn You should watch this video, you probably have done a mistake that they talk about: https://www.youtube.com/watch?v=nkJS_W-VC9I
Join Bruno Oliveira, Dan Galpin and Todd Kerpelman as they get together and talk about the most common mistakes developers make when adding Google Play game services to their mobile or web games. Then, once you've seen the video, don't make them.
This is also very helpful: https://developers.google.com/games/services/android/troubleshooting. In case none of these help you, look into the logcat. The logcat display ALOT of info, but you can get the relevant info by piping the output to a file (cmd: adb shell logcat > mylog.txt) right before you perform the action that fails, then hit ctrl+c (this will stop saving the output to the file) 1-2 s after you performed the action. Then open the file (mylog.txt) and search for google play games errors. This is how i fixed my authentication error which was failing because the google account i tried to authenticate with wasnt listed as a tester account in the google play developer console.
@red wedge the adb tool is pretty good for debugging because it gives you shell and remote access. Wasnt the android device monitor deprecated for some time ago? also there can be numerous reasons for why your game doesnt work on your phone, you should look into logcat like i mentioned over here and the build settings in unity editor.
thanks @tough estuary , i have tried a million different build setting and player settings but nothing seems to be working out. the logcat doesn't have any warning or errors specific to unity, just generic android errors.
I have however, noticed that my Debug.log messages don't appear, which probably indicates that it isn't even reaching my code? If so, it has to be something with the build/player settings right?
Stick to the default androidbuild settings. Your game will start as its own process so you should search for logs related to the package name of your game (com.examplecompany.mygame) as well. A good way of finding relevant logs is just to save all the output like i mentioned over here, and then search for "google play" or "gms" or any other related names (like unity f.ex).
Hello
My problem is with optimizing the game
Currently there is a value called Semaphor.WaitForSignal in the unity profiler under cpu usage under Others......so...this value is takin approx 80% of cpu usage and takes 50ms which i think is per frame...
Its consequence is that i am having a gameobject of which i am simply changing velocity with time ...this object should move smoothly right? but its stuttering
Im stuck with this error since days...
Any help would be appreciated!!
Hi, why my game in unity see perfectly and in phone he is pixelated?
hi guys, for mobile device target, how much is the maximume size for texture to make it smooth to load in 1 level?
Hy everyone
I am working on a game like angrybirds but in 3d so i can't able to find the slingshot mechanism in 3d. Kindly help me in this regard.
Thank you !!!
hiya. I've made a mobile game using unity and I am trying to update it but I am unable to figure out how to change the version code... Any ideas?
Under player settings > Other
thanks, I feel so stupid now lol
How can I report 2 person. He have say they nuke my server 😭😭
Hi guys, Im trying to use the free particle asset pack from unity tech. Its the explosion that I use, and it uses the LWRP. It all compiles fine but the explosions don’t show on my Android. Looks fine in editor though. What am I doing wrong? Any pointers welcome, I am quite a rookie.
Hello everyone! I've been trying for some time now to build my game(for android) but I run into the same problem: I've selected the sdk path and it is under preferences, but it still asks me to select it when I try to build the game. Does anyone know how could I fix this? I'm also not able to select the sdk when that window pops-up.
@lapis hull This issue has been gone over many times in this room, look up older messages.
Oh. Thanks for letting me know!
Would it be wrong for me to assume that people playing games on their phone, also is using Facebook?
Most mobile gamers in UK (source: https://www.statista.com/statistics/300522/mobile-gaming-in-the-uk-by-age/) are between 16-34 and most (almost) facebook users (source: https://www.statista.com/statistics/376128/facebook-global-user-age-distribution/) are also between that age so its a good way of making the authentication easy.
The statistic displays mobile gaming penetration in the United Kingdom from 2012 to 2018, broken down by age.
Thank you. Guess FB is a good first try-catch authentication method
Well, perhaps there are easier way to achieve what i want:
The -only- thing I'm primarily is interested in is an account-unique (Google / iOS) variable like email-address or the hash of the email address to use as an identifier for my database backend
you should use an unique identifier of your own, user might lose access to his e-mail account and wants to change to a new one, for example
I'm not sure if that really is my problem? A user losing access to his email
I could map the users email to an internal GUID but if the user has lost access to his or hers previous email address, it's the issue of proving authenticity
Displaying the users internal GUID with a "don't loose this, it's important"-message seems pretty cheap
But as you say, the email-address might be the wrong identifier. Unless I'm mistaken, the Facebook SDK will give me the users Facebook ID
Either way, IOS or Android, i think the best choise is google play games services for android and gamecenter for ios. They already have implemented the social aspect (leaderboards, invites etc) so you dont need to build that infrastructure.
but those invites are only for your friends in GP and GC?
Yes, not even sure google play has invites anymore, i thin this was part of the multiplayer api which is now deprecated.
So for social, Facebook should be the defacto standard
But you can use invites within a multiplayer framework like photon for example
Absolutely, but why keep your friends in many places?
just more to manage and to take into consideration
I'd say Facebook for the social aspect and Google Play Services / GameCenter for Leaderboards?
Google play services is a social aspect of gameplay, every android user must have a google account so its not that hard to convert a android user into using google play games services. And the same is for IOS where its really easy for users to use the integrated game centers
You can still use facebook in all of this, for sharing stats for example, which is a good way to engage others to join
Ah yes, but with social I meant stuff like "Hey Look, I just finished level 85 on my CarCrush Game" or Invite others to play the game
Yeah you can do that, i just meant that you might get more players with using the integrated games services rather then only facebook
but the "people" you referring to in the integrated game services - are those strangers or people I've befriended within the service=
Strangers
Goood we love strangers.. err..
You either put all your money on most of your players having facebook or you use a integrated service - then later on in the mobile game you can still let them authenticate with facebook to invite/share stats tec
Why only have 1 when you can have both?
That is the truth
Hey guys, I would heavily appreciate if you could take a peek at my question: https://forum.unity.com/threads/android-game-crashes-after-unity-logo.853843/
I can't find a solution for this and I've been trying several things for days... Thank you in advance!
So I am trying to make a joytick appear where the user touches the screen
To do that I equated the joysticks position with the 1st touches position and set the joystick active
And whenever the touchphase is ended I deactive the joystick
The joystick is appearing where I touch but is not working when I move my touch
Pls help...
@red wedge have u tried installing apk in other devices ??
What you mean? @hardy fractal so the joystick itself is not working? Where does the joystick come from?
And where do you set the position of the joystick? Maybe you are overriding it all the time with the function of showing it
well @hardy fractal , I had tried on a Samsung tablet, and my old Xiaomi Mi A1. But now that you said that, I realized that I hadn't tested it in my new Xiaomi Mi 9T. And it worked!!! And now Tomas1856 also answered the thread with some very useful info! Thanks a lot!
@glossy sluice really depends on the game and the objectives. honestly don't overthink it, just do whatever login you feel good about and move on, spend as few resources on it as possible
@sacred creek sry for the last response...
I meant that the joystick would go to where the user touches the screen but wouldn't work(meaning wouldn't detect input if I dragged the same touch....) I eventually got around it by just have a setting icon which allowed the player to reposition his joystick....
I initially want to achive something like the joysticks in brawlstars(a supercell game) not exactly like that but the same concept
@red wedge wlcm...
Where is you rscript then? Like what or how have you tried to achieve the joystick to work? @hardy fractal
I downloaded the joystick asset frm the store ..
Was feeling too lazy to code it
(the free joystick pack frm unity asset store)
@hardy fractal hm dont know the code. Can you like paste it on hastebin or at least the parts you are placing the object and the part it should be working on user input?
It's really long...
U can find it on unity asset store there is 1 free joystick (grenn bg and white text) you can see there
If u can't find let me know I'll paste it then..
Hello everyone! I've found a piece of code online that enables the Gameobject to follow touch. The only thing I dislike is the fact that it still moves, even if it's a tap. My goal is to enable movement only when the player is holding. I've tried to add a drag distance so it detects the swipe, but that only makes it worse. What could I do to achieve what I want?
Also, here's the code https://pastebin.com/nN8Pxry5
Could always add a small delay before it starts following. But yeah a drag threshold should work as well
To do it with the distance, you just need to store the touch position on TouchPhase.Began. Then you check the distance to that every update
After creating a new update for a mobile (ios + android) AR app and uploading it to Apple, I've gotten an error about UIWebView being deprecated. How do I fix this? I have no idea how/why Unity uses this, but I hadn't gotten this error during my february update and I haven't updated Unity in the meantime, so I'm not sure what may have caused this to suddenly be a problem...
Yeah @lusty flume it’s an internal engine thing. They have made comments about it on the forum. It should be gone in the 2019.3 version and I think they said they were gonna backport a fix to 2018 LTS as well
We're on 2018.3.14 due to non-updated plugins, any chance it'll work there as well?
Most likely not :// you could ask on the forum
What good solutions are there for low latency audio?
I'm mostly looking at Native Audio, wonder if there are other recommended solutions out there besides that.
Hi
Well anyone can make android games
Like build with unity
Coz I'm getting SDK error no matter what I do
Failed to update sdk is what I'm getting
What shud I do?
Whats a good list of websites i can publish my mobile game on, that would pay me whatever i get from views of my ads?
@wise dagger use preinstalled android sdk
@latent osprey
Pre-installed with unity?
Dosent work
should i use the class timer? does it have any inconvenience?
Hey guys i imported the CloudOnce package and i get this error
Assets\Extensions\GooglePlayGames\Platforms\Native\Platforms\Android\AndroidClient.cs(31,36): error CS0535: 'AndroidClient' does not implement interface member 'IClientImpl.SetGravityForPopups(IntPtr, Gravity)'
Using unity version 2019.3.7f1
I am getting an error in building for Android
SDK tools version 0.0 < 26.1.1
How do I get gpu and cpu temperature on mobile?
useeee preeeinstalled aannnnddrooooidssdkdkskkdks
@static jetty you'll have to use a plugin / native API call using [PInvoke]
I have made a Keycode for my Game and then put the new version of my game onto my mobile device and now the app doesnt open up what could i have done wrong?
Not sure
Hello guys 🙂 I'm almost ready to release my new android game, but I'm having an issue I am unable to resolve.
The app is not authenticating google play games services. The initial sign-in page never opens.
I have set up the game properly in the Google console, I have generated all keyStore files, I have linked the Game Services with the SHA1 codes and added myself as a tester. And of course I'm running the the authentication script as the official Google documentation suggests.
Might be a stretch to ask, but does anyone know what the issue could be?
Here is the code that initializes the login: https://pastebin.com/Xd1WYDcH
The app is "pending publication" in the Play Console. Does this matter at all for the Play Services not working?
I don't think.
I am learning webview in unity I have managed to get it working but can't get it to full screen..
It occupies only 1/2 of the screen and the rest is bg color...
Any idea how to get it to full screen
hello , have someone a good tutorial about permisions ? ( file permision)
How do I support multiple aspect ratios?
@sweet flax In your canvas do you mean?
Yes
You can set the canvas to "scale by resolution" or something similar in the inspector
scale by screen size
...
Hey, I am trying to use Unity Remote 5 to try my iOS game on my phone. When I try to choose my phone in unity, it says "Any Android Device", "Any iOS Device" and "Unknown: iPhone (pid...)"
I'm using Unity Remote 5
I'm using Unity 2018.3.0f2 Personal
has anyone ever implemented a "touch-to-move" like in stardew valley?
@junior stratus Did you fix the auth error? You should enable debug logging like this: PlayGamesPlatform.DebugLogEnabled = true; and see if the logs for the game PID through adb logcat has any relevant info. Usually it does, if not then double check if you did the the auth process (keystore pass, fingerprint etc) correctly.
@junior stratus I recently had same problem with authenticating in case when requesting id token. Only solution for me was to add Firebase to my app in google games services console and inside Firebase added google games authentication method. Then I had to update web app id in Unity to this from Firebase which you can find in Google APIs console. You can search in youtube for configuring Firebase Google in Unity if having troubles.
heyo idk if anyone would be able to help me here, im quite new to unity(came over from unreal xD) but im struggling with a small bug on a mobile game im messing about with. Basically I am using a dynamic joystick from the free joystick pack to control the player. Because its the dynamic variant of the joystick the player can click anywhere on the screen to control the character. This was all working fine until i created a new scene for my start menu. Now once the player clicks start and goes into the game scene the dynamic joystick is not able to be created at points where the previous menu scene's UI elements were. I am able to select small portions of the screen where there were no buttons or images on the menu to create the joystick but thats all. Its really confusing me because its a new scene that is being loaded on the play button that doesnt draw the menu or anything i feel like there is something small im missing that will solve it, any help would be good.
When you load it from the menu, how do you switch scenes?
so i have a main menu empty game object that has a script on it that i have called once the button is pressed.
public void PlayGame()
{
SceneManager.LoadScene("TestScene");
}
thats all it is
If you initialize anything specific on the joystick when the menu is loaded, I don't think it will be persistent...
Pause the scene after loading "TestScene" and look at your joystick... is it still dynamic?
well the thing is this only happens on android when testing in unity it doesnt happen
oh ok
it still detects touch inputs, only the joystick wont be created where a previous scenes UI was
I'm not super good at mobile so I can't help you anymore than this, but are the items in your canvas set to "don't destroy on load" if so, that means that they are still there just potentially disabled.
where is that setting located? is it on the canvas itself?
I think it's on all the items in the canvas
i cant see that option at all idk where is is
it should be at the very bottom of an object that you click.... again, I can't help anymore because I'm not super good with mobile and I just wanted to see if desktop development carried over with debugging.
Maybe have a text thing on the canvas in your example scene that is updated through a script with whether a joystick is dynamic or not... then use it on a phone and see if it says your joystick is dynamic. You could also just push the cs Debug.Log(""); output into it.
alright ill try that thanks for the help
hi
im having a performance issue
basically i started with the urp scene and created a character controller, a character model with three animations and 3 cubes
its working fine on pc (no wonder lol)
but once i build it and run on my Android phone, it lags like hell
does anyone know if its a problem because of urp's settings?
ive lowered down everything, vsync is off
can smone help me with this?
thanks!
you gotta profile it, i think you can profile if you connect your phone to PC and open up the profiler in unity editor
i did,
im using unity's default renderer now, ditched urp
this is all that i have in my scene
and rendering is taking up 90% of my phone's cpu
still cant figure out what is so intensive in this scene
hi, i'm having some problems on exporting a game. So, it is working on the unity preview but i want to test it on my phone, that means i need an .apk file. How can i get the game that file format?
This is covered in any tutorial in android development in Unity. You need to do a build, but you might need to set up some things before that
Thank you!
So im developing a little UI-Heavy game for android in Unity... Most UI elements should be able to get chained after another, for example dialogues etc... Are there any UI-Frameworks or librarys for unity to make such development steps simpler ? Things that unity is missing are typicall Screen-Behaviour and flows ( Screen stack ), passing params or results from UI-Elements to another etc...
hello .have someone a goot tutorial about android file permissions ? i`m trying to save files to internal storage , but after i close the aplication the files got automatically deleted
@broken marsh try to reset your location and privacy settings on your device
@true hearth android file permissions models change a lot, if you do not have a modern device you'll be in trouble anyway. consider targeting a newer device
@shut finch i usually use the MaterialScreen and ScreenView classes from Material UI for screen management. there are a lot of useful things in the Unity UGUI UIExtensions project
authoring what you're talking about, a router, with history, is very easy, less than 30 lines of code @shut finch , so don't overthink it
the answer though is no, there is no standard router. it isn't web development
@stoic haven you can't profile the editor. you have to profile the device
it still looks like you're profiling the editor? it's hard to tell
@stoic haven anyway, you are probably using an ill-suited android device. does it run any games well? try monument valley or hearthstone, big unity games.
im profiling using my device
also i can almost run any recent games
it got 3gigs of ram and a quad core processor
@latent osprey Does this Material UI asset provides utility classes/components for Ui development ? :D thanks a lot... Never heard about Ui Extensions, looks great... But the documentation is lacking
yes
@shut finch it provides some very useful ones, like the ones i said
it does not provide a router
a router is easy to make though
you might want UniRx to help you with any ui stuff
that is ReactiveX / RxNet for Unity
it is not the same as React.js, they are not related
@latent osprey Thanks :) its a pitty that unity does not fome along with such solution by itself
i think this is int he spirit of what runtime UIElements will do for you @shut finch
@latent osprey you mean the upcoming css like elements ? If so, i really hope, ui in uniy is a pain for ui heavy games or apps right now :/
Hey. I'm trying to build for android. I get an error while building. I couldn't find out what the problem was in it, but there is a place where it says "Applikationen skal bruge Administrater tilladelse" which means "The application requires Administration Permission" and I have tried to run unity as administrator. Any idea?
So I have a game for web which uses discord login for accounts. Ive started building an app for my game using unity,but cannot find any sort of unity3d discord library for login.Any suggestions/resources I could use?
@eager tendon You could use a large invisible button together with an Event Trigger component to get events from tap begin and tap end 😄
@hollow loom use an oauth2 based login SDK
@broken marsh it sounds like you have other issues with your install, and that message is a red herring. also you attached an unrelated piece of code
Can you put a unity project on an iphone using a windows computer?
I really mean the whole process, so get an app on an iphone (not on the app store), without using a mac
I think so. I've created deployment package for the iOS once, it was huge, I didn't have fast upload at the time to transfer it for testing, so I didn't test it on actual device.
Yeah building is possible on iOS
but I think transferring the build to the device requires xcode?
I think that package was designed to be ran on mac to deploy on iOS
Ah so that would require a mac
Somebody should probably confirm it. I don't remember exactly now.
Alright thanks
im buildin an AAB yet it doesnt support both 32 and 64 bit on the play store. any help?
@glossy spear to build for an iOS you need a Mac device + XCode
There is an asset in asset store which let you build for an iOS device from Windows but you still need a one time mac os device to gather some files as far as I know
Never used it though
@glossy spear
Can you put a unity project on an iphone using a windows computer
no
Rip
your journey has only begun
Mobile hell :(
You can use cloud build if you have it , but not with like Xcode on mac @latent osprey @glossy spear
How can I add smooth tilt controls
is anyone having issues building android on 2019.3.7f1, i build what looks like an bunch of android studio files but i dont seem to be able to make an APK file?
Hey guys. I have completed my game for Android and I am now ready to add iOS support. I am using google play games services for login/achievements/leaderboards for android and I am going to use Game Center for iOS. When I switch the platform from Android to iOS in the editor, I get the error
"The type or namespace name 'PlayGamesPlatform' could not be found (are you missing a using directive or an assembly reference?)"
How can I fix this? Does iOS not support the google services classes?
hello, I am working on a new mobile platformer game. I couldn't find a working tutorial on how to make player controls using touch input. Any suggestions
@prime fox you can create the apk by running ./gradlew.bat assemble from the directory you got, or just google "export apk android unity3d"
@junior stratus you have to use compiler directives to prevent references to android-only plugins
@glossy sluice try ray wenderlich's tutorials
hi! I am trying to make touch controls for my 2d platformer and I am unable to find a tutorial to help me.... I also imported standard asset, CrossPlatformInput. Can anyone help me make touch controls for my platformer game. Many thanks 🙂
Hi! I am working on a game and I would like to know if there was any way to carry on preforming an action when a button is being held (like hold a button to move) (by button i mean on the screen button / UI button). But when I hold the button it only completes the action once (like moves once and doesn't carry on). Any ideas?
@glossy sluice I thought this tutorial was helpful, https://www.youtube.com/watch?v=bp2PiFC9sSs
thanks @mild aspen
I ran into a weird prblb
So I always test the game on my phone but when I tested it on a smaller phone the screen display was different
In that scene I had a image on screen and below it a some text(canvas was set to screen size) but the scene looked diff in the smaller phone(the text was a lot left to the image
@hardy fractal what is the question or objective?
everything seems normal here with the way UGUI works
Hey everyone, have they moved the Lightweight render pipeline in the latest versions of unity? I tried upgrading my project and now all my materials are pink, I think I need to install the LWRP but I can't find it in the packages
EDIT: LWRP is now called URP and I fixed the issue
@latent osprey thanks 🙂 thats awesome, do you know how to maniupluate the version number and the build number from those files? I need to correct the version number outside of unity.
Hi! I'm struggling to find an easy to follow tutorial for a way to save my game's data for my mobile game. Does anyone know of any good and easy to follow tutorials?? Thanks 🙂
GUYS HAS ANYONE HERE USED URP FOR A MOBILE PROJECT I JUST HAS SOME ISSUES
@prime fox there are a few ways to do it. On android it’s called something else (version code) and you can regexp find and replace in your favorite scripting language in the two gradle files that contains the values. You can get the latest version google play will accept using fastlane
@latent osprey the text seems a bit to the center in first screen shot
I want to fix that
the text seems a bit off center you mean? @hardy fractal
Hey. Anyone else having problems with publishing updates/releases on Google Play right now?
They state there's a 7 day minimum review time, but our update hasn't been approved in 14+ days now.
@latent osprey yess
when making Android plugin, after you put java files into plugin folder how can you add manifest to it?
I need to add receivers to the project
@lost sapphire Just add your Manifest file in Plugins/Android or yourFolder/Plugins/Android
at the end all manifest files are being merged
Hey my Xcode build fails with the error "MapFileParser.sh: Permission denied"
Does anyone know how to resolve this?
@junior stratus sounds like you're trying to add a plugin in an incorrect way. MapFileParser.sh needs to be marked executable using chmod +x, but on the other hand, this isn't a unity issue
@hardy fractal i think just try moving it down, until it looks centered? am i misunderstanding your objective here?
@latent osprey I tried running the command without any effect. From the research I've done this has to do with moving files from Windows to Mac
@latent osprey in the screenshot the number is a bit to left of High score while the other one is centred
I want to fix that ...
@prime fox there are a few ways to do it. On android it’s called something else (version code) and you can regexp find and replace in your favorite scripting language in the two gradle files that contains the values. You can get the latest version google play will accept using fastlane
@latent osprey I got it mate, thanks, legend!
Hi guys I got some problems with Android Manifests merging ! i'm working on Unity 2018.3.4f1 and I get a manifest merging errro when I build that suggest me to add ' tools:replace="android-debuggable" ' to my AndroidManifest-main.xml but this doesnt solve my problem can someone help me ?
@frosty vigil You have probably a few Manifeet files from other assets or plugins you are usint inside your project and both of those manifests has different values for android debuggable variable
So just search all your manifest files and make the value equal to false
@robust hamlet i'll check thanks for the help 😉
I have a problem, i am using the cross platform native plugin and i have script that manages the Play Service and the leaderboard. i have that script attached to an empty gameobject and i have put it into my game scene. if i start my app with the download via playstore i can open it see the main menu if i click on play and get to the game scene the application crashed
If someone has some knowledge with this things would be nice if you could help me i will provide every info that could help
pictures, screenshare
what ever is needed
I have just published my first game to Google play. Does anyone have any advice / knowledge on how to get more downloads and stuff. Thanks
@glossy sluice everyone wants that
@subtle spear guess you have to run a debug build on device
Already fixed it thanks alot for answering tho
Hey fellow programmers!
Can i get a help on implementing touch inputs (never worked on them before)
What i want to build is
character(C) goes right when touched within R limits and similar for left and if pressed in middle it jumps
So far i done this but for keyboard i.e with a, d and spacebar
Can anyone help me with how to apply touch controls for this one ?
I think you can just make three big invisible buttons and do it that way? Maybe there are better sollutions.
@left wigeon
why is the second material of my game object showing on pc but not on android
Hey, does anyone know if the new device simulator also simulates performance for the specific devices?
Hi guys, Has anybody used the new input system with gyro and can me give some help setting it up correctly?
The mobile SCP:containment breach is horrible honestly
@wanton narwhal no, it does not
@hazy yarrow usually the problem is not the code, it's that you want to do something with gyro that is impossible
Okay, that's what I thought. Pretty unfortunate. Would be awesome if there was a way to do that
the new input system will give you events
"but i want an orientation" —> the iOS api calls this attitude, and that's what you should search*
you probably will want to access the iOS attitude directly, and on android... it's tough
Hi Guys! I have problem about my game. When I test on my computer it's working but when I play on my android phone, the game doesn't spawn the object. It just spawn the bone of object. Please Help!
If you look correctly to middle of aquarium, you can see a bone.
What should I do?
You can send me message, I'm waiting for the help!
Guys I have a question
How much money can you earn if you sell a really good mobile game to a mobile games company?
really good is a super subjective term. whats *really good *by your standards might not be what companies want or need.
you need to deep dive into entire mobile games ecosystem and mobile ecosystem in general to get better understanding of the state of affairs. its broad and deep.
more importantly this is perhaps not the right channel to talk about business of mobile games. its a programming channel for unity mobile games specifically. @lime vessel
Hey guys!! I m working on a new game for mobile and there are lot of resources and i want some of them to be downloaded online after the game has been installed.Line in game installation like in heavy games lo ike pubg,etc.
Thx
What about my problem guys?
Hi, Im having issue to code the speech interaction with touch interaction for handheld augmented reality? I already did the touch interaction, but the part of speech interaction i do not know how to do and implement it for android device.
Hi I'm having difficulties to work with Unity AndroidJavaClass, AndroidJavaObject and AndroidJNI.
I try to call a method which takes a double[] as first parameter, an Enum as a second parameter and return a double[]
// Instanciate object
var ReframeLib = new AndroidJavaObject("com.swisstopo.geodesy.reframe_lib.Reframe");
// Get enum for method parameter 2
AndroidJavaClass projectionChange = new AndroidJavaClass("com.swisstopo.geodesy.reframe_lib.ProjectionChange");
var _lv95ToEtrf93Geographic = projectionChange.Call<AndroidJavaObject>("LV95ToETRF93Geographic");
// method parameter 1
var input = new double[] { east, north, height };
// Call the desired method with parameters 1 and 2
var output = ReframeLib.Call<AndroidJavaObject>("ComputeGpsref", new object[] { AndroidJNI.ToDoubleArray(input), _lv95ToEtrf93Geographic });
// Extract data from double[]
IntPtr outputRaw = output.GetRawObject();
longitude = AndroidJNI.GetDoubleArrayElement(outputRaw, 0);
latitude = AndroidJNI.GetDoubleArrayElement(outputRaw, 1);
altitude = AndroidJNI.GetDoubleArrayElement(outputRaw, 2);
But my output is always null..
Here is the documentation of the JAR I try to use in Unity https://www.swisstopo.admin.ch/content/swisstopo-internet/en/home/products/software/dll/_jcr_content/contentPar/tabs/items/dokumente_und_publik/tabPar/downloadlist/downloadItems/1397_1465281583240.download/Manual-reframedlle-09-07.pdf
If this can help to understand what I'm trying to do.
Any help would be nice, thanks !
Hello Everyone,
I currently training Unity Mobile (Android) and Windows using C# as main script code.
I don't understand much and cannot find about mobile from google and other source about mobile build i hope any of you can teach me the basic of build mobile.
After building An Empty Apk and installing it Into my Phone or Nox Emulator,
I tried open the App and It work but When I trying to Find Material Resources, There none at /storage/Emulated/0Android/Data/com.MyPackageName.appname/ There are nothing other than Cache and files Folders.
The Target i wanted learn right now is how to put data on mypackage folder and how to access out side mypackage folder for example of outside folder /storage/Emulated/0/foldername
Thanks for reading and helping this chat, please Tagged me for answer or any problems.
@austere birch You need to use file system for that. http://answers.unity.com/comments/1335053/view.html All Unity managed folders are packed and read-only on Android.
thanks for guide, i'm going to try that first
@austere birch Oh yea, the exception is this folder. https://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html
hi guys i have a problem with buttons, so they dont have detection on the entire size just like the half button works or just the middle part, how to fix this?
(in unity player it works well but in mobile build its not)
Need to test the layout for the different resolutions. On mobile resolution some panel or text element can obscure touch areas.
got better with the canvas scale with screen size
Hello All
Hello everyone! I'm having problem with Unity as it doesn't locate the Android SDK directory... can anyone give a help, please? I've tryied almost everything: reinstall Unity; change Unity versions (2018, 2019); reinstall Android Studio main directory... and always, even when I changed manualy the directory, the same message appears:
You sure you have everything in your SDK folder? What folders are in it?
@quartz kernel Hi! I think so... this is the default installation directory by Android Studio...
i have to build a project for mobile in the next couple of weeks I usually use unity 2018 is there a reason to move to 2019 and urp. Is there an instant frame rate improvement or battery improvement?
@final iron What folders are in it?
Yes, but I mean the folder you have set in your Unity preferences, what's in it?
The same...
And what's in that folder?
I'm asking because a common cause of this problem is the SDK folder not having the correct stuff in it
That's what Android Studio installs. I've tryied to point to any specific directory, like "built-tools"
Or "platform-tools"
Even "sources" (and nothing)...
did you open andoid studio first
i think you need to open it to download the rest of the files it needs
when you download andoid studio i think you need to open it then it downloads the sdk
The directory structure is as the first images I've shown here...
You're missing a tools folder, that might be something
This is what Unity installs
Is there a reason you're not using the unity-installed SDK? Usually I would recommend people to do that unless they know what they're doing
Actually, this problem was solved when I installed the 2020 version of Unity (the beta one)... but it doesn't have any Cardboard assistance... so I can't make any VR Cardboar apk
@quartz kernel and how Unity installs it? I mean, from Unity, or from Android Studio?
I've tryied to download this "tools" directory manually, and it didn't work. I guess...
Let me try something... coming back soon...
Is there a reason you're not using the unity-installed SDK? Usually I would recommend people to do that unless they know what they're doing
@quartz kernel As a matter of fact, this only worked when I installed the 2020 version... this 2018, doesn't...
Install it via Unity Hub
Install it via Unity Hub
@quartz kernel I always used Unity Hub
But don't know where Unity installs this "Android support"
@quartz kernel I tryied to copy the "tools" directory from a zip archive which I downloaded from Android.developers once... it seems to have worked...
Nice
Maybe 2018 doesn't have the SDK and NDK
2019 has this
You can still use cardboard in 2019 btw
2019 has this
@quartz kernel Yeah, I know... Actually I pointed manually the NDK and JDK directories and it worked too... But, I'll try the 2019 (since I have it installed too)
@quartz kernel thanks a lot! I will try this now... will come back later if I have any other issues! You helped a lot! 😆 👍
anyone have any thoughts on
i have to build a project for mobile in the next couple of weeks I usually use unity 2018 is there a reason to move to 2019 and urp. Is there an instant frame rate improvement or battery improvement?
If you're under time pressure I'm not sure I would recommend it, depending on the scale of your project. But yeah for mobile the improvements should be there. Unity has had some stats in their talks on URP
you think it would just out of the box preform better?
have a couple of weeks to build the project
It should do. Setting up a benchmark scene relevant to your use case might be worthwhile
I have ui buttons set to either reload the gameplay scene or load the main menu, but after using each button once they no longer work.
i have made an IOS game its a idle game but when i start playing my coins wont show up and the prices for upgrades is 0 so its free to first prestige, but when i prestige its fixed with prices but not with coins like how much i have. i have no clue whats the problem https://hatebin.com/nqmqfqlntp
Closed unity app after opening and showing logo
Hi! After building application to mobile, the app was open, showed logo, and at once close. Why? Thanks for answer.
Because it crashed 😛
you probably want to start the app with Xcode/Android studio connected so you can easily see the log
heyyy
this is my first time trying to do an app like this in Unity
How far am I away from having these open links when you click on them? Or display information in a window?
it seems pretty easy but I don't want to start if I can't really finish
Does anyone know off some good tutorials for making a 3D character move using a mobile joystick, all the mobile joystick tutorials I've found so far don't work for various reasons such as it being for 2D when I want 3D or some use the standard assets which Unity have taken off the asset store now
Any joystick just gives you a 2D vector, it's up to you how you translate this 2D vector into a 3D movement of your character.
Hey. I am making a 2d mobile game, and my issue is that the camera resolution scales outside my tilemaps etc. I was wondering what the easiest way to get the different landscape aspect ratios to include the same image basically.
Simply include contents of one resolution to all aspect ratios
Im working on a game for android and couldnt get particles working in my 2019.2.17f1 build (LWRP). I updated my project to 2019.3.xx to try and make it work with URP. So I got it working but now my apk has jumped from ~26mb to ~100mb. I tried compressing textures and removing unused assets but so far only got it down about 2mb that way. Is this a normal size increase?
@fast olive I have prob like u. My game is 350mb, but it's too small sized game.
I'm debugging my Android. Anyone knows why this is happening? 1min+ into the game, 55+ fps drops to only 25+ to 30
Hey guys. Question about aspect ratios. I'm making a landscape oriented game and I'm in doubt about how to properly do my UI for different devices. Is there a way to lock into one or a couple different aspect ratios instead of the device just croppin' out the top + bottom of my ui on the newer crazy devices that are more 1:2 in terms of width and height
Basically i just want to l just want to know if I'm gonna be fucking myself over if I don't make ALL of my UI to fit 19:9 aspect ratio for the S10 for example. It looks great on all other devices but the newest ones it doesn't.
Is there a way to make sure that any device that has those crazy aspect ratios will just try to fit the closest one or something?
These are 2019.3 update notes. Does this mean I have to use >= iOS 10? Is 9 not supported with Unity 2019.3?
Just checked. I can't even change it to 9.0. Well that's a bummer
@shadow wasp you have a few options. you'll want to start with Device Simulator, a unity package, and notch solution, for weird details. then, if you're just familiar with HTML style layout, use a physical scale canvas scaler. you should probably look at how the NotchSolution SafeArea component does letterboxing to create your "container" that manages aspect ratios for you
@wanton narwhal no i don't think iOS 9 is supported anymore, the last device to be limited to that is the iPhone 4S, which was released 7 years ago
But dont understand what they mean
Anyone down 2 help?
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
hi guys i have a stupid idea, is there a way to detect movement of mobile?
Yes @austere birch you have the gyroscope and the accelerometer
But not all phones have both of those, just be aware of that. Most do though
the gyroscope and the accelerometer
thanks for info
time to find theory drawing 3D using phone XD
Can anyone help me today threw a call I’m missing a couple coding stuff which I don’t know how to do it’s a 3D mobile game if yes pls contact me so I can call u and I can show u my screen so you can help thank you 😊
I've been breaking my head for hours, basically I have an invincibility Bar Slider which works fine in the editor, but doesn't work on the android build (It's a mobile game). So basically the images don't scale to increase or decrease according to the values set through the code, they are just constant, whereas in the editor everything works smooth as butter. Can someone PLEASEEEEE HELP ME ;_:
Can i use my mouse to check that my touch function is working properly, without having to export it everytime?
@glossy sluice look up Unity Remote for faster prototyping on mobile
Sat for 2 hours straight and it didn't work 😦
I have everything but it just dosen't work
Is there any other way, idn what to do lol
Ok well what I normally do is when I add some mobile input, I also write a mouse version of it so I can test it inside unity. But that won't give you multitouch
multitouch?
several touches at once. Like pinching
But like i wanted to make sure that like it detects touch
not what happens after
The other stuff don't really matter
Well you don't need a huge build just to verify that, just make a test scene with some basic UI reacting to touch
Oh yeah i could like make buttons/necessary stuff and make sure it works there and just double check the new code
I've been breaking my head for hours, basically I have an invincibility Bar Slider which works fine in the editor, but doesn't work on the android build (It's a mobile game). So basically the images don't scale to increase or decrease according to the values set through the code, they are just constant, whereas in the editor everything works smooth as butter. Can someone PLEASEEEEE HELP ME ;_:
@meager edge BUMP https://paste.myst.rs/svj
Anybody have issues building ECS for iOS? No member named 'get_address_of_ecb_0' in 'U3CU3Ec__DisplayClass5_1_t713C0FF0AFF2CC377EAAE683E9F7D820B8BCB45B'
Anyone here is good at building mobile games bc I have a problem with my game and I don’t know how to fix it if you are or have at least 1 month experience pls message me on private thank you
hi , how can i set a default resolution that will work on all phone types ?
@ripe sigil I’m pretty sure that when u export ur game u change it there and just search on the internet what resolution the iPhone 6 can have and put it or android if ur doing it for android
how to set my data to Data Folder com.mypack.myprojname in mobile?
i tried use streamingassets, assets, resources but no folder in my Data Folder
Could anyone tell me how I could make a 3D character move using a mobile joystick? I'm developing for Android on Unity and this one part I'm stuck on, basically I want to be able to move the character with a joystick and then be able to rotate through touching the screen.
I can show my current code if needed
@Ayresia#2327 what version of unity do u have? It also did not work for me but now it works
Can anyone point me in the direction to code a time based system like Soccer Stars?
Like Turn 1
Player 1 is selectable
Player 1 moves
Turn 1 ends
Turn 2 begins
Player 2 is selectable
Player 2 moves
Turn 2 ends
Thanks for every Like and Favorite! They really help!
Google Play download URL:
https://maximumandroid.net/detail/soccer-stars?id=com.miniclip.soccerstars
It's the last minute of the game and your opponent has the ball... but he's lost it! What a chance to score the winner....
@balmy lotus i don't know if ECS is tested for iOS
hi, how do i copy the game to my iphone ? like only my iphone and not publishing it
Do you work on a mac @ripe sigil?
Then you can’t, unfortunately
sad
Anyone using the Input Manager and developing for iOS/tvOS with controllers and on LTS? Is the left movement stick working properly for you? I believe Unity has broken controller support.
@latent osprey yeah doesn't seem to work. Works fine on Android using mono 2x but fails using IL2CPP with same error. I tried Mono2x and IL2CPP on iOS but no luck.
No member named 'get_address_of_ecb_0'
@balmy lotus ECS has some weird code stripping issues when building, I've had that happened to me.
If you can read C++, open the IL2CPP it generates and check out the line it throws that, and find it in your C# script
Then it's basically guesswork, change things around.
In my case I had something like
int count = ... ;
if (count > 0) {
Entities.ForEach( ... );
}
and after changing to
int count = ... ;
if (count <= 0) {
return;
}
Entities.ForEach( ... );
And it works.
Unsure the root cause of it but it seems to be about code stripping in combination with the new ECS stuffs.
0-0/ how to make app play in background (mobile)?
thanks @polar leaf, managed to hunt down the code that was trouble some. Had to reorder some code where my CreateCommandBuffer was being called. Also related to If statements and ForEach. I had something like
var ecb = m_EcbSystem.CreateCommandBuffer();
if () {
Entities.ForEach... => { ecb.AddBuffer() }
return;
}
Just moved the ecb inside the if since I wasn't using the ecb outside of that anyways
👍
I didn't look deep into it, but it seems like these variables are converted to getters/setters (makes sense, because worker threads need to access them too) and somehow if statements cause them to get stripped.
My character carries on the run animation for a few seconds even after standing still, does anyone have any idea on how to fix this?
Another thing the character carried on moving even after I stopped doing anything, it seems that turning the drag up has helped a lot but I feel like there's probably a better solution if anyone knows one
hey guys im making a bullet projectile in my mobile game and when i press my fire key it spawns the bullet but doesnt fire it and it doesnt run the destroy function link to code : https://www.codepile.net/pile/yK78PQp7
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I have a problem that I am struggling with, I kind of messed it up myself by not taking enough notes but hope to get some help. I upgraded my project to 2019.3 in an effort to get my particles to show correctly on android. Using a tiny explosion from Unity Particle Pack. I made a build that works (and I still have that apk), but then I changed some things to make apk smaller, compressing textures and what not. Another build changed the number. Problem is I dont remember what I changed and now I am back to it not working. 😬 Any ideas for good working settings? Anyone have an idea what I screwed up?
hey so i was building a game to Android and it gave me this error, seems this file is missing and i'm not sure where i can find it. any suggestions?
Work with version control @fast olive then you can easily jump back and see what you've changed
I installed the module, but its not showing installed
This error appeared during instalation.
I click on yes, then its installed.
But not working
Do it through unity Hub @kindred zephyr
if you go to installs you can add build modules to an already installed unity version
No that's the install button
oh
press the ... button on the version your project is in
its not showing that for me
why
its only showing ''Show in Explorer'' and remove from hub
Because you're clicking on the project, not the unity install
Then it might not have installed properly
Remove it and install again
found this on forum
''Hello !
You can only add modules to the editors that are installed through the hub. Your 2018.4 editor is installed outside the hub (the proof that you see "remove from the hub" but for the others you see the "uninstall" option). You can remove that editor from the hub then install it through the "ADD" button.''
wait let me see
so i remove it from hub
and add it back ?
Yep
i did that
nothing is working
i aleardy have 3 hours trying to solve this
i am angry
i have an issue too that is frustrating me
by the way if u have a password or a trust computer pop-up make sure to allow that
@kindred zephyr Some devices need additional drivers to be recognized. Installing support PC apps from the manufacturer will usually install needed drivers.
I use a samsung galaxy s9, i still cant find the fix.
Did you activate developer mode?
Yes i did.
Debugging mode is ON.
Everytime i press play and start to remote it to my phone, this appears.
So first i cant select my phone, and second this.
The path are selected, i checked 3 times.
you sure you installed the android SDK
I dont know what is wrong..i spent 3 hours trying to fix it
@odd arrow you have any idea about my issue? i am not able to build the apk to android
Look
weird i was able to yesterday
i have a question @kindred zephyr do you have in Program Files\Unity\Hub\Editor\2019.3.10f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools AndroidNativeLink.xml ?
I am not at pc rn
But if i have, what should i do?
Or if i dont
I will message you tomorrow, maybe you can help me.
Any one know of a good way to simulate wind on my own assets (not terrain) for mobile plateform ?
working with unity 2018.4
I don’t think your phone needs to show up there for it to work, although I also had issues with the remote. I just set it to ”Any android device” and mine worked after a few tries and messing around.
I.E unplugging and replugging the phone and restarting the Remote App
is adb on?
command line> adb devices > do you see your device listed?
is there a way to detect if the game was not installed through google play store?, i have a game that has iap (in app purchases), and with lucky patcher i can create a apk version of the app, and i would be able to buy the stuff for free, so my idea is how can i prevent that?
@ me if you know the answer, thank you
download android ndk from google and link it's path
This is in the location android studio says the sdk is installed
@kindred zephyr Make sure you connect your phone before opening Unity otherwise it won't show up, so if you have Unity open then close it, connect your phone with USB with the right settings (USB debugging) and then open Unity
Could someone have a quick look at a small bit of code for me or just help me, I'm trying to make my character rotate through touch input which I technically have done but now ever since adding the touch input, my character won't move with the joystick as he just rotates instead, I know there's probably a simple way to fix it but I'm not sure how
is the panel coverinf the joystick?
like is it on top of it on the canvas?
if so just move the joystick to the top
The joystick is in a canvas
yea but it needs to be on the top layer otherwise it will only take the touch input if you get me
Probably me being stupid, it's like this currently
hmm how does the touch input work?
Shall I show you the code, the screen rotate code isn't that long
yea
Hmm seems it won't let me post it
post a pastebin
hey I have an issue with my collider where the code says its never used and it doesnt call the function
im dumb fixed it
My unity wont detect the andriod sdk even after I tried downloading it via th uniity hub it still shows that it needs to be installed
if your using 2019 unity you might be facing a lot of issues with sdk that happened with me this week
so i'm downloading another version of unity
probably 2018 LTS
and do not install it from the hub you can try to install it from google and link it to unity
Try and uncheck 'installed with hub' and check it again to refresh the path @lethal gyro. Or whatever the checkbox is called
i got it sorted thanks just needed to reintall unity via the hub
You can use royalty free music
thanks
how to fix??
im trying to make a game and i have no idea how to make the resolution work for any device an not make all the buttons go everywhere any suggestions?
You want to set your canvas to scale with screen size, and anchor your buttons to the corners
i've done that but now all my content is gone
like i wasn't using a canvas then i added one and put all my gameobjects in there and they won't appear now in scene/game view
nevermind it just moved everything away. how to fix that?
thanks i think i got it fixed
i want to create a joystick for android which is used to aim weapons, like this
https://giphy.com/gifs/brawl-stars-5zvYoxkED5DjroMOwh
@fossil grove check out the virtual joysticks sample from the new input system - even if you don't use the new input system you can borrow the idea
Anyone here has experience in Distributing a Unity Game to the App Store?
Can we get good graphics for android? (Sorry if this is overused question)
if you polish your game and know what you are doing then yes
can someone help me make a mobile game?
you might want to be a little more specific, are you hiring or do you have a question?
im not hiring, i just want a little help
@glossy sluice yo thanks man that helped
Also can anyone link me some information about optimizing games on Android ?
Hello, I'm pretty new to Unity (especially for 2d mobile games) and I wanna make a specific movement mechanic for my first game, can any body help me?
Anyone here has experience in Distributing a Unity Game to the App Store?
@subtle spear i haven't tried this at all but i guess you have to make a developper account which you have to pay for then upload your game after building it same thing goes for Apple Store/Google Play
Yes @subtle spear
hi guys
Can I get help with building mobile game movement mechanics? If someone can help please DM me I really need help
It's a 2D game
https://stackoverflow.com/questions/58943263/xcode-build-error-prefix-pch-defines-h-file-not-found i have this problem mentioned by my achitecture was universal the whole time anyone knows how to fix this?
I've downloaded android sdk and i've switched a new unity project to IOS platform. I've also selected my phone from the dropdown list in project settings, but it won't show up on my phone even when I hit play. Does anyone know any fixes?
Android and iOS are different operating systems
And it won’t show up on your phone when you press play unless you use unity remote
Watch an introduction video on mobile development
Yeah, I have unity remote 5 open while i press play, and unity is detecting my phone and everything
But when I press play nothing shows up on my phone, it just shows the screen it always shows
Have you watched a tutorial?
Yeah I've watched a bunch of online setup tutorials
They all say to just open the app, connect to comp, make sure the device is selected in project settings, then run
I've also seen some that say you should download android sdk
I've tried 2 devices, neither works
Are you on iOS though?
yeah,i have the platform on ios
Got it to work by downloading ITunes (I'm on windows)
that took way longer than necessary lol
Question, do I need to re-work some parts of my code when exporting them to mobile? (IE: GetMouseButtonDown should be re-written to something else before exporting it as an APK)
can anybody help me here with connecting my android phone to unity (watched a couple of tutorials did exactly what I was told you know with the SDK and stuff but still wont work)
Yes @deft rose you need to handle touch input explicitly
@deft rose i can help you
hi) can you help me? i create a script for 2d unity spaceshooter (code in file) but i dont want my ship teleportation to the finger tap place, because i want to control it when i touch the screen... can you help fix my code?)
Playerprefs not working friends, what should I do?
@glossy sluice What is not working , Writing data , loading data loading after restart?
@kindred zephyr Alright, where do I start? Kinda having to redo most things as the tutorial I followed is outdated with my current unity version. :x
@deft rose just pm me, i will explain
hi, can anyone help me to create touch control for my 2d spaceship? in Internet i not find information what i need
@worthy solar https://learn.unity.com/tutorial/touch-input-for-mobile-scripting There are other tutorials as well.
@worthy solar And don't cross-post
Anyone know how to add the ability to use a gyroscope as input in Unity?
I finished the roll a ball tutorial but I wanna do it with rolling the ball around with a gyroscope instead of WASD/Arrow Keys
@earnest violet check out https://docs.unity3d.com/ScriptReference/Input-acceleration.html
Thank You 👍🏽
Can anyone help me with where can i find MK glow free asset?
(I saw a video and it was free few months back, but now its paid... and am pretty new to Unity and hence don't wanna spend)
Hi, everyone! How to check screen is dimmed? User tap to get screen brighter, and this tap go to game input
Hey, anyone know a way to get the real-world azimuth, pitch, (and roll) of the device? I think it should be possible by combining readings from the compass and gyro, but I'm super bad at figuring out the math in-between, would love some help!
@steel pecan I solved man thanks
@rotund wave for ios you can try this https://docs.unity3d.com/ScriptReference/Screen-brightness.html
I drop the coin value in a script, save it with set and call it with get to start function. Should I lower the coin value and save it with a set while doing an operation in the script b, and call it with get in the start function of the script b? Then if it calls the coin value twice, is there no problem?
@steel pecan Do you have any idea dude?
sorry im currently unable to understand what you like to accomplish
Playerprefs.SetInt("coin", coin); it's for script "a"
PlayerPrefs.SetInt("coin",scripta.coin); it's for script b
Playerprefs.GetInt("coin"); I'm gonna write this script to start function in script a
Does it work in both?
You can write and read from the playerprefs in any script
Yeah! Thanks for your answer...
About how many particles can most mobile platforms take? Just wanted to know so I don't add to many lol
Another question, I also want to use URP in my project in order to add 2-3 shaders that are pretty easy to make using the shader graph, can I do this? Or will this also lag on most devices?
Does anyone know how to use the new input system with touch support?
@steel pecan Thx i found this article too, but seek more universal decision for ios/android. Using timer from last anyKeyDown intuitively not the best solution
hey so my game freezes (audio stll plays) but works perfectly fine in editor
any way to find out whats causing it?
well i get this in xcode: 'MTLTextureDescriptor has width (2147483647) greater than the maximum allowed size of 16384.' where can i find this in unity? i get no errors in editor...
@covert rampart maybe, check all textures what you use in project
what would i check for though
look at their resolutions
is there an easy way to see that or do i have to go into properties for every texture?
start from the biggest textures from editor build log https://docs.unity3d.com/Manual/ReducingFilesize.html
@rotund wave
the 10.5mb one has been in my proj forever tho
so idk why im getting this
hi guys i want to Drag and drop an object around the X and Z axis instead of the X and Y Axis with touch control ..below code but i cant figure it out. can anyone help me pls ?
Hello, i don't know how to calibrate the accelerometer
Can anyone give me a starting point to creating a Mobile Idle Game's Tabs/Menu? All tutorials I find are for PC, and have unnecessary features I don't really need.
Also, will buttons work fine on mobile as they work on PC or do I need to do special tweaking to make them work on mobile?
anyone know how to get vertex lighting to work with lightmapped geometry?
none of the default shaders do both
plz @ me if ya know something
bruh
Has anyone figured out how to build for Android in 2019.3.10f1? I am unable to install the Java Development Kit through Unity Hub. Seems like this is due to a bug in Unity https://forum.unity.com/threads/setting-up-android-jdk-and-ndk-for-unity-2018-4-18f1-lts.838015/#post-5549776
odd Im using 10.f1 and had no issues building
still trying to figure out vertex lighting on top of lightmaps
if anyone knows how to do simple vertex lighting on top of a lightmapped scene hit me up plz
Hello everyone!
Is there a way I can lower and/or get uniform touch sensitivity across mobile devices? I have a platformer with an on-screen joystick and jump button and I am getting differing levels of jump between my touches while using an android phone and tablet to test.
Any thoughts/ideas?
how can i make ai polie cars in unity that follow the player when cerstain distance and avoid obstcales smartly, etc. or where can i find a package?
@trim ermine I'm not sure. I am translating keyboard key inputs to touch screen and I'm guessing that from the time the touch signal first occurs to the time I lift my finger again, the engine registers all those signals as "touches". I am not sure.
I followed the "Touch Controls in Unity" tutorial from Brackeys
I mean that sounds like extra poor implementation lol
most people track multiple touches and fire events on touch start and touch end
no matter whats going on a button shouldnt fire over and over unless you coded it that way
which would be an odd thing to do
ok, i'll look into the touch start and touch end functionality and see what i can do
thank you
@trim ermine
🤘
Hey guys, my app is currently using unity ads, everything works fine.
Iv'e just downloaded AdMob from google, imported to my project and simply added a script as follows -
public class AdMob : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
//Initialize admob
MobileAds.Initialize(initStatus => { });
}
}
After doing that the build just breaks (I can debug fine), the error that is thrown is -
CommandInvokationFailure: Gradle build failed.
Would love some pointers, thanks
Duplicate class - android.support.customtabs.ICustomTabsCallback ?
@vocal gust it sounds like you are using screen space measurements for an on screen joystick, when you should probably be using physical coordinates
oh
nevermind
@grand dove it sounds like you didn't import everything correctly, e.g. the android library part of the admob sdk
hmm, I'll try to remove and re import the admob sdk and post back.
thanks
@latent osprey
Hey mate, so just to make sure Iv'e reverted back to an older working version.
I even removed UnityAds plugin just in case it might cause some duplications.
I followed the get-started guide of google admobs and after importing and resolving the library this is the error I get -
any ideas?
like is it common approach in unity lol?
shouldn't packages work from the get go?
Which ones should I delete, does it matters ?
I guess the MDB file is different?
so I should just delete the DLL and meta combo from on of the folders?
@latent osprey ok, I will research this further. thank you
Hey guys, kind a confused on how admob mediation works.
so far I simply had an adUnit in admob that Iv'e showed on my app, now Iv'e configured a mediation group so I can show both admob and unity ads.
But how do I actually load the mediation group ads in my app? it doesn't have an adId or anything like that, it seems like admob API only supports loading single ads ?
hey, have a question for those who's working on mobile game dev. in the ballpark, how much your first game made with ads in the first month after launch?! kinda want to compare.
Hello guys, i have question about unity restricted assets. Is trash dash restricted asset, can i use 3D models for my mobile game?
https://assetstore.unity.com/packages/essentials/tutorial-projects/endless-runner-sample-game-87901
If you're an AdMob publisher building with Unity, you know that putting AdMob mediation to work in Unity apps can be tricky. Not only are there two different platforms to deal with (and therefore two SDKs, two adapters, and so on), but many things that are simple on Android an...
@balmy vine
Im still confused mate .. saw the video, followed the steps which basically explained how to configure mediation in admob dashboard.
and regarding the code it only said to import this package - https://bintray.com/google/mobile-ads-adapters-unity/GoogleMobileAdsUnityAdsMediation#files (which I did).
But it doesn't say how I actually make use of the mediation.
For example instead of loading a speicific RewardedAd by its AdUnitId. how do I load a mediation group? so it will also load unity ads?
it will be loaded automatically, as long you have the mediation sdk for the other ads
you should set what mediation you are using on the admob dashboard
Forgive my repetetive question ... just trying to be sure. here is how I currently show an Ad on my app -
string adUnitId = "ca-app-pub-{adId}";
rewardedAd = new RewardedAd(adUnitId);
rewardedAd.OnUserEarnedReward += HandleUserEarnedReward;
rewardedAd.OnAdClosed += HandleRewardedAdClosed;
// Create an empty ad request.
AdRequest request = new AdRequest.Builder().Build();
// Load the rewarded ad with the request.
rewardedAd.LoadAd(request);
The above loads a specific rewardedAd to my app.
Iv'e now configured a mediation group for rewarded ad in my google admob dashboard, and configured both the ad above and another one from unity ads.
Do leaving the code as is will trigger the mediation group and show unity ads as well? (even tho I specifically request for an ad and not referring anything to the mediation group?)
how does it even know to use the mediation group ?
@kindred stag ty!
yep, as long as you set up the mediation correctly, the ads id, the app data. admob will handle the rest
but keep in mind that, admob will become priority
Yeah sounds good, I dont mind admob being a priority.
Just still can't confused why admob would choose to use the mediation if my code above requests a speicifc ad lol...
Weird they havent made a way to load a mediation group instead.
ty gyan!
well, there's some condition, e.g there's no fill rate from admob, or maybe other ads have better revenue
if that condition were true, admob will load the ads from other provider
Awesome, have you got the chance to deal with Google's Consent SDK.? (https://developers.google.com/admob/android/eu-consent#collect-consent)
basically I just import the package, load the form and they from there on Im clear? haha
As in - legally
not yet, i just add a privacy policy for user to read before they play the game
👍
on it now, I'll let you know mate.
looks easy just trying to figure out how to import the actual package as its not a unity package as is.
But seems like you just load the form, and they know to do it for each user once per app (getting his consent)
nice, will try to use it on my next game if it easy enough to implement
thanks @grand dove
Hello, I've been trying to implement AdMob to just a basic testing project (press button recieve test ad) but have been running into a few issues. After importing the plugin from https://github.com/googleads/googleads-mobile-unity/releases/tag/v5.1.0, and running the resolver, I try to make a script referencing GoogleMobileAds.api but visual studio does not recognize it when trying "using GoogleMobileAds.Api;" . Has anyone ran into this? I'm new to Unity and Visual Studio, any help is greatly appreciated
how to make random ads appear?
Hello everyone, I'm trying to make a java library via Android Studio. When I stay in android studio, I make an application, I generate an apk file with a manifest file configure for an API via (sdk osmi dji) it works perfectly. What I am trying to do is a library in android studio to output a .aar file and in unity3d use the plugin. I manage to communicate without worries if I make a simple class with string functions with return values. But when I try to adapt the project, I do not know if already to start I have to put the info of the manifesto with notably my API key in the library in android studio or else to make a custom manifest file in UNITY 3D. Good day to you.
sorry for my rough english, i'm french.
how can i make a media player when the person playing clickes on it it asks to let access to their music library and it plays their music
shuffles
or is their a asset from the store?
i would like to integrate that
Has anyone used Unity's Mobile Notifications package?
@pseudo notch that’s incredible English
Anybody know if WebCamTexture's terrible performance is fixable? It has such abysmal framerate unless I pass it an unacceptably low resolution.
Even better if there is some better way to access the camera? (mostly looking for preview, not taking pictures or videos)
Might be worth looking at the code inside ARFoundation to see how Unity does it @safe bison
Yeah considering doing that but it seemed kinda intimidating, but if there are no other options I'll prolly do it
How do I save My Instantiated object? I just want see my instantiated object when I turn back to game.
Wait unity works with Android studio.....HOWWWW
@past tinsel you can create a librairy in android studio and plug with unity3d
.arr or .java to unity 3d
that probably means it won't work for an iOS build, right? @pseudo notch
just curious
Android studio it's just android but is there a ios plugin ? I don't know.
@safe bison Yes, they are different OS's, different API's and etc
hi! can anyone help?) i make joystick, but dont know why, it has interpretive control, for example, i move joystick down, my pers go up, etc...
hi.. i need to ask something about itween rotate plugin
So how useful is the button on a UI layer for Axis Inputs? Can it be used as a D-pad? 4 seperate buttons, 4 different event triggers and in the button handler script just have a getAxis.Input ?
when i set my audio settings to best latency, the build my project and run it on android, all the sounds are laggy and dragged out
why is this
how do i fix it
Hey I'm having a bit of an issue with Screen.orientation? I have this class on a button in scene 1. The intention is its a mobile app, so scene 1 is set to portrait by default, and on click of the button scene 2 will open and it will set the orientation to landscape. But theres a really long delay on it - it'll change scene 1 to landscape, then change scene to scene two... anyone got any ideas?
public void sceneLoader()
{
SceneManager.LoadScene(sceneName);
Screen.orientation = ScreenOrientation.LandscapeLeft;
}```
anyone know how to create shoot button for 2d project? or maybe you have a link to good lessons?
When i try to build android it says select SDK folder.Anyone can solve this?Meanwhile i use unity 5
have u downloaded Android SDK yet ?
without android sdk not andorid build
After download what i must do?
I asked my friend to download it and we will do it with collab
There are plenty of tutorials on this subject
Has anyone used the Google Play Games services Achievements system? In my game I put 3 achievements for killing enemies. So I have "kill 100", "kill 500" and "kill 1000". Whats the best practice to report the increments to the server? I tried sending the 3 increments all in one method but not only does it look bad but it also wont give me that unlock when I reach 100 kills. it just stays at 99 and increments the others.
This is what I have (not working), i set the increment to 10 for testing and it gets stuck on 90%. I tried commenting out the two bottom lines and that seemed to do it.
@quartz kernel I know but most of them are different and i don`t know which is correct
Hello guys! I have a question : does unity right now support System.Drawing.dll for mobile devices? On my side is said that : "unable to find gdiplus", but both dlls are in project over Plugins folder.
@quaint gazelle no, it don't support
damn, I have designed to work with it 😦
Hello
can anyone help me with player preffs?
With what exactly?
Can I ask about building android game here? I have an error everytime I tried to build it.
That's the place to ask. Build errors could be quite obscure though. It's better to search them first.
I've tried but no real answer come up.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) that's my problem
I've fixed this error Assets\Script\mainmenu.cs(17,9): error CS0234: The type or namespace name 'EditorApplication' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?)
but it always comes up on the console
Your editor scripts need to be inside a folder named 'Editor'
@quartz kernel Can you explain it a bit more?
You can not use 'using UnityEditor' in any script that is going to be used in the game
UnityEditor is not a part of the built game
So you'll need to either move the whole script or remove the parts that refer to UnityEditor
So you'll need to either move the whole script or remove the parts that refer to UnityEditor
@quartz kernel I've changed the script so there's no reference to UnityEditor
Hi there! Could anyone shed any light on the oldest version of Unity that's still viable for building projects that will pass Apple's basic technical requirements (iOS) now? Can I still go back to 5.x? I have an old but rather large 4.x project that I'd like to bring back to life, but it's full of 2013-era NGUI, MegaFiers, particle emitters, etc. etc. So I'd rather try the approach of 'nursing' the project incrementally up through Unity versions until I get to one that will build to Apple's basic 2020 needs.
Guys, Is there any formal way that I can test iOS build from unity directly in an iPhone
Yes with unity remote @hazy kiln
@quartz kernel , Yeah I found that. But still I can't make an iOS build without having a Mac. Anyway Thank you for replying ◕‿◕
Yeah exactly that's what the problem is. X Code didn't have a windows version ,right?
Correct
Hey, can you make it so when you tilt your phone your object moves, or can you make it so you have jump on the bottom and right and left above so it moves
yes, look up how to use the gyroscope @glossy sluice
tilt
And simple enough to do touch interactions like that, you just assign a max distance and calculate the distance between the touch and the corner
Alright, thanks 🙂
@quartz kernel Just wondering, does it make any diffrence to have the gyro in a new script or do you have to have it in your current one
It's up to you how you wanna structure it
But can you have it in a diffrent one
Yes
But if you have several inputs influencing the same object you might want to keep them in a single script
@quartz kernel But this seems like a world rotation, the idea is that the ball should turn smoothly right/left when i tilt
Is that gyro
the gyro returns the real world attitude of your device, it's not related to game space at all
How do you guys go around resolution scaling for mobile? 😄
@quartz kernel Then you misunderstood what I meant
? you want to move your object based on how you're tilting your phone?
The gyroscope just gives you the raw data
It's up to you how you translate that into gameplay
Either moving my ball by tilt or moving it with buttons
Anybody got a clue on why doesn't work, the ball is supposed to move when I swipe my finger
@glossy sluice there's a lot going on there that is wrong, maybe start with a tutorial
i would recommend ray wenderlich's
@small hull you can use the physical canvas scaler for UGUI and a nice camera package like ProCamera for sprites and 3D. test with the Unity Device Simulator package
@silent ferry you'll be seeking the oldest unity that supports Xcode 11 and il2cpp
why is my second material on my gameobject not showing up on android?
visual studio still marks code with the #if UNITY_EDITOR tag as active even immediately after i build my project for Android. has any one else had this problem before
Hey! Any can help me with SWIFT_VERSION for unity project? I can't find it in Xcode at all
Hey, can anyone help me with movement thru finger swiping, meaning my ball moves to the left when I swipe left etc
hey, trying to implement double Tap
foreach(var touch in Input.touches)
{
//if(touch.tapCount == 1)
//{
// StartCoroutine(StartTappTime());
//}
if(touch.tapCount == 2)
{
Tapposition = touch.position;
ScreenTapped();
}
}
this is in my Update function
but somehow it runs the function everytime I tap the screen (even if it is only one time) but sets the Tapposition only on double tap
@glossy sluice you should really use eventsystem or the new inputsystem for things that are more gestural
@granite valley EventSystem supports double clicking/tapping, maybe that would be more helpful to you
Whats the new input system
This is my code, if you would wanna take a look and have suggestions
It runs with no error but doesn't do anything when I swipe etc
there's a lot of details with a swiping behaviour
and there are many ways to tackle the problem
abstractly, you're trying to convert a sequence/stream of pointer positions over time into a single "swipe" event
if you draw out on a piece of paper finger positions and times, you'll have an easier time visualizing the "when" and the "direction of swipe"
How do you suggest I do this?
you can even do it in 1 space dimension for now, like X, so that you can just plot pointer position as a function of time for different swipe positions
i would use UniRx, but it's something i'm more familiar with
it might be easier to just reinvent that particular part of unirx
you can also just use drag events
Sorry but Im actually like jsut new to coding
usually, in mobile games, the swipe is fired before you lift your finger off
I've played with Unity for 1 week, so I don't really understand
most of the problems you're going to run into isn't from the code, but understanding the behaviour
yeah
you should probably get an asset store package for this
Yes ik I should but at the same time I wanna learn
Do you think I should remove "touches" and type GetTouch instead
Already do
and record, with a different camera, exactly what happens as you swipe
But how do I get that into my game, there's my problem
unfortunately i can't help you with that
Alright, thanks anyways 🙂
i think the code you posted is alright, and if you try to solve 1 dimension first, you'll have an easier time understanding what is wrong
generally, you are mixing mouse buttons with touches, which doesn't work
you're setting a state, "swipeUp", for example, when really a swipe up is an event, it happens once
rather than being continuously true for many frames
so there's a mix of code issues and objectives issues
I have a terrain 3000x3000 and I get massive frame drop when I look at him how to optimize that?
Hey, anybody got tips on how to make this code https://hatebin.com/elzkvnfndh make my Sphere move depending on where I am swiping
hey there! anyboy got some tips about making a button show a message box?
When i try to Upload my game to google play console, i cant Roll out because I am apparently not supporting 64bit.
How do I solve that?
In PlayerSettings in Configuration you have to switch Scripting Backend to IL2CPP and then in Target Architectures select ARM64
Also not sure if it still works like this but there was something wrong and Google Play was saying build is not supporting 64 bit even if ARM64 was selected. In that case try deselecting x86 in Target Architectures.
Does anyone know any tutorials for setting up a combat system for mobiles? I've been trying for a while but can't seem to get it right and I can't find any tutorials online for mobile combat
thx Molioo that fixed it. I was already using IL2CPP, but didn't know there was an architecture selection
Np. I had the same problem some time ago 😉
@Molioo that advice is correct, but more specifically, is that Google expects 64bit versions. So you need ARM64, but Unity does not support 64bit for Intel Android devices. As such, if you add x86 to the build, Google expects x64 to also be present. But since Unity decided to not support that (I guess they didn't get money from intel recently?), you can't upload just x86 to Google Play.
what mobile device do you have? @lyric path
Anybody got a clue on how I can add movement on my Sphere with my code https://hatebin.com/gzajgucmoh (with swipe)
@lyric path IF you mean that Unity Remote 5 is laggy, it is for everyone
Why when I look at terrain (his empty) they make frame drop?
Help me
Performance on mobile is bad if you don't know what you are doing. There are so many articles and talks especially for Unity what you should consider while developing for mobile and how you can optimize your code, assets and etc so it can run much faster even on low end mobile devices
Without looking deeper on code, assets, implementation and etc it's really hard to know what cause a bad performance on mobile
Most of the time it's a combination from bad code and bad asset management
If i forgot to check the ADS button in the services menu, but my game is still showing ads. Will I still get money from those ads?
Also how long does it take for revenue to show up in the dashboard?
revenue takes 1 day to show up
anyone know anything about optimisation for mobile? Well optimisation in general tbh, i havent rly dealt with it before. Apparently the renderer is taking up 77ms and gfxDeviceVK.syncSubmission is taking up most of this. Tried googling it but couldnt really find much. There are only 8 batches, 8 draw calls, 5k verts, 1k tris which i would have thought would be fine for mobile but maybe im wrong?
im very new to developing for mobile and actually optimising stuff so ive not much clue really
@robust hamlet I find post about my problem the problem with lagging terrain is in unity and I must to convert a terrain to mesh it's true?
Anyone got experience with Gradle errors in Unity Android?
https://stackoverflow.com/questions/61716969/unity-cant-build-to-android-after-adding-facebook-sdk-gradle-error-collidi
UnityEngine.Advertisements.Advertisement:Initialize(String, Boolean)```
This problem affects with something????
Hi guys ! Does anyone know what is causing crashes on my phone when I try to change my scene ? It works perfectly on my computer
@chilly folio you can check your game logs in Android Logcat, maybe you'll find there some errors causing those crashes.
Can someone make me controls for IOS and Android because currently I have just for PC
If you can DM me and I will explain the controls I need
@chilly folio you can check your game logs in Android Logcat, maybe you'll find there some errors causing those crashes.
@warm adder Yeaaaah ! Thanks ! It helps me ! The problem came from a nullpointer, does anyone encounter this problem ?
Well it's pretty common, it means you are trying to use something and that something is null, so it's not assigned or destroyed. You should check the script and function where this error occurs and try to find what can be null there.
Actually, it's not a normal nullpoint, I've got a "Error CRASH Cause: null pointer dereference". I understand for the nullpoint but what does the dereference means ? @warm adder
Hm, didn't have that one. Are there any more messages below this? Maybe some with you classes mentioned in backtrace?
I've got that
How can I make the screen fit into all types of mobile devices?
If you are making a mobile game
The one simple step literally will solve all the fps problems
I don't know why not a single person mentioned this
compress all your sprites to 0 quality
and set size to max
Hello, i am making endless runner. How can i render straight line to be curve? So what i want to do is render straight road to look like curve.
oh just saw this chat
does someone knows what this error means when i try to build?
hi i am wondering if there is a way to set a universal position of an object bc of 2d
So I posted my game on Google Play store
It was on top when I searched its name(cause on other app had the same name)
But now when I search it it's not showing up...
Even if I scorl really down
The game is still posted as I can see it frm my publishing account
Anyone know how to resolve this ??
Try to change the name of the game to something else...
Why would that help ??
Is the name something really common?
Also some times it takes a while for Google to add things to its index
Also, I think Google Play hides results of games that are not popular. So unless you have a decent amount of purchases/downloads, I think it's going to be hard for your game to appear in results.
@half plover use UnityWebRequest instead of a java plugin to interact with a REST API
@chilly folio you have a regular old error that will show up in the editor, mind your exceptions
@leaden crater set your Application.frameRate to 60 and turn off vsync on Android
@chilly folio you have a regular old error that will show up in the editor, mind your exceptions
@latent osprey Thanks for the answer ! My error came for a world anchor that appeared in a gameobject. On my pc, I didn't have any errors. Only on my phone.
Finally, I have my happy ending ! Thanks for the help !
How much draw calls should be my limit for mobile games?
When i can say that i am happy with my draw calls?
Hey does anyone know why when I download a game from the google play store and install it, it comes with a save file
I have tried clearing my games data manually but every time I download a fresh install from the play store it comes with an old save file, It does not use google play games either
I'm just using persistent data path
Can you please help me? Can't run my game on iOS anymore. After unity's splash screen it's just a black screen and a message in the log
Unbalanced calls to begin/end appearance transitions for <SplashScreenController: 0x105b06090>.
What could it be?
Following issue: i am using unity's IAP system to allow ingame purchases from google play. In the Editor it works (obviously cause unity mocks them in there to always work). I created an internal test release and used the internal test Download to get the app.
But for some reason its not opening the google play in app purchase screen... what could i have done wrong?