#📱┃mobile

1 messages · Page 29 of 1

mortal jetty
#

Unfortunately, yes, but last year the mobile games market brought in more money

#

I think in the long term there will be more for mobile in the future, not only cheap ones, but also good ones, as COD showed this year

eternal violet
#

u know

#

admob was so frustrating to me

#

at the start

#

i switched to unity ads

#

but then i realized its only for google play store and itunes

#

so i switched then to admob and now it finally worked out for me

#

so xd

mortal jetty
#

haha

#

So I am really new to Game Developement very I guess 3 or 4 weeks

#

and one time youtube recommend me a vid about Ads on unity

#

and there they told that Unity ads is so more easy to go with but maked more money

#

But then when I read the docs it sounded easy

#

and when there would not be this bug I would say so to

#

I alway where a big fan of Google (Firebase, Dev Conole, ...) so I didn't try Unity Ads at all

eternal violet
#

@mortal jetty right ye

#

thats nice

#

3-4 weeks

#

well i spent 2-3 weeks of my life

#

making this game and now i just pbulish it xD

#

btw im new to unity as well

#

well kinda

#

like i used it before

#

but i never actually got as far as i did this time

mortal jetty
#

hahah that sounds good too, so I turned 15 and had only done a bit of game development before, with scratch at 8 or so, but I had previously programmed (1.5 years since I got my pc) also a bit with Arduino that's why i had the syntax of c # schnelöl on it and with a brackeys series it is not that difficult to learn unity

#

Concratulations

#

I guess I will also publish my Game wich a made with a friend in the next days

#

I guess only on Playstore because I dont want to bay this 150$ per year to IOS and Amazon mhh did never thought over this why did you published it there

#

mh the build is finished but its still crashing

small hull
#

Hey guys, hope you are all well. I please need help really badly!

I just can't figure this out. Please help!

I am using the new ScalableBufferManager.ResizeBuffers API to dynamically scale the resolution in my game.

This is great as it does not affect the UI so it stays clean and crisp compared to Screen.SetResolution However, when i use the ScalableBufferManager.ResizeBuffers and set it to be half the resolution (so a resolution scale of 0.5) - or any for that matter the following happens: The camera position seems to zoom and shift weirdly and im not sure why, please compare the screenshots of it on vs off. The platform that was tested on is on iOS

eternal violet
#

@small hull im not sure if this is of any help, but u can set the canvas to scale with screen size pixels, therefore the ui will always be crisp and in the right place

#

and also in project settings i think u can also set android orientation to always be potrait - a tip

#

and possibly by doing so, canvas scaling with screen size may have diff results to ur method

small hull
#

Hey @eternal violet Thank you for the reply, I need my game to be landscape so ive forced it to that for now. I am also using Canvas scalers already, but my main goal is to lower the resolution of the game without affecting the UI's resolution.

Lowering the resolution will help battery life and FPS especially on mobile, the above method seems to work its just messing with the camera position for some reason 😦

#

It might be a bug i think

eternal violet
#

mhmh

#

@small hull u should join the game dev league discord

#

do u wnana join it?

#

i cna send u an invite

#

its got alto of experienced unity devs

small hull
#

Yes please @eternal violet That could be cool! Thank you

quartz kernel
#

It might be the FOV of the camera that's changing @small hull?

verbal thorn
#

Anyone know how to make a cube half way invisible? Like at the top of the cube its a solid color but as it goes down it becomes invisible?

lofty island
#

hi guys i want make a cube glow something like this. Is there any simple method to achieve this if I am not using LWRP/HDRP?

half lotus
#

Hi! I’m new to the whole game dev thing ( unity & programming)! I want to make a mobile game! What should I do first ? Any youtubers and sites u recommend? THANK YOU!

golden remnant
#

@half lotus i personally use Udemy, Youtube, Github, Stackoverflow

paper pier
#

@lofty island you need to use lighting

lyric spire
#

hy all hope this relevant to mobile topic, so im super new on implementing ads on mobile game and i found a tutorial, but the way he set is so smooth, while i get full of red error

#

Assembly 'Packages/com.google.external-dependency-manager/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.155.dll' will not be loaded due to errors:
Unable to resolve reference 'UnityEditor.iOS.Extensions.Xcode'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.

like this?

#

any idea

glossy sluice
#

Unity remote 5 Is not working for me, any suggestions on how to fix it? I made a new project, changed device to any android device and in preferences all android options are checked.

#

Plugged in usb and chose transfer files

eternal violet
#

@glossy sluice first of all u need to see ur device

#

as an option

glossy sluice
#

oh

#

Mine isn't showing up

#

Any ideas why?

#

Did I miss a step?

eternal violet
#

plug in ur device, open unity, go to build settings and refresh till u see ur device (thats if u installed unity remote properly)

#

im pretty sure

#

u should see it

glossy sluice
#

Nope wont show for me

#

Oh i fixed it

#

Finally

#

I was having errors with usb debugging but fixed it

eternal violet
#

ohh

#

xd

glossy sluice
#

I had to enable usb debugging then I had to check a box for it to allow my pc XD

eternal violet
#

lolll

glossy sluice
#

best resolution for a mobile game?

eternal violet
#

None. screens vary in size

#

unless ur making ur game

#

specific of ur size only

#

in canvas, theres the option of scale with screen size

#

but set a resolution anyway

#

as like the reference

glossy sluice
#

Ye I want the game to fit all screens but whats an ideal resoultion for reference?

eternal violet
#

ye it doesnt really matter, i just set my own

glossy sluice
#

Sprites are a pain for me

#

I use a online pixel art thingy, then import it but sometimes its to small so i go back into the online website and i rescale it but then the pixel art messes up

eternal violet
#

ye em

#

u would have to have each pixel be like what 10 pixels xd

glossy sluice
#

where can i set a resolution for reference and it not actually being a specific size

#

?

eternal violet
#

to be honest, since ur workign with pixels art and such, id jsut set lowest res screen

#

lowest screen size

#

it doesnt amtter, coz that screen size would be scaled up if need be depending on the users screen size

glossy sluice
#

1 part will not be pixel art, but where can i set the res?

eternal violet
#

in game view

glossy sluice
#

I'll use this

glossy sluice
#

I noticed when turning my phone it switches like usual, but all the content like the sprites become stretched out

#

How would I fix this?

eternal violet
#

because u selected screen size of: 480x800 so its 800 high, and 480 wide

#

and so if u turn ur phone

#

480 pixels will get stretched

#

to 800

glossy sluice
#

800x480* And okay, So what is the best screen size then, so it does not get stretched out on any mobile device.

eternal violet
#

idk the workaround of this, because i didnt bother searching, i simply locked orientation of screen

glossy sluice
#

Thanks for the suggestion!

iron acorn
#

Anyone has experience with vfx graph on mobile? Is it any more performant than shuriken? From my understanding gpu on phones is simulated by cpu, so technically, VFX graph wouldn't provide any improvement there, right?

#

Same thing with fancy shaders, right?

crisp kite
#

Why does this happen?

#

Or how can I fix it

steel pecan
#

@iron acorn often mobile CPU and GPU are comined in one chip but that does not mean that cpu simulates the GPU
not all phones have a GPU that supports cumpute shader that are requeired for the VFX graph to work

rain hinge
#

Any ips games

#

Ios

iron acorn
#

@steel pecan I see. Thanks for the info. I guess I'll avoid using the VFX graph for now.

oak wigeon
#

Hello !

#

someone know why i cant use Advertisement.addListener() in my code

#

?

warm adder
#

is there any error showing up when you try to do it?

oak wigeon
#

yes :

#

Assets\Scripts\Ads.cs(18,23): error CS0117: 'Advertisement' does not contain a definition for 'addListener'

warm adder
#

It's probably AddListener with capital first letter

oak wigeon
#

i have tried but no it's not that :/

warm adder
#

here it shows that its AddListener. If you're using this class, it should be like that

#

is there any other error when you try to use AddListener?

oak wigeon
#

Assets\Scripts\Ads.cs(18,23): error CS0117: 'Advertisement' does not contain a definition for 'AddListener'

#

^^

pale kayak
#

Hey guys, post-processing stack v2, bloom is pink (shader error) on mobile, is there an alternative available?

#

On android if that helps

pale kayak
#

Hmm okay turns out it's something different -

#

In the build on first launch everything is pink (but scenes are loading and things are working in the background - detected with ADB)
But if I minimise and re-open the app everything is fine

#

Any idea what could cause this?

oak wigeon
#

@warm adder i have solve the problem by changing the ads package

#

but now i have this problem :

#

The object of type 'AdsManager' has been destroyed but you are still trying to access it.

#

my code :

eternal violet
#

@oak wigeon it sounds as if the object u put the script is has been destroyed?

oak wigeon
#

yes but no the object with the script is not destroyed :/

glossy sluice
#

does anyone know why my character is falling when I move?

crude mural
#

Looking for someone who can help me with gradle dependencies & and how to fix these errors:

com.android.build.api.transform.TransformException: Error while generating the main dex list.

I dont really understand it, I'm willing to pay someone to teach me this stuff, shoot me PM if interested, thanks 🙂

burnt sphinx
#

Hi guys, anyone knows why im getting a error on my mobile (after download the apk from the unity)? "Application not installed"

#

nevermind, just deleted the old versions from my mobile and worked

timber edge
#

Hey all, are iOS builds default set to fps 30? I saw some pretty bad jittery movements for simple tweens, but setting Application.targetFrameRate = 60; worked fine. That said, I'm new to unity and not sure if setting this has other repercussions

burnt fjord
swift vapor
#

try again

burnt fjord
#

doesn't work

#

obviously

golden remnant
#

does anyone know why my character is falling when I move?
@glossy sluice did you set the collisions right?

pale kayak
#

Anyone working with the newly released cardboard sdk for unity?

#

Having some issues

eternal violet
#

has anyone here published app before?

glossy sluice
#

@eternal violet yes

#

Anyone here ever used the Sign in with apple (best if its the unity asset store one) ?

burnt fjord
#

So does anyone know what file I am missing?

glossy sluice
#

nope maybe u installed some android plugins and its messing it up?

burnt fjord
#

I only used Unity Hub to install modules

#

And then I installed Android Studio

#

Because Unity says I have to

#

Then this happened

glossy sluice
#

No why would you want Android Studio?

#

that should be all needed

#

unless you wanna do something else

#

Is this an empty project or did u add stuff and if so what?

burnt fjord
#

It says 0<26

#

So I searched on the internet

#

And it requires Android Studio

#

Then I installed Android 6

#

And it worked

#

I'm new to unity

glossy sluice
#

@glossy sluice did you set the collisions right?
@golden remnant have this? kkk

eternal violet
#

@glossy sluice how long does it take for pending publication to end?

#

like i did the roll out thing for my internal app apk

#

and now im waiting

#

i just made this google console play account yesterday

pale kayak
#

As I remember play store submission was pretty quick

#

I had maybe a day from submission to approval compared to iOS a few weeks of adjustments before they'd fully accept

eternal violet
#

@pale kayak u sure?

#

is that for new users

quartz kernel
#

It varies a lot. We had approximately 10 days last time

eternal violet
#

oh my god

#

;p

#

and im just doing internal testing

#

to make sure its fine

#

so another 10 days then to publsih it huh

golden remnant
#

@eternal violet i published a game like 2 days ago. I submitted the game around 8pm (GMT +3) and next day in the morning the game was published.

eternal violet
#

on play store?

#

and also u didnt bother testing the game? xd

#

im publishing an internal testing

#

and its still isnt done

#

after 2 days nwo

#

@golden remnant

golden remnant
#

i just put it on the store, no internal testing nor beta

#

on play store?
@eternal violet yes

eternal violet
#

damn, why does internal test apk version

#

take so long to submit or something

#

publish

#

its super anoyying, czo like im not even publising it or anything, i just wanna test it ;p

#

then i will have to wait what another 1-3 days or something to then have it published

#

is this because my acc is new?

#

how old is your acc

golden remnant
#

1 year or so

eternal violet
#

oh ok

#

well then

#

i guess that explains it

latent osprey
#

@timber edge yes.

amber wave
#

what i did wrong?

#

I am authorized in unity, is it necessary somewhere else?

timber edge
#

@latent osprey is it pretty normal to force it to 60?

latent osprey
#

Yeah 🙂

spiral garnet
#

Hey!
Does anyone know how to get Ram usage infos like you would get with the Xcode memory profiler, ingame?

lime vessel
#

Guys, I have a question

#

I just implemented IAP’s into my android game and I want to see if they work but when I try to buy them I actually get charged so how can I set a Test card to buy it without getting charged?

#

with google play console

marble sandal
#

Hi all,
I'm brand new to Unity and would like to try my hand at making an iOS game. Could anybody recommend a video that might be able to explain to me how to scale my game for different iPhone versions? I'd hate to build my game for an iPhone 11 and it scale horribly or not play at all on earlier models with smaller resolutions.

glossy sluice
#

UI scale?

#

use anchors

#

and do the canvas for a 16:9 res and enable the scale thingy and u should be fine

#

and if u wanna use the extra/notch area

marble sandal
#

Thanks @glossy sluice i'll take a look.

glossy sluice
#

Does anyone know how to use sign in with apple?

#

Do I use idToken or userId as a unique identifier, in case I wanna save something on the server?

burnt fjord
#

Can someone help me? I can't find answers on the internet and I don't know what this file is

PS. If the Try Again button works I won't be asking here

odd arrow
#

@burnt fjord Latest Unity build has been weird with permissions for me not being able to overwrite previous build in WebGL, maybe it's a similar problem. Delete previous build completely before building.

burnt fjord
#

I do not have a previous build of Android

#

I only have one PC build

#

Should I delete that one?

odd arrow
#

Is your project on the system drive?

#

Recheck that you have latest SDKs in preferences setup as well

burnt fjord
#

Um you mean in my computer?

#

My SDK I used Android Studio to install

#

I installed the top one

#

And Android 6 because it says required so...

odd arrow
#

It might have not liked it. To be sure use default ones that can be installed in modules in the Hub

burnt fjord
#

I can't

#

Once I installed it doesn't work

#

And now the box can't be checked

#

I mean when I click on the box to choose and install it

#

The box cannot be clicked on

odd arrow
#

It could be detecting the one from android studio. Try uninstalling it.

glossy sluice
#

guys ..

odd arrow
#

With default ones which come with it should work without problems

glossy sluice
#

welp i have no idea, i installed the unity package from the asset store dunno why it throws an error when building

#

apple sign in unity package

#

Is this line not adding the AuthenticationServices.framework?

#

manager.AddSignInWithApple();

#

trying with this now..

#

why was this box not ticked by default at AuthenticationServices?

#

wasted like 2 hours or so to minor BS

#

welp my mistake should have read the comments on the package

#

basically saying : Trash don't use

#

great

#

wasted tons of hours for this now i have to switch to another solution and hope it works!

#

great job unity HR_KyoThumbsUp

eternal violet
#

@glossy sluice beautifull pfp

glossy sluice
#

thx

#

u2

eternal violet
#

i hope u the best with IOS stuff xd

#

on android, u would sing up

#

sign*

#

via like creating a keystore

glossy sluice
#

with google play?

eternal violet
#

ye for google play

glossy sluice
#

is there such a thing like sign in with apple in andeoid sdk?

eternal violet
#

i dont know, but i wouldnt be suprised if not, coz apple aint no android xd

glossy sluice
#

i meant like sign in with google one tap thingy

eternal violet
#

oh, mhhm...

#

maybe ye i think so

#

ye

glossy sluice
#

and u get bunch of useful stuff like userid or token

eternal violet
#

i believe so

glossy sluice
#

cool

#

might add that too

eternal violet
#

ye acutally

#

im 100% sure yes

glossy sluice
#

now it seems to compile after ticking that checbox

eternal violet
#

im 100% sure yes

#

coz i rmemeber

#

in order to upload ur apk or aab

#

google play bundle

#

u would have to have a key store

#

but wait a second, i just rmemebered google play is for android only right?

glossy sluice
#

ye

eternal violet
#

so u shouldnt be doing that nvm then xd

glossy sluice
#

i meant not app upload

#

its sign in with account

#

quickly

#

nothing else

#

so users just tap it and login real quick without needing to create a seperate account

eternal violet
#

ohhhhhhhhhh

#

i misunderstood, sorry xdd

#

i thought like sign up like for like a keystore

glossy sluice
#

nah

#

for that i have provisioning file

eternal violet
#

nice

glossy sluice
#

yep finally got it and signing in works

#

i guess.. it works

#

it shows the siign in thingy

#

but it gave me some error onlogin

#

com.apple.AuthenticationServices.AuthorizationError error 1001.
com.apple.AuthenticationServices.AuthorizationError error 1000.

pale kayak
#

Post-processing stack v2 is giving me a pink screen on android, confirmed that just adding post-processing layer component to camera causes this

#

Am I missing something?

#

is there a shader i need to force include in player settings or anuything like that

#

Close to latest unity version (2019.3.14f1)

#

Since just adding the component causes pink screen I'm thinking that if anything which causes PPSv2 to be added to build causes that pink screen

safe hill
#

gus i have allot of prolems i my game iam trying to export for android so idownload the sdk but after that it geive an error gradle failed so i went to android studio and the same think more errors guys is there any clean tetorial for this

glossy sluice
#

idk what to do anymore :

#

Revoked
The operation couldn’t be completed. (com.apple.AuthenticationServices.AuthorizationError error 1001.

#

with the apple sign in thingy in unity

glossy sluice
#

Anyone know how to fix this error?

#

Gradle failed to fetch dependencies.

Failed to run 'Temp\PlayServicesResolverGradle\gradlew.bat -b Temp\PlayServicesResolverGradle\PlayServicesResolver.scripts.download_artifacts.gradle --no-daemon "-PANDROID_HOME=C:\Program Files\Unity\Hub\Editor\2019.1.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK" "-PTARGET_DIR=C:\Users\Unai\Desktop\Farm Attack!\Zombies Are Coming!\Assets\Plugins\Android" "-PMAVEN_REPOS=" "-PPACKAGES_TO_COPY=com.android.support:support-v4:26.0.1+"'
stdout:

stderr:
Exception in thread "main" java.lang.RuntimeException: Could not determine wrapper version.
at org.gradle.wrapper.GradleWrapperMain.wrapperVersion(GradleWrapperMain.java:111)
at org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
Caused by: java.lang.RuntimeException: No build receipt resource found.
at org.gradle.wrapper.GradleWrapperMain.wrapperVersion(GradleWrapperMain.java:97)
... 1 more

exit code: 1

UnityEngine.Debug:LogError(Object)
GooglePlayServices.PlayServicesResolver:LogDelegate(String, LogLevel)
Google.JarResolver.PlayServicesSupport:Log(String, LogLevel, Boolean)
GooglePlayServices.<GradleResolution>c__AnonStorey14:<>m__20(Result)
GooglePlayServices.<GradleResolution>c__AnonStorey15:<>m__2B()
GooglePlayServices.PlayServicesResolver:PumpUpdateQueue()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

thorn trout
#
--------------------------------

Roles Required:
 - Programmer Unity/UE4
 - 3D Modeler & Textures / Animator's

Role Requirements : You need to be confident in your skills, be dedicated and eager to finish the project, take criticism!, have at least 1 year of prior experience.

My experience: I'm currently the owner of SYGO Studios as we are working hard to create a name for ourselves and have a fun community.

Payment: Revenue Share

Project: Mainly looking for mobile developers for our hyper causal team. The project so far is going to be called Rooftop Madness where the player is a satellite with weapons while spawning enemies continually run to the top and you have to push them off. We also have another Pc project which is pirate themed with powers.

Length of Project: How ever long it takes

Contact: DM me
stuck void
#

Does anyone know a good tutorial for setting up an enemy to attack you when you get within a certain range? it will be a ranged enemy and I don't want them to be able to move, only attack within their range

glossy sluice
#

@stuck void wrong chat

stuck void
#

I was asking for mobile as I'm developing for mobile but where should I be asking? I can delete that message if needed

ruby robin
ruby robin
#

@glossy sluice I think that your problem could be caused by the "!" in the project path name (\Farm Attack!\Zombies Are Coming!)

glossy sluice
#

@glossy sluice I think that your problem could be caused by the "!" in the project path name (\Farm Attack!\Zombies Are Coming!)
@ruby robin Nah, that worked in other project before, the error is with GRADLE

ruby robin
#

was the other project build with gradle too?

eternal violet
#

@glossy sluice

#

i know the exact solution

#

untick jdk tickbox in preferences, save, close project, load project again, tick it, save and try now.

#

by try now i mean try force resolving

glossy sluice
#

@eternal violet I will try it when i get home! Thanks

eternal violet
#

no problem, best of luck!

glossy sluice
#

was the other project build with gradle too?
@ruby robin Sorry, just saw your message, and the answer is yes.

#

@eternal violet Now im not getting GRADLE error, but appeared 2 new errors :/

eternal violet
#

what are those 2 new oenws

#

Hold on

#

are u trying to get unity ads right?

#

or admob

#

coz i had that error

#

for unity ads tho

glossy sluice
#

Yep

eternal violet
#

unity ads right?

glossy sluice
#

Ye

eternal violet
#

Wow

#

ur lucky coz i had that

#

basically

#

u need to.... hold on

#

go there

#

click services

#

and then make sure to enable ads

#

setup stuff in there

glossy sluice
#

Okey

#

i just activated the ADS

#

And now im getting namespace name ShowResult could not be found

eternal violet
#

sounds like a code problem

glossy sluice
#

Ay i fixed changing unity version!

calm sluice
#

Hi, has anyone here tried Project Tiny? I can't get lighting and skybox to work properly (aka, they don't work at all). 😕

glossy sluice
#

Anyone has an error with unity

#

That the ANDROID SDK PACKAGES installation

#

Stucked

#

Literally, the green bar is full but it doesnt do anything

#

Its literally stucked

eternal violet
#

@glossy sluice ye

glossy sluice
#

And theres no fix for that?

eternal violet
#

i dont quite remember the exact solution for this

#

but

#

make sure your android manifest

#

wait

#

hmhm.....

#

what errors

#

are u getting?

#

mmmmm

glossy sluice
#

no errors appearing

#

Just that installation gets stucked

clever pine
#

Why is the shadow quality so bad when I turned android project?

eternal violet
#

becasue it optimized for android, turn up the quliaty/graphics and then make sure to generate lightnign i gues

chrome hull
#

Hey, is there a 3D hand tracking for unity? I want to make a physics engine where your hand can interact with the ar world

eternal violet
#

how would that evne work?

#

one hand holds phone

#

and second plays with object?

chrome hull
#

Yeah sorry I left

#

I was just wandering

eternal violet
#

i mean i have no clue if there is hand tracking, but id assume no, coz like why would there be

#

like u may as well get vr or some AR headsets

#

for that

chrome hull
#

Yeah I’ve been looking and I couldn’t find any for unity but they were getting a lot of requests for them. Just wondering if anybody had one

eternal violet
#

why would u even want 3d hand tracking tho

chrome hull
#

So you can tell distance from it for proper physics interaction

#

It’s fine I was just wondering

eternal violet
#

i dont get it

#

u want hand tracking to tell distance of what

chrome hull
#

Your hand from the phone. You get 3D from phone and you can use a hand mesh to simulate physics with your hand

#

It was just an idea

eternal violet
#

i remember

#

there was something about like

#

objects infront of camera being able to mask out the AR 3d object behind it

#

like cover it

#

and so im thinking that shows theres some distance calculating possibly

#

or something

chrome hull
#

Occlusion

undone hedge
#

If I update my iOS game, what happens to its existing assetbundles that I've downloaded?

#

Will i have to download them all again?

eternal violet
#

@undone hedge have u got ads?

#

on ur game

undone hedge
#

No

eternal violet
#

mhm

ocean trellis
#

I think Assetbundles are stored in the streamingAssets folder (which is separated from the app) thus should not got cleared at update

eternal violet
#

antoine u got ads?

ocean trellis
#

why is that relevant?

eternal violet
#

why would it not be relevant? i have a problem of my own, so im asking the Q

ruby robin
#

wouldn't it be simpler to describe your problem than search for someone with similar circumstances? 😄

eternal violet
#

because if i were to say the problem right ahead, they would be scared to answer it

ocean trellis
#

Ok, I didn't follow the whol ethread and was answering @undone hedge

#

well, how are we supposed to answer an unasked question?

ruby robin
#

oh so you are looking for someone to commit to answering to you and reduce the chance of them running away from your problem 😄

eternal violet
#

ye

#

so then they atleast

#

have too answer

#

my question

#

its like a trap

ocean trellis
#

a stupid one

#

😄

eternal violet
#

your a stupid one

ocean trellis
#

ask

#

sorry

eternal violet
#

for givng no reasons

#

as to why its stupid

ocean trellis
#

that's not what i meant

ruby robin
#

I got ads, come at me bro bugcatfite

eternal violet
#

no im fine with you saying something is bad

#

but not giving a reason

#

for it

#

is bad itself

ocean trellis
#

I mean ask your question and if someone has th eanswer he will answer

eternal violet
#

ok basically

#

my ads work fine on test

#

but when i replace id

#

with real one

#

they dont display

#

and get error of

#

ad failed to load 3

#

now ik, u be like, oh tahts coz the ad space isnt filled in

#

thats like what happens to one of my apps

#

now with my second app

#

its different

#

basically the real ADS do show, on my app, on unity, however when i add a keystore

#

they dont display at all

#

and i then get error of ad failed to load 3

ruby robin
#

are you using Unity ads?

ocean trellis
#

I found that thi serror is related to ERROR_CODE_NO_FILL

#

The ad request was successful, but no ad was returned due to lack of ad inventory.

eternal violet
#

i have implemented unity ads on the first app example, but deleted soon after and disabled ads, and removed advertisment plugin

#

im using admob

#

ye antoione, i have 3 MEDIATIONS... for just the banner, another 3 for the interisital ad

#

and so, i doubt theres no ads to fill

#

also tahts just for the first example

#

the second app i have listed above

#

does show the real ads

#

when theres no key store

ruby robin
#

yeah if the test ids work your implementation is most likely correct, when the real ones don't chances are there are no ads for various possible reasons

eternal violet
#

ok thats for my first app i mentioned, but what about the second app i mentioned

#

the second app does show real ads

ruby robin
#

you should handle those cases in your code, when you want to show an ad but none is available

eternal violet
#

but not when i added keystrore

#

uncle u have a keystore right?

#

is it on google play?

#

have u published it or

ruby robin
#

one of the projects I've worked in is published on google play, yes

eternal violet
#

does it have ads? do they work?

ruby robin
#

the keystore shouldn't really affect the ads

eternal violet
#

well u say taht

#

but my app

#

rn

#

like physically

#

like i can see the ads with my own eyes

#

without keystore

#

like its right there

ruby robin
#

yes they work, but admob is annoying to test with real ads in my region

eternal violet
#

in my hands

ruby robin
#

hard to get ads most of the time

eternal violet
#

mmmm

#

dod

#

i get ads 100% of the time xD

#

on my unity

#

without keystore

#

idk why

#

it only has like

#

1 ad source

#

no other mediations

#

and its not even published?

ruby robin
#

well if the app isn't published and you're testing with real ads, google might cause problems

eternal violet
#

yue ik

#

why is it so ahrd to show ads tho

ruby robin
#

like some sort of fraud detection, I think it was mentioned in the documentation someplace

eternal violet
#

for my app 1 example

#

mhmhm...

ruby robin
#

if test ads work it should be fine

eternal violet
#

i dont get it, i lowered all of my Ecpm

#

or somehting

#

to like 1 dolalr

#

across all countries

#

and it still dont show

#

and i have 3 add sources

#

ad sources

#

for both baner and intersitial

#

and i never even saw 1 single real ad

#

on the published app

#

uncle, when u published ur app was this the same? @ruby robin

ruby robin
#

yeah, before publishing I did test with some live ads for a bit but really nothing showed up, my region has a bad fill rate

eternal violet
#

how do u know that

#

it has a bid fill rate

#

bad

ruby robin
#

well judging from my experience with some mobile games I play and their ads 🙂

eternal violet
#

in my case

ruby robin
#

where are you from?

eternal violet
#

uk

ruby robin
#

hmm uk should be fine with ads

eternal violet
#

which it is when i dont add the keystore to my #2 app, for my #1 app it never even shown ever a real app, jesus why is this so hard xd

ruby robin
#

I actually had a different problem with crashing cause the ad implementation was destroying the ad as soon as displaying it

#

my friend who implemented it took it from their example 😄

eternal violet
#

that cant be the case for me

#

coz the test ads

#

never did that

ruby robin
#

can you post a snippet of the code you use to show your ads?

eternal violet
#

ok

#
using UnityEngine;
using GoogleMobileAds.Api;

public class ADmanager : MonoBehaviour
{


    private BannerView banner;

    string AppId = "appid";

    [System.Obsolete]
    void Start()
    {
        MobileAds.Initialize(AppId);
        RequestInterstitial();
    }
    public void RequestInterstitial()
    {
        string adUnitId = "adunityid";

        banner = new BannerView(adUnitId, AdSize.Banner, AdPosition.Bottom);
        AdRequest request = new AdRequest.Builder().Build();
        banner.LoadAd(request);
        banner.Show();
    }
}
ruby robin
#

I see no issue with that, this is not relevant, but I'd rename the method to RequestBanner 🙂

eternal violet
#

lol

#

mmmmmmmmmmm

#

why would the ads not fill in

#

like whyyy

#

do i have to publish the app

#

and then like link it to my admob

warm adder
#

probably beacuse you call Show() method when it is still loading

#

it doesn't load instantly

eternal violet
#

mhmm

ruby robin
#

yeah that could be an issue too

warm adder
#

you should call LoadAd and then check if it's loaded and if it is, show it

ruby robin
#

would be good to separate load and show

eternal violet
#

okay

ruby robin
eternal violet
#

how woudl i check

#

if iuts loaded

warm adder
#

you can add

ruby robin
#

it has a banner.OnAdLoaded event

warm adder
#

// Called when an ad request has successfully loaded.
this.bannerView.OnAdLoaded += this.HandleOnAdLoaded;

#

exactly

eternal violet
#

oh oaky

eternal violet
#

guys

#

@warm adder an intersitial ad shows, not the banner hto without a keystore

#

on my app

#

with a keystore, nothing

#

which can be seen also when i publish app

#

im so confused, i dont know

ruby robin
#

what you could do to debug a mobile build in such case is hook up your methods to all the events the ad framework have and Debug.Log information, so you can observe what is happening with adb logcat -s Unity

eternal violet
#

im getting error of

#

ad failed to laod 3

#

when i use keystore

#

without nothing

ruby robin
#

in such case I would assume that admob fails to get an ad for some reason, at least after reading about this error

eternal violet
#

i contact them about key store

#

they said it shouldnt interefre with the ads

ruby robin
#

it is strange that it would show an interstitial with the debug keystore tho

eternal violet
#

but it clearly does

#

it lefgit

#

like when itake of key store

#

it 100% works

#

ad show 100% of the time

#

and those ads taht i see

#

do actually show up in some other apps

#

i use

#

hwoever when i add keystore, boom, gone, nothing

eternal violet
#

@ruby robin ok so, my interisital ad, does show on the internal app thats published ;D

#

but...

#

no banner ad showing

#

could it be because its too big to dispaly? but if so they said it would display an error message which is what?

#

but anyhow, i chose the default banner size

#

so idk why that be the case

ruby robin
#

if the test ads were working I would assume it should be ok, It might not show it to you, it might not show at all for now, but after google are done with their magic or whatever happens for their algorithms to decide what ad shows where, it should be working

eternal violet
#

okay

#

also

#

why am i getting this error?

#

when tryin to publish some other new internal app

#

test

#

@ruby robin clearly i have a tester

#

what this about

ruby robin
#

haven't done any testing releases yet, no clue

#

maybe you need to link your added testers for the release?

eternal violet
#

mmmmmmmmmm

#

i feel like

#

tis just some random

#

warnin glitch

#

pretty sure i will just roll out

#

and pbulsih

ruby robin
#

ask Bob if he got wind of the release 😄

eternal violet
#

lmao

#

i mean

#

i think i will jsut add another tester

#

just in case

eternal violet
#

but 1. i dont see it in payments

#

in earnings, like its 0/60

#

im confused, why do i have 21 pence, but like its not registered anywhere else

#

i have several impressions

#

and ad matches

ruby robin
#

what do you mean it is not registered anywhere else?

eternal violet
#

like

#

here

#

it didnt show the 0.21

#

also

ruby robin
#

those stats aren't real time

eternal violet
#

how does this work

ruby robin
#

it takes time to update them

eternal violet
#

lol

ruby robin
#

did you release the game?

eternal violet
#

nope, but im confused as to why i got the 0.21 and lost

#

lol

ruby robin
#

maybe they've detected it isn't released and it was your impressions 😄

eternal violet
#

ohhhhhh okay well then makes sense

#

alsoo

#

u heard of adsense?

ruby robin
#

you should use the testing for that, you can get in trouble because of those things, lose your account

eternal violet
#

right

#

@ruby robin u heard of adsense tho? do i need it?

#

i heard it would like

#

up the fill rate or something

ruby robin
#

you need it if you are going to advertise

eternal violet
#

did u get it?

#

@ruby robin

ruby robin
#

adsense is their web ad network afik

eternal violet
#

its some other ad network?

#

that i can use like medaition?

ruby robin
eternal violet
#

oh ok

#

mhmhm.....

#

ok so currently

#

im waiting till google responds me on whether my banenr ad works or not

#

coz like sure test ad work

#

but not the real ad apparently, gives me error of ad failed to load 3 but noT THe interisital one

ruby robin
#

how crucial is for you to have the banner right away, and not later with an update if there is a real issue with it?

eternal violet
#

the thing is there wont be no update tho

#

unless theres some bugs but i doubt

#

coz i tested hard

#

and also, im only gonna advertise this game once or so, i want to get this launc right ONCE

#

the launch matters

ruby robin
#

I see, that makes sense, having the banner will add to the revenue

eternal violet
#

ye, and like the launch is most likely

#

the most players i will ever get

#

and so missing that opportunity

#

would just be dumb

#

and out of all the ads, it had to be the banenr xd

#

the banner is like my main source of income

#

i wish it was the banner which didnt work and not the intersiital

eternal violet
#

@ruby robin did u set up the app-ads.txt file thing

#

and made a website and such for it

glossy sluice
#

does anyone know how to make my character shoot and leave the particle? (it's for mobile), for example u script

desert void
#

Is there a rule of thumb about how large (in pixels) a sprite asset should be for 2D mobile? Our last game was pixel graphics, so we scaled up. This time we're doing cartoony/normal graphics and have no idea what the raw size of the assets should be.

glossy sluice
#

I have a weird problem i made a game for android and on my phone to buttons hang around the corners of the screen and on other devices but on his their pretty far off the screen and theirs weird blue borders towards the edge of his screen

eternal violet
#

@glossy sluice whats "his" device

uncut lark
#

Hello, i have question if anyone uses LeanTouch. How can my swipe be registered only by distance. Right now finger needs to get out of screen for swipe to be registered

eternal violet
#

@warm adder when i publish

#

the app

#

to the public, will it like override the internal test app?

#

or will it get like its own url

#

like as if its another app

#

or will the internal test app get removed

warm adder
#

it will get its own url, normal page in play store. Internal test isn't removed, it's not affected

eternal violet
#

oh oaky

#

ok ok

#

btw

#

when published

#

should i like link it to the admob?

warm adder
#

yeah on admob page you link it to google play app, but it make take some time to make it possible. I mean admob "searches" the store for your app when you give app id but sometimes it takes some time until it is visible by admob

eternal violet
#

what are the benefits

#

of doing so

#

oh

#

now that u mention

#

ye... actually it does find it

#

i guess it wont make a diff

#

if i also link it

warm adder
#

not sure about benefits, I was "taught" by other dev that's just something you do when app is published

eternal violet
#

ok btw

#

do u have ur app-ads.txt

#

setup?

warm adder
#

no, I dont remember using or having it

eternal violet
#

huh

#

well i heard

#

advertisers prefer those who have it

#

to avoid like

#

fake advertiseing taking over ur ads

#

so u get the most out of ur ads revenue

#

so i added it

warm adder
#

Honestly can't say anything about that, done some stuff with ads in games last year, don't really remember 🙂

eternal violet
#

lul

eternal violet
#

@warm adder btw when its published, where would i get the prodction version of the app url?

#

and not the internal url one

#

or is it switched?

warm adder
#

on your dashboard of this game there should be something like "see in store"

eternal violet
#

ye and that brings me to te internal one

#

will it switch to the production one

#

when published?

warm adder
#

try using it from incognito or other browser where you're not signed in

#

i mean copy the url and open it in incognito

eternal violet
#

mhm

#

idk it says the requested thing was not found

#

on our server

#

some thing like taht

#

so it takes me to the internal one

#

btw, how do ik if my app were published?

#

coz it says published on all apllications because of the internal test

ruby robin
#

app-ads.txt is good to do if you want to maximize your ad revenue, you can host it in the root on your web page, if you don't have one there are third party solutions and the drawback is that you will have to put a url that isn't yours in the store front

eternal violet
#

ye

#

thats why i added it

#

i simply used blogger

#

as my website

ruby robin
#

but having a webpage is good since if you need to post a privacy policy and other required stuff

eternal violet
#

ye

#

i also did tha ttoo

ruby robin
#

hmm how did you add the app-ads.txt to the root in blogger? 😄

eternal violet
#

hold on a sec before i answer that

#

is it fine

#

if wrote out my own privacy policy

#

regarding cam perms?

ruby robin
#

you probably need a lawyer to tell you that 😄

eternal violet
#

wtf

#

xD

#

lmao

#

i wrote it out

#

and i used it

#

dont worry

ruby robin
#

there are third party services that make your privacy policy 😄

eternal violet
#

i write like a lawyer

#

hold on

ruby robin
#

not free tho

#

I'm not sure that someone will check you, unless you start making it viral 😄

warm adder
#

for simplest privacy policy, there are some free templates I think

ruby robin
#

yeah, free one should do, but that's legal stuff, so I'm not too sure about it 😄

eternal violet
#
The app will only ask the user for camera permission (no recording or saving) to allow use of augmented reality on unity. The app does not collect any form of user data or anything and it does not take the advantage of the camera permission. It only uses the camera permission for augmented reality, AR.
#

this is what i wrote

#

i mean i guess its fine right, like nothing else has to be said is there?

#

its plain and simple, i think its good right

ruby robin
#

In my experience law is never plain and simple 😄

eternal violet
#

i stated above, what needs to be said, what more do they want xd

ruby robin
#

but as I said, you will probably have no issues unless you make it big, if you do you will be able to pay for legal advice 🙂

eternal violet
#

anyhow

#

even if the policy i wrote sucks and may be misunderstood, the app itself ik does not harvest personal info

ruby robin
#

you have admob

eternal violet
#

yes

ruby robin
#

do you know what google is harvesting? 😄

#

you have that in your app as well

eternal violet
#

idk, thats nothing to do with me, the google user decdes whether they want personalized ads or not

ruby robin
#

maybe link to their privacy policy to be safe 🙂

#

😄

eternal violet
#

but why, the reason i made this cam perms policy is because google console requested it

#

but otherwise

#

they dont request it

#

even with admob

#

so

warm adder
#

if you're using Android Advertising ID within Admob, you have to add information about that to privacy policy as well

eternal violet
#

what does that mean

#

android advertising id?

ruby robin
#

your best bet would be to look up a free template as Molioo said

#

and change it around your stuff

eternal violet
#

idk of any

#

mhm..

warm adder
eternal violet
#

ye

#

im not using that

glass mountain
#

which render pipeline is reccomended for mobile?

iron acorn
#

@glass mountain built in or urp. Urp might help with better performance.

glass mountain
#

nice, thanks!

glossy sluice
#

the built in one works fine

#

if you know how to optimize it

#

wait why am in this channel

ruby robin
#

cause you low key wanna tap into the greatest gaming market there is? pepe

eternal violet
#

@ruby robin

#

i published it ye, and so for me

#

it looks like its beta on google play store

#

but on incoginito

#

thertes no beta, it jsut the app name

#

however i still cant find it doe on my phone

#

on the store, im not sure if it really is published or not lol

ruby robin
#

it isn't instant, takes time to show up after approved, approval can take quite a bit

#

what did google tell you about your banner ad?

eternal violet
#

nothing, i workedit out myself xd

#

works now

ruby robin
#

what was the problem?

eternal violet
#

the floor ecpm

#

i simply searched up

#

the global ecpm

#

and found out the ecpm for countries and used it, maybe lowered it a bit also

civic shard
#

Hi! I'm trying to learn the basics of mobile and am having some troubles. I'm trying to wrap my head around the basics of general touch input and picking up/dragging objects. I just started my project for the sake of learning so I really could use tips/any info about how to bet go about this! I tried holistic3d's video on begin/drag/end states but that so far has done nothing. I got a joystick working w/ my main animated character though! Do I need to define all 5 fingers to work with them? It seems like it all ready can use finger inputs regardless of other written scripts I tried to add...

ruby robin
#

for anything besides the basics you need to figure out your use case and there will probably be a good example for it to google

civic shard
#

oh! I found something that used draghandlers! I had a tough time getting that to work too but they had everything on canvas, which I wasn't sure if I should be doing? That seemed wrong of me to start adding items onto canvas

ruby robin
#

you need the event system to send the touch events along to your objects which have the handler script and that usually goes with a canvas if it is going to be used with UI objects

pale kayak
#

Hey guys for videos on android and ios what's the most compatible format with both?

prisma dawn
#

hi

#

my unity TMP Text is missing only on android build

#

it works fine on editor

#

this has been happening since yesterday, i have not made any change to code or ui, but i did switch my project to new laptop

odd arrow
#

It's likely being hidden by layout, test it on different resolutions

prisma dawn
#

its visible in all resolution on editor

#

and the same thing was working before

#

i am not sure what exactly is casuing this issue i have check me latest commit, i am not able to find anything odd

odd arrow
#

make sure you are not getting components in the Start and trying to use them in another script's Start right away.

#

execution order may change

prisma dawn
#

hmm

#

this is happening for 3 texts out of which 1 is static, ayway i will try that and get back to you

#

and other text using same properties are visible..

odd arrow
#

put a guaranteed to be placed text in there. And similarly test actual contents that should be there put them in a separate text test ui element

prisma dawn
#

shit got hte fix

#

i removed opengl 3 from android setting

#

but i need to add again and check

#

also i debugged using logcat it seems data is passing fine it is just not being rendered

#

leme recompile wiht open gl 3

#

i added opengl es 3 again , now the ui is missing again...

prisma dawn
#

huh found the fix

#

apparently TMP materials have to be seperate for text based for ui and world space

left bolt
#

does anyone know why on my andoid device i hear no sound?
it works in editor but not in builded apk
I tried alot of things

golden remnant
#

So i set the things up to put the banner ad up and in Unity i see the things right but on my phone i see it different and i don't know why (i published the right apk on google play)

#

any ideas how can i fix this?

safe hill
warm adder
#

Select the one with Gradle build failed and expand it, there probably is more information about why build failed

elfin salmon
#

I want camera rotate like third person camera but using touch !

safe hill
warm adder
#

yeah, go down there

#

what exception

safe hill
#

aloot of stuff

elfin salmon
#

I want camera rotate like third person camera but using touch !

thorn trout
#

Looking for mobile developers

opal arrow
#

hey guys, I'm new to all this and am trying my hand at a summer project mobile game, right now im just trying to get what I have done so far to show on my phone through Unity Remote but Im having some problems after the game loads on my phone that I cant explain. I actually made a reddit post with videos of my screen and phone screen to show my issues. If anyone could take a moment to check what im doing wrong I'd really appreciate it, I've already looked online everywhere, heres the link https://www.reddit.com/r/Unity2D/comments/h8dpgj/unity_remote_loading_app_on_android_but_gets/

glossy sluice
#

@eternal violet if u wanna use apple sign in u should avoid unity's solution... unless they updated it.

#

This one however worked great and has good documentation and a helpful dev :)

eternal violet
#

luol

#

its fine

#

its been so long, i dont know waht i said here

#

but im doing fine

glossy sluice
#

Its sign in with Apple in apps, one tap login feature for players/users.

#

well, two tap if you also count the confirmation ^^

#

So I am trying to make a mobile game with a grappling hook. I get an error that I do not understand how to fix.
Error : Cannot implicity convert type "UnityEngine.Touch" to "bool"

using System.Collections.Generic;
using UnityEngine;

public class GrapplingHook : MonoBehaviour
{
    public Camera camera;
    public LineRenderer LineRenderer;
    public DistanceJoint2D distanceJoint2D;

    void Start()
    {
        distanceJoint2D.enabled = false;
        LineRenderer.enabled = false;
    }

    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);
            Vector2 touchPos = camera.ScreenToWorldPoint(touch.position);
            LineRenderer.SetPosition(0, touchPos);
            LineRenderer.SetPosition(1, transform.position);
            distanceJoint2D.connectedAnchor = touchPos;
            distanceJoint2D.enabled = true;
            LineRenderer.enabled = true;
        }
        else if(Input.GetTouch(0))
        {
            distanceJoint2D.enabled = false;
            LineRenderer.enabled = false;
        }

        if (distanceJoint2D.enabled)
        {
            LineRenderer.SetPosition(1, transform.position);
        }
    }
}
#

@glossy sluice Input.GetTouch(0) returns a "Touch" object which you need to use but if the touchCount is not higher than 0 then that will not work anyway.

#

How can i chabge it so it works?

#

idk what you are trying there tbh

#

how about removing the if(Input.GetTouch(0))

#

and just leave the else

#

I need the if, otherwise it does not work

#

I'm trying to get the touche's position and connect an anchor to the position you clicked

#

why do you need else if

#

If you release it, you can't grapple again if you don't have the else if

#

But you said it doesn't even work....

#

The touch doesn't work

#

As in the error

#

I just had a problem making it mobile

#

It worked on mouse

safe hill
#

guys is thre anythink for my problem

opaque rose
#

i got warning from Google for this
Landroid/content/Context;->bindServiceAsUser(Landroid/content/Intent;Landroid/content/ServiceConnection;ILandroid/os/Handler;Landroid/os/UserHand
anyone knows what is this about

#

just published alpha version and they sent me that i should remove this

chrome haven
knotty wolf
#

@chrome haven u gotta wait for it to be approved. can take at least a week. maybe less, maybe more

chrome haven
#

Ok thanks

eternal violet
#

@chrome haven

eternal violet
#

lol

#

i were screenshoting cuzas game

#

that he said is taking a while t-

#

oh ok, ye i agree tho

#

he needs to work on that

#

rip

#

he should have never chose this type of game genre

#

if he doesnt have the art

#

mhm

#

what do umean xd

#

its true tho, thats what i do

#

thats why i never try to make art based games

#

UNLESS

#

you come upon free really good assets

#

or u know how to draw your self

#

ye i cant really see much of game xd

#

im struggling also with a game of mine

#

mm

#

i never did guns, but it all depends, what need sfixing

#

okay

#

sounds simple enough....

#

ok so

#

i would do something like

#

ok idk anyhting on top of my head to do with that xd

#

im sure google has somethitng

glad jasper
#

hey i have some problem with my .apk

#

i have a zombie game where they use to move and attack via the update function

#

in the unity editor its working just fine, 300 AI's very simple coded running smooth

#

but in the apk build they are not moving if im not looking with the camera at them??

#

anyone had this problem?

vale thicket
#

Is anyone using 2D lights for a mobile?

frank osprey
limber parcel
#

Hi, does anyone know, if I want to have licensing in my app, do I have to make it through IAP, or would redirecting to apps website to pay for the licence there be ok with google play / appstore policies?

vale apex
#

i think it's also a one-time payment for each google account

uncut lark
#

Hello guys, how much different textures i can have in scene? Is 3 okay?

eternal violet
#

depends on res

uncut lark
#

64 pixels

#

very small

warm adder
#

You can have a lot more than 3 textures in the scene

uncut lark
#

oh great, thanks!

eternal violet
#

i were adjusting the ecpm and reopening the app, to check if the real ads would show, till i noticed i got this ;p

warm adder
#

Nope, never got this

eternal violet
#

have u ever gotte nany

#

problems with admob, regarding ads or somethign

warm adder
#

yeah, one time they decide to not show ads in my game due to "site behaviour:navigation" issue.

eternal violet
#

lol wtf

warm adder
#

No idea what that was about tbh, it was something automatically detected, I didn' get any specific info about what was wrong, asked multiple times for help, didn't get any

eternal violet
#

ouch

#

dod

warm adder
#

finally it was accepted?

#

I was changing some stuff and reuploading apk again and again

#

and they somehow decided it was okay then

#

but still, really weird thing

eternal violet
#

see, when i searched up invalid traffic ye, it said about false clicks and such, and i have clicked on accident on real ad before, however that was like 4 days ago or so whilst i were testing it, and it was only today when i got this message when i were adjusting ecpm and checking if the real ads would appear coz they didnt

#

im assuming coz i reopened the app so many times

#

it reqesuted an ad alot

#

so it may have automated this prompt warning

warm adder
#

yeah,it may be like that

eternal violet
#

which is anoyying coz

#

now i have to wait 30 days, whilst having limited ads on a published app..

warm adder
#

but if I recall correctly, you can request them to lift this limit

eternal violet
#

how

warm adder
#

ah, ok

eternal violet
#

theres no way to contact them is there? mhmh

warm adder
#

there was possibility for me on admob page

eternal violet
#

u sure?

warm adder
#

I had to reupload new apk and write what I changed to fullfill their guidelines

#

but that was a different issue back then

eternal violet
#

btw whats this about

#

is this a way of contacting them

#

or

warm adder
#

yeah I guess, but I dont know what they mean by "consultation"

eternal violet
#

ye

#

xd

#

but look here tho

#

so is this support for non admob users or

warm adder
#

Honestly I don't know, I remember I had real difficulties getting any help regarding AdMob back then. I even tried phone calling some numbers from their pages just to get information that it's support for Google Ads, not Google Admob, lol ;d

eternal violet
#

xd

#

hmhmm.....

#

honestly

#

u know, admob has a realllly good sdk support team, on some google forum

#

like they respond within 30 mins at worst LOL!

#

why dont they have this kind of team for their admob god damn it

#

for like the admob itself

#

not the admob sdk stuff

warm adder
#

you can search here

eternal violet
#

ye i posted there

warm adder
#

oh, okey...

#

😄

eternal violet
#

0 replies, i mean i got 1 reply before, but it was like a bot answer

#

and i guess it got removed

#

so now its 0 reply

#

its really frustrating, having worked on an app for a while, published it and then admob decides to put a limit on ads since i requested ads too many times

#

cant they like figure out, oh this guy is the owner, lets make sure the advertiser doesnt pay for this, nor will it be counted as view lol

eternal violet
#

@warm adder btw, have u ever been adjusting the ecpm and reopening the app alot? to see if they ads appear

warm adder
#

Nope, didn't mess with that at all

eternal violet
#

interesting

#

well i learned my lesson, dont reopen the app so many times when testing if ads would show after adjusing ecpm damn it

#

gonna see if i can have it lifted sooner, by contacting em

chrome haven
warm adder
#

It only informs that due to pandemic, it may take some more time to pass through review

chrome haven
#

but it appears in the play store

#

So its not officially published status yet?

warm adder
#

if it appears in play store and you can download it from store, I guess it's published

chrome haven
#

ok

glad jasper
#

anybody experienced with app releases for android?
i am stuck for days with the production release, it always tells me my app is in "internal-betaversion", but i thought production release is the actual final release?

#

i did release now every stage, but none of them seems to be the actual release for the play store..

eternal violet
#

@glad jasper

#

hold on a sec will clome back to u in a sec with the answer, i gotta do something rael quick

glad jasper
#

sure thanks

eternal violet
#

ok

#

back so basically

#

have u publiushed ur app before as an internal app?

#

for testing

glad jasper
#

yeah, that, then the alpha track and then the production