#๐ฑโmobile
1 messages ยท Page 33 of 1
lol, i mean the mobile market is highly competitiv
what good would it do me to give u a worthy idea of a game
u just gotta somehow take insipiration from other games or trends and work it out yo self id say
is using the remote player any idea of how the fps is gonna be on your game even though its via cable?
@unborn valley don't trust remote. It doesn't reflect your game's performance. Build your game to test.
@iron acorn Thanks. I actually had that exact same question.
@iron acorn yeah bro thanks!
While building apk it always shows gradle build failed. Can anyone help me.
lol, dod use remote if you want, its easy to test and debug certain things
coz u can viusally see waht happens int he scene
and observe yo public variables
and when you build yo game, it will be smooth alrite
@oblique spindle go to preferences, and uncheck jdk, save project, leave project, open project, tick jdk, and then save and build and run
The question was whether Remote gives an accurate representation of performance, which it does not
oh, i took dlich build your game to test, to test the game
not for perfomance
mhmm idk tho, it may mean waht i thought it mean
so my point still stands
Hey all,
Is there a way in Unity to catch android KeyEvent#KEYCODE_CAMERA. It seems it is not part of Keycode enumeration of Unity input. Is it necessary to work with exported project if we want to handle this key event ?
@eternal violet thanks I will try it.
I get this question is project to project bases. I am using a object pool that will be used across my game. I am planing to have 300+ items, this list could get to 500-600 in the later game. Each item will be a button that shows a icon, number of items and colors based on rarity in a grid.
The question is will mobile be able to handle a grid list of 300+ elements in a grid layout? how many UI elements can you have a in a grid layout before performance gets hit? even using a object pool? I am on the fence if I want to build infinite scroll UI that recycle the same 30 or so UI elements. I would put myself just above beginner programmer.
@fast tree did you try this one? https://github.com/setchi/FancyScrollView
Anyone have any basic or simple mobile touch control game ideas? Mainly to use as a base
That depends on what you want to do, what type of movement do you have in your game?
@gritty silo just a simple base game idea to build upon. i want to get into mobile game design and dont know where to start
I want a ball do go side to side but its going diagonal
https://hatebin.com/kmglacoath
@glossy sluice maybe try rb.velocity = new Vector2(direction.x, 0) * moveSpeed;
you were setting y velocity the same as x velocity
ok ill try it thanks ๐
@lofty flame you could use press to jump and some swipes to go right or left.
Donโt know if you want literally a game idea. But why not a platformer?
You can do any original movement and make a platformer with it!
thanks. i feel like a ton of mobile games that do well are ones that u can play endlessly that have like 1 or 2 mechanics.
like a ton of the voodoo games
@gritty silo
@lofty flame
You can do an endless platformer with only jump control.
Like the player move side to side on the horizontal axis and to go up you have to jump.
If you jump on an other platform, you earn one point.
@lofty flame
Move to the left side of the screen then to right side of the screen, then left, etc...
oh okay
or like ur platforms and then have say 3 seconds until they fall and u go side to side on the platform and u wait till u line up with another
@gritty silo
Yes, why?
The three of them. I am working actually on a2d mobile game and a 3D one.
@lofty flame
No sorry...
@lofty flame
Asset store or making myself, that depend...
nice
im debating if i want to make it a colorful game like with fun art or like a 8 bit game thats all pixelixed
Most of the voodoo game (if it is your reference) are using colourful and smooth shapes to make their games. But Pixel is fun when it is colourful too!
@lofty flame
Yeah! I just donโt know where to find the colorful smooth shapes
Or you create it or you find it on the asset store or other type of website that can provide 2D sprites. @lofty flame
okay thanks
No problem!
@lofty flame
The better is to create yourself so you donโt have any copyright problem.
Okay!
Hey, I wanted to ask a question, how to make my game light on mobile.
I have an android game and I'm using Unity URP.
I have near 115 batches, 50k tris and 100k verts. FPS in my Vivo V5 Lite (Low end Phone) is 10.
I have anti aliasing set as 2x in URP setting, everything else is same.
No post processing, little shadow.
I got less FPS, that's why I set the DPI as 300, now FPS is more less.
What should I do to make the game lighter? I mean I get 50-60 FPS on Editor and on device simulator it is 30-40 FPS on average, what happens on real device, is just 10 FPS.
PS: I checked on a high end mobile too, FPS was 15-20. Textures are also low in size like 300 kb each (Albedo, Normal, Metallic)
Please help ๐ do I need to follow some important steps to make stuff right? Reply by tagging me
Have a nice day.
You may check the app once here...
Looking at those numbers itโs probably the batches you should focus on. How are you doing your lighting?
Also be sure to get familiar with the profiler, it will tell you where time is spent
Heya thanks for your reply :) I think I know you, anyways
I used mixed lightning, I tried baked lightning but it gave a lightless scene, any idea why is that?
Also I have model set to static
And yea I did used profiler. Most cpu was taken by term called Couroutine delay
It produced near 30 ms out of total 60-80
And other went to texturing
The above apk is deep profiled, if it's possible and you get time, you may once check it in unity yourself, or I will give pics tomorrow ๐
Hey <@&502884371011731486> is this spamming allowed here ๐ ๐
Please delete my message if you read it
Ye, mez is spsmming
Ban him
@scarlet sluice btw the suze of texturees itself isnt really the issue tha ttives low fps
First of all do
Applicstion.targetframerate = 30;
Second on quality settings
Set mobile to lowest
And put pixel light count to 1
And shadows hard and soft
And thats it
And regarding the image sizes, xan be reduced by lowering pixel count u see in inspector
When u select th image or texture
To 512
Id say
Or 1024
Thanks for your reply @eternal violet , hope you will have no problem as I'm tagging you.
I will check the frame rate target thing.
I already have the lowest option set in quality.
About the shadows, I'm using URP so hence least shadow setting, and shadow texture size 1024.
There are no access modifiers inside methods
how do I fix it?
@glossy sluice you're creating a function in a function, you need to move the definition of LoadCurrentScene outside of Update. Then you can call LoadCurrentScene in Update or where-ever you want
Ohhh thx
Hey,
Is there any way to differentiate a APK build and an export build for android ?
Anyone could play video on a web gl project?
Hi guys, I have a question. I'm developing a mobile game with a scene that contains several buildings which has a high number of batches. does UV seems on those buildings have impact on batches?
Yea, if those building are untouchable then disable all colliders as well as make the whole building with one material, if they are interactive, batch them together using something like MeshBaker. @merry acorn
It's the best way ๐
Also I need some help in mobile game, as you see, the game will be played on different devices, some having big screen, how to set low resolution for different mobiles.
Like I tried having res of 700 480 on my mobile, but it looked stretched in my other phone.
I'm not talking about the UI, but the scene itself. What is the way to correct this issue, I mean how to set resolution in different mobiles which will increase FPS, but not strech the whole scene.
Please reply by tagging me ๐
@scarlet sluice Use the Fixed DPI setting, it'll keep the same aspect ratio but adjust the screen resolution. https://twitter.com/derekarndt/status/1290646168591044610
Hey thanks @glass crater , I tried setting DPI to 300 (fixed) but it cause no difference. What DPI should I set for smooth sailing?
which way is good for bullet shoot for mobile !
Raycasts is best @elfin salmon , I mean it will be very light for mobile.
why is the TMPro blury in game?
Because you are on scale 3.21 @glossy sluice. In the game view
ik but it looks blury when i play it on mobile
i zoomed in so i could show you guys
Make a new game view size with the exact pixel values from your phone and you can see how it looks at that resolution
No, where it says 16:9 Portrait, you can add more sizes
Hello. Unity 2020.1.3 after the build on Android, the screen is always black. What to do?
Hello everyone, I would just like to asked does anyone know how the logic of the mobile joystick controller works? P.S. I wanted to learn from the ground up, so preferable no plugins since most of the tutorials I've seen has their own logic behind it.
hey, does anyone know how i can lock the resolution across different android devices? im usign 600x1024, but other resolutions get stretched....
or just get out of the screen
@sly palm it's just turning the position of the finger relative to the start of the touch point into the input axes
@zenith hamlet i don't think you should be requesting a resolution that isn't the native device size or some multiple of it
@quartz kernel @glossy sluice use device simulator
@scarlet sluice why are you using anti-aliasing on a mobile device...
Aah, I'm using 2x AA, because the model looked very very edgy
It was way too aliased
So I was forced to use it, else you could literally see the zagged edges.
Any way to prevent that though? Without using AA?
@zenith hamlet I did a little research on it and found out on Game Dev stack that having same resolution is possible but it will create black edges on the other part.
One thing you can do is take the device current resolution
Multiply with say 0.7
Then set it as new resolution, this way you may save some GPU work.
how do i change the resolution for each device?
I'm not sure, go through docs one
you mean i'll have to write code for each possible resolution...?
Or do a quick search
Nope nope
Just get the current resolution
Multiply it with 0.7 or something like that.
Then set the new value as the resolution.
This will make the game a little loss on quality.
But it will be way faster
In Awake function
Like
int height = Screen.GetHeight * 0.7
//same for breadth
Screen.SetResolution(height, breadth)
Something like this.
what is breadth?
width?
๐
I'm multiplying the value of the current device width/length
So it will be different for different devices
ahh okay
You may need to write different codes for iOS, they have intense amount of DPI
It will make the device hot very soon
and if it doesnt work, do you know how to do the resolution that you mentioned that leaves black spaces?
Yea wait, I got a link
i dont mind for gpu stuff, my game is verrryyy simple
Ohk
It will look bad though, the black borders.
Your take
Gtg to sleep, see ya
How do I scale every phone to 1920
is there any standard path for saveing datas at device outside of game?
@scarlet sluice are you still manually setting the resolution? The DPI depends how sharp you want your game to be versus how performant
@glass crater yea I'm thinking to not manually set DPI, I mean I set it to 300 and game was still crystal clear, too much I would say
I will play with resolution maybe
is there any one wiht OPPO phone?
need to test something on my app. thanks
@glossy sluice use textmesh pro
I am
Hello everyone!
We are currently developing an avatar system for a series of minigames and have found a little issue (and could be something about our implementation).
The goal is to be able to modify the avatar body, clothes and accessories and use that character through the games. We found that it is not possible to have all the parts on individual fbx files and assemble them at runtime as needed... But, following this approach the system is too difficult to sustain (from the art to the implementation).
We are aiming to create a system "Sim's like", where you create your character and play with it.
Does anyone have an idea of how to do it? Our main problem right now is that we have a huge fbx file with dozens of meshes and doing it other wise would break the generated avatar (stops rendering).
Guys, my game used to work on phone.
I have probably been working for a month without testing on phone as my laptop cannot build android builds.
I then decided to test my game again on android and built it from my pc, since last time I tested my game I ran another version of unity, now I have a big problem, my game starts and instantly starts screen flickering, you dont even get to see the game or unity logo or anything, it just flickers fullscreen.
Anybody got any ideas? Unity 2019.4.8f1
i am trying to add google play services... right now the the play services is loading , then says connecting and goes off.
i checked with logcat it says
2020-08-25 00:48:48.422 24188 24188 Error SignInRequest Setting result error status code to: 16
nvm solved it
hi we use Input.GetKeyDown in PC for recognizing which button pressed such as K,A,W,G,H. But is this statement support for mobile keyboard ? If i call TouchScreenKeyboard.Open then how can i say if K pressed in touchscreenkeyboard then do that function ?
No @heavy furnace, when the on-screen keyboard is enabled it hijacks all inputs essentially
is there any way to recognize this keyboard events?
I think if you connect a physical keyboard it will work like on a computer
But as for the on-screen one, you can only listen for the submit I believe
I havenโt tried though ๐ค this is just based on my experiences with it
ok thanks i made full screen scale invisible input field ๐
Anyone have a preference of controls for 2d mobile platformer?
Wait what's the resolution you've set for the iPhone there
Ok guess it's not that far off, 828x1792. Is this stuff on a canvas?
Hey guys, I'm having a crash on Android 10 which I don't know what to do about
signal 6 (SIGABRT), code -1 (SI_QUEUE)
Is anybody aware on how to tackle such crashes?
anyone know how to do a closed release in google play
Him trying to do a open test of me game on google play but the link for them to join is broken. What did i do wrong.
Ok guess it's not that far off, 828x1792. Is this stuff on a canvas?
@quartz kernel so should I change the res to 828x1792 (and will it be fine if I use the same res for android?)
Shouldnโt matter too much
@quartz kernel its still blury
Is it on a canvas?
no
Hi, I'm having some trouble getting GPS to turn on in Android devices.
I tried calling Input.location.Start() and waiting for a minute but the Input.location.status is always on Initializing. Does anyone know the solution?
Note: I've also called Permission.RequestUserPermission(Permission.FineLocation) before starting the location service.
Unity says in docs that Compute Shaders are compatible with OpenGL ES 3.2 (Windows & Android),my shader works properly on Windows but returns a black screen on an android phone. Any suggestion?
btw my phone is a Redmi Note 9S (mid-high tier,released this year)
Is it on a canvas?
@quartz kernel its still not working
anyone how to move a 2d rigidbody smoothly left or right using swipe controls??
Here's an exemple with fixed deplacement right / left ``` void Update () {
if (true) {
isWalkingTrigger (CommonObjects.global.isWalking);
direction.z = CommonObjects.global.forwardSpeed;
if (SwipeManager.swipeRight) {
desiredLane += 1;
if (desiredLane == 3) {
desiredLane = 2;
}
} else if (SwipeManager.swipeLeft) {
desiredLane -= 1;
if (desiredLane == -1) {
desiredLane = 0;
}
}
Vector3 targetPosition = transform.position.z * transform.forward + 7.6f * transform.up;
if (desiredLane == 0) {
targetPosition += Vector3.left * laneDistance;
} else if (desiredLane == 2) {
targetPosition += Vector3.right * laneDistance;
}
if (transform.position != targetPosition) {
Vector3 diff = targetPosition - transform.position;
Vector3 moveDir = diff.normalized * 25 * Time.deltaTime;
if (moveDir.sqrMagnitude < diff.magnitude)
controller.Move (moveDir);
else
controller.Move (diff);
}
controller.Move (direction * Time.deltaTime);
}
} ```
Does anyone have problems with google pixel 4 running their game? I have this screen tearing/static effect on mine https://i.imgur.com/4SN1lms.png
wowwhat that looks like if the image was compressed
u sure it happens only in your game?
Well this is a screenshot (on pc) of a video from the phone, it definitely only happens in my game though on that phone I believe. It's not just a screenshot messed up, that static/screen tearing happens multiple times during the user playing on that phone type @fossil cedar
Yeah only on that phone, I'm also assuming any other phone with the same gpu but for this build I believe it was vulkan
while working with multi inputs -- how would you check if a specific touch input is over a ui element?
ive seen this used for cursor:
EventSystem.current.IsPointerOverGameObject()
this is how it looks in game on iphone but looks clear on android
what should be aspect ratio and ref res?
Thx
Hi
I have an android
game
but the screen size scaling doesnt seem to work properly
please dm me or mention me if you want to help me out
Thanks in advance
How can I verify that my Unity game runs on different Android versions? Android Studio emulator won't install the APK because of cpu architecture.
i need to make a qr code reader for my mobile game... can anyone help me out with that?
There's probably no other choice than testing it on real devices right?
There's probably no other choice than testing it on real devices right?
@grizzled cliff make a firebase project and go to test lab, google will test your app on ios or android for you
im trying to get into mobile development. any tips?
Anyone ever had issues with image texts, where if you go to fullscreen, the image gets blurred?
I have a webgl project, there's an image with transparent background and some text. The user can go fullscreen. When he does, the text gets blurred. Or rather, the image gets blurred.
@shadow kernel Sounds like the image is not high enough quality
I don't think so. I just discovered that this bug only happens on Android chrome, not desktop chrome
Click the image, check the quality settings, perhaps set it to max size 2048, and also check your project settings. Ofc the image needs to be higher quality itself ๐
@grizzled cliff make a firebase project and go to test lab, google will test your app on ios or android for you
@edgy trout
Really? Didn't know there's such a feature, thanks for informing me!
Hey guys how's it going, I need a bit of help with android notifications, anyone wanna give me a hand?
This is giving me a null error
All I wanna know is if the user received the notification
Click the image, check the quality settings, perhaps set it to max size 2048, and also check your project settings. Ofc the image needs to be higher quality itself ๐
@astral anvil I will try this. Good call
Hey together!
I have a 2D game with joystick movement. Also I have two finger zoom in/out.
How can I exclude a touch on the joystick from the zoom touches?
So currently if I move around and tap and drag anywhere else with a second finger it will zoom.
why is unity remote 5 not working? when i click play in the editor nothing appears on my phone
@violet yoke
when you connect your phone to pc, via the usb cable
- is your phone charging
- is your phone given a pop up of: alow transfer of data
it is charging, but it doesnt have the pop up
not a guraentee, they may be some other problems, but without one nothing would even work in the first place lol
btw
u can check if its right usb cable
by building the game
if it builds, then it sgood
so this isn't about unity specifically, but I have a game that I don't plan on putting on the play store, but rather just hosting on my own website. which means I am going to need to handle update management and all that. if possible I would love for it to just check for a new version when it starts and then automatically download that, but I'd also be fine with being able to somehow like remotely switch the value for a playerpref or something that notifies players theres a new update when they open the app whenever I make a new update. how would I go about adding this kind of "remote control" to my game?
I know you can use something like Firebase or whatever it is for mobile push notifications over the cloud but I don't really want to have to pack all of that into my app and would rather just have a cleaner or more simple solution than that
tag me if you have an answer
Do you guys bother including Application.quit() in mobile games?
It's a hard exit removing it from the memory.
I'm not quite sure I understand
Phone does not terminate applications normally, it moves them to background.
Ah, I see. Thank you ๐
hey guys who uses UDP here?
How can i get the first Position of a Touch? So of I touch and drag i want to get the position where my finger started to touch the screen.
If you are using old input system Input.touches
It will track each touch keeping their indexes
Atm I have this:
To exclude a tap on the joystick from the zoom
This works fine but if I drag out it starts zooming again
So I want to get the first position of the touch, not the current position
so cache it
I found something about reposition that should output this but I only get 0,0
Ok noone should ever see this messy code but hey, it does what I want it to do ๐
Thanks for your help :)
anyone who makes mobile webgl projects here?
Did you ever notice that the images that are displayed on Android Chrome get blurry if you go fullscreen? You can notice this more easily if you have an image that just has some text and a transparent background.
This doesn't happen in other browsers, like Android Firefox
Anybody knows a solution for this?
I'll just leave this minimal reproducible example here. If you have nothing to do and feel like taking a look. All you have to do is click on the button to go fullscreen. It's just a dirty example, the fullscreen is not implemented properly(not on pointerdown, etc), so sometimes you need to click more than once for it to work.
@shadow kernel i think you need to set the resolution
it will full screen at the canvas element's resolution
What do you mean? Change the image's width and height at runtime?
Is a mobile fps a good idea?
Depends on what kind you try to make, like cod, pubg, ๐คท
No bernie.
takes alot of effort for very little reward id imagine
but personally i hate fps mobile
so idk
Hello, I have problem with running unity remote on my xaomi mi mix 3 does anyone can help me ?
- PTP file transfer is selected
- editor has selected manually sdk like in here: https://answers.unity.com/questions/1628598/set-up-android-sdk-path-to-make-android-remote-wor.html?_ga=2.8805941.1492158098.1594711921-940295631.1591961151.
Did I forget about sth to set up in Android device ?
gimp
when you connect your phone to pc, via the usb cable
- is your phone charging
- is your phone given a pop up of: alow transfer of data
you can test if its the right cable by building to phone, if it builds then yes
- yes
- yes and I selected the Transfer photos (PTP)
what does the pop up say?
allow transfer of data?
to be honest, idc waht it says
build the game
does it work?
Ok w8 I got some ProcessEvent error at build process need to fix it
Ok, build process is locally complete
should my device be visible in this part ?
v'la worked, On android device the option usb debugging was off dunno why
Is it worth using Unity Distribution Portal? From your experience, would you say its worth using it? do you actually get a few installs a week on average across all the platforms u published the app to with the UDP?
Hey guys, I need help regarding Unity ads. I am making a simple hypercasual games and I wanna implement Unity ads which I did watching few tutorials. Everything was good and whenever I click the ad button the Unity editor shows me the message "This screen would be your ad unit" . But when I build the app and run it on my device, the ad button doesn't seem to work. How will be able to show ads on my device for testing?
@unique plank
force test mode in unity dashboard
then reopen unity if that dont work
then, iof not work, then are u using the default ad id? or u made one
anyone ever used a Canvas with render mode "Screen Space - Camera" on a mobile WebGL project?
@eternal violet Im using the ID given in the dashboard
Mobile development camera
Hey, so Iโve been learning c# and unity and Iโve been searching for weeks now, and the answer is probably simpler than Iโm making it out. I wouldnโt be asking unless I exhausted options.
So Iโm making a 2d game on mobile, and I have my camera, I know how to zoom in and out in Unity for it, but what I donโt get, is how to make my camera the shape of the mobile screen. My game is a platformer thatโs the size of the mobile screen, when my character moves, camera wonโt.
So say Iโm building for specifically iOS and the latest iPhone, how the hell do I make my camera that size? Like I have made all my assets, but no idea the size or constraints so I can start making each scene.
Tried YouTube and Udemy, but just canโt find the answer.
Again itโs probably simple, but so stuck lol!
Pick Portrait or Landscape on the Game tab display.
@odd arrow does that kind of show a border too of where I can place the objects in my scene?
Your canvas frames it
@odd arrow ah okay thank you, I think that gives a good basis to go off of
Hey i encounter a strange event today
the build is not working on my phone and not throwing any exception
same build is workin gon my friend's phone
same cable?
the unity image comes and it is black screen after that
same cable?
@eternal violet asked to me ?
ye
i shared the apk
No
its a unity distribbution portal
with 1 build u can send it across multiple app platforms
not just google play store, like many others
with just 1 build
would you say i should try it out?
...I don't know anything about it.
hmm, well from what i told u would u say its worth it?
How is it not working @fallow tendon? First step would be to get a hold of the log to see what happens
@quartz kernel did
nothing extraordinary
but the in the last log
it says
Choreographer available: Enabling VSYNC timing
even though vsync is off on the settings
Ok. but again, how is it not working? Is it not even starting?
as i describe the unity logo cames then its all black
Can you share the log file?
hmm idk where it is located
but looking for it
it recommends logcat and directs to no path on android
i can copy logcat would it help ?
Check minimum required OS it was built for
@odd arrow in which tab can i find the setting for it
Paste the logcat into hatebin or somthing
yeah ok
Pastebin.pl is a website where you can store code/text online for a set period of time and share to anybody on earth
620 : 08-31 12:02:39.312 20593 20630 D Unity : Timed out. Continuing without host connection.
628: 08-31 12:02:39.665 20593 20630 D Unity : PlayerInitEngineNoGraphics OK
NoGraphics ?
Not immediately clear to me. I would build a fresh scene and verify that works. Then try adding different elements and scenes to identify the issue
Hey there, may someone has a good tutorial for saving for a mobile game ? I read every that player prefs are bad ... but i have no clue about how to do correctly
lol
it all depends on waht u gonna use player prefs for
like just for the score then thats fine
its super easy tho
u just do playerprfs.SetInt("Score",0);
and just do GetInt for getting the value of "Score" playeprefs
@late sparrow You can safely use https://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html for saving on mobile
There are also assets on the asset store explicitly for saving
but it looks like people principally use gogole play service to save no ?
You want to keep data locally as well, some people don't use data or try not to outside of wi-fi connection
Anyone have an idea why my URP build on android refuses to use more than 1 directional light despite increasing the max in pipeline settings? Feel like I'm missing something stupid because I could of sworn I would have noticed it if it was happening yesterday
go to quality settings and set higher pixel count i thikn
pixel light count
or light count kinda forgot the name
anyone works with webgl here?
Anyone have a good link for setting up unity 2d for mobile? Iโm having stuck at aspect ratios, resolution and making sure all fits in constraints. Literally canโt find a video that covers just that.
@eternal violet Yeah I've been doing that all day ๐ Whats even more infuriating is that I loaded up a default URP scene and multiple build fine. Literally just my project refuses to do it with the same settings
lol
What's the biggest terrain size allowed for a mobile?
guys there is a intro video in our game
it is mp4
and the video is not playing in my phone whereas it plays in other phones
There is no exception thrown only one eror
"Unity Android Video Media: Error -10000 while configuring codec"
Sooo, I'm new to iOS side of unity and I was wondering how would I go about taking a screenshot on the iOS device and then view it in kind of a photo gallery?
Any helping articles pointing in the right direction would be really helpful.
Hi there guys, i'm almost done with my first decent mobile game. Do you know any good resources on publishing game on Play Store and App Store? Thanks!
Read the official documentation and check their resources / best practices / guides @ https://developer.android.com/distribute
Keep in mind that you likely need to read newer tutorials if you search the web since the Play Store changes a lot
Guidelines and downloads for the Android and Google Play brands.
hey thanks man! appreciate it!
has aynone advertised their app before
no.
how i remove static game object when it came back to original scene the palace it was added
Anybody familiar with Facebook SDK for event logging?
Hello Guys ๐
Did anyone tried Character Creator 3 for mobile(android/iOS) ?
how do you check if an in app purchase has been purchased
?
like, if this has been purchased do this
Hi everyone. Need some help with restore purchase on iOS.
So I have some non-consumable items that some of the users bought. I decided to remove them from the app so users will no longer be able to buy them, but users who bought in the past could still restore. So in the AppStore connect website, I removed the items for sale but did not delete them.
But now, Iโm getting โUnavailable product xxx.xxx.xxxโ when trying to restore..... any ideas?
My app works in the editor, but not on android.
The buttons don't do anything on android
I can click, but it won't change anything
what is the best way to calculate touch delta that will always have same value no matter the screen size? OBS: all unity ways to get touch position return the screen position that's the why of my question and on the new input system idk if they have a better way to do it but according to documentation returns the same value that the old input on case of touch position. thanks.
@glossy sluice Stop asking your question in #๐ปโcode-beginner and ask here
You've asked your question over 5 times, and in multiple channels
Okay can anyone take a picture of me where to download android apk?
You can't download it unless you publish it somewhere. What Unity does is compile your project and generates a .apk file somewhere in your computer (this is the android game that you created). Once you find this file you can export it your plugged android device to install and test it. Unless you mean android sdk which is a different topic
I still do not understand I remind you I am not from the United States I ask if you can send me a video to explain or a picture?@Wesai#8075
@rare shard
@glossy sluice https://www.youtube.com/watch?v=qjYMHdhJSiE&ab_channel=N3KEN
This tutorial will guide you through the building process of an Unity Android Application
- Install the Unity Android Plugin
- Install android SDK
https://developer.android.com/studio/index.html - Install JDK
http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downlo...
easily googleable if you speak English at least a little bit.
Hey guys, got an issue I can't fix for 2 days already ๐ฆ I have google and facebook Ads in my mobile game, for some reason after fiddling with the environment paths, I get a weird error which google can't help with, but the main problem is, i can't seem to roll back. Re-installing unity with Android SDK/JDK didn't help, removing all previously added environment paths didn't help.
Meanwhile setting up my project on another host, is totally fine, and works.
Its a long story, but shortly speaking, i had AdMob and FAN working together no porblems. Once I've added FB SDK and it started complaining about SDK not being there, and many other tools, I've manually set Windows environmental paths to the Android SDK/JDK so that FB could see them, it worked, but it broke FAN(facebook ads) with a weird error(attaching as image). I tried to backtrack to the last working commit, but i get the same error with Facebook ads, even after re-installing the Unity with its SDKs, removing all previously set paths, restarting, etc. I Simply cannot return to how it was previously. To ensure that the last commit is functioning, i brought it up on another host and all works fine.
@hot pendant
@tame flame try remove all android manifest of the project
run the android using force resolver
and them if you wish to keep using facebook go to facebook setting and use the regenerate manifest
but those would stay in the project folder? or elsewhere as well? I also tried literally copying the whole project folder form the host where it works well and replacing what I have on the non-working PC
in the asset folder (project).
i had a similar problem but with the firebase plugins, appLovin Max and Facebook SDK
was a pain in the ass
Yeah the asset folder was cleared. Thinking maybe it's the folder on documents with temp data
Will try it out
Can anyone explain to me how I can download my game (to android) without usb?
Can anyone explain to me how I can download my game (to android) without usb?
@glossy sluice
Cloud(google drive/dropbox etc.)?
wifi(LAN manager)?
@glossy sluice https://medium.com/@gamiparesh5/install-apk-using-your-wifi-network-while-your-development-is-on-going-6be98017fff2
just use adb the right way and you can use via wifi
but remember the speed will be according to your route
and once connect you can use the same old adb install
i think unity should add this option too in the future and i think android studio have this too
Hi all,
I'm looking for the minimal AndroidManifest to add required feature on the gyroscope
<uses-feature android:name="android.hardware.sensor.gyroscope" android:required="true" />
what you mean the right way to add to manifest the permission for the gyroscope?
but has a required permission?
or you mean to add to filter so only devices that have the feature gyroscope can download it ? @still sierra
no I want tu support only devices with gyroscope
but when I add this in a simple manifest
<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android"> <uses-feature android:name="android.hardware.sensor.gyroscope" android:required="true" /> </manifest>
The merge is not correct
I lose the name of the app in the final manifest
put your manifest with gyroscope requirement has the main one marking on the player settings
here and on it put your manifest
I build with unity 2018
Plugin/Android
In this situation, Android Librariesโ Manifests are later merged into your main Manifest, and the resulting Manifest is still tweaked by Unity to make sure the configuration is correct. For full control of the Manifest, including permissions, you need to export the Project and modify the final Manifest in Android Studio. Please note that we only support launchMode - singleTask.
according to unity documentation for 2018
when having a manifest there you are overriding all others manifest and not merging your own.
so they suggest compiling via android studio exporting the project
let me keep digging a little more here
Ok I was thinking some data are merged, because I keep the icon, and other meta-data
@still sierra see in the folder Temp/StagingArea/AndroidManifest.xml for the result manifest
and fix it and put on the Assets/Plugins/Android/AndroidManifest.xml
i think is the best way to do it
in temp after compiling to android unity drop there the final "merged" version that will be add to apk
so you can copy it
look see the erro and fix it
and them put this has a main manifest
Yes I will probably do that, I was wondering if there is an alternative to keep the generated manifest for more flexibility
since
To use an Android Manifest that you have created outside of Unity, import your Android Manifest file to the following location: Assets/Plugins/Android/AndroidManifest.xml. This overrides the default Unity-created Manifest.
Yes I will probably do that, I was wondering if there is an alternative to keep the generated manifest for more flexibility
@still sierra that would be amazing.. but i think they improved a lot since them about the merge
has you can see is not a automatic way of override the unity manifest merge
we can customize more now
maybe one day a manifest editor
that will show the final result of the manifest merge before build
yes it would be cool
Is there a better way to test your game then either Unity 5 Remote and downloading the apk to your phone and installing it every time you make a change?
What would be a better way?
In 2020 you have the device simulator which gives you something different
Is it better then the type methods I mentioned? I mean if the second method had an automation system where when I saved it compiled it and installed it on my phone that would be somewhat better then having to copy it over every time and install it
Build and run installs automatically
@vocal ridge but you don't really need to test on device after every change. Unless it's device related change, you can test it all in the editor.
Testing touch though?
anyone makes webgl projects here?
Does anyone know how can we create an .apk from Unity Export and Unity WebGL using Android Studio?
How can I change the size of the mobile game?
How can I delete it so that it does not fall asleep on the side down devoloper build ???
Hello Guys,
Had any of you guys encountered an error on iPhone that the audio does not play in the speakers but does in the headphones?
I encountered few years ago and made a work around using xcode but I don't remember how. If someone have a solution please let me know.
{
Debug.Log(product.definition.id);
if (product != null)
{
switch (product.definition.id)
{
case "onemonth":
Noads = true;
Debug.Log(Noads);
break;
Default:
string.Format("Unrecognized productId \"{0}\"", product.definition.id);
Debug.Log(Noads);
break;
}
}
}```
this in app purchase can be purchased, but if you turn the app off and on in editor, it will go back to null
how do I check if someone bought the product before?
it also keeps letting me buy the in app purchase in editor
I can't build my game to my android device
USB debugging is enabled on my phone, and I can access my phone storage on my pc
mention me if you can help me
I want to build and run my game on my mobile device but I got an error, it has always worked perfect
Don't make people guess what the error was. And search the error first.
Follow the manual how to setup android environment https://docs.unity3d.com/Manual/android-sdksetup.html
and device is in developer mode?
Then it's the last paragraph described in the error
But I can get access to my phone storage
Drivers could be needed for device to be recognized
If you don't see it in the list of devices you need drivers
Usually installing companion apps for the PC solves the issue
Is this something new? I have never done this before to build my apps
I've had an old phone that required it
I installed this one https://support.motorola.com/us/en/solution/MS88481
Try rebooting PC+device
And make sure again that you setup device properly
maybe try another USB port
Unity is starting
hey, i have this game that uses playerprefs saving system, but now i'm adding google play games services snapshots. anyone know how i can upload the local player prefs data to google play games services cloud?
Device is still not responding
You can install android studio and look if it has recognized your device, might indicate problem with current install. But most likely you'll need to find correct drivers.
How can I see if android studio finds my device?
If i run adb devices in platforms-tools i got this
You might have missed the 'trust' popup. You can redo it like here https://stackoverflow.com/questions/23081263/adb-android-device-unauthorized
when I do kill-server and start-server, I don't get the pop-up
if I want to run other commands I got this This adb server's $ADB_VENDOR_KEYS is not set
I belieeeeve i've worked around this before by manually running an adb install which forced the prompt
how do I need to do that?
just adb install "path/to/file"
it need an apk
but I want to test my project in Unity
That's a long way to install the apk
and I want to use unity remote 5
to test my game
Did you google the error?
yes
Did you try turning USB debugging on and off again?
yes
they said try to set to transfer image
but I only have files midi PTP tethering charge
and try install android studio
I have it installed but don't know how to run it on my device
@brisk raven in your phone's settings section -> Developer Options you should have an option called: Revoke USB debugging authorizations
Click that and connect your device again, it will show you the popup to authorize your device and it will start working
When I press revoke, I got a pop-up that says are you sure to....... I press yes. connect my phone to my pc, PHONE: USB debugging enabled, filetransfer. PC: Device found
no authorize message
@brisk raven if I were you I'd avoid testing the game on remote. It's pretty bad. It actually runs the game in your pc, forwards the view to the device and gets input from it. So there's a huge overhead in performance. If you still want to get it running it requires a certain sequnc of steps. Something like: close unity, connect your phone, make sure it's in developer mode, open unity, make sure your device is among the available sevices in the build settings, press play.
Before trying that make sure you configured your project/editor settings in the proper way and have android sdk/jdk/ndk installed properly.
I want to use my phone rotation, so I need to test it
What phone do you have? @brisk raven and which Android version it's running?
You are using Windows or Mac OS?
Windows
Hey guys whats a good resolution for a background for typical android users?
I heard that its easier to start with bigger resolution cuz its easier to scale down than up
Does it automatically scale to peoples mobile device?
Hi guys, I need to find a way to identify (server side) the same device with different apps ... it seems that SystemInfo.deviceUniqueIdentifier is not working anymore.
I've just downloaded two apps of ours from Google Play, those apps show the SystemInfo.deviceUniqueIdentifier and it is different!
this is crazy ๐ซ
Has anyone worked with chartboost ads?
Hey guys, can you guys help me out. Plz :)
https://discordapp.com/channels/489222168727519232/497872424281440267/754093616015736903
@me if you can help. Thanks
I'm trying to work out how to make android plugins
I'm getting the following error on logcat:
D/Unity: Failed to load native plugin: Unable to lookup library path for 'midiplugin'.
midiplugin is my plugin
What does this mean?
@timber ether If unity refuses to do it for some reason there's nothing stopping you from doing it manually
Does it cost money to put your mobile game in the app store
@ebon pawn yes
@ebon pawn
Itโs about 100$ the year...
Oh ok, thanks everyone!
You need to register as An Android dev, that cost 25$
@brisk raven
For year?
No, one-time
On the iOS app store there's a $100 annual fee which is probably what Artik was referring to
Hello everyone, do you know if it is possible to query the player's IAP? I would like to check the store, because I don't have my own data.
Hey guysโ i have problem with the codeless IAP in Unity, everything is set up correctly, it works in the editor, but when i try to purchase something from the google play store prompt doesnโt show. So someone actual here said that i need to record the Android log, so i did that, can you guys check it out, and tell me why it doesnโt work and how can i fix it? Because my game is done, but the IAP not working is the only thing stoping me from releasing my game that i have worked really hard.
Link of the Android Console - https://youtu.be/uz_8X6Kbi0Q
(Iโll be in a different channel, so please @ me if you can helpโ thanks)
Is it possible to test my game on a virtual device?
because unity doesn't work for me with a real device ๐ญ
you need to turn on preview packages
Hey guys, is it possible that when you write some movement codes, they work perfectly on PC but not on mobile?
I was testing my new enemy AI movement script, it works well on the editor(as seen here: https://youtu.be/fmZSHd3GXDE ), but the movement is strange on mobile (here: https://youtu.be/xBDDdgVrGQE ).
Here's my movement code: https://pastebin.com/CYXHVNmb
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Might help you to add some debug logs to see what functions are called when. You can use an asset like this one to see the console on mobile https://assetstore.unity.com/packages/tools/utilities/mobile-console-108594
Might help you to add some debug logs to see what functions are called when. You can use an asset like this one to see the console on mobile https://assetstore.unity.com/packages/tools/utilities/mobile-console-108594v
@quartz kernel 404 error, not found.
There you go added a v by accident
Oh thanks.
is there a way to check live updates directly from phone in unity? like android studio
debug logs etc
Is it possible in Unity to give my project access to someone else and at the same time work on the game?
There are a few ways @patent agate. You can use Unity Remote to run the game on your computer but show it on the phone. In the console you have the option to change the input from editor to connected device. In Android Studio you can filter the logcat by unity messages
@glossy sluice https://unity.com/unity/features/collaborate
It's really complicated to transfer the version of my game to 29 API ANDROID should you upload it to Google Play Do any of you know how to transfer it to this version easily?
Hey everyone, when i build my Unity 2019.4.1 project for iOS, I have it set up to automatically sign my unity-iphone target but i'm having an issue getting Unity to automatically sign the unityFramework target. Anyone had this issue and know of a fix for it? Not the end of the world, but slightly annoying ๐
well looks like this is actually a non issue, because it doesn't need to be set. I just assumed it needed to be. Insert saying about what happens when you assume
Hey everybody,
I am having an issue with how the Apple TV remote MENU button behaves in my latest tvOS build. We released our game Vectronom on tvOS last year so everything used to work, but now it does not anymore. The menu buttons is basically mapped to be the ESC key in that it pauses the game and/or closes any menu that is currently open. But now that I am trying to update our app (we are now also on 2019.3.3f1 as opposed to some 2018 version last year) it simply throws me back to the Apple TV home screen.
I know about Remote.allowExitToHome and what it does, but if i set this to false, I simply don't receive any inputs at all. We have been and are still using Rewired (latest version) for input.
Did anybody else have this issue too? I am running out of ideas. Next step would be updating to the lastest LTS version but I also really do not want to do that.
Thanks in advance for any help!
Ok, in case anybody else has this issue in the future, this is the hacky solution for fixing the problem: https://forum.unity.com/threads/rewired-advanced-input-for-unity.270693/page-119#post-5438304
The button id is not 0 but 19 in the Xcode project Unity builds so it needs be changed back manually in Xcode. Hope this helps anyone struggling as I did.
Ugh my game crashes on startup on android... any common fixes? Iโll send my error tomorrow...
hey
i made a game for android and it runs fine on my device and other devices as well
but in some phones all that is seen is a black screen after unity logo
any idea why this occurs
any idea why this occurs
@wise dagger Are you using unity jdk and SDK. if yes i would recommend to use from the source.(Happened to me once updating jdk and sdk fixed the problem).
and are you using any type of AR or camera plugin?
Can this cause crashes on android?
09-17 19:53:58.734 5101 5180 E BackupHelper: Could not parse delayed permissions
09-17 19:53:58.734 5101 5180 E BackupHelper: java.io.FileNotFoundException: /data/user_de/0/com.google.android.permissioncontroller/files/delayed_restore_permissions.xml: open failed: ENOENT (No such file or directory)
Nevermind
I found the FATAL EXCEPTION
09-17 19:54:06.957 5185 5220 E AndroidRuntime: FATAL EXCEPTION: UnityMain
09-17 19:54:06.957 5185 5220 E AndroidRuntime: Process: com.DevLuke.CodeCraft, PID: 5185
09-17 19:54:06.957 5185 5220 E AndroidRuntime: java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
09-17 19:54:06.957 5185 5220 E AndroidRuntime: Version '2020.1.0f1 (2ab9c4179772)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a'
09-17 19:54:06.957 5185 5220 E AndroidRuntime: Build fingerprint: 'google/sdk_gphone_x86/generic_x86_arm:11/RSR1.200819.001.A1/6823625:user/release-keys'
09-17 19:54:06.957 5185 5220 E AndroidRuntime: Revision: '0'
09-17 19:54:06.957 5185 5220 E AndroidRuntime: ABI: 'arm'
09-17 19:54:06.957 5185 5220 E AndroidRuntime: Timestamp: 2020-09-17 19:54:05-0500
09-17 19:54:06.957 5185 5220 E AndroidRuntime: pid: 5185, tid: 5220, name: UnityMain >>> com.DevLuke.CodeCraft <<<
09-17 19:54:06.957 5185 5220 E AndroidRuntime: uid: 10151
09-17 19:54:06.957 5185 5220 E AndroidRuntime: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x0
09-17 19:54:06.957 5185 5220 E AndroidRuntime: r0 b5804450 r1 b7807850 r2 b7807860 r3 00000000
09-17 19:54:06.957 5185 5220 E AndroidRuntime: r4 b7807928 r5 e4a8a448 r6 b7807868 r7 00000001
09-17 19:54:06.957 5185 5220 E AndroidRuntime: r8 b7807890 r9 00000000 r10 e4a040a0 r11 b5804450
09-17 19:54:06.957 5185 5220 E AndroidRuntime: ip ba2c71c8 sp b78077e8 lr b9b1029c pc 00000000
09-17 19:54:06.957 5185 5220 E AndroidRuntime:
@wise dagger Are you using unity jdk and SDK. if yes i would recommend to use from the source.(Happened to me once updating jdk and sdk fixed the problem).
@pliant sparrow
Hey fixed the issue
Just made a new project and copied the assets over now it works properly
I would like creating a mobile game with unity and would like the result to be exportable to iOS and android, is there anything special I should do to make it easier to have it in both systems?
Not really, most things work out of the box. The biggest thing with mobile is supporting different aspect ratios in my eyes
Is there anything that's kind of standard nowadays? I will only test it on pc because I got an iPhone and can't simply load an apk on that
If you're on Unity 2020 then it now has a device simulator that lets you see the screen in editor which is nice. Otherwise I would set up some ratios based on some of the most popular phones
Ok then. I will just make a 16:9 camera to begin with I guess, and then see if Ivan find the device simulator thingy
If I export a program for iOS, can I just choose the version to export it to? Because I would like to well, play my own game, but my phone only supports iOS 10
Yes you choose the minimum OS version
I would call it maximum in my case, but thanks for the help!
Maybe I'all continue making my game on weekends and try the mobile game throughout the week ๐
Why is my Android app crashing on launch?
09-18 09:10:47.577 497 2794 I am_crash: [4892,0,com.DevLuke.CodeCraft,814235206,java.lang.Error,*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
09-18 09:10:47.577 497 2794 I am_crash: Version '2020.1.0f1 (2ab9c4179772)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'armeabi-v7a'
09-18 09:10:47.577 497 2794 I am_crash: Build fingerprint: 'google/sdk_gphone_x86/generic_x86_arm:11/RSR1.200819.001.A1/6823625:user/release-keys'
09-18 09:10:47.577 497 2794 I am_crash: Revision: '0'
09-18 09:10:47.577 497 2794 I am_crash: ABI: 'arm'
09-18 09:10:47.577 497 2794 I am_crash: Timestamp: 2020-09-18 09:10:47-0500
09-18 09:10:47.577 497 2794 I am_crash: pid: 4892, tid: 4918, name: UnityMain >>> com.DevLuke.CodeCraft <<<
09-18 09:10:47.577 497 2794 I am_crash: uid: 10151
09-18 09:10:47.577 497 2794 I am_crash: signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x0
09-18 09:10:47.577 497 2794 I am_crash: r0 b42a5fb0 r1 ba8d8770 r2 ba8d8780 r3 00000000
09-18 09:10:47.577 497 2794 I am_crash: r4 ba8d8870 r5 ea20e368 r6 ba8d8788 r7 00000001
09-18 09:10:47.577 497 2794 I am_crash: r8 ba8d87b0 r9 00000000 r10 efa1c640 r11 b42a5fb0
09-18 09:10:47.577 497 2794 I am_crash: ip bf826fec sp ba8d8708 lr bed0d0d0 pc 00000000
09-18 09:10:47.577 497 2794 I am_crash: ,unknown,0]
If empty build crashed review your settings and installed SDKs, might try reinstalling them.
Uncheck in the Hub
Probably will have to remove manually and restart the Hub.
@umbral maple You can lookup their paths in Preferences > External tools and remove there manually, then restart and reinstall. Reinstalling/updating Editor would work too. Make sure antivirus did not block some of the features Hub installing as it sometimes does.
Hmmm I'm going to try building on a newer version of unity...
I just downloaded a new version of Unity (with build support for android and new sdks with it) and it still crashes... What should I do to fix it?
Maybe it's Proguard... lemme test
Ugh... Does Unity support Android API level 30 (Android 11)?
yeah of course
Then why does my App only crash on API level 29 and above?
did you test them in real device
i don't have any idea
Anybody ever used GLctx.texSubImage2D?
Register that my app is in Google Play and I search for it and I do not find only with a special link I find the app Why?
Hey everyone, has anyone experienced the issue with iOS 14 where your Unity app supposedly accesses the clipboard and pops that nasty notification informing the user that something was pasted from the clipboard?
I'm only using Firebase/Facebook/Google/Odin mobiles and nothing shady whatsoever... And there is no reference to the EditorGUIUtility.systemCopyBuffer anywhere in the C# code...
Maybe it would be in some dll somewhere?
I wouldn't be surprised if one of those plugins would cause this issue. I would try adding them one by one to a new project and see when it happens. But if they are the root of it, I'm not sure if you would be able to prevent it happening
Hey i have integrated local notifications and all their functions, callbacks etc. work fine . My only issue is when i click on the notification and start the game, the notification doesnt go away. it stays there
@undone jolt do what it says
what's the avg android build time
wondering if i need to upgrade my cpu
can't get unity remote to work for the life of me
@old nimbus what
does anyone know if Unity makes crash dumps for Android builds?
I know that if native code crashes the app, a tombstone gets written - but what about crashes that aren't native code? (null game object refs, exceptions, etc.)?
Just trying to learn what kind of information I can get from an app crash; I've been looking into it for a few days now, but that's one that I couldn't find any definitive answer on (or rather, I didn't see any info that Unity writes any such crash dumps, so I just want to make sure that's the case).
@old nimbus it takes me 1-2 minutes with a ryzen 2700x
When i want to let player[in 2d game] "spawn/buy" buildings is it good idea to make plenty of prefabs and instatntiate them ๐ค
Hello guys! glad to see such a community, I am a game developer and a content creator, I made a video on optimising a game for mobile with performance improvement from 15 to 50fps on MOBILE, hope you will like it. https://youtu.be/oQDhb9VIBqc if anyone here knows hindi then don't forget to see my 7 days AAA video, I bet you will love it.
A complete overview of Optimization Techniques used in Unity & other gaming engines.
Download the Boat Attack Optimized apk: https://www.sanchitgng.in/2020/05/optimizing-boat-attack-for-mobile.html
Resources:
Sketch: https://youtu.be/pezeF6Vv5rI
Craig Perko: https://youtu.be...
Hello Guys.
I am having a problem with IOS audio, my iphone does not play audio but on android works fine.
did you guys had this problem before. When I searched I only found one forum from 2012..
Hey Guys,
How to zoom using pinch motion along Y axis ?
I don't want to change FOV
have anyone tried to use Vulkan as main for android? Is it stable to use it?
Hi guys, is there a way to know why or how our game simply crashed a few times on a device after a few seconds of starting?
it happened like 4 or 5 times
then we plugged to XCode
also crashed but no exceptions
no nothing
just crashed
and RAM was 1.2GB / 2GB
Does anyobe have an idea about the poly count an average android can render per frame without lag?
anyone*
an average android'
?
that must depend on so many hardware factors not just if its android or ios
correct me people if im wrong but in order to discover that you will have to do performance tests in every hardware you want to target
although maybe someone did benchmarks and shared online, that would be quite useful.....
Anyone know how to make people in my game be able to share the confusion they created?
oh ๐
You know?
Yes yes
but whats a level in your game?
what kind of game?
whats exactly what you want to share ?
define level
Than you know?
sorry, I dont know what youre talking about
Share
You know or not
Ok
Anyone know how to make people in my game be able to share the level they created?
@glossy sluice
Hi, is it possible to buy the same subscription product multiple times via appstore or google play IAP?
Context: my app is going to have multiple user profiles support. Only one is available by default, but you can add more, and I want each profile to be a subscription.
Do I have to make a limit, i.e max 4 additional profiles and set them as separate products in app stores, (profile1_subscription, profile2_subscription). Or can I have one product (additional_profile_subscription), that will add to the monthly total, when bought more than once?
Are there any go to plugins/open source libraries for GIF playback? It should be able to load a GIF from a URL and play back on iOS and Android. There seem to be 100 different plugins out there -- curious if anyone has any experience with any of them..
hello! stupid question: how to save screenshots on android/ios to gallery/roll using ScreenCapture.CaptureScreenshot?
someone know how to do disable script on click button ui?
hello Im looking for a complete Logging solution for production. My concern is right now im using unity reports but doesnt seem to be enough.
For example, how could i retrieve the log from a determinated device in the other side of the world that i know it had a problem ?
im using my own now, and im thinking to store all logs into a file or playerPrefs, (keeping always the last 500 entries), and maybe whenever theres something wrong and UserReports has not sent me the info i can enable something via firebase to that device to send me that info.... or make the player push something to send me
anyway, do you guys know any asset that does all this for you ?
Heya guys, I need little help.
I have imported the latest PlayGames package and its not working properly
I don't have namespace of GooglePlayGames.BasicAPI
only Utils
and idea?
@scarlet sluice did u run the google play setup and also make sure your environment is set to android
yep
both done
you see, I have the GooglePlayGames class
that means its working
not sure actually...probably can try close your script editor, reimport the folder and open your script editor agian
yep... its giving error in Unity too
if you have errors in unity than it probably didnt compile so you dont have access to new stuff
what are the errors?
nope, I meant that when I used the namespace GooglePlayGAmes.BasicApi;
it gave error
else, everything is okay
ah, okay
i used oldaer version of the package
now GooglePlayGAmes cannot be found
any idea? which play games version is correct?
older version show missing files
Listen if anyone here knows this asset I need his help I made a code that if I go on screen playing on the phone it will create a gameobject now I want it to save it but because of this asset it tells me I need to put it in an exact place and not where I click Will it apply does anyone know how to help me?
So... If I have a red LED lit up irl and the phone camera sees it, is there any easy way to make a tracker of where it is on the camera, for example in the top left corner?
@scarlet sluice huh, I think is better to upgrade it
@valid hollow probably need to some research on image recognition
@quiet cipher I am using the latest version only, but cannot use BasicApi namespace
That's the actual problem.
that's weird, not sure how, did you move the folder around?
Thanks
hello guys anybody recommends a good library to create file logs ?
are log files a bad practice on mobile game dev or is there something wrong with what i'm asking? because i barely find assets about this, the ones I find are shitty and nobody seem to be able to answer me
right now I'm using unity reports so whenever theres an error we receive a report, but I would like to have a detailed log of the last operations that occured in device to be able to debug the cause of possible crashes....
@indigo condor you can use Firebase for that. If has Crashlytics which logs crashes and if you add some logs with user interactions and details about his progress since the game start you can follow his steps and reproduce the crash
You just have to add logs yourself
i'm making a endless runner anyone know how i can jump
having trouble i can only switch lanes
Hi guys, I load texture at runtime and encounter this gray texture
have anyone ever encounter this?
no is there a way u can create this in the editor or read the game logs if u put dev build @plush tapir
@plush tapir you load through web request?
@plush tapir you load through web request?
@quiet cipher yes I download it through download handler file to cache first then load from local path throught WebRequestTexture
@indigo condor you can use Firebase for that. If has Crashlytics which logs crashes and if you add some logs with user interactions and details about his progress since the game start you can follow his steps and reproduce the crash
@robust hamlet But the monetary costs of hundreds of devices sendinng logs to firebase must be extremely high, we use firebase for log in and keep some user data and we have seen we must be very careful with firebase or they can suck your blood
@robust hamlet , its damn free..... ๐
I didnnt evenn bother lookinng at it because i thought the pricinng would be excessive
but its free, and the amazon alterative its free to
too
yep, it's free and really good, I've been using Firebase for quiet a long time for crash detecting on Android / iOS and Unity
yeah we are using firebase auth, realtime db, and functions
and i have analytics enabled, (not using it btw)
but i didnt even think it would be free
thanks a lot @robust hamlet
i extract android game assett that have live2d (fbx+png)..
but when i open it with 3d viewer (windows10?) it messy..
even when i use unity to view the fbx file its buggy too..
how can i view it correctly?
@indigo condor you welcome
Hey guys, I'm getting less than 20FPS. Here's my profiler, it looks like Gfx.WaitForPresentOnGfxThread take 71.6% of the frames and RenderPipelineManager.DoRenderLoop_Internal() takes up 51.1%.ย
What should I "fix" to get more FPS?
PS: This only happens on ARM64 devices, ARMv7 devices are at 60-59FPS.
Did you need is performance?
Yes.
I've implemented every optimization tips I can find, the only difference it makes is on 32 bit devices, 64 bit devices stays the same at 30-8FPS
try turn of vsync
It is already off.
how complex is your scene?
also another way to optimize mobile title is you dont render in full resolution
if I not mistaken my lowest graphic setting is only render at 50% of the screen resolution
so it run faster on slower chip
@quiet cipher This time, mine runs faster on older and low end devices. But slower on higher end and modern devices.
haha I dont know...which unity version u running?
I allowed only OpenGLES2 API on my project and I've got 70 - 60 FPS on the 64 bit devices now.
@lone heron I haven't experiment with DPI and didn't think of it until you mentioned it, haha. Anyway I using Vulkan as primary and it improved the performance a lot, opengles 3 as second(Cause thats the minimum requirement for Linear Color Space). I also provided low to ultra graphic setting, to allow user to adjust texture resolutions, LOD distance, screen resolutions and something else that I cant remember
all of the lightmap object will use unity built-in mobile shader, dynamic object will be custom mobile shader
anyway, I no think you can change the DPI, it is read-only data field
@quiet cipher I was targeting older devices, and linear color space does not support OpenGLES2 so I had to switch to gamma, and work on lighting to bring out that linear color "feel".
When I had Vulkan and OpenGLES3 enabled, there was a huge frame rate drop.
well...I guess at the end is depend on how complex your scene...
Yeah, I actually thought that OpenGLES3 would be faster than 2.
nope, I remember I read some comparison somewhere on internet, 2 was faster cause of the limited feature it provided, 3 provide more feature to improve visual with using more performance
what sort of optimization you have done?
Batching, no shadows, used occlusion and frustum culling, reduced texture quality, used bakedlit and simple lit shaders from URP, culled realtime lights to the player and a few enemies only, used emissive materials to fake lighting, used bake lightmaps, adjusted Render Scale to 0.7, disabled vSync..
...and GPU Instancing.
but actually I think its quite fine when you can hit 60-70fps
Yeah.
also I do have play a bit with lightmaps size and count
so I use the custom lightmap setting to force objects with same material and texture try to bake together in same texture, so the batching will work
I think is called lightmap profile or what, cant remember the name
Yeah, it is available in 2020 version, I'm using 2019.
It is.
hello everyone! I've got a question. What would be the best way to create traffic lights? I tried using emissive textures, but they work only on baked lightmaps, so that means my traffic lights won't be updated. I tried using area lights before, but they seem to cause lag. What do you guys think?
Anyone else got that problem where you get a BlackScreen on IOS but everything else works?
does coin master use unity?
Hi, how can I rotate a gameobject with something like this
transform.RotateAround(Vector3.zero, Vector3.forward, movement * Time.fixedDeltaTime * -moveSpeed);
with the phone gyroscope ?
@south lintel found part of this code off of https://docs.unity3d.com/ScriptReference/Gyroscope.html so feel free to check it out:
using UnityEngine;
public class ExampleScript : MonoBehaviour
{
protected void Update()
{
GyroModifyCamera();
}
/********************************************/
// The Gyroscope is right-handed. Unity is left handed.
// Make the necessary change to the camera.
void GyroModifyCamera()
{
transform.rotation = GyroToUnity(Input.gyro.attitude);
}
private static Quaternion GyroToUnity(Quaternion q)
{
return new Quaternion(q.x, q.y, -q.z, -q.w);
}
}
@south lintel found part of this code off of https://docs.unity3d.com/ScriptReference/Gyroscope.html so feel free to check it out:
using UnityEngine; public class ExampleScript : MonoBehaviour { protected void Update() { GyroModifyCamera(); } /********************************************/ // The Gyroscope is right-handed. Unity is left handed. // Make the necessary change to the camera. void GyroModifyCamera() { transform.rotation = GyroToUnity(Input.gyro.attitude); } private static Quaternion GyroToUnity(Quaternion q) { return new Quaternion(q.x, q.y, -q.z, -q.w); } }
@kindred escarp Wont work like that, any idea how to rotate an object around a point only on one axis?
The project is like this https://youtu.be/p8MzsDBI5EI
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ยทยทยทยทยทยทยทยทยทยทยทยท...
I want to rotate that point/player with the gyroscope
I guess how I would do it would be
transform.rotation.y = GyroToUnity(Input.gyro.attitude).y?
I don't know how you want it
look at the video at minute 9 - 10
thats the final game and I want to rotate that "player" with the gyroscope
alright
like turning the phone left right while faceing up or towards you
transform.RotateAround(Vector3.zero, Vector3.forward, movement * Time.fixedDeltaTime * -moveSpeed);
this script would be to turn the player around using the variable "movement"
and
movement = InputAxisRaw("Horizontal");
It should work honestly
Yes and now I want to do it with the phone gyroscope
ok
public class ExampleScript : MonoBehaviour
{
protected void Update()
{
GyroModifyCamera();
}
/********************************************/
// The Gyroscope is right-handed. Unity is left handed.
// Make the necessary change to the camera.
void GyroModifyCamera()
{
transform.rotation = GyroToUnity(Input.gyro.attitude);
}
private static Quaternion GyroToUnity(Quaternion q)
{
return new Quaternion(q.x, q.y, -q.z, -q.w);
}
}```
using this you could do
`movement = GyroToUnity(Input.gyro.attitude)`
just letting you know i'm not very fluent in unity
i've only been learning for around three days
Only 3 days??
yes
and i don't use c#
i know python and that's about it
maybe i'm not the right person to be helping you with this
i know python and that's about it
@kindred escarp me too
haha
public class ExampleScript : MonoBehaviour { protected void Update() { GyroModifyCamera(); } /********************************************/ // The Gyroscope is right-handed. Unity is left handed. // Make the necessary change to the camera. void GyroModifyCamera() { transform.rotation = GyroToUnity(Input.gyro.attitude); } private static Quaternion GyroToUnity(Quaternion q) { return new Quaternion(q.x, q.y, -q.z, -q.w); } }``` using this you could do `movement = GyroToUnity(Input.gyro.attitude)`
@kindred escarp nope
movement is float
ok
and GyroToUnity is Quaternion
transform.rotation.y = Input.gyro.attitude.y;
i honestly don't know
i've tried to help you but it seems i'm not the right person for the job
i need to go now
do i need codeworks installed on my pc to build for android
no
thx
I'm using Unity remote for testing, but everything is very blurry. In bolth the game and scene views on my computer it's not like this. Why is this happening and how do I fix it?
@mossy quail the only way to fix is build an APK
unity remote is only for rapid testing, blurry image is because limitation of transferring rate on cable
Has anyone made a IoS game using Windows ?
Lets say I use Unity IOS on my windows pc, finish the project and transfer it to my friends mac for launching, would this work?
@gleaming kraken yap, I did that and it work, but some plugin doesn't work for my project, so have to upgrade it
@quiet cipher Thanks, Did you use C# with virtual studio ?
Oh ok thanks
@mossy quail it's easily searchable https://answers.unity.com/questions/1240047/how-can-i-fix-the-unity-remote-5-blurry-problem.html
hi has anybody here experienced an xcode error complaining about unity ads? I checked my project and theres no ads package or even any code that references ads. I've also checked the services and ads are turned off.
Does anyone know when we can expect Unity Cloud Build to support Xcode 12? It's a rather important upgrade for iOS development.
Building - Failed to write file: resources.assets
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)``` i got this error when building for ios, but i cant find the solution to this anywhere
Hello. Is there some sort of distance travelled history stored or is pedometer-like sensor that is standard to cellphone that can be accessed by Unity.
I'm working on a game based on distance travelled but I'd rather not have the game running at all time using resources. I don't need precise GPS positioning.
So i need help
If i got 3 app or update rejections
Then playstore will suspend my play console account? (Google)
okay!
yo when i try to build and run my game it gives me this error"gradle build failed."anyone know what to do?
it says i have 12 errors somewhere i dont know how to find them can anyone help?
@low tree check the console
yea i see the errors but i dont know what they are there are 3
post the errors
@low tree can't see anything
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in <6d0b5326886a4f0e8ed4ea356b37330b>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <6d0b5326886a4f0e8ed4ea356b37330b>:0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
There must be something more in the console, other errors than that
How can I make sure a part of my scene is always in view? I have taller screens that push the width out a bit and I don't know how to solve it
When the screen gets taller, the camera should move back a bit
I'm using line renderer, how to have 3 different colors depending on the amount of stretch?
Anyone know if Iโd need a character controller AND an auto run script for my mobile 2d game to auto run? I donโt want an endless runner, hence need a character auto run script
@simple minnow what's the problem of applying force to a rigidbody in update method, or change its velocity. It's easy to implement
Trying to find this memory leak, anybody knows how to profile this with XCode? I tried with the unity profiler but i dont seem to be able to catch it
@cloud wharf Don't cross post in multiple channels, pick one. Please remove additional messages not relevant to #๐ฑโmobile
ohh sorry i didnt knew which one should i specificaly post so i did this mistake i will take care from now
Your question seemed relevant only to #๐ปโunity-talk There are also tutorials pinned in that channel teaching basic object activation and reference, etc.
Trying to find this memory leak, anybody knows how to profile this with XCode? I tried with the unity profiler but i dont seem to be able to catch it
@indigo condor got it with the xcode alloc instrument, in case someone is interested
I'm using line renderer, how to have 3 different colors depending on the amount of stretch?
@turbid bear
Suggestion : Make the orange/yellow brighter
hello everyone ๐ happy to be here
Hello, Ok so I am trying to make a ui button system for a top down character controller
I got script attached to button and code is same as tutorial, but I get nothing from debug.log
So I guess the crossPlatformInputManager is storing the variable or working right?
I guess I should add the script to on click?
You should put debug.log after fetching the input values
I think itโs just a name space issue
Um guys, I am trying to build an Android apk to playtest, but the build fails saying that UnityLinker.exe fails to run. Any ideas why?
I am getting an error, when I'm building an Android apk: Build complete with a result of "failed". Could someone please help me.
Does Android support Compute Shaders in any way? i have tried twice with different shaders but both just gave black screens
they seemed to be actually running tho, because the framerate went down (i used Graphy,the shaders were kinda expensive so it was understandable,anyways it was just a test)
I have read somewhere that it has something to be with render texture formats,but i have not found what to do with that.
Hey, has anyone here struggled with their games being flagged as "spam" by the App Store review board? Quite insulting in fact, my mobile game has been in development for many months, and offers unique gameplay that I haven't seen in any mobile game before. I don't understand the review process in this case
Here's some screenshots of the game
Hey all! I just released an iOS game, and while trying to export the Android counterpart, I noticed that it is sooooooo much slower. By FAR. Like the first time to even open the game, it takes around 20 seconds between the splash screen and the menu screen.
Using the profiler (first time I ever opened it) I saw this, which explains it a bit.. the question is, how can I avoid that from happening? (and why doesn't it happen on iOS) Thanks!
hi can somebody please help me, I have a unity project and I tried building it for android and I managed to build the project with a size of 25mb which is ok I guess but when I tried to build it for iOS, the xcode project size is around 900 mb. is there a way to reduce the build size of the xcode project?
hey ..
there is an ANR ..
What is the solution.. help me
ANR "Input dispatching timed out (Waiting to send non-key event because the touched window has not finished processing certain input events that were delivered to it over 500.0ms ago. Wait queue length: 4. Wait queue head age: 5604.6ms.) com.unity3d.player.UnityPlayerActivity"
@twilit sand slow down on Android compared to iOS is a common case. Do you perhaps have assets inside Recources directories?
Yes I do @woeful zodiac almost all of my assets are inside Resources folder
i'm just now reading that apparently that is bad practice
i never would've imagined based on iOS performance....
I'm trying to move to Addressables now
but I'm running into separate issues...
like I can't seem to make them work ๐
Addressables are nice, but they require some patience to set them up properly in building pipeline :)
but I suggest replacing all resources with addressables
I just keep getting this error in the Editor
Exception encountered in operation CompletedOperation, status=Failed, result= : Exception of type 'UnityEngine.AddressableAssets.InvalidKeyException' was thrown., Key=Enemy, Type=Enemy
when doing this
Enemy enemyPrefab = await Addressables.LoadAssetAsync<Enemy>("Enemy").Task;