#π±βmobile
1 messages Β· Page 30 of 1
oh give me one sec, i will do that
ohh yeah right, but
i still cant find the game when searching for it.
i asked some friends to search for it, but none of them can find it
but big thanks for the tester answer, i would never figure that one out by myself..
thats becuase some updates may not be live yet
it has to say all updates are live
on the dashboard?
ah yeah i see.
in app purchase
ah interesting, now may i ask, why u chose unity ads over admob xd
for 1β¬ you can remove the ads
stuff like these
well its my first time i do this^^ i heard of admob, but tutorials directed me to unity ads
is admob better?
i dont know man, personally im not having a good time with it xd
oh okay
coz i got a warning of ad serving limited, after i repeadetly opened the app to check if ads were showinrg or not
so, you can just get a limited amount of ads with admob?
ye for 30 days this will impact ALL apps i have on admob
its super anooying, because this sytem is automated
its not even done by a human
okaaay.. this is interessting
i actually cant tell you if this is the same case for unity ads
i integrated an AD banner on the bottom and typicaly ads
can i add you as friend?
sure
give me a sec, coming back soon
ok
hey guys, so i published a game a while back but for some reason my ads are not working on it. heres my code: https://pastebin.com/zcCxPB3w
im going to be publishing another game soon so i wanna make sure it works this time so any help would be appreciated
you aren't using the IUnityAdsListener interface and your OnUnityAdsReady method won't get called when the ads are ready
and the method has a different signature, it receives the placement string
read this up https://unityads.unity3d.com/help/unity/api-unity
ive seen so many tutorial that all have like different setups for this so i just dont understand like what would the full setuo look like?
check out the link I gave you, it has example code
actually this here has better examples, just not the full API: https://unityads.unity3d.com/help/unity/integration-guide-unity
A guide to integrating Unity Ads in Unity (C#)
ive seent the scripting before. It says to use unityadslistener only for rewarded ads, which im not using
if you want to use the OnUnityAdsReady callback you need the interface
ive seen the second link before too but none of them talk about how to implement just a regular vieo ad
otherwise you can start a coroutine and use yield return new WaitUntill(() => Advertisement.IsReady(myPlacementId));
a regular video ad is called interstitial ad
and yes it has an example code
just not the way I'd do it
I'd wait for initialize to complete before trying to show it
ok wait, so youre saying if i put my unityadsready code in this: public interface IUnityAdsListener {} it will work?
and you change the signature of the method to match the one the interface wants, it should work yes
wait what do you mean by that
you will have 3 other empty methods because of the interface, but if you want to use the OnUnityAdsReady callback, that is the way
just add the interface to your code and it will show you what it wants with errors
{
void OnUnityAdsReady(string myPlacementId)
{
if (!Advertisement.IsReady(myPlacementId))
{
return;
}
Advertisement.Show(myPlacementId);
}
}
do you know how to use an interface?
give me a second
I'm using vscode but it should be similar with visual studio
you should clean up the thrown exceptions as well
I think you can implement it a bit better tho, if you don' want the additional methods
ok putting IUnityAdsListener at the top isnt working for me
also btw, when in test mode, the ads were all showing up at the right times and it always showed me the test ad screen, its just now when i relase it with test mode off nothing is showing in the published game
test mode loads the ads very fast, since they are the same ad every time
you probably need to wait for the ad to load before showing it, and you should as well handle the case when ad fails to load
there could be other problems as well, debugging the ads is annoying
alright. So if i use the second method you showed it should work?
I imagine so
also i want to trigger the ads whenever a level is complete how would i do that?
ad.StartCoroutine(ShowAdWhenReady()); tried this not working
sorry it works when i do it this way ad.ShowAdWhenReady();
ad is just the script where all the ad stuff is written
but would this not work as a coroutine then if im not calling it that way?
like should i make another function in the ads script that will be called that just starts ShowAdWhenReady() as a coroutine?
actually we are assuming in this case that the ad is loaded already
you could use Advertisement.Load(myPlacementId); at the start of the coroutine
private IEnumerator ShowAdWhenReady()
{
Advertisement.Load(myPlacementId);
yield return new WaitUntil(() => Advertisement.IsReady(myPlacementId));
Advertisement.Show(myPlacementId);
}
and keep the call the same?
but it would be good to preload the ad before needing to show it
well this doesn't change the call
but I'd separate them, maybe call Load at the start of the level, and Show when finished
its saying there is no .Load for advertisement
which version of unity and the ads are you using?
not sure. .Initialize seems to work
public void LoadAd()
{
Advertisement.Initialize(myPlacementId);
}
public IEnumerator ShowAdWhenReady()
{
yield return new WaitUntil(() => Advertisement.IsReady(myPlacementId));
Advertisement.Show(myPlacementId);
}
would this work? i call LoadAd() when the level starts then call ShowAdWhenReady() at the end of the level?
if you are using an old version of the ads that might be your problem
there should be a Load method
wait really
at least with 3.4.5 there is
how do i update it
yeah I've updated my test project to 3.4.7, Load method is still there
ok so if i do what i said above but with .Load, would that work?
it should load and show the ad when it is loaded
but as I've said you should load it before the point when you gotta show, so it can be instantly shown, you probably don't want the delay
aight I'm done with this for today, good luck with your project
exactly. which is why i said i would do LoadAd() when level begins and ShowAdWhenReady() at the level and
hey anyone can tell my why ads and IAP's on the live version are not working?
google play store
is there someone who did it already and can explain me what im missing?
hey, anyone has a script for a mute button?
I have a very weird problem
when i build seperatly , some things don,t work , but when i build directly it works
I've ran into a really weird issue for one of my games, if I try to Destroy and object or setActive(false) it works in the editor but when testing on my phone it has no effect. Has anyone ever seen anything like this?
@golden remnant
public void Mute()
{
AudioListener.pause = !AudioListener.pause;
}
thanks, i will test it later this night
@glad jasper it could be multiple reasons. Make sure your code is correct, then make sure you have the latest ads package from package manager
@dense flint Maybe you did not build properly? need more info
Is there any way to take a still in Unity with the device camera? only ever find answers that use WebCamTexture which is rather blurry and not high res.
I know NatDevice exists but I'd prefer a free implementation as I really only need the ability to take a 4k still
I only need the image inside my app and not as a photo in the gallery or anywhere else
@glad jasper it could be multiple reasons. Make sure your code is correct, then make sure you have the latest ads package from package manager
@thorny ember at the end it was:
i followed a tutorial and he made a public variable, which was initialized in script, and after i wanted to change it in script, it was always overwritten by the one in the inspector. if you know what i mean.
stupid simple mistake as always
hi guys, does WebGL based Unity works on mobile?
It's not ideal but it works. iOS had additional problems running WebGL for me using URP, it could've changed.
dang I want to build a cool webpage using Unity but the projects I've seen doesn't work on mobile 
Guys, does someone has experience in publishing their games with Voodoo?
if someone has pls dm me, I'm new at this and I just joined the testing program and I need help
Just build for iOS trust me 
Guys, I've always released any ios mobile game using the Fast but no Exceptions Script Call Optimization just because unity recommend it to "avoiding undefined behavior" but now I'm trying to understand what this means? Why this exactly this happen?
And why this is not a thing for android for instance?
Does anyone know?
Is there way to profile/debug on an Android device that I don't physically own?
A small portion of users start to experience lag with the new version, they all report similar symptoms and are Samsung models.
@glossy sluice yeah, but there's not enough information there π¦
Anyone knows a good device camera asset for mobile? I'm having troubles with camera rotation on different phones
the .videoRotationAngle of webcamtexture doesn't help
also, when using front facing camera I need to flip the axis, but it's not possible by changing the scale or material tiling when webcamtexture is attached. Changing the webcamtexture wrapmode to repeat doesn't do anything at all
@eternal violet you can try to publish your game via a publisher bcs in my opinion it's not that stressful with ad campaigns and other things
lol
so you telling me i should publish with a publisher
hmhmh
did you ever publish with a publisher?
nope :))) but you should try it :)))
yes :))) i plan to use a publisher for my next game
aka in 3-4 months when i finish it
ye well, i wanna see how your goes π
what publisher u gonna use
voodoo?
ketchapp?
i think ketchapp bcs i don't do 3d games
not all of them
thanks β€οΈ
18
i see, so u got alot of free time to spare
mhm...
same kinda here
i usually take breaks
like every 10 mins or so lol
just like im doing now
xd
Someone with experience in iOS folder opening? I want just a path that Apple allows to acces, like idk Documents/
Anyone knows a good device camera asset for mobile? I'm having troubles with camera rotation on different phones
@limber parcel Which phones in particular?
Never got that issue / was able to resolve the iOS / Android differences but I might just not have tested the same devices as you
in build with test units
Banner: ca-app-pub-3940256099942544/6300978111
Interstitial: ca-app-pub-3940256099942544/1033173712
Rewarded Video: ca-app-pub-3940256099942544/5224354917
these are the test units @west sky
in build with test units
@golden remnant this is my code, debug says me "ad loaded" but i dont see any ad
with build on phone?
i don't see any problems
log in with google on mobile anyone?
with firebase and google... looks like you have to create a plugin for both platforms.
ive gotten login with google and firebase working on desktop apps
maybe there's already a plugin out there? I dont want to reinvent the wheel
I'm updating really old code from like Unity 5.4 and I noticed that I have been getting errors for having namespaces like IStoreListener and Product and IExtensionProvider. Have they all been replaced by something else?
how do i get ads on my game. and is there any requirements to it?
Yes i will need 4 digits on the back of your credit card
jk
there is no requirements
Hello! I make a play ground which made of voxels. but upside of the ground it is necessary to be surrounded by a wall. I could not make logic for wall.
I mean second floor will be my wall floor.
how Can I do that? Thanks a lot!
Hello guys, i am making skybox. In my game i can see only one direction so i want my skybox to be only one image that will be seen in background. Problem is, i cant setup this in my skybox, image will spread too much i am not able to see whole image
Can i setup image on Canvas and render it behind objects?
I'm trying to setup AdMob for my unity project and the step I can't figure out how to do is ```In the Unity editor, select Assets > Play Services Resolver > Android Resolver > Resolve.
Cause I don't have the Play Services Resolver menu
@crisp kite do u see any kind of google play settings
or admob settings
where u would put ur app id
and tick an android box or ios
I figured it out somehow
How can I make the status bar visible but the content resized
Like here you can see the status bar but there's content that the status bar is over
Guys does someone has worked with Voodoo?
I really need help with implementing their SDKs if someone has pls dm me I would really appreciate it
OK how do I validate the license key for Google Play Store?
er verify
I copy paste it into the box and it says "Please enter the key in a valid format."
can someone give me a code for looking around in first person mode with touch
why are my touch controls not accurate?
first time trying to make something on mobile for ios
@rugged wagon your called aim boy and u aint accurate?
how patehtic
jk, but em theres many free touch control assets
for unity
why not use them?
Hi - has anyone managed to get the fontscale value from an iOS device system prefs, so you can adjust the font size based on the value?
hi there how are you. hope that you are fine. i need some help. i make a topdown 3d shooter for mobile. but i cant find out how i can move the player with the virtual joystick on the left and rotate the player direction with the left stick. what i have to write in the playerMovment script?
i dont ask for any script or stuff. i wanna learn something. can some one teach me a little bit?
Hello guys! I have a question. Unity 2018 + latest Xcode + Mojave macOS = I cant export project as xproj workspace, only as xproject
hi there how are you. hope that you are fine. i need some help. i make a topdown 3d shooter for mobile. but i cant find out how i can move the player with the virtual joystick on the left and rotate the player direction with the left stick. what i have to write in the playerMovment script?
@alpine scaffold maybe this will help, https://learn.unity.com/tutorial/touch-input-for-mobile-scripting-2019 its a simple tutorial about mobile touch input for Unity 2019 you have a touch event that tells you you ended movement,and also you can know your direction if left,right,up down by this you can do whatever you want with the character after that. so yes you can have a playermovement script or you can do it in the game manager script that depends on you.
thanks a lot for your help. i check it righr now @sharp anchor
''' CSharp
foreach (Touch touch in Input.touches) {
if (touch.position.x < Screen.width/2) {
Movement();
}
else if (touch.position.x > Screen.width/2) {
rotate();
}
}
'''
i will try to use something like that.. what can i write to move my character to the position where my flnger goes on the left side and rotate to the position when i move my finger on the right side @sharp anchor
or how to call this method? i can maybe search by my self
but i dont know how to search for it
or is it not a good idealike that
i will try to use something like that.. what can i write to move my character to the position where my flnger goes on the left side and rotate to the position when i move my finger on the right side @sharp anchor
@alpine scaffold you need to move the character transform x or y when your finger moves to x or y direction,the tutorial i sent shows you how to detect direction and get the coordinates you can use them and test them. I would recommend you check tutorials atleast about moving the object toward the mouse drag you will find alot maybe by this you will have a clear image about what to do and how to implement
so i found one tutorial. when i will use the left side to move my character can i use if(touch.position.x<Screen.width/2)
movment() and for the movement with ofset like this tutorial ---> https://youtu.be/eSdjNGNj6uk
#unitytutorial #unityandroidtutorial #unityandroiddrag #unityandroiddragmove
In the previous videos we created this game prototype and tested different types of control of the rocket. In this video tutorial I will show you the way how to move this rocket applying an offset bet...
but this is for 2d. what i should write instead vector2 as vector 3d @sharp anchor
and thanks a lot for your answers
but this is for 2d. what i should write instead vector2 as vector 3d @sharp anchor
@alpine scaffold yes just keep the z as it is "new Vector3(newX,newY, transform.z)" ..touch movement is x and y if you want your 3d character to move towards a specific X and Y you have maybe try using movingTowards method https://docs.unity3d.com/ScriptReference/Vector3.MoveTowards.html
move towards makes the object move towards a specific position.
ah i think moving towards is better right? cause when i drag it , the player can go fast aa my finger. so with moving toward i can give a speed and stuff ?
this is how my game looks now π
the player rotate to the touch pos. but i cant move this guy cause its with wasd
ah i think moving towards is better right? cause when i drag it , the player can go fast aa my finger. so with moving toward i can give a speed and stuff ?
@alpine scaffold ofcourse your player should have a speed, check the docs and tutorial its up to you to know more about it. good luck π
thanks a lot. do you have maybe a idea what will be the best method for a game such this ? @sharp anchor
Hello guys =)
My name is rich
Have a question :o
How can I update my game made for android without downloading a new apk?
are you rich?
does anyone know how to make a search bar that would read firebase data? (search bar = input field)
Hello everyone!
I hope it's the right place to app. I am starting a project using Unity As A Library. I need to be able to start my Unity app from a native Android and iOS app.
But I also would like to pass some parameters to the Unity app from the native app, on start.
I don't really understand if there is a way to do that, I wanted to know if someone could help me?
how to download unity for mac
@fading dock
The same way you can download it on Windows: go to the website and download it
ok
A colleague of mine is trying to integrate the facebook SDK in a build for iOS, but is coming across this error when attempting to build. Any ideas what could cause it?
hell
Hell
Hey people! Let's say I want to disable ads in my game after the user purchased ads remover. Is Banner.Hide() enough, or is it still gonna load the ads in the background(just nor showing them)? Is there a way do disable all of the Advertisement updates?
Oh I didn't notice Hide() can take a parameter. I guess passing true to it is the way to go?
Hmm... At least in the editor it doesn't seem to remove the banner...
But if I debug whether it's loaded after the command, it seems to return false. I guess it's just the editor thingy...
What can I do to move and shoot at the same time?? Becouse if I move I cant use any other Button why???
you're probably not very good at multitasking, just like me
imagine being able to work and play games at the same time, that would be op, devs will have to nerf it
What can I do to move and shoot at the same time?? Becouse if I move I cant use any other Button why???
Can some one send me a Video or a script?
without any example of the code which is handling your shooting and moving you'd need someone with a crystal ball
you would have sepeerate anims for the legs and arms wouldnt u
they would be seperate
Hello everyone. I'm currently stuck in a weird problem that nobody seems to have. I have an android application that include a .aar library to record the mobile screen to create videos. My project was in Unity 2018.4.22 before and work perfectly. I had to update the project to the 2019.4.1f1 LTS (to have access to the SetIsOnWithoutNotification on Toggle, a wonderfull method by the way) and I still have my .aar library that I didn't code for the record. It's juste two simple classes in the classes.jar and nothing. There is also a specific Android manifest for this library : the main activity is specified so we can calls methods from the currentActivity.
My problem is : since yesterday I am trying to make my video library works and I'm stuck with the Unable to find library + Can't find the method that I'm searching.
What have I tried/checked yet :
- The library is in Plugins/Android (like the old time) and is for Android plateform. I have tried to remove it from the project and add i again but doesn't change anything
- The custom AndroidManifest option is checked in my player settings and I opened the apk with Android Studio to check if the activity has the right name and seems to be good.
- As the library is ridiculously smale I have tried this morning to add a huge 16 Mo zip in a folder and rezip the aar (as it's just a zip) and compile the project again and definitely, the size of my apk hasn't change. So I believe that the library is definitly not in my apk but I have no clue why.
- remove .aar and put directly .jar file in Plugins/Android and doesn't change.
Google seems to has no case like me with the recent version. My next step is trying to modify the base gradle but I have never touch that and it seems weird that I'm sutck here. I am missing something but what? Any help/clue would be so great. Thank you all.
I want to ask if** SystemInfo.deviceUniqueIdentifier** is reliable on checking device id of the players device.
I am planning to have the save file to have a local device id of the player and check if its the same with the phone
I've used it before and it works like a charm π
We also use this for a few different purposes
Sounds like you're in a real sticky situation Iwa, I wish I had an answer for you but I haven't seen this before :/
Yes I'm so stuck. I am trying the "put the .jar file in Plugins/Android" like we could do before. My next move is dancing around my computer => definitly not going to resolve the issue but I'm gonna be better for few sec π
I suppose you already have a forum post for this, I'd imagine you're more likely to get an answer there
not already done a forum post actually but I will do it if I'm still stuck this afternoon (a friend told me to ask the question here, I wasn't considering it, didn't event think about it, normally I found out before I need to go that far π )
@empty oyster is there any errors which are thrown? Can you share more details on the error itself, maybe stacktrace from LogCat and etc
Of course. Here is what I have from the logcat :
at com.unity3d.player.ReflectionHelper.getMethodID(Unknown Source)
at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
at com.unity3d.player.UnityPlayer.access$300(Unknown Source)
at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source)
at android.os.Handler.dispatchMessage(Handler.java:98)
at android.os.Looper.loop(Looper.java:168)
at com.unity3d.player.UnityPlayer$e.run(Unknown Source)
at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.AndroidJNISafe.CallStaticObjectMethod (System.IntPtr clazz, System.IntPtr methodID, UnityEngine.jvalue[] args) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.AndroidReflection.GetMethodMember (System.I```
(sorry i edited the message to show the whole message)
setupVideo is the very first method that I'm calling after getting the activity
here is the code to get the activity and call the method if needed :
using (AndroidJavaClass unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
androidRecorder = unityClass.GetStatic<AndroidJavaObject>("currentActivity");
int width = (int)(camWidth > SCREEN_WIDTH ? SCREEN_WIDTH : camWidth);
int height = camWidth > SCREEN_WIDTH ? (int)(camHeight * SCREEN_WIDTH / camWidth) : camHeight;
androidRecorder.Call("setupVideo", width, height,(int)(1f * width * height / 100 * 240 * 7), 30);
androidRecorder.Call("setCallback","AndroidUtils","VideoRecorderCallback");
}
#endif```
Iβve been working on a game for a while now and Iβve been avoiding a problem but not I need to solve it. How would I create a mobile game that runs on a large server?
Okay I have found the test projet of my library. It was in 2018 and works great. I have copied the project and upgrade it in 2019 and works great. Now I have to compare projects π§
@empty oyster could it be that the plugin isn't going in the build because it isn't checked from the inspector:
this example is with a jar file, but should be the same menu for aar
it is unfortunately checked :/
but has I found a way to make it work for unity 2019 I know that the problem is elsewhere between my two projects using the same library
I'm digging but it's a clue π (finally)
I've used it before and it works like a charm π
@empty oyster Thanks for the answer! I'll use it for my game then π
Okay so I compare the manifest between the test project that works on 2019 and the complete project that doesn't works in unity 2019 and there are bunch of activites "com.unity3d.services.ads.adunit.AdUnitActivity", "com.unity3d.services.ads.adunit.AdUnitTransparentActivity" that doesn't exist in the working project
I add that no services are activates, I didn't even provide an id... ooooor it's because of package manager mmmm
Ok I manage to remove useless activites but.... still doesn't work. My hope has been crashed on the pavement
Okay I finally remove the whole Library/Obj/Temps files and reimport the whole project and it works.... Maybe something went wrong when I switch from 2018 to 2019. But now it works. Sorry for bothering you guys
Hi everyone. I am requiring some assistance with spawning in objects in random positions. Could someone please give me some insight on how this could be done with no overlap? I also need to activate these objects when the player moves within a certain distance of them. Thanks π
I have a question, When i upload a game to google play store it says that Development builds are not allowed. I checked in unity that in build settings development build is checked off, but the error still shows is it cuz i have a bunch of debug.log statements ?
@midnight osprey you are probably signing your app with debug keystore. Try creating a new keystore and sign it with it, then upload to Play Store. Keep in mind that you will have to remember everything regarding the keystore once used to upload to Play Store.
ok, I will generate a new KeyStore
Of course, first check if you are really using debug keystore
ah, Yes I was, thanks
Anyone knows if I can test IAP on my device if I only published on internal track?
on google play store
you can add your mail address to the test account in the parameters of your ccount
I added it.
it will cost you no charge but you will still be able to try to buy things and get response from google store
The problem is my IAP works in the editor, but not in the build...
oh?
when did you add your e-mail address
If I remember this correctly I thought there was a delay before you can test
address?
I have this in my internal test window:
ah it's an internal test... oh never used those one
I submited an alpha one as well yesterday, but it's still not approved by google, so I was wondering if I can test it on internal one.
I'm sorry can't help you there :/
Just to be sure, do I need to download the apk from the console and install that one on the device? Or is the one that I build in unity supposed to work?
ah no you need to use the apk from the store i guess
I'll give it a try
but if the apk is still not validate maybe it's not going to work anyway? sorry I'm not familiar with internal test
tell us π
Nope, doesn't seem to work...
maybe you don't need the internal test
in the main parameters of your google account did you put a tester?
(it used to be there, don't know if it is still the case... wait a minute)
hmm... I put tester anywhere I could. I'm starting to think that it might be on the app side. Gonna try debugging on my device...
of the tester account?
no of your google play store account
on the left panel click Preferences
there is a panel calls something like Licence test
(sorry mine is in french)
it's a list of gmail account for test
hi iwa, u published games before?
more applications than games but yes
@iron acorn I have done internal testing many times, whatchu need help with
I haven't done if for a while thow π
ah i see
@empty oyster I think you mean this?
ah I have not this interface at all
same
thats odd looking
heres how mine looks:
u add testers here
via their email
and give them a name
So, I've dubugged in my game again, and I'm getting: BuyProductID FAIL. Not initialized.
and also make sure u created a release
for this internal test
like did u put an apk?
or aab
i never tried IAP in my game
heres how mine looks:
@eternal violet I have that panel too. I was just doing what I thought Iwa said. And got to the one I uploaded.
okay
@eternal violet I put an apk in the internal test. It's listed as rolled out
nope
Is it supposed to be on the play store after releasing to internal track?
alright
apparently I was using the old google play console
I've changed to the new one in the settings and there are some options that are different...
well ye
when u release to internal test
u shouild see it in app store
google play
or there will be a link i think ye
a link to yo app
and u send it to email maybe, but i htink it should be ther
After some googling it seems like I need to get the app checked by Google at least once for it to appear on the store. Meaning you can't even do an internal test until then...
idk wahtu on about
i release internal test aab...
they approve it, and then it will say: "all udpates live"
ye, and then i think i can saerch it on app store
nvm
i think it was a link actually ye
u would get a link, somewhere in google console and then email it to test users
and then they would get on that link, and it would take em to the goole play store
yeah, I got a link, but when I follow it it says that the page is not found
like that
not that kind of link
some other one
in internal testing pages
its like opt in
something like that idk
The only one I can find is this:
thats still from
the old google console
isnt it
for gods sake xd
but thats it i guess
idk try everything bro
every link
that's the one I used before
Hi all, i'm currently trying to port a unity game to android. The game requires access to the fonts folder, which is in streamingassets. I'm struggling get it to access the correct folder at the moment. It just says "fonts directory path jar: et... not found". I've attached the code where i think the issue is, any help would be greatly appreciated. https://pastebin.com/EENyWZmi
I think you should use Application.streamingAssetsPath
Ah ok, would that be on line 9 or 12?
You can check example here to how to use it. I'm not sure why you try to create two different paths in your program
Ok, thanks, i'll read into it more. As for creating two paths, i'm very new to this so i don't really have a good explanation aside from probably just doing it wrong.
Ah, ok π You need to create a path by combining Application.streamingAssetsPath and your file name and then use it with WWW class
I'll give it a go. Thanks for your help!
Did anyone used AndroidJavaObject ?
I want to use it in multiple scenes .
Will I create it static?
Or there are some better way
Better create one monobehavior which will handle all interactions with it
Hey, does anyone have a solution for all those OpenJDK installs that we need for each Unity install? Why can't the hub install all those OpenJDK and other Android setup in one place?
I can't even download openjdk from unity hub
I already have the Android SDK/NDK for Android Studio, but Unity prefer to work with specific versions (and that's ok and legit), but each time that I want to install a new version (of Unity) and to work with Android, it's:
Install Unity without the Android installs.
Open a project, try to build for android, get errors.
See which folders are defined in the External Tools Preferences. Try to fix, try to reference to other Unity install folders, etc...
Some times it works, sometime I just give up and install again a new version of the android SDK/NDK using the Unity Hub, for the specific Unity version...
I have a similar problem, I updated my project and now it demands jdk 1.8.0 and I cannot download that from unity hub
From the Hub you can install OpenJDK, but if you'll try to use the OpenJDK of another installed Unity version, it won't work(it'll ask for JDK...)
Ended up installing another OpenJDK π
I tried to download jdk from hub, but it quits half way
Which Unity version?
2019.4.1
Ok, I managed to use the OpenJDK of Unity 2019.2 in 2019.4.1 right now. Do you have older version already installed?
try to use OLDER_UNITY_VERSION_INSTALL_PATH/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/OpenJDK/Windows
how?
(if you are on windows)
I am on windows
Edit > Preferences > External tools
and set the JDK folder
It'll work if you already installed the OpenJDK for the older version...
You say that you can't download it from the hub...
So set the path to the version of oracle
For me, setting the path to the OpenJDK of an older version worked. It seems that in older versions the hub downloaded the files for windows/mac/linux. And in 2019.4 it downloads the files for your OS only. So if you want to use OpenJDK of older Unity versions, you need to set the path with your specific OS, and not just to the OpenJDK with all the folders of different OS...
still says its an invalid jdk
which path?
As I wrote, you can use OpenJDK of an older version... you can share screenshot of the preferences window or the folder of the OpenJDK of the older version.
trying to download it from openjdk site
how do I get an older version?
You wrote that you have it on older versions of Unity...
yes, just deleted them
why?
they don't work anymore
But if they had already OpenJDK, you could have used it...
once I updated my project to the new unity editor, the old one didn't work anymore
they didn't
So how did you compile to android with them?
So install the relevant JDK from Oracle
Anyone published a game on play store recently? How long did it take you to get it reviewed?
It says it may be longer due to pandemic but I didn't see any big difference. Not sure how about new release, maybe day to few days and for updates its sometimes a couple of hours
I's been almost 48 hours that I submmited the app. I guess it's because It's my first app/submission.
Hello, I am creating an app that essentially shows makes a button appear (1 of 12 on a grid) and you must click the button before it disappears. This keeps going on until with the time that the button appears decreasing. Eventually, the game ends when the person can no longer click the button.
I'm pretty new to Unity so should i use void Update or a coroutine or something
?
Not sure how it's related to mobile, but if you're new, then start with update. If you see that it doesn't fit your use scenario, research more about coroutines.
Better create one monobehavior which will handle all interactions with it
@cupitor.impossibilium#7287 ok
Do you have any web link on this?
Thanks. My bad guys. It's a mobile app so i thought I should write in this one.
Hi guys , i am working on game since 17 months using Unity as game engine , its first person shooter on mobile i created everything Alone, some asset were purchased from asset store ,like zombies to save time working on more levels
current build have 4 level and working on 5th one
π i hope you guys like it
if anybody wants to play : https://play.google.com/store/apps/details?id=com.Gametrigger.ZombieShooterDeadTerror trying to make this game great, share it with your friends!
if you play , let me know how is the game
thank you
Admob ads won't run in my unity project.
I keep getting Dummy .ctor
Dummy. initilize
Dummy.ctor
Dummy. create intersitital ad
Dummy.loadad
Dummy.isloaded
Dummy.Showinterstitial
but no actual ads
ohhh
ye
good luck, i have had admob work before, but i quit it, coz they disabled my ads twice
and it takes 3 weeks for them to do something about it
@eternal violet on unity?
yes admob on unity
i followed there tutorial, but nothing pops up other than those warnings i meantioned
There are many possbile reasons, but anyhow, i quit admob
so like im not gonna help someone integerate something i hate
unity ads is better
k
Can someone send me a Multitoutch script becouse I dount know how to code one and cant find a workebel script.pls
Dummy ads are only inside the Unity editor
Admob doesn't support showing "ads" as unity ads inside the editor
Plus if your account is new one, they will first check your traffic and measure some stuff before showing real ads
And yeah, they can pay better than any other ad provider, but mostly they will van your account for any reason too
So I would say to stick with some other provider, not admob
Argghhh! 3 days in review and that's only for the closed alpha build ><
@iron acorn it takes for me atleast 4-5 hours or so
for the app to get updated
or
publish a new app
initially it may have taken that long tho
like when starting out on google play console
they may have this system, where they have old users as top priority, maybe coz they know they have good reputation, and so they can easily do their requests of updaitng or something.
guess so...
anyhow
the first publish i think
will be the longest
and then when u actually pbulish it or update it into a beta or something
thats when it will be quicker for sure
coz like they already made a website for the app, so then its ez to do other updates
I hope so.
u dont hope so, i speak from experience π
Alright, thanks for the reassurance!
np
What's the best way to debug a non development android build? It's not possible to connect the console to it, right?
Why not?
It's possible? I thought unity can connect only to a development build oO
You can still use Android LogCat even when it's not develompent build
if you're using Unity 2019 or above, you can use this package and it becomes pretty simple
Oh, nice. Thanks!
I'm looking for suggestions for a free mobile controller, please. I just want left, right, and jump.
what like hardware? @blazing steeple
@white radish I mean UI touch controls for Android
For my last game I set up touch areas, it declutters the UI.
or u can use simple UI buttons placed on a canvas
or you can use a joystick prefab from the asset store.
@blazing steeple
I saw one I liked a few years ago for just left/right movement, but I can't find it now. It was dynamic so wasn't visible until you used it. Drag on the left half to make it appear, tap on the right to jump. Really wish I could find it.
i would use this prefab joystick locked to x: https://assetstore.unity.com/packages/tools/input-management/joystick-pack-107631#content and then setup a touch area for jump
Thanks, I will take a look
its got dynamic features 2 π
Brill, really appreciate it. My game is so simple do I didn't want to have an offer complicated controller π¬
Anyone experienced severe lag from post processing bloom effect on some android devices?
Not related to programming but Mobile Optimization, I hope this is the correct channel. So I've this scene with post processing turned on, it has bloom, depth of field and AO. And my game lagged heavily on my android device, so I removed PP but still things haven't improved any better, it got a little smoother
on my phone it is running without problem, but on my friends phone the performance drops to like 5 fps. according to the profiler, bloom - graphics.Blit takes like 90 ms to process...
@jade oyster best use the profiler to find the culprit.
google unity profiler. It's a tool that is invaluable for pinpointing performance issues. You can see what exactly in your game causes the lag.
Okay so I tried doing the wifi way to connect my phone to the profiler, Its just stuck on the last process now. "Coping APK package to device"
Any idea?
no clue. I've only used the usb one.
adt?
just connect your phone with usb. Make sure the device is in debug mode, then "build and run" in unity with development build and autoconnect profiler checked
no
Where do you turn on that developer build thing? Unity manual points to Cloud Build's advanced options
vsync is supposed to limit the frame to 60/30 depending on the device
it's doing it's job
Rendering is also spiking but not too much 60ms
Can you take a screen of the profiler hierarchy?
Btw I don't know much, can it be reflection probes? Should I bake them and delete them?
Sure
So the beginning is the main menu, and when the game starts it spikes
how can i make a jump button?
https://www.youtube.com/watch?v=8ycgJbQegAo @hearty vector
This time I will show how to implement a thirdperson controller with touch gestures. If you want to make a third person shooter for mobile devices, then this video could be helpful to find a start how to implement your game logic. I will show you three methods: AutoLook &Joyst...
The mechanics should be the same
just change the Y of the character when the jump button is pressed
And how to setup the jump button you can see there
Well , when i use opengle3 for my android game , it works properly , but when i use vulkan , fore some reason a clipping plane is set for a certain distance , but i need vulkan for other reasons , how can i solve the clipping plane ?
@glossy sluice ^^
are you using a camera?
are there any ways to debug/test touch controls, that actually work?
@left bolt
so for example, not unity remote 5
It has nothing to do with camera , it works in opengle
no errors , in build and editor
hmm one minute
maybe it is my buffer , wait
@jade oyster i dont think it is i tried it
anyone has a 2d jump video?
or anyone who can tell me how to do it
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
do the search yourself , no results...
its not the buffer btw
@jade oyster Sorry for a late reply. I was trying hard to debug my own issue. Apparently it was the 2d lights and 2d renderer on URP. Maybe you have a similar issue...
Check the gpu profiler. It might be that vsync is waiting for the gpu to finish rendering, although I'm not sure.
This thing called Semaphore.WaitForSIgnal is causing the problem
Seems like many people are having the problem
Google is filled with complains
I wonder if its something I can fix or Unity will fix with a patch. I see no solutions online, Unity Supports asking to Submit a bug report and everyone is mad
idk
are you listening to me even?
the mad people just don't know what they're talking about.
it's not gonna get fixed. Unless you're using an experimental feature like I did.
Well I mean idk what to do, I dont have any intense things going on lol
idk why its being heavy on GPU
can you please guide me, cause im new and understand this thing. What exactly you mean by "on built in render pipeline"?
If you don't know, then you're probably using the built in one.
There are built in and the new scriptable render pipelines: urp and hdrp.
okay
If it's built-in, then the problem is probably not in a preview feature.
How do I check that, URP and HDRP thing?
You can see the render pipeline that you're using in project settings - graphics irc.
None means built in
Anyways, you should probably look at the gpu profiler to get a hint at what's causing it.
Ok ill check that
Hmmm
That'll make it more difficult...
Check the render section at least then.
Take a screenshot of it.
A million vertices is pretty heavy for mobile if you ask me.
So I start removing things from the scene?
What exactly do you have in the scene?
All low poly, trees, a river, mountains few structures
Regular shaders?
Since I dont know what you mean, I am guessing yes
How does it look? Can you take a screen?
You can see what shaders is used in materials.
I'm going for horror look so things are dark
BTW, does it lag in the editor? Or only on the device?
So I can only assume that your device can't handle that scene. The main problem is probably not the vertices but lights and shadows...
In project settings - quality try setting the default quality as fastest.
Should I bake them and delete the reflection probes?
Then build again and see if there's any difference.
Bake most definitely.
No point in deleting, as they're only needed for baking as far as I know.
I've 3 lvls already set up that I can control from the game, Low, Medium and High, Low and Medium it runs quite okay, High it just kills it
Set lights to static (don't remember how it's called exactly).
Well, that's expected. High has some really exaggerated settings as far as I remember.
Anyway, I'm off to sleep.
Lol me too, Good night, and thanks for your time )
isnt the rigid body supposed to be in colour
i always have this
whenever i do some working code or script some stuff are not coloured
@hearty vector That happens to me as well. I get it to work by launching Visual Studio directly from Unity by going to Assets -> Open C# Project
@hearty vector in Unity make sure Edit > Preferences > External Tools > External Script Editor has Visual Studio set correctly
@glossy sluice well, first verify that your sdk is installed and the path is correct.
Then perhaps you should deal with it in the morning.
Also googling all the relevant stuff.
Does anyone know how to make a jumo button for 2d
Can someone tell me why the delta of my pointer on enter not 0 like the rest on my mobile please?
what exactly are measuring?
any Android devs here know the minimum manifest permissions required for Google Play achievements and leaderboards?
Does anyone know if you can use custom notification sounds, in the unity mobile notification package???
@shrewd lotus I think it's 4.4
@robust hamlet I mean the permissions required from the user, e.g. internet connectivity (obviously), but then there's others I'd prefer not to need, like email address
it feels like a lot when the sign-in prompt appears
I don't think you need any permissions to use google play games at all, other than internet connectivity
Well I tried removing post processing and baked all lights and stuff, still game that thing is taking 300ms
Im little lost
How can I move with a joistick and shoot by toutvching the screen at the same time ???
@jade oyster did you manage to do gpu profiling in the end?
@glossy sluice try removing the old app before installing new builds
do you use "build and run" option?
Nope its just shows like this
How can I move with a joistick and shoot by toutvching the screen at the same time ???
@rough kindle Put an image on the entire screen. make it transparent, put it behind the joystick, and take input from that
https://www.youtube.com/watch?v=8ycgJbQegAo
This time I will show how to implement a thirdperson controller with touch gestures. If you want to make a third person shooter for mobile devices, then this video could be helpful to find a start how to implement your game logic. I will show you three methods: AutoLook &Joyst...
@glossy sluice do you get any errors in the console?
Oh wait wait wait, it says Profiling GPU isn't available in Vulkan
Am I using Vulkan
I dont even know
@jade oyster I see. Tried removing the Post processing effects and reducing the amount of objects in the scene? Reducing the quality in quality settings?
@jade oyster some devices only have vulkan I think.
Quality reduction does help yes, but removing things doesn't help that much, it went from 300ms to 270ms thats it
@glossy sluice I think there are more. From what you pasted it looks like 3 errors.
@jade oyster 270 ms on the lowest quality?
High, lowest it gives me 30-40ms
@jade oyster Just to be sure, is that how it looks for you:
With the fastest being green?
@glossy sluice So in your previous message you've omitted the 2 errors about android sdk.
well then do it.
preferences - external tools
should be like that
try unchecking everything and checking again
no
open the unity hub and check if you have all the neccessary modules installed
click the 3 dots
add modules and:
do you have the android sdk and openJDK modules?
okay, try building then
the latter
build and run
same errors?
try checking if anything is installed in the path were your android sdk is installed
previously you've seen it in the preferences
copy the path and paste in windows folder
or manually go there
Donno, I assume it's the same on mac
yes
hmmm
seems fine
nah, it's okay
anyway, I'm going to sleep now. You know what the problem is - google it.
google the errors about android sdk
What will happen is I turn of V-Sync count?
under quality
I turned it off
and everything is running much better
Hello guys I just bought a macbook and Iphone.
Just by curiosity do I need anything else on the macbook besides xcode to run mobile apps?
no, unity+xcode should be enough
thanks
Is it free to upload to the App Store?
You have to pay 99$ per year to publish on App Store, if I recall correctly
yep
The only free platforms are amazon app store which is horrible
and then getjar which is also even more horrible
ye bro xd
that username makes it difficult to communicate not gonna lie
ye its ok so basicalyl
u have problems... when resolving?
ay nice
right?
oh okay
well anyhow
so basically go to:
edit > preferences > external tools:
scroll down
and u see this tickbox
Untick > save and close > come back and tick it again, save and then build and run
yes
u always need usb debugging on
save and close unity itself
ye
yes, then tick the sdk box again
and save unity, and then build and run
hmm.. no dont reset it
just tick it
and then build and run
i think that shoul dod it
yes
ahhhhhhhhh
hmmh
can u show the errors again
wait
did u tick it??
are u sure u ticked it?
like u see a tick in the box?
mhm..
Okay so
do the same steps again
but this time
save and then close
as its ticked
after u unticked saved it
we shall see
mhmhm...
hold on
okay
mhmhm
ye i never got that, but to me it looks like u missed a step in setting it up, best to go where it says in the error
in that manual
lol
well i never got that error of yours xd
if im available ye
@glossy sluice BTW, you can see your device when you're in build settings, right?
when you build your game, can you see your device name among in the Run Device field?
here, instead of default device, your device should be shown
Let's go to the beginning and make sure we're on the same page. Do you remember how to get here:
Take a screenshot of that window.
@glossy sluice
yes
okay
@glossy sluice I kinda feel like there's another error we're missing
@glossy sluice expand your console a bit more, like that:
I also want to see these buttons here:
no, you've expanded the lower window
yes
@glossy sluice welp. The only thing I can think of is trying to reinstall the android sdk...
via either android studio or the command line tools
make sure you download the mac one
after you install it, you'll need to change the path in unity preferences though.
newbie to mobile. Are you guys using LOD for all objects?
Anyone has some experience or info about ads and fraudulent activity? Am I allowed to test live ads on my device? Testers device? Can I play my game on any of these devices after the release with proper ads without being concerned about my dev account being suspended or ads revenue blocked?
You shouldnt show or click live ads when you are testing, I think. https://support.google.com/admob/answer/3342054?hl=en
Invalid traffic includes any clicks or impressions that may artificially inflate an advertiser's costs or a publisher's earnings. Invalid traffic covers intentionally fraudulent traffic as well as acc
what if I'm not testing?
What if I just want to play the complete game on my device?
Also, how would I test if the live ads(not the unity test ones) actually work?
Well if you are testing, you should use test ads and if they are working, live ones should work as well
okay, so what about previous testers? Can they play the production version with ads?
Well I'm not sure about that, hard to tell
Hmm...
@warm adder Well, anyway thanks for the info.
Ah, but I'm not using admob, using unity ads. You think the same thing applies to them?
They have a similar page for that, with even more information
there's this line "Publisher employees or agents manually clicking on Ads outside of limited customary testing for an App. " so I guess that your testers can test Ads but not too much? hard to say
np π
is it possible to add more ad advertisers (AdMob,Unity Ads, etc) on the same banner?
or in the same game?
Yeah, I had both AdMob and Unity Ads integrated in one game.
and how did you integrate it?
When loading a banner ad I was using them alternately, first banner I loaded was from Unity, second from Admob etc
ok, thanks β€οΈ
@warm adder I'm curious, is that better in terms of revenue instead of using Admob as mediation and letting it decide what to show?
If you've bothered to test that far
tbh I dont have any data on that, I was using it in my previous job but after release, our game downloads and active users were really low, so there was barely any income
but sometimes there is situations that unity ads doesnt have any fill for banner and then you can check if admob has one.
I see, thanks for sharing
@iron acorn I figured the culprit, it was the terrain, I removed the terrain and now it runs faster than what RTX can run it on PC π
Well specifically the Normal maps
I removed the normal maps from the terrain texture
And its much much much smoother
I see. yeah, makes sense.
maybe with URP you'd have better performance.
might even be able to use normal maps
URP?
But textures are at 2048
Im getting them down too
Oh wait the Universal Render Pipeline?
Hello, I'm new to creating mobile applications in Unity. I have a question about different pages in app. What is common practice should I make it different panels on 1 canvas or with different scenes?
I think it should be different panels on 1 canvas
Ok, is there any easy way to navigate between them or I'll have to move transforms or have it one over other and on/off?
Switching them on and off is the easiest way I think.
Ok thank you π
Guys
Unity 2019.2.4f1 on an iPad using the new input system
Why do I get drag lag in mobile but perfect transform in pc
if (Input.touchCount > 0 && Input.touchCount < 2)
{
//Moves the player at the mouse/finger
touch = Input.GetTouch(0);
touchPos = Camera.main.ScreenToWorldPoint(touch.position);
touchPos.z = 0f;
transform.position = touchPos;
}
this is the code
Someone with experience in xcode? I'm trying to do a plugin that open ios Files(file browser)
how can i add google achievements to my game?
does anyone know why the farcliplane is different on different graphic APIs? on Opengle 3 its normal , but on vulkan it is closer
how do i change this
and it seems that transparent textures arent affected by this clipplane
hey
i need help pls
i did a button for jumping
and it sometimes jumps (so rare) and sometime doesnt
Any ideas why my game is showing only one rewarded ad then it dosen't show anything
?
@golden remnant what else do you have?
Then what doesn't work?
the rewarded ad apears only once than i need to restart the game to work again
It's either a problem with your code or there's no ads available to show then.
i think it's the game
it should say an error of:
error: 3
or something like that
thats no fill
Btw
i think the new advertisement update package, kinda ruined how the ads work
maybe
coz i dont got my ads working rn
with the old code
I just released yesterday and judging by what my friend that played said and what I've seen trying myself real quick, I get a lot of no fill. At least for the banner.
okay
well i get 100% ad fill
also i just lsot internet
oh nvm
if im offline, its coz i lsot internet lol
@eternal violet are you testing actual ads on your own device?
I tried with actual and test ad
neither worked
(on test mode)
@iron acorn
any clues?
I thought it was the internet?
Errr.
I think you just call ShowBanner
Don't remember. Let me get to my pc in a few min and I'll tell you.
ok thanks
actually
it's just Advertisement.Banner.Show( bannerID );
bannerID is a string id of the placement
@eternal violet
hey guys, when I try to export my game to android then unity says "Grandle build failed" and the console says that there is an problem with daemon, I hope you cam help me
@rain gulch can you take a screen of all the errors?
way too large for my screen
Oo?
Is that t only error?
Did you try googling?
You can stop now
Did you try googling?
I tried
aand?
brang nothing
@iron acorn
but google brings nothing
well, I guess then you're doomed =/
dlich
Unity Monetization 3.x.x do u know of this?
do i need this package to have unity ads work? what is it
@iron acorn
Hey, I'm trying to instal Unity Remote 5 on device without internet connection/google play. Is there safe way to get apk of it?
idk maybe u could install it on pc and transfer to mobile, but like idk if thats even possible so
Or just go to a local mcdonalds for internet connectio nlol
If it would have wifi module I would just use it π
@eternal violet At least I don't have it.