#📱┃mobile
1 messages · Page 29 of 1
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
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
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
@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
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
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
@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
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
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
Yes please @eternal violet That could be cool! Thank you
It might be the FOV of the camera that's changing @small hull?
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?
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?
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!
@half lotus i personally use Udemy, Youtube, Github, Stackoverflow
@lofty island you need to use lighting
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
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
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
Nope wont show for me
Oh i fixed it
Finally
I was having errors with usb debugging but fixed it
I had to enable usb debugging then I had to check a box for it to allow my pc XD
lolll
best resolution for a mobile game?
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
Ye I want the game to fit all screens but whats an ideal resoultion for reference?
ye it doesnt really matter, i just set my own
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
where can i set a resolution for reference and it not actually being a specific size
?
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
1 part will not be pixel art, but where can i set the res?
in game view
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?
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
800x480* And okay, So what is the best screen size then, so it does not get stretched out on any mobile device.
idk the workaround of this, because i didnt bother searching, i simply locked orientation of screen
Thanks for the suggestion!
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?
@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
@steel pecan I see. Thanks for the info. I guess I'll avoid using the VFX graph for now.
is there any error showing up when you try to do it?
yes :
Assets\Scripts\Ads.cs(18,23): error CS0117: 'Advertisement' does not contain a definition for 'addListener'
It's probably AddListener with capital first letter
i have tried but no it's not that :/
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?
Assets\Scripts\Ads.cs(18,23): error CS0117: 'Advertisement' does not contain a definition for 'AddListener'
^^
Hey guys, post-processing stack v2, bloom is pink (shader error) on mobile, is there an alternative available?
On android if that helps
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?
@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 :
@oak wigeon it sounds as if the object u put the script is has been destroyed?
yes but no the object with the script is not destroyed :/
does anyone know why my character is falling when I move?
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 🙂
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
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
what should i do here
try again
does anyone know why my character is falling when I move?
@glossy sluice did you set the collisions right?
has anyone here published app before?
@eternal violet yes
Anyone here ever used the Sign in with apple (best if its the unity asset store one) ?
So does anyone know what file I am missing?
nope maybe u installed some android plugins and its messing it up?
I only used Unity Hub to install modules
And then I installed Android Studio
Because Unity says I have to
Then this happened
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?
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 did you set the collisions right?
@golden remnant have this? kkk
@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
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
It varies a lot. We had approximately 10 days last time
oh my god
;p
and im just doing internal testing
to make sure its fine
so another 10 days then to publsih it huh
@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.
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
i just put it on the store, no internal testing nor beta
on play store?
@eternal violet yes
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
1 year or so
@timber edge yes.
@latent osprey is it pretty normal to force it to 60?
Yeah 🙂
Hey!
Does anyone know how to get Ram usage infos like you would get with the Xcode memory profiler, ingame?
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
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.
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
Thanks @glossy sluice i'll take a look.
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?
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
@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.
I do not have a previous build of Android
I only have one PC build
Should I delete that one?
Is your project on the system drive?
Recheck that you have latest SDKs in preferences setup as well
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...
It might have not liked it. To be sure use default ones that can be installed in modules in the Hub
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
It could be detecting the one from android studio. Try uninstalling it.
With default ones which come with it should work without problems
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 
@glossy sluice beautifull pfp
i hope u the best with IOS stuff xd
on android, u would sing up
sign*
via like creating a keystore
with google play?
ye for google play
is there such a thing like sign in with apple in andeoid sdk?
i dont know, but i wouldnt be suprised if not, coz apple aint no android xd
i meant like sign in with google one tap thingy
and u get bunch of useful stuff like userid or token
i believe so
now it seems to compile after ticking that checbox
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?
ye
so u shouldnt be doing that nvm then xd
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
ohhhhhhhhhh
i misunderstood, sorry xdd
i thought like sign up like for like a keystore
nice
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.
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
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
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
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()
--------------------------------
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
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
@stuck void wrong chat
I was asking for mobile as I'm developing for mobile but where should I be asking? I can delete that message if needed
I'd say that this is for #💻┃code-beginner
@glossy sluice I think that your problem could be caused by the "!" in the project path name (\Farm Attack!\Zombies Are Coming!)
@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
was the other project build with gradle too?
@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
@eternal violet I will try it when i get home! Thanks
no problem, best of luck!
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 :/
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
Yep
unity ads right?
Ye
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
Okey
i just activated the ADS
And now im getting namespace name ShowResult could not be found
sounds like a code problem
Ay i fixed changing unity version!
Hi, has anyone here tried Project Tiny? I can't get lighting and skybox to work properly (aka, they don't work at all). 😕
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
@glossy sluice ye
And theres no fix for that?
i dont quite remember the exact solution for this
but
make sure your android manifest
wait
hmhm.....
what errors
are u getting?
mmmmm
becasue it optimized for android, turn up the quliaty/graphics and then make sure to generate lightnign i gues
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
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
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
why would u even want 3d hand tracking tho
So you can tell distance from it for proper physics interaction
It’s fine I was just wondering
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
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
Occlusion
If I update my iOS game, what happens to its existing assetbundles that I've downloaded?
Will i have to download them all again?
No
mhm
I think Assetbundles are stored in the streamingAssets folder (which is separated from the app) thus should not got cleared at update
antoine u got ads?
why is that relevant?
why would it not be relevant? i have a problem of my own, so im asking the Q
wouldn't it be simpler to describe your problem than search for someone with similar circumstances? 😄
because if i were to say the problem right ahead, they would be scared to answer it
Ok, I didn't follow the whol ethread and was answering @undone hedge
well, how are we supposed to answer an unasked question?
oh so you are looking for someone to commit to answering to you and reduce the chance of them running away from your problem 😄
your a stupid one
that's not what i meant
I got ads, come at me bro 
no im fine with you saying something is bad
but not giving a reason
for it
is bad itself
I mean ask your question and if someone has th eanswer he will answer
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
are you using Unity ads?
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.
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
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
ok thats for my first app i mentioned, but what about the second app i mentioned
the second app does show real ads
you should handle those cases in your code, when you want to show an ad but none is available
but not when i added keystrore
uncle u have a keystore right?
is it on google play?
have u published it or
one of the projects I've worked in is published on google play, yes
does it have ads? do they work?
the keystore shouldn't really affect the ads
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
yes they work, but admob is annoying to test with real ads in my region
in my hands
hard to get ads most of the time
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?
well if the app isn't published and you're testing with real ads, google might cause problems
like some sort of fraud detection, I think it was mentioned in the documentation someplace
if test ads work it should be fine
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
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
well judging from my experience with some mobile games I play and their ads 🙂
in my case
where are you from?
uk
hmm uk should be fine with ads
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
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 😄
can you post a snippet of the code you use to show your ads?
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();
}
}
I see no issue with that, this is not relevant, but I'd rename the method to RequestBanner 🙂
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
probably beacuse you call Show() method when it is still loading
it doesn't load instantly
mhmm
yeah that could be an issue too
you should call LoadAd and then check if it's loaded and if it is, show it
would be good to separate load and show
okay
https://developers.google.com/admob/unity/banner check out their examples
you can add
it has a banner.OnAdLoaded event
// Called when an ad request has successfully loaded.
this.bannerView.OnAdLoaded += this.HandleOnAdLoaded;
exactly
oh oaky
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
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
in such case I would assume that admob fails to get an ad for some reason, at least after reading about this error
it is strange that it would show an interstitial with the debug keystore tho
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
@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
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
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
haven't done any testing releases yet, no clue
maybe you need to link your added testers for the release?
mmmmmmmmmm
i feel like
tis just some random
warnin glitch
pretty sure i will just roll out
and pbulsih
ask Bob if he got wind of the release 😄
@ruby robin it says
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
what do you mean it is not registered anywhere else?
those stats aren't real time
it takes time to update them
lol
did you release the game?
maybe they've detected it isn't released and it was your impressions 😄
you should use the testing for that, you can get in trouble because of those things, lose your account
right
@ruby robin u heard of adsense tho? do i need it?
i heard it would like
up the fill rate or something
you need it if you are going to advertise
adsense is their web ad network afik
Learn which Google publisher solution is right for your websites or appsGoogle Ad Manager, AdSense, and AdMob are powerful products that help you sell ads on your site or app. Each provides diffe
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
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?
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
I see, that makes sense, having the banner will add to the revenue
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
@ruby robin did u set up the app-ads.txt file thing
and made a website and such for it
does anyone know how to make my character shoot and leave the particle? (it's for mobile), for example u script
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.
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
@glossy sluice whats "his" device
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
@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
it will get its own url, normal page in play store. Internal test isn't removed, it's not affected
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
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
not sure about benefits, I was "taught" by other dev that's just something you do when app is published
no, I dont remember using or having it
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
Honestly can't say anything about that, done some stuff with ads in games last year, don't really remember 🙂
lul
@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?
on your dashboard of this game there should be something like "see in store"
ye and that brings me to te internal one
will it switch to the production one
when published?
try using it from incognito or other browser where you're not signed in
i mean copy the url and open it in incognito
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
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
but having a webpage is good since if you need to post a privacy policy and other required stuff
hmm how did you add the app-ads.txt to the root in blogger? 😄
hold on a sec before i answer that
is it fine
if wrote out my own privacy policy
regarding cam perms?
you probably need a lawyer to tell you that 😄
there are third party services that make your privacy policy 😄
not free tho
I'm not sure that someone will check you, unless you start making it viral 😄
for simplest privacy policy, there are some free templates I think
yeah, free one should do, but that's legal stuff, so I'm not too sure about it 😄
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
In my experience law is never plain and simple 😄
i stated above, what needs to be said, what more do they want xd
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 🙂
anyhow
even if the policy i wrote sucks and may be misunderstood, the app itself ik does not harvest personal info
you have admob
yes
idk, thats nothing to do with me, the google user decdes whether they want personalized ads or not
maybe link to their privacy policy to be safe 🙂
"I use google bla bla, here is what they say about it: google.com/privacy-bla-bla"
😄
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
if you're using Android Advertising ID within Admob, you have to add information about that to privacy policy as well
your best bet would be to look up a free template as Molioo said
and change it around your stuff
The advertising ID is a unique, user-resettable ID for advertising, provided by Google Play services. It gives users better controls and provides developers with a simple, standard system to continue
which render pipeline is reccomended for mobile?
@glass mountain built in or urp. Urp might help with better performance.
nice, thanks!
the built in one works fine
if you know how to optimize it
wait why am in this channel
cause you low key wanna tap into the greatest gaming market there is? 
@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
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?
what was the problem?
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
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...
https://learn.unity.com/tutorial/touch-input-for-mobile-scripting you can check this out, I find it a good starting point
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
for anything related to ui drag I tend to use those interfaces, find them convenient for my workflow: https://docs.unity3d.com/2018.3/Documentation/ScriptReference/EventSystems.IDragHandler.html
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
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
Hey guys for videos on android and ios what's the most compatible format with both?
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
It's likely being hidden by layout, test it on different resolutions
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
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
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..
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
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...
huh found the fix
apparently TMP materials have to be seperate for text based for ui and world space
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
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)
ignore the quality on my phone screenshot xd
any ideas how can i fix this?
guys why iam getting all these error when i try to export my game en android
Select the one with Gradle build failed and expand it, there probably is more information about why build failed
I want camera rotate like third person camera but using touch !
this one
I want camera rotate like third person camera but using touch !
Looking for mobile developers
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/
@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 :)
luol
its fine
its been so long, i dont know waht i said here
but im doing fine
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
guys is thre anythink for my problem
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
The application appears on the play store, but what about go live?
@chrome haven u gotta wait for it to be approved. can take at least a week. maybe less, maybe more
Ok thanks
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
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?
Is anyone using 2D lights for a mobile?
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?
you can pay $25 for a Google Play license here https://play.google.com/apps/publish
i think it's also a one-time payment for each google account
Hello guys, how much different textures i can have in scene? Is 3 okay?
depends on res
You can have a lot more than 3 textures in the scene
oh great, thanks!
@warm adder have u ever gotten
i were adjusting the ecpm and reopening the app, to check if the real ads would show, till i noticed i got this ;p
Nope, never got this
yeah, one time they decide to not show ads in my game due to "site behaviour:navigation" issue.
lol wtf
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
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
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
yeah,it may be like that
which is anoyying coz
now i have to wait 30 days, whilst having limited ads on a published app..
but if I recall correctly, you can request them to lift this limit
how
ah, ok
theres no way to contact them is there? mhmh
there was possibility for me on admob page
u sure?
I had to reupload new apk and write what I changed to fullfill their guidelines
but that was a different issue back then
btw whats this about
is this a way of contacting them
or
yeah I guess, but I dont know what they mean by "consultation"
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
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
ye i posted there
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
@warm adder btw, have u ever been adjusting the ecpm and reopening the app alot? to see if they ads appear
Nope, didn't mess with that at all
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
if it appears does that mean it has been published or do I have to wait?
It only informs that due to pandemic, it may take some more time to pass through review
if it appears in play store and you can download it from store, I guess it's published
ok
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..
@glad jasper
hold on a sec will clome back to u in a sec with the answer, i gotta do something rael quick
sure thanks
ok
back so basically
have u publiushed ur app before as an internal app?
for testing
yeah, that, then the alpha track and then the production