#πŸ“±β”ƒmobile

1 messages Β· Page 30 of 1

eternal violet
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ye so basically, the reason being YOU see it as "beta" is because your still a tester, other poeple see it as the production app

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u gotta remove your self from testers

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and then u will see it as production

glad jasper
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oh give me one sec, i will do that

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ohh yeah right, but

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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

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but big thanks for the tester answer, i would never figure that one out by myself..

eternal violet
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thats becuase some updates may not be live yet

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it has to say all updates are live

glad jasper
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on the dashboard?

eternal violet
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yes

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jsust like this

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soz for the ping 2d, accident

glad jasper
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ah yeah i see.

eternal violet
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btw

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whatchu u using? admob? or unity ads

glad jasper
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so i will just check it the next day.

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unity ads

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and IAP

eternal violet
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ah interesting

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whts iap?

glad jasper
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in app purchase

eternal violet
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ah interesting, now may i ask, why u chose unity ads over admob xd

glad jasper
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for 1€ you can remove the ads

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stuff like these

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well its my first time i do this^^ i heard of admob, but tutorials directed me to unity ads

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is admob better?

eternal violet
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i dont know man, personally im not having a good time with it xd

glad jasper
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oh okay

eternal violet
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coz i got a warning of ad serving limited, after i repeadetly opened the app to check if ads were showinrg or not

glad jasper
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so, you can just get a limited amount of ads with admob?

eternal violet
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ye for 30 days this will impact ALL apps i have on admob

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its super anooying, because this sytem is automated

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its not even done by a human

glad jasper
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okaaay.. this is interessting

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i actually cant tell you if this is the same case for unity ads

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i integrated an AD banner on the bottom and typicaly ads

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can i add you as friend?

eternal violet
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sure

glad jasper
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give me a sec, coming back soon

eternal violet
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ok

thorny ember
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im going to be publishing another game soon so i wanna make sure it works this time so any help would be appreciated

ruby robin
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you aren't using the IUnityAdsListener interface and your OnUnityAdsReady method won't get called when the ads are ready

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and the method has a different signature, it receives the placement string

thorny ember
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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?

ruby robin
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check out the link I gave you, it has example code

thorny ember
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ive seent the scripting before. It says to use unityadslistener only for rewarded ads, which im not using

ruby robin
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if you want to use the OnUnityAdsReady callback you need the interface

thorny ember
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ive seen the second link before too but none of them talk about how to implement just a regular vieo ad

ruby robin
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otherwise you can start a coroutine and use yield return new WaitUntill(() => Advertisement.IsReady(myPlacementId));

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a regular video ad is called interstitial ad

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and yes it has an example code

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just not the way I'd do it

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I'd wait for initialize to complete before trying to show it

thorny ember
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ok wait, so youre saying if i put my unityadsready code in this: public interface IUnityAdsListener {} it will work?

ruby robin
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and you change the signature of the method to match the one the interface wants, it should work yes

thorny ember
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wait what do you mean by that

ruby robin
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you will have 3 other empty methods because of the interface, but if you want to use the OnUnityAdsReady callback, that is the way

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just add the interface to your code and it will show you what it wants with errors

thorny ember
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    {
        void OnUnityAdsReady(string myPlacementId)
        {
            if (!Advertisement.IsReady(myPlacementId))
            {
                return;
            }
            Advertisement.Show(myPlacementId);
        }
    }
ruby robin
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do you know how to use an interface?

thorny ember
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target runtime doesnt support default interface implementation

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no not really

ruby robin
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give me a second

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I'm using vscode but it should be similar with visual studio

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you should clean up the thrown exceptions as well

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I think you can implement it a bit better tho, if you don' want the additional methods

thorny ember
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ok putting IUnityAdsListener at the top isnt working for me

ruby robin
thorny ember
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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

ruby robin
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test mode loads the ads very fast, since they are the same ad every time

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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

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there could be other problems as well, debugging the ads is annoying

thorny ember
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alright. So if i use the second method you showed it should work?

ruby robin
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I imagine so

thorny ember
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also i want to trigger the ads whenever a level is complete how would i do that?

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ad.StartCoroutine(ShowAdWhenReady()); tried this not working

ruby robin
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and why is that, what is the error?

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and what is ad.

thorny ember
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sorry it works when i do it this way ad.ShowAdWhenReady();

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ad is just the script where all the ad stuff is written

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but would this not work as a coroutine then if im not calling it that way?

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like should i make another function in the ads script that will be called that just starts ShowAdWhenReady() as a coroutine?

ruby robin
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actually we are assuming in this case that the ad is loaded already

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you could use Advertisement.Load(myPlacementId); at the start of the coroutine

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    private IEnumerator ShowAdWhenReady()
    {
        Advertisement.Load(myPlacementId);
        yield return new WaitUntil(() => Advertisement.IsReady(myPlacementId));
        Advertisement.Show(myPlacementId);
    }
thorny ember
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and keep the call the same?

ruby robin
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but it would be good to preload the ad before needing to show it

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well this doesn't change the call

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but I'd separate them, maybe call Load at the start of the level, and Show when finished

thorny ember
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its saying there is no .Load for advertisement

ruby robin
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which version of unity and the ads are you using?

thorny ember
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not sure. .Initialize seems to work

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public void LoadAd()
    {
        Advertisement.Initialize(myPlacementId);
    }

    public IEnumerator ShowAdWhenReady()
    {
 
        yield return new WaitUntil(() => Advertisement.IsReady(myPlacementId));

        Advertisement.Show(myPlacementId);
    }
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would this work? i call LoadAd() when the level starts then call ShowAdWhenReady() at the end of the level?

ruby robin
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if you are using an old version of the ads that might be your problem

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there should be a Load method

thorny ember
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wait really

ruby robin
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at least with 3.4.5 there is

thorny ember
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how do i update it

ruby robin
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Window -> Package Manager -> Advertisment

thorny ember
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im on version 3.4.7

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or wait nvm

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im updating now

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shit i was on 2.0.8 bruhhh

ruby robin
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yeah I've updated my test project to 3.4.7, Load method is still there

thorny ember
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ok so if i do what i said above but with .Load, would that work?

ruby robin
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it should load and show the ad when it is loaded

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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

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aight I'm done with this for today, good luck with your project

thorny ember
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exactly. which is why i said i would do LoadAd() when level begins and ShowAdWhenReady() at the level and

glad jasper
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hey anyone can tell my why ads and IAP's on the live version are not working?

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google play store

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is there someone who did it already and can explain me what im missing?

golden remnant
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hey, anyone has a script for a mute button?

left bolt
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I have a very weird problem
when i build seperatly , some things don,t work , but when i build directly it works

dense flint
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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?

thorny ember
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@golden remnant

public void Mute()
    {
        AudioListener.pause = !AudioListener.pause;
    }
golden remnant
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thanks, i will test it later this night

thorny ember
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@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

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@dense flint Maybe you did not build properly? need more info

mystic kayak
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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
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@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

marble swift
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hi guys, does WebGL based Unity works on mobile?

odd arrow
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It's not ideal but it works. iOS had additional problems running WebGL for me using URP, it could've changed.

marble swift
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dang I want to build a cool webpage using Unity but the projects I've seen doesn't work on mobile UnityChanAfraid

lime vessel
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Guys, does someone has experience in publishing their games with Voodoo?

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if someone has pls dm me, I'm new at this and I just joined the testing program and I need help

glossy sluice
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Just build for iOS trust me GWowoKannaBear

hard pendant
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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?

polar leaf
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Is there way to profile/debug on an Android device that I don't physically own?

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A small portion of users start to experience lag with the new version, they all report similar symptoms and are Samsung models.

hard pendant
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@glossy sluice yeah, but there's not enough information there 😦

eternal violet
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should i publish game via a publisher

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or myself

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how would i even advertise

limber parcel
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Anyone knows a good device camera asset for mobile? I'm having troubles with camera rotation on different phones

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the .videoRotationAngle of webcamtexture doesn't help

limber parcel
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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

golden remnant
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@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

eternal violet
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lol

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so you telling me i should publish with a publisher

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hmhmh

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did you ever publish with a publisher?

golden remnant
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nope :))) but you should try it :)))

eternal violet
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lol

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so you recommend i try something that you never even tried your self xd

golden remnant
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yes :))) i plan to use a publisher for my next game

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aka in 3-4 months when i finish it

eternal violet
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ye well, i wanna see how your goes πŸ˜‰

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what publisher u gonna use

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voodoo?

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ketchapp?

golden remnant
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i think ketchapp bcs i don't do 3d games

eternal violet
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lol wtf

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ketchapp has 3d games

golden remnant
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not all of them

eternal violet
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ok well, good luck!

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on yo 4 month project

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xd

golden remnant
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thanks ❀️

eternal violet
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btw

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how old are you

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that u have 4 months of time

golden remnant
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18

eternal violet
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i see, so u got alot of free time to spare

golden remnant
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:))))

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don't get me wrong i don't spend all my time working on the game

eternal violet
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mhm...

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same kinda here

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i usually take breaks

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like every 10 mins or so lol

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just like im doing now

golden remnant
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xd

tame halo
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Someone with experience in iOS folder opening? I want just a path that Apple allows to acces, like idk Documents/

mystic kayak
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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

west sky
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does admob in unity?

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or only in build

golden remnant
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in build with test units

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Banner: ca-app-pub-3940256099942544/6300978111
Interstitial: ca-app-pub-3940256099942544/1033173712
Rewarded Video: ca-app-pub-3940256099942544/5224354917

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these are the test units @west sky

west sky
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in build with test units
@golden remnant this is my code, debug says me "ad loaded" but i dont see any ad

golden remnant
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with build on phone?

west sky
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in unity nor in build

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ad doesnt show up

golden remnant
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hmm

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the reward ad?

west sky
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the reward ad?
@golden remnant what do you mean

golden remnant
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what ad you don't get?

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all of them or just one like the rewarded ad?

west sky
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i want to get only one reward, it's a video reward

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this one right here

golden remnant
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i don't see any problems

west sky
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neither do I, but I dont see the video

trail fern
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log in with google on mobile anyone?

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with firebase and google... looks like you have to create a plugin for both platforms.

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ive gotten login with google and firebase working on desktop apps

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maybe there's already a plugin out there? I dont want to reinvent the wheel

wraith dew
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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?

glossy sluice
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how do i get ads on my game. and is there any requirements to it?

eternal violet
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Yes i will need 4 digits on the back of your credit card

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jk

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there is no requirements

twin galleon
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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.

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I mean second floor will be my wall floor.

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how Can I do that? Thanks a lot!

uncut lark
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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

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Can i setup image on Canvas and render it behind objects?

crisp kite
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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.

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Cause I don't have the Play Services Resolver menu

eternal violet
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@crisp kite do u see any kind of google play settings

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or admob settings

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where u would put ur app id

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and tick an android box or ios

crisp kite
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I figured it out somehow

crisp kite
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How can I make the status bar visible but the content resized

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Like here you can see the status bar but there's content that the status bar is over

crisp kite
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And I need it ti be like this

lime vessel
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Guys does someone has worked with Voodoo?

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I really need help with implementing their SDKs if someone has pls dm me I would really appreciate it

dark knoll
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OK how do I validate the license key for Google Play Store?

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er verify

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I copy paste it into the box and it says "Please enter the key in a valid format."

queen grove
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can someone give me a code for looking around in first person mode with touch

rugged wagon
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why are my touch controls not accurate?

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first time trying to make something on mobile for ios

eternal violet
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@rugged wagon your called aim boy and u aint accurate?

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how patehtic

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jk, but em theres many free touch control assets

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for unity

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why not use them?

stone edge
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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?

alpine scaffold
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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?

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i dont ask for any script or stuff. i wanna learn something. can some one teach me a little bit?

quaint gazelle
#

Hello guys! I have a question. Unity 2018 + latest Xcode + Mojave macOS = I cant export project as xproj workspace, only as xproject

sharp anchor
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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.

Unity Learn

Unity’s Touch system for mobile development can monitor several properties of touches, allowing a wide variety of control systems for both games and applications. Touches are tracked individually, each associated with the finger that made it, and carry with them several data e...

alpine scaffold
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thanks a lot for your help. i check it righr now @sharp anchor

alpine scaffold
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''' CSharp
foreach (Touch touch in Input.touches) {

if (touch.position.x < Screen.width/2) {

Movement();

}

else if (touch.position.x > Screen.width/2) {

rotate();

}

}

'''

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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

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or how to call this method? i can maybe search by my self

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but i dont know how to search for it

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or is it not a good idealike that

sharp anchor
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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

alpine scaffold
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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...

β–Ά Play video
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but this is for 2d. what i should write instead vector2 as vector 3d @sharp anchor

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and thanks a lot for your answers

sharp anchor
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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

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move towards makes the object move towards a specific position.

alpine scaffold
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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 ?

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this is how my game looks now πŸ˜…

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the player rotate to the touch pos. but i cant move this guy cause its with wasd

sharp anchor
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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 πŸ™‚

alpine scaffold
#

thanks a lot. do you have maybe a idea what will be the best method for a game such this ? @sharp anchor

astral jolt
#

Hello guys =)
My name is rich
Have a question :o

How can I update my game made for android without downloading a new apk?

eternal violet
#

are you rich?

tough steppe
#

does anyone know how to make a search bar that would read firebase data? (search bar = input field)

white sierra
#

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?

fading dock
#

hello

#

how to download unity for mac

robust hamlet
#

how to download unity for mac
@fading dock
The same way you can download it on Windows: go to the website and download it

fading dock
#

ok

wild anchor
#

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?

fading dock
#

hell

eternal violet
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Hell

iron acorn
#

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?

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Oh I didn't notice Hide() can take a parameter. I guess passing true to it is the way to go?

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Hmm... At least in the editor it doesn't seem to remove the banner...

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But if I debug whether it's loaded after the command, it seems to return false. I guess it's just the editor thingy...

rough kindle
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What can I do to move and shoot at the same time?? Becouse if I move I cant use any other Button why???

ruby robin
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you're probably not very good at multitasking, just like me

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imagine being able to work and play games at the same time, that would be op, devs will have to nerf it

rough kindle
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What can I do to move and shoot at the same time?? Becouse if I move I cant use any other Button why???

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Can some one send me a Video or a script?

ruby robin
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without any example of the code which is handling your shooting and moving you'd need someone with a crystal ball

eternal violet
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you would have sepeerate anims for the legs and arms wouldnt u

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they would be seperate

empty oyster
#

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.

vast saddle
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I want to ask if** SystemInfo.deviceUniqueIdentifier** is reliable on checking device id of the players device.

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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

empty oyster
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I've used it before and it works like a charm πŸ™‚

quartz kernel
#

We also use this for a few different purposes

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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 :/

empty oyster
#

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 πŸ˜„

quartz kernel
#

I suppose you already have a forum post for this, I'd imagine you're more likely to get an answer there

empty oyster
#

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 πŸ™‚ )

robust hamlet
#

@empty oyster is there any errors which are thrown? Can you share more details on the error itself, maybe stacktrace from LogCat and etc

empty oyster
#

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```
low kelp
#

I’ve been working on a game for a while now and I’ve been avoiding a problem but not I need to solve it. How would I create a mobile game that runs on a large server?

empty oyster
#

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 🧐

ruby robin
#

@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

empty oyster
#

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 πŸ™‚ (finally)

vast saddle
#

I've used it before and it works like a charm πŸ™‚
@empty oyster Thanks for the answer! I'll use it for my game then πŸ™‚

empty oyster
#

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

empty oyster
#

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

warm sun
#

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 πŸ™‚

midnight osprey
#

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 ?

robust hamlet
#

@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.

midnight osprey
#

ok, I will generate a new KeyStore

robust hamlet
#

Of course, first check if you are really using debug keystore

midnight osprey
#

ah, Yes I was, thanks

iron acorn
#

Anyone knows if I can test IAP on my device if I only published on internal track?

#

on google play store

empty oyster
#

you can add your mail address to the test account in the parameters of your ccount

iron acorn
#

I added it.

empty oyster
#

it will cost you no charge but you will still be able to try to buy things and get response from google store

iron acorn
#

The problem is my IAP works in the editor, but not in the build...

empty oyster
#

oh?

#

when did you add your e-mail address

#

If I remember this correctly I thought there was a delay before you can test

iron acorn
#

address?

empty oyster
#

(sorry haven't play with this part since december 2018)

#

e-mail address sorry

iron acorn
empty oyster
#

ah it's an internal test... oh never used those one

iron acorn
#

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.

empty oyster
#

I'm sorry can't help you there :/

iron acorn
#

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?

empty oyster
#

ah no you need to use the apk from the store i guess

iron acorn
#

I'll give it a try

empty oyster
#

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 πŸ™‚

iron acorn
#

Nope, doesn't seem to work...

empty oyster
#

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)

iron acorn
#

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...

empty oyster
#

ok so yes

#

in preferences

#

of the account

iron acorn
#

of the tester account?

empty oyster
#

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

eternal violet
#

hi iwa, u published games before?

empty oyster
#

more applications than games but yes

eternal violet
#

@iron acorn I have done internal testing many times, whatchu need help with

empty oyster
#

I haven't done if for a while thow πŸ˜›

eternal violet
#

ah i see

iron acorn
eternal violet
#

what is that gui interface?

#

is taht google play console?

iron acorn
#

is taht google play console?
@eternal violet yes

empty oyster
#

ah I have not this interface at all

eternal violet
#

same

#

thats odd looking

#

heres how mine looks:

#

u add testers here

#

via their email

#

and give them a name

iron acorn
#

So, I've dubugged in my game again, and I'm getting: BuyProductID FAIL. Not initialized.

eternal violet
#

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

iron acorn
#

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.

eternal violet
#

okay

iron acorn
#

@eternal violet I put an apk in the internal test. It's listed as rolled out

eternal violet
#

ok so its all good with internal testing?

#

u see the app

iron acorn
#

yes

eternal violet
#

no but like in app store

#

u see it

iron acorn
#

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...

eternal violet
#

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

iron acorn
#

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...

eternal violet
#

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

iron acorn
#

yeah, I got a link, but when I follow it it says that the page is not found

eternal violet
#

not that kind of link

#

some other one

#

in internal testing pages

#

its like opt in

#

something like that idk

iron acorn
eternal violet
#

thats still from

#

the old google console

#

isnt it

#

for gods sake xd

#

but thats it i guess

#

idk try everything bro

#

every link

iron acorn
#

yeah, I'm trying

#

is it the old console???

eternal violet
iron acorn
#

that's the one I used before

eternal violet
#

huh

#

well then

waxen mantle
#

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

warm adder
#

I think you should use Application.streamingAssetsPath

waxen mantle
#

Ah ok, would that be on line 9 or 12?

warm adder
#

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

waxen mantle
#

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.

warm adder
#

Ah, ok πŸ˜‰ You need to create a path by combining Application.streamingAssetsPath and your file name and then use it with WWW class

waxen mantle
#

I'll give it a go. Thanks for your help!

austere turret
#

Did anyone used AndroidJavaObject ?

I want to use it in multiple scenes .
Will I create it static?
Or there are some better way

robust hamlet
#

Better create one monobehavior which will handle all interactions with it

cunning tendon
#

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?

amber plume
#

I can't even download openjdk from unity hub

cunning tendon
#

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...

amber plume
#

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

cunning tendon
#

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 πŸ˜…

amber plume
#

I tried to download jdk from hub, but it quits half way

cunning tendon
#

Which Unity version?

amber plume
#

2019.4.1

cunning tendon
#

Ok, I managed to use the OpenJDK of Unity 2019.2 in 2019.4.1 right now. Do you have older version already installed?

amber plume
#

yes i do

#

should I delete them

#

?

cunning tendon
#

try to use OLDER_UNITY_VERSION_INSTALL_PATH/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/OpenJDK/Windows

amber plume
#

how?

cunning tendon
#

(if you are on windows)

amber plume
#

I am on windows

cunning tendon
#

Edit > Preferences > External tools

#

and set the JDK folder

#

It'll work if you already installed the OpenJDK for the older version...

amber plume
#

what about a newer version

#

?

cunning tendon
#

You say that you can't download it from the hub...

amber plume
#

yep

#

downloaded newer version from oracle

cunning tendon
#

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...

amber plume
#

still says its an invalid jdk

cunning tendon
#

which path?

amber plume
#

trying to download again

#

yep, installed it again and again it stopped at half way

cunning tendon
#

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.

amber plume
#

trying to download it from openjdk site

amber plume
#

how do I get an older version?

cunning tendon
#

You wrote that you have it on older versions of Unity...

amber plume
#

yes, just deleted them

cunning tendon
#

why?

amber plume
#

they don't work anymore

cunning tendon
#

But if they had already OpenJDK, you could have used it...

amber plume
#

once I updated my project to the new unity editor, the old one didn't work anymore

#

they didn't

cunning tendon
#

So how did you compile to android with them?

amber plume
#

I don't

#

anymore

#

Thats the problem

cunning tendon
#

So install the relevant JDK from Oracle

amber plume
#

it says I need an account

#

never mind, I got an account

#

@cunning tendon thanks

iron acorn
#

Anyone published a game on play store recently? How long did it take you to get it reviewed?

warm adder
#

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

iron acorn
#

I's been almost 48 hours that I submmited the app. I guess it's because It's my first app/submission.

wide hill
#

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

#

?

iron acorn
#

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.

austere turret
#

Better create one monobehavior which will handle all interactions with it
@cupitor.impossibilium#7287 ok

Do you have any web link on this?

wide hill
#

Thanks. My bad guys. It's a mobile app so i thought I should write in this one.

final kettle
#

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
πŸ˜„ 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!

Zombie Terror in the city is increasing and you are the only one who can protect the innocent city from these horror zombies attack. Gear up for the most amazing anticipated zombie shooter game ever exist.

☠ Zombie Shooter Dead Terror☠

In the year 2065, the most awaited exp...

#

if you play , let me know how is the game

#

thank you

amber plume
#

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

eternal violet
#

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

amber plume
#

@eternal violet on unity?

eternal violet
#

yes admob on unity

amber plume
#

i followed there tutorial, but nothing pops up other than those warnings i meantioned

eternal violet
#

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

amber plume
#

k

rough kindle
#

Can someone send me a Multitoutch script becouse I dount know how to code one and cant find a workebel script.pls

eternal violet
#

go back to playing roblox

#

jk

robust hamlet
#

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

iron acorn
#

Argghhh! 3 days in review and that's only for the closed alpha build ><

eternal violet
#

@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

iron acorn
#

Yeah I am starting.

#

still kinda disappointing...

eternal violet
#

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.

iron acorn
#

guess so...

eternal violet
#

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

iron acorn
#

I hope so.

eternal violet
#

u dont hope so, i speak from experience πŸ˜‰

iron acorn
#

Alright, thanks for the reassurance!

eternal violet
#

np

iron acorn
#

What's the best way to debug a non development android build? It's not possible to connect the console to it, right?

robust hamlet
#

Why not?

iron acorn
#

It's possible? I thought unity can connect only to a development build oO

warm adder
#

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

iron acorn
#

Oh, nice. Thanks!

blazing steeple
#

I'm looking for suggestions for a free mobile controller, please. I just want left, right, and jump.

white radish
#

what like hardware? @blazing steeple

blazing steeple
#

@white radish I mean UI touch controls for Android

white radish
#

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

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.

white radish
blazing steeple
#

Thanks, I will take a look

white radish
#

its got dynamic features 2 πŸ˜‰

blazing steeple
#

Brill, really appreciate it. My game is so simple do I didn't want to have an offer complicated controller 😬

blazing steeple
#

That's actually the one I wanted

#

Really, thank you

iron acorn
#

Anyone experienced severe lag from post processing bloom effect on some android devices?

jade oyster
#

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

iron acorn
#

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.

jade oyster
#

which profiler

#

Sorry I'm new to unity

iron acorn
#

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.

jade oyster
#

Ah nice

#

Thnx for the info

jade oyster
#

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?

iron acorn
#

no clue. I've only used the usb one.

jade oyster
#

How to do that?

#

the adt thing?

#

Oh that aint supported anymore

iron acorn
#

adt?

jade oyster
#

idk some random StackFlow comment mentioned it

#

How you do it with USB?

iron acorn
#

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

jade oyster
#

ah ok

#

Oh wait we need Cloud Build for that?

iron acorn
#

no

jade oyster
#

Where do you turn on that developer build thing? Unity manual points to Cloud Build's advanced options

iron acorn
jade oyster
#

wait lol, how did I not see that

#

my eyes

#

thnx anyway

#

My VSync spikes

iron acorn
#

vsync is supposed to limit the frame to 60/30 depending on the device

#

it's doing it's job

jade oyster
#

It's on 227ms

#

I'm getting like 5fps

iron acorn
#

hmmm

#

must be something beside vsync

jade oyster
#

Rendering is also spiking but not too much 60ms

iron acorn
#

Can you take a screen of the profiler hierarchy?

jade oyster
#

Btw I don't know much, can it be reflection probes? Should I bake them and delete them?

#

Sure

hearty vector
#

how can i make a jump button?

jade oyster
hearty vector
#

2d

#

im sorry didnt mention it

jade oyster
#

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

left bolt
#

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 ^^

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

left bolt
#

It has nothing to do with camera , it works in opengle

#

no errors , in build and editor

glossy sluice
#

hmm one minute

left bolt
#

maybe it is my buffer , wait

hearty vector
#

@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

glossy sluice
left bolt
#

do the search yourself , no results...

left bolt
#

its not the buffer btw

iron acorn
#

@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.

jade oyster
#

This thing called Semaphore.WaitForSIgnal is causing the problem

#

Seems like many people are having the problem

#

Google is filled with complains

iron acorn
#

yeah

#

that means that it's waiting for gpu

#

So something is heavy on your gpu there.

jade oyster
#

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

iron acorn
#

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.

jade oyster
#

Well I mean idk what to do, I dont have any intense things going on lol

#

idk why its being heavy on GPU

iron acorn
#

are you on built in render pipeline?

#

first of all try to profile the gpu

jade oyster
#

can you please guide me, cause im new and understand this thing. What exactly you mean by "on built in render pipeline"?

iron acorn
#

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.

jade oyster
#

okay

iron acorn
#

If it's built-in, then the problem is probably not in a preview feature.

jade oyster
#

How do I check that, URP and HDRP thing?

iron acorn
#

You can see the render pipeline that you're using in project settings - graphics irc.

jade oyster
#

none

iron acorn
#

None means built in

#

Anyways, you should probably look at the gpu profiler to get a hint at what's causing it.

jade oyster
#

Ok ill check that

jade oyster
#

I cant see GPU Usage

#

It just shows a warning icon

iron acorn
#

Hmmm

#

That'll make it more difficult...

#

Check the render section at least then.

#

Take a screenshot of it.

jade oyster
iron acorn
#

A million vertices is pretty heavy for mobile if you ask me.

jade oyster
#

So I start removing things from the scene?

iron acorn
#

What exactly do you have in the scene?

jade oyster
#

All low poly, trees, a river, mountains few structures

iron acorn
#

Regular shaders?

jade oyster
#

Since I dont know what you mean, I am guessing yes

iron acorn
#

How does it look? Can you take a screen?

#

You can see what shaders is used in materials.

jade oyster
iron acorn
#

BTW, does it lag in the editor? Or only on the device?

jade oyster
#

Only on device

#

In editor its fine

iron acorn
#

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.

jade oyster
#

Should I bake them and delete the reflection probes?

iron acorn
#

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.

jade oyster
#

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

iron acorn
#

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.

jade oyster
#

Lol me too, Good night, and thanks for your time )

hearty vector
#

does anyone have a link for jump button for unity 2d

#

youtube link

hearty vector
#

i always have this

#

whenever i do some working code or script some stuff are not coloured

raven harbor
#

@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
#

its been 2 days and i havent found any working jump button tutorial

#

anyone help?

hollow coral
#

@hearty vector in Unity make sure Edit > Preferences > External Tools > External Script Editor has Visual Studio set correctly

iron acorn
#

@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.

hearty vector
#

Does anyone know how to make a jumo button for 2d

static jetty
iron acorn
#

what exactly are measuring?

shrewd lotus
#

any Android devs here know the minimum manifest permissions required for Google Play achievements and leaderboards?

white radish
#

Does anyone know if you can use custom notification sounds, in the unity mobile notification package???

robust hamlet
#

@shrewd lotus I think it's 4.4

shrewd lotus
#

@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

robust hamlet
#

I don't think you need any permissions to use google play games at all, other than internet connectivity

iron acorn
#

nope

#

no dms please

#

ask here

jade oyster
#

Well I tried removing post processing and baked all lights and stuff, still game that thing is taking 300ms

#

Im little lost

rough kindle
#

How can I move with a joistick and shoot by toutvching the screen at the same time ???

iron acorn
#

@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?

jade oyster
#

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...

β–Ά Play video
iron acorn
#

@glossy sluice do you get any errors in the console?

jade oyster
#

Oh wait wait wait, it says Profiling GPU isn't available in Vulkan

#

Am I using Vulkan

#

I dont even know

iron acorn
#

@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.

jade oyster
#

Quality reduction does help yes, but removing things doesn't help that much, it went from 300ms to 270ms thats it

iron acorn
#

@glossy sluice I think there are more. From what you pasted it looks like 3 errors.

#

@jade oyster 270 ms on the lowest quality?

jade oyster
#

High, lowest it gives me 30-40ms

iron acorn
#

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

#

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

#

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

jade oyster
#

What will happen is I turn of V-Sync count?

#

under quality

#

I turned it off

#

and everything is running much better

eternal violet
#

hey now guy

#

u here?

#

i cant ping ya coz of the odd username

pliant sparrow
#

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?

warm adder
#

no, unity+xcode should be enough

pliant sparrow
#

thanks

brisk shoal
#

Is it free to upload to the App Store?

warm adder
#

You have to pay 99$ per year to publish on App Store, if I recall correctly

eternal violet
#

yep

#

The only free platforms are amazon app store which is horrible

#

and then getjar which is also even more horrible

eternal violet
#

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:

#

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

iron acorn
#

@glossy sluice BTW, you can see your device when you're in build settings, right?

iron acorn
#

when you build your game, can you see your device name among in the Run Device field?

#

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

#

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.

hazy heart
#

newbie to mobile. Are you guys using LOD for all objects?

iron acorn
#

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?

warm adder
iron acorn
#

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?

warm adder
#

Well if you are testing, you should use test ads and if they are working, live ones should work as well

iron acorn
#

okay, so what about previous testers? Can they play the production version with ads?

warm adder
#

Well I'm not sure about that, hard to tell

iron acorn
#

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?

warm adder
#

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

iron acorn
#

oh, I couldn't find it for some reason

#

thanks!

warm adder
#

np πŸ˜‰

golden remnant
#

is it possible to add more ad advertisers (AdMob,Unity Ads, etc) on the same banner?

#

or in the same game?

warm adder
#

Yeah, I had both AdMob and Unity Ads integrated in one game.

golden remnant
#

and how did you integrate it?

warm adder
#

When loading a banner ad I was using them alternately, first banner I loaded was from Unity, second from Admob etc

golden remnant
#

ok, thanks ❀️

ruby robin
#

@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

warm adder
#

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.

ruby robin
#

I see, thanks for sharing

jade oyster
#

@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 πŸ˜‚

jade oyster
#

Well specifically the Normal maps

#

I removed the normal maps from the terrain texture

#

And its much much much smoother

iron acorn
#

I see. yeah, makes sense.

#

maybe with URP you'd have better performance.

#

might even be able to use normal maps

jade oyster
#

URP?

#

But textures are at 2048

#

Im getting them down too

#

Oh wait the Universal Render Pipeline?

glossy sluice
#

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?

warm adder
#

I think it should be different panels on 1 canvas

glossy sluice
#

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?

warm adder
#

Switching them on and off is the easiest way I think.

glossy sluice
#

Ok thank you πŸ™‚

keen cipher
#

Guys

#

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

tame halo
#

Someone with experience in xcode? I'm trying to do a plugin that open ios Files(file browser)

golden remnant
#

how can i add google achievements to my game?

left bolt
#

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

hearty vector
#

hey

#

i need help pls

#

i did a button for jumping

#

and it sometimes jumps (so rare) and sometime doesnt

golden remnant
#

Any ideas why my game is showing only one rewarded ad then it dosen't show anything

#

?

iron acorn
#

@golden remnant what else do you have?

golden remnant
#

um, a banner?

#

the banner works fine

iron acorn
#

Then what doesn't work?

eternal violet
#

my banner no workie ;p

#

unity banner ad no work for me

golden remnant
#

the rewarded ad apears only once than i need to restart the game to work again

iron acorn
#

It's either a problem with your code or there's no ads available to show then.

eternal violet
#

if thats the case

#

then in android log cat

golden remnant
#

i think it's the game

eternal violet
#

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

iron acorn
#

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.

eternal violet
#

okay

#

well i get 100% ad fill

#

also i just lsot internet

#

oh nvm

#

if im offline, its coz i lsot internet lol

iron acorn
#

@eternal violet are you testing actual ads on your own device?

eternal violet
#

I tried with actual and test ad

#

neither worked

#

(on test mode)

#

@iron acorn

#

any clues?

iron acorn
#

I thought it was the internet?

eternal violet
#

no still not woring

#

the test ad is BannerAD

#

right?

iron acorn
#

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.

eternal violet
#

ok thanks

iron acorn
#

actually

#

it's just Advertisement.Banner.Show( bannerID );

#

bannerID is a string id of the placement

#

@eternal violet

eternal violet
#

Ye ik

#

Thats what i git

#

I would semd code

#

But im not on pc now lol

rain gulch
#

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

iron acorn
#

@rain gulch can you take a screen of all the errors?

rain gulch
#

way too large for my screen

iron acorn
#

Oo?

rain gulch
iron acorn
#

Is that t only error?

iron acorn
#

Did you try googling?

rain gulch
iron acorn
#

You can stop now

rain gulch
#

Did you try googling?
I tried

iron acorn
#

aand?

rain gulch
#

brang nothing

rain gulch
#

what should the name of the variable be?

#

@iron acorn

iron acorn
rain gulch
#

oh, I direct went to new

#

uhm, brings absolutly nothing

rain gulch
#

@iron acorn

iron acorn
#

Hmmm

#

sorry, no clue. That's the kind of issue you usually solve by googling.

rain gulch
#

but google brings nothing

iron acorn
#

well, I guess then you're doomed =/

eternal violet
#

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

glossy sluice
#

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?

eternal violet
#

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

glossy sluice
#

If it would have wifi module I would just use it πŸ˜›

iron acorn
#

@eternal violet At least I don't have it.