#๐Ÿ“ฑโ”ƒmobile

1 messages ยท Page 33 of 1

lofty flame
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anyone have simple base ideas for mobile games, im out

eternal violet
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lol, i mean the mobile market is highly competitiv

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what good would it do me to give u a worthy idea of a game

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u just gotta somehow take insipiration from other games or trends and work it out yo self id say

unborn valley
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is using the remote player any idea of how the fps is gonna be on your game even though its via cable?

iron acorn
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@unborn valley don't trust remote. It doesn't reflect your game's performance. Build your game to test.

muted osprey
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@iron acorn Thanks. I actually had that exact same question.

unborn valley
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@iron acorn yeah bro thanks!

oblique spindle
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While building apk it always shows gradle build failed. Can anyone help me.

eternal violet
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lol, dod use remote if you want, its easy to test and debug certain things

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coz u can viusally see waht happens int he scene

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and observe yo public variables

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and when you build yo game, it will be smooth alrite

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@oblique spindle go to preferences, and uncheck jdk, save project, leave project, open project, tick jdk, and then save and build and run

quartz kernel
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The question was whether Remote gives an accurate representation of performance, which it does not

eternal violet
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oh, i took dlich build your game to test, to test the game

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not for perfomance

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mhmm idk tho, it may mean waht i thought it mean

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so my point still stands

vagrant kindle
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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 ?

oblique spindle
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@eternal violet thanks I will try it.

fast tree
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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.

noble arch
lofty flame
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Anyone have any basic or simple mobile touch control game ideas? Mainly to use as a base

gritty silo
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That depends on what you want to do, what type of movement do you have in your game?

lofty flame
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@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

glossy sluice
warm adder
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@glossy sluice maybe try rb.velocity = new Vector2(direction.x, 0) * moveSpeed;

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you were setting y velocity the same as x velocity

glossy sluice
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ok ill try it thanks ๐Ÿ™‚

gritty silo
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@lofty flame you could use press to jump and some swipes to go right or left.
Donโ€™t 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!

lofty flame
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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.

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like a ton of the voodoo games

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@gritty silo

gritty silo
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@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
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yeah thats a good idea

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@gritty silo what do u mean by the side to side

gritty silo
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@lofty flame
Move to the left side of the screen then to right side of the screen, then left, etc...

lofty flame
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oh okay

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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

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@gritty silo

gritty silo
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Exactly!

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@lofty flame

lofty flame
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Yeah!

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Do you make games or program @gritty silo

gritty silo
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Yes, why?

lofty flame
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Just wondering

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2d or 3d? mobile?

gritty silo
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The three of them. I am working actually on a2d mobile game and a 3D one.

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@lofty flame

lofty flame
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Damn nice!

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do you have anything published or done i could check out?

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@gritty silo

gritty silo
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No sorry...
@lofty flame

lofty flame
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all good

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do you make ur own graphics or do you know of any good places to find em

gritty silo
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Asset store or making myself, that depend...

lofty flame
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nice

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im debating if i want to make it a colorful game like with fun art or like a 8 bit game thats all pixelixed

gritty silo
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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!

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@lofty flame

lofty flame
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Yeah! I just donโ€™t know where to find the colorful smooth shapes

gritty silo
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Or you create it or you find it on the asset store or other type of website that can provide 2D sprites. @lofty flame

lofty flame
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okay thanks

gritty silo
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No problem!

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@lofty flame
The better is to create yourself so you donโ€™t have any copyright problem.

lofty flame
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yeah true

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i dont know how to create art so ill prob try to find some

gritty silo
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Okay!

scarlet sluice
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Hey, I wanted to ask a question, how to make my game light on mobile.

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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.

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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)

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Please help ๐Ÿ˜… do I need to follow some important steps to make stuff right? Reply by tagging me

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Have a nice day.

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You may check the app once here...

quartz kernel
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Looking at those numbers itโ€™s probably the batches you should focus on. How are you doing your lighting?

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Also be sure to get familiar with the profiler, it will tell you where time is spent

scarlet sluice
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Heya thanks for your reply :) I think I know you, anyways

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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

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And yea I did used profiler. Most cpu was taken by term called Couroutine delay

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It produced near 30 ms out of total 60-80

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And other went to texturing

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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 ๐Ÿ™ƒ

scarlet sluice
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Hey <@&502884371011731486> is this spamming allowed here ๐Ÿ˜… ๐Ÿ‘†

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Please delete my message if you read it

eternal violet
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Ye, mez is spsmming

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Ban him

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@scarlet sluice btw the suze of texturees itself isnt really the issue tha ttives low fps

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First of all do

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Applicstion.targetframerate = 30;

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Second on quality settings

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Set mobile to lowest

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And put pixel light count to 1

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And shadows hard and soft

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And thats it

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And regarding the image sizes, xan be reduced by lowering pixel count u see in inspector

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When u select th image or texture

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To 512

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Id say

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Or 1024

scarlet sluice
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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.

glossy sluice
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i dont know how to fix it

odd arrow
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There are no access modifiers inside methods

glossy sluice
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how do I fix it?

glass crater
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@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

glossy sluice
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Ohhh thx

vagrant kindle
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Hey,
Is there any way to differentiate a APK build and an export build for android ?

eternal violet
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yes

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although i kinda forgot

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so search how to export build android unity

halcyon mural
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Anyone could play video on a web gl project?

merry acorn
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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?

scarlet sluice
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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

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It's the best way ๐Ÿ˜…

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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.

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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.

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Please reply by tagging me ๐Ÿ‘†

glass crater
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@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

Mobile phones come with stupidly high pixel dense screens and youโ€™ll use up a lot of horsepower drawing at native resolution - especially on phones with mediocre GPUs.

Save that performance with the Fixed DPI setting. ๐Ÿคœ๐Ÿผ #unitytips #gamedev

scarlet sluice
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Hey thanks @glass crater , I tried setting DPI to 300 (fixed) but it cause no difference. What DPI should I set for smooth sailing?

elfin salmon
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which way is good for bullet shoot for mobile !

scarlet sluice
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Raycasts is best @elfin salmon , I mean it will be very light for mobile.

glossy sluice
quartz kernel
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Because you are on scale 3.21 @glossy sluice. In the game view

glossy sluice
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ik but it looks blury when i play it on mobile

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i zoomed in so i could show you guys

quartz kernel
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Make a new game view size with the exact pixel values from your phone and you can see how it looks at that resolution

glossy sluice
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so change the reference res

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?

quartz kernel
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No, where it says 16:9 Portrait, you can add more sizes

glossy sluice
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oh ok

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didnt work

wary citrus
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Hello. Unity 2020.1.3 after the build on Android, the screen is always black. What to do?

sly palm
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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.

zenith hamlet
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hey, does anyone know how i can lock the resolution across different android devices? im usign 600x1024, but other resolutions get stretched....

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or just get out of the screen

latent osprey
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@sly palm it's just turning the position of the finger relative to the start of the touch point into the input axes

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@zenith hamlet i don't think you should be requesting a resolution that isn't the native device size or some multiple of it

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@quartz kernel @glossy sluice use device simulator

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@scarlet sluice why are you using anti-aliasing on a mobile device...

scarlet sluice
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Aah, I'm using 2x AA, because the model looked very very edgy

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It was way too aliased

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So I was forced to use it, else you could literally see the zagged edges.

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Any way to prevent that though? Without using AA?

zenith hamlet
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@latent osprey wdym?

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because im making a game for mobile

scarlet sluice
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@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.

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One thing you can do is take the device current resolution

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Multiply with say 0.7

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Then set it as new resolution, this way you may save some GPU work.

zenith hamlet
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how do i change the resolution for each device?

scarlet sluice
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I'm not sure, go through docs one

zenith hamlet
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you mean i'll have to write code for each possible resolution...?

scarlet sluice
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Or do a quick search

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Nope nope

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Just get the current resolution
Multiply it with 0.7 or something like that.
Then set the new value as the resolution.

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This will make the game a little loss on quality.

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But it will be way faster

zenith hamlet
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sorry, i dont get it...

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when do i do that multiplication?

scarlet sluice
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In Awake function

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Like

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int height = Screen.GetHeight * 0.7
//same for breadth
Screen.SetResolution(height, breadth)
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Something like this.

zenith hamlet
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what is breadth?

scarlet sluice
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The screen size

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Length and breadth

zenith hamlet
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width?

scarlet sluice
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Yea yea

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Same thing ๐Ÿ˜…

zenith hamlet
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๐Ÿ˜„

scarlet sluice
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Idk metric system?

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So yea you can do that

zenith hamlet
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so no matter what device i just do that multiplication thing??

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sounds sketchy

scarlet sluice
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I'm multiplying the value of the current device width/length

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So it will be different for different devices

zenith hamlet
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ahh okay

scarlet sluice
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You may need to write different codes for iOS, they have intense amount of DPI

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It will make the device hot very soon

zenith hamlet
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and if it doesnt work, do you know how to do the resolution that you mentioned that leaves black spaces?

scarlet sluice
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Yea wait, I got a link

zenith hamlet
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i dont mind for gpu stuff, my game is verrryyy simple

scarlet sluice
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Ohk

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It will look bad though, the black borders.

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Your take

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Gtg to sleep, see ya

zenith hamlet
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alright ill let you know how it went thanks

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g'night

lofty flame
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How do I scale every phone to 1920

verbal cove
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is there any standard path for saveing datas at device outside of game?

glossy sluice
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Still looks blury

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@latent osprey

glossy sluice
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it looks good on my android but not iphon

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e

glossy sluice
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this is how it looks on iphone

glass crater
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@scarlet sluice are you still manually setting the resolution? The DPI depends how sharp you want your game to be versus how performant

scarlet sluice
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@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

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I will play with resolution maybe

molten mason
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is there any one wiht OPPO phone?
need to test something on my app. thanks

elfin salmon
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@glossy sluice use textmesh pro

glossy sluice
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I am

nocturne crow
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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).

oblique owl
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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

prisma dawn
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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

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nvm solved it

heavy furnace
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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 ?

quartz kernel
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No @heavy furnace, when the on-screen keyboard is enabled it hijacks all inputs essentially

heavy furnace
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is there any way to recognize this keyboard events?

quartz kernel
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I think if you connect a physical keyboard it will work like on a computer

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But as for the on-screen one, you can only listen for the submit I believe

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I havenโ€™t tried though ๐Ÿค” this is just based on my experiences with it

heavy furnace
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ok thanks i made full screen scale invisible input field ๐Ÿ˜„

simple minnow
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Anyone have a preference of controls for 2d mobile platformer?

glossy sluice
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It looks clear in Unity

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but why is it blury in game on mobile when i test it?

quartz kernel
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Wait what's the resolution you've set for the iPhone there

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Ok guess it's not that far off, 828x1792. Is this stuff on a canvas?

noble arch
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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?

lime venture
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anyone know how to do a closed release in google play

lime venture
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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.

glossy sluice
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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?)

quartz kernel
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Shouldnโ€™t matter too much

glossy sluice
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@quartz kernel its still blury

quartz kernel
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Is it on a canvas?

glossy sluice
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no

dusk goblet
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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.

fossil cedar
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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?

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btw my phone is a Redmi Note 9S (mid-high tier,released this year)

glossy sluice
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Is it on a canvas?
@quartz kernel its still not working

twilit pendant
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anyone how to move a 2d rigidbody smoothly left or right using swipe controls??

late sparrow
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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);
    }

} ```
lean summit
fossil cedar
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wowwhat that looks like if the image was compressed

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u sure it happens only in your game?

lean summit
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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

fossil cedar
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only on that phone?

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hmm weird

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what graphic api are you using(opengl,vulkan)

lean summit
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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

glossy sluice
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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()

glossy sluice
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this is how it looks in game on iphone but looks clear on android

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what should be aspect ratio and ref res?

glossy sluice
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Thx

umbral dome
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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

grizzled cliff
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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.

edgy trout
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i need to make a qr code reader for my mobile game... can anyone help me out with that?

grizzled cliff
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There's probably no other choice than testing it on real devices right?

edgy trout
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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

mossy quail
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How could I get the position of a touch?

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sorry im new to Unity

violet yoke
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im trying to get into mobile development. any tips?

shadow kernel
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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.

astral anvil
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@shadow kernel Sounds like the image is not high enough quality

shadow kernel
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I don't think so. I just discovered that this bug only happens on Android chrome, not desktop chrome

astral anvil
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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 ๐Ÿ™‚

grizzled cliff
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@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!

agile iron
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Hey guys how's it going, I need a bit of help with android notifications, anyone wanna give me a hand?

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All I wanna know is if the user received the notification

shadow kernel
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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 ๐Ÿ™‚
@astral anvil I will try this. Good call

void shadow
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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.

violet yoke
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why is unity remote 5 not working? when i click play in the editor nothing appears on my phone

eternal violet
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@violet yoke

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when you connect your phone to pc, via the usb cable

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  1. is your phone charging
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  1. is your phone given a pop up of: alow transfer of data
violet yoke
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it is charging, but it doesnt have the pop up

eternal violet
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then its wrong cable

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find another one

violet yoke
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oof

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ok

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thanks then

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so if i get the right USB cable it should work?

eternal violet
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not a guraentee, they may be some other problems, but without one nothing would even work in the first place lol

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btw

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u can check if its right usb cable

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by building the game

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if it builds, then it sgood

frank osprey
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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?

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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

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tag me if you have an answer

muted osprey
#

Do you guys bother including Application.quit() in mobile games?

odd arrow
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It's a hard exit removing it from the memory.

muted osprey
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I'm not quite sure I understand

odd arrow
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Phone does not terminate applications normally, it moves them to background.

muted osprey
#

Ah, I see. Thank you ๐Ÿ™‚

eternal violet
#

hey guys who uses UDP here?

void shadow
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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.

odd arrow
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If you are using old input system Input.touches

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It will track each touch keeping their indexes

void shadow
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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

odd arrow
#

so cache it

void shadow
#

I found something about reposition that should output this but I only get 0,0

odd arrow
#

Each touch has phases, use them to get initial position

void shadow
#

Ok noone should ever see this messy code but hey, it does what I want it to do ๐Ÿ˜†
Thanks for your help :)

shadow kernel
#

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?

shadow kernel
#

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.

latent osprey
#

@shadow kernel i think you need to set the resolution

#

it will full screen at the canvas element's resolution

shadow kernel
#

What do you mean? Change the image's width and height at runtime?

ebon pawn
#

Is a mobile fps a good idea?

sly palm
#

Depends on what kind you try to make, like cod, pubg, ๐Ÿคท

eternal violet
#

No bernie.

#

takes alot of effort for very little reward id imagine

#

but personally i hate fps mobile

#

so idk

coarse badger
#

Hello, I have problem with running unity remote on my xaomi mi mix 3 does anyone can help me ?

Did I forget about sth to set up in Android device ?

eternal violet
#

gimp

#

when you connect your phone to pc, via the usb cable

  1. is your phone charging
  2. 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

coarse badger
#
  1. yes
  2. yes and I selected the Transfer photos (PTP)
eternal violet
#

what does the pop up say?

#

allow transfer of data?

#

to be honest, idc waht it says

#

build the game

#

does it work?

coarse badger
#

Ok w8 I got some ProcessEvent error at build process need to fix it

#

Ok, build process is locally complete

eternal violet
#

ofcourse u should

#

therefore its wrong cable if ucant build and run

coarse badger
#

v'la worked, On android device the option usb debugging was off dunno why

eternal violet
#

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?

unique plank
#

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?

eternal violet
#

@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

shadow kernel
#

anyone ever used a Canvas with render mode "Screen Space - Camera" on a mobile WebGL project?

unique plank
#

@eternal violet Im using the ID given in the dashboard

simple minnow
#

Mobile development camera

Hey, so Iโ€™ve been learning c# and unity and Iโ€™ve been searching for weeks now, and the answer is probably simpler than Iโ€™m making it out. I wouldnโ€™t be asking unless I exhausted options.

So Iโ€™m 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 donโ€™t get, is how to make my camera the shape of the mobile screen. My game is a platformer thatโ€™s the size of the mobile screen, when my character moves, camera wonโ€™t.
So say Iโ€™m 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 canโ€™t find the answer.

Again itโ€™s probably simple, but so stuck lol!

odd arrow
#

Pick Portrait or Landscape on the Game tab display.

simple minnow
#

@odd arrow does that kind of show a border too of where I can place the objects in my scene?

odd arrow
#

Your canvas frames it

simple minnow
#

@odd arrow ah okay thank you, I think that gives a good basis to go off of

fallow tendon
#

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

eternal violet
#

same cable?

fallow tendon
#

the unity image comes and it is black screen after that

#

same cable?
@eternal violet asked to me ?

eternal violet
#

ye

fallow tendon
#

i shared the apk

odd arrow
#

Check minimum required OS it was built for

#

"Minimum API level"

eternal violet
#

hey fogsight

#

have u heard of the unity UDP/

odd arrow
#

No

eternal violet
#

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?

odd arrow
#

...I don't know anything about it.

eternal violet
#

hmm, well from what i told u would u say its worth it?

quartz kernel
#

How is it not working @fallow tendon? First step would be to get a hold of the log to see what happens

fallow tendon
#

@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

quartz kernel
#

Ok. but again, how is it not working? Is it not even starting?

fallow tendon
#

as i describe the unity logo cames then its all black

quartz kernel
#

Can you share the log file?

fallow tendon
#

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

eternal violet
#

lol

#

in project settings

#

player

fallow tendon
#

yeah found it

#

its Androd 4.4

quartz kernel
#

Paste the logcat into hatebin or somthing

fallow tendon
#

yeah ok

#

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 ?

quartz kernel
#

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

fallow tendon
#

hmm yeah ill try an empty scene

#

yeah empty scene opens

fallow tendon
#

Anyway my real problem is this:

#

even though vysnc is off

eternal violet
#

do u have 2 lightning in yo scene

#

light sources

fallow tendon
#

around 10

#

why ?

#

but they are baked static

late sparrow
#

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

eternal violet
#

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

odd arrow
quartz kernel
#

There are also assets on the asset store explicitly for saving

late sparrow
#

but it looks like people principally use gogole play service to save no ?

odd arrow
#

You want to keep data locally as well, some people don't use data or try not to outside of wi-fi connection

floral hinge
#

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

eternal violet
#

go to quality settings and set higher pixel count i thikn

#

pixel light count

#

or light count kinda forgot the name

shadow kernel
#

anyone works with webgl here?

simple minnow
#

Anyone have a good link for setting up unity 2d for mobile? Iโ€™m having stuck at aspect ratios, resolution and making sure all fits in constraints. Literally canโ€™t find a video that covers just that.

floral hinge
#

@eternal violet Yeah I've been doing that all day ๐Ÿ˜† 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

eternal violet
#

lol

sly palm
#

What's the biggest terrain size allowed for a mobile?

digital zenith
#

As big as you can optimized it

#

Which depends on the mobile specs

#

@sly palm

fallow tendon
#

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"

copper wyvern
#

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.

autumn goblet
#

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!

rare shard
#

Keep in mind that you likely need to read newer tutorials if you search the web since the Play Store changes a lot

autumn goblet
#

hey thanks man! appreciate it!

eternal violet
#

has aynone advertised their app before

glossy totem
#

sa

#

beyler

#

helle

#

hello

eternal violet
#

no.

dire knot
#

how i remove static game object when it came back to original scene the palace it was added

tame flame
#

Anybody familiar with Facebook SDK for event logging?

austere turret
#

Hello Guys ๐Ÿ˜Š
Did anyone tried Character Creator 3 for mobile(android/iOS) ?

amber plume
#

how do you check if an in app purchase has been purchased

#

?

#

like, if this has been purchased do this

celest mulch
#

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, Iโ€™m getting โ€œUnavailable product xxx.xxx.xxxโ€ when trying to restore..... any ideas?

amber plume
#

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

hot pendant
#

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.

unborn sand
#

You've asked your question over 5 times, and in multiple channels

glossy sluice
#

Okay can anyone take a picture of me where to download android apk?

rare shard
#

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

glossy sluice
#

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

iron acorn
#

easily googleable if you speak English at least a little bit.

tame flame
#

Hey guys, got an issue I can't fix for 2 days already ๐Ÿ˜ฆ 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.

hot pendant
#

@tame flame whats the t?

#

can you give us more detail about the problem?

tame flame
#

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

tame flame
#

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

hot pendant
#

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

tame flame
#

Yeah the asset folder was cleared. Thinking maybe it's the folder on documents with temp data

#

Will try it out

glossy sluice
#

Can anyone explain to me how I can download my game (to android) without usb?

tame flame
#

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)?

hot pendant
#

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

still sierra
#

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" />

hot pendant
#

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

still sierra
#

no I want tu support only devices with gyroscope

still sierra
#

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

hot pendant
#

put your manifest with gyroscope requirement has the main one marking on the player settings

still sierra
#

I build with unity 2018

hot pendant
#

ok. sorry idk let me see an alternative

#

where you put your manifest in the project?

still sierra
#

Plugin/Android

hot pendant
#

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

still sierra
#

Ok I was thinking some data are merged, because I keep the icon, and other meta-data

hot pendant
#

@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

still sierra
#

Yes I will probably do that, I was wondering if there is an alternative to keep the generated manifest for more flexibility

hot pendant
#

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

still sierra
#

yes it would be cool

vocal ridge
#

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?

quartz kernel
#

What would be a better way?

#

In 2020 you have the device simulator which gives you something different

vocal ridge
#

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

quartz kernel
#

Build and run installs automatically

vocal ridge
#

? What do you mean?

#

Huh, thats interest...

iron acorn
#

@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.

vocal ridge
#

Testing touch though?

shadow kernel
#

anyone makes webgl projects here?

honest root
#

Does anyone know how can we create an .apk from Unity Export and Unity WebGL using Android Studio?

amber plume
#

Pressing a button works in Windows, but not android.

#

Any ideas?

chrome haven
#

How can I change the size of the mobile game?

glossy sluice
#

How can I delete it so that it does not fall asleep on the side down devoloper build ???

pliant sparrow
#

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.

amber plume
#
    {
        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

brisk raven
#

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

odd arrow
#

Don't make people guess what the error was. And search the error first.

brisk raven
#

it's above

#

it's a unity error, not code error

odd arrow
brisk raven
#

I have everything setup, JDK SDK and NDK

#

I reinstalled unity

odd arrow
#

and device is in developer mode?

brisk raven
#

yes

#

usb-debugging is enabled

odd arrow
#

Then it's the last paragraph described in the error

brisk raven
#

But I can get access to my phone storage

odd arrow
#

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

brisk raven
#

Is this something new? I have never done this before to build my apps

odd arrow
#

I've had an old phone that required it

brisk raven
odd arrow
#

Try rebooting PC+device

#

And make sure again that you setup device properly

#

maybe try another USB port

brisk raven
#

Unity is starting

zenith hamlet
#

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?

brisk raven
#

Device is still not responding

odd arrow
#

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.

brisk raven
#

How can I see if android studio finds my device?

#

If i run adb devices in platforms-tools i got this

quartz kernel
brisk raven
#

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

quartz kernel
#

I belieeeeve i've worked around this before by manually running an adb install which forced the prompt

brisk raven
#

how do I need to do that?

quartz kernel
#

just adb install "path/to/file"

brisk raven
#

it need an apk

quartz kernel
#

yes

#

did you google the error you got?

brisk raven
#

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

quartz kernel
#

Did you google the error?

brisk raven
#

yes

quartz kernel
#

Did you try turning USB debugging on and off again?

brisk raven
#

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

robust hamlet
#

@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

brisk raven
#

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

iron acorn
#

@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.

brisk raven
#

I want to use my phone rotation, so I need to test it

robust hamlet
#

What phone do you have? @brisk raven and which Android version it's running?

brisk raven
#

Motorola moto g7

#

Android 10

robust hamlet
#

You are using Windows or Mac OS?

brisk raven
#

Windows

bold steppe
#

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?

sleek tendon
#

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 ๐Ÿ˜ซ

sudden island
#

Has anyone worked with chartboost ads?

timber ether
#

@me if you can help. Thanks

magic folio
#

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?

magic folio
#

@timber ether If unity refuses to do it for some reason there's nothing stopping you from doing it manually

ebon pawn
#

Does it cost money to put your mobile game in the app store

brisk raven
#

@ebon pawn yes

gritty silo
#

@ebon pawn
Itโ€™s about 100$ the year...

brisk raven
#

No

#

You need to register as An Android dev, that cost 25$

#

@ebon pawn

ebon pawn
#

Oh ok, thanks everyone!

glossy sluice
#

You need to register as An Android dev, that cost 25$
@brisk raven

For year?

quartz kernel
#

No, one-time

#

On the iOS app store there's a $100 annual fee which is probably what Artik was referring to

whole mountain
#

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.

lofty gyro
#

HELP PLS

#

When i touch an input field on my android game, the keyboard doesn't show!

timber ether
#

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 doesnโ€™t 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 doesnโ€™t 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

(Iโ€™ll be in a different channel, so please @ me if you can helpโ€” thanks)

brisk raven
#

Is it possible to test my game on a virtual device?

#

because unity doesn't work for me with a real device ๐Ÿ˜ญ

brisk raven
#

thank you, i'll give it a try

#

I don't see device simulator

odd arrow
#

you need to turn on preview packages

brisk raven
#

thank you, found it

#

๐Ÿ‘

lone heron
#

Hey guys, is it possible that when you write some movement codes, they work perfectly on PC but not on mobile?

quartz kernel
lone heron
quartz kernel
#

There you go added a v by accident

lone heron
#

Oh thanks.

patent agate
#

is there a way to check live updates directly from phone in unity? like android studio

#

debug logs etc

glossy sluice
#

Is it possible in Unity to give my project access to someone else and at the same time work on the game?

quartz kernel
#

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
#

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?

glad trail
#

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 ๐Ÿ™‚

glad trail
#

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

sacred roost
#

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!

sacred roost
#

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.

umbral maple
#

Ugh my game crashes on startup on android... any common fixes? Iโ€™ll send my error tomorrow...

wise dagger
#

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

pliant sparrow
#

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?

umbral maple
#

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
#

@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

strange hinge
#

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?

quartz kernel
#

Not really, most things work out of the box. The biggest thing with mobile is supporting different aspect ratios in my eyes

strange hinge
#

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

quartz kernel
#

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

strange hinge
#

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

strange hinge
#

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

quartz kernel
#

Yes you choose the minimum OS version

strange hinge
#

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 ๐Ÿ‘€

umbral maple
#

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]
umbral maple
#

Bruh

#

An empty build crashes on start too

#

what to do

odd arrow
#

If empty build crashed review your settings and installed SDKs, might try reinstalling them.

umbral maple
#

Ok I'll try that

#

thx

umbral maple
#

Ugh

#

How do I reinstall SDKs

odd arrow
#

Uncheck in the Hub

umbral maple
#

I can't

#

It's greyed out

odd arrow
#

Probably will have to remove manually and restart the Hub.

umbral maple
#

Ugh

#

How do I reinstall 2020.1.0?

odd arrow
#

@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.

umbral maple
#

Hmmm I'm going to try building on a newer version of unity...

odd arrow
#

Make sure all SDKs do not show any warnings

#

in external tools menu

umbral maple
#

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

umbral maple
#

Ugh... Does Unity support Android API level 30 (Android 11)?

glossy sluice
#

yeah of course

umbral maple
#

Then why does my App only crash on API level 29 and above?

glossy sluice
#

did you test them in real device

umbral maple
#

Yup

#

and a simulator

#

They crash on android 11...

glossy sluice
#

i don't have any idea

shadow kernel
#

Anybody ever used GLctx.texSubImage2D?

alpine acorn
#

getting this error since last xcode update. Anyone an idea about?

glossy sluice
#

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?

rigid rover
#

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?

quartz kernel
#

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

pastel crystal
#

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
#

any solution ?

old nimbus
#

@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

undone jolt
#

@old nimbus what

lost wadi
#

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).

real wraith
#

@old nimbus it takes me 1-2 minutes with a ryzen 2700x

verbal cove
#

When i want to let player[in 2d game] "spawn/buy" buildings is it good idea to make plenty of prefabs and instatntiate them ๐Ÿค”

meager cosmos
#

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...

โ–ถ Play video
pliant sparrow
#

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..

frosty flame
#

Hey Guys,

How to zoom using pinch motion along Y axis ?
I don't want to change FOV

quiet cipher
#

have anyone tried to use Vulkan as main for android? Is it stable to use it?

quiet cipher
#

anyone got this issue when running Vulkan?

indigo condor
#

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

rough pecan
#

Does anyobe have an idea about the poly count an average android can render per frame without lag?

#

anyone*

indigo condor
#

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.....

glossy sluice
#

Anyone know how to make people in my game be able to share the confusion they created?

indigo condor
#

@glossy sluice what are you talking about ?

#

confusion?

glossy sluice
#

No sorry i talking abote levels**

#

@indigo condor

indigo condor
#

oh ๐Ÿ˜„

glossy sluice
#

You know?

indigo condor
#

you mean sharing a level?

#

with other players?

glossy sluice
#

Yes yes

indigo condor
#

but whats a level in your game?

#

what kind of game?

#

whats exactly what you want to share ?

glossy sluice
#

Make a levels

#

To sher with friends

indigo condor
#

define level

glossy sluice
#

Than you know?

indigo condor
#

sorry, I dont know what youre talking about

glossy sluice
#

Sher levelllll

#

Shere

indigo condor
#

Share

glossy sluice
#

You know or not

indigo condor
#

no idea

#

sorry

glossy sluice
#

Ok

#

Anyone know how to make people in my game be able to share the level they created?
@glossy sluice

limber parcel
#

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?

placid yew
#

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..

real oar
#

hello! stupid question: how to save screenshots on android/ios to gallery/roll using ScreenCapture.CaptureScreenshot?

glossy sluice
#

someone know how to do disable script on click button ui?

indigo condor
#

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 ?

scarlet sluice
#

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?

quiet cipher
#

@scarlet sluice did u run the google play setup and also make sure your environment is set to android

scarlet sluice
#

yep

#

both done

#

you see, I have the GooglePlayGames class

#

that means its working

quiet cipher
#

not sure actually...probably can try close your script editor, reimport the folder and open your script editor agian

scarlet sluice
#

yep... its giving error in Unity too

warm adder
#

if you have errors in unity than it probably didnt compile so you dont have access to new stuff

#

what are the errors?

scarlet sluice
#

nope, I meant that when I used the namespace GooglePlayGAmes.BasicApi;

#

it gave error

#

else, everything is okay

warm adder
#

ah, okay

scarlet sluice
#

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

glossy sluice
#

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?

valid hollow
#

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?

quiet cipher
#

@scarlet sluice huh, I think is better to upgrade it

#

@valid hollow probably need to some research on image recognition

scarlet sluice
#

@quiet cipher I am using the latest version only, but cannot use BasicApi namespace

#

That's the actual problem.

quiet cipher
#

that's weird, not sure how, did you move the folder around?

valid hollow
#

Thanks

indigo condor
#

hello guys anybody recommends a good library to create file logs ?

indigo condor
#

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....

robust hamlet
#

@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

mortal iron
#

i'm making a endless runner anyone know how i can jump

#

having trouble i can only switch lanes

plush tapir
#

Hi guys, I load texture at runtime and encounter this gray texture

#

have anyone ever encounter this?

mortal iron
#

no is there a way u can create this in the editor or read the game logs if u put dev build @plush tapir

quiet cipher
#

@plush tapir you load through web request?

plush tapir
#

@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
#

@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..... ๐Ÿ˜

#

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

robust hamlet
#

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

indigo condor
#

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

broken vault
#

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?

robust hamlet
#

@indigo condor you welcome

lone heron
#

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.

subtle mulch
#

Did you need is performance?

lone heron
#

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

quiet cipher
#

try turn of vsync

lone heron
#

It is already off.

quiet cipher
#

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

lone heron
#

@quiet cipher This time, mine runs faster on older and low end devices. But slower on higher end and modern devices.

quiet cipher
#

haha I dont know...which unity version u running?

lone heron
#

2019.3

#

@quiet cipher Is there a recommended target DPI?

lone heron
#

I allowed only OpenGLES2 API on my project and I've got 70 - 60 FPS on the 64 bit devices now.

quiet cipher
#

@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

lone heron
#

@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.

quiet cipher
#

well...I guess at the end is depend on how complex your scene...

lone heron
#

Yeah, I actually thought that OpenGLES3 would be faster than 2.

quiet cipher
#

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?

lone heron
#

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.

quiet cipher
#

but actually I think its quite fine when you can hit 60-70fps

lone heron
#

Yeah.

quiet cipher
#

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

lone heron
#

Yeah, it is available in 2020 version, I'm using 2019.

quiet cipher
#

Lightmap Parameters Asset

#

not sure available in URP or not

lone heron
#

It is.

lapis hull
#

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?

still thunder
#

Anyone else got that problem where you get a BlackScreen on IOS but everything else works?

old nimbus
#

does coin master use unity?

south lintel
#

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 ?

kindred escarp
#

@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
#

@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?

kindred escarp
#

maybe transform.rotation.eulerAngles.x

#

x being the axis

south lintel
#

I want to rotate that point/player with the gyroscope

kindred escarp
#

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

south lintel
#

look at the video at minute 9 - 10

#

thats the final game and I want to rotate that "player" with the gyroscope

kindred escarp
#

alright

south lintel
#

like turning the phone left right while faceing up or towards you

kindred escarp
#

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

south lintel
#

Yes and now I want to do it with the phone gyroscope

kindred escarp
#

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

south lintel
#

Only 3 days??

kindred escarp
#

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

south lintel
#

i know python and that's about it
@kindred escarp me too

kindred escarp
#

haha

south lintel
#

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

kindred escarp
#

ok

south lintel
#

and GyroToUnity is Quaternion

kindred escarp
#

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

south lintel
#

Yeah

#

thx anyway

vast ferry
#

do i need codeworks installed on my pc to build for android

kindred escarp
#

no

vast ferry
#

thx

mossy quail
#

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?

quiet cipher
#

@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

gleaming kraken
#

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?

quiet cipher
#

@gleaming kraken yap, I did that and it work, but some plugin doesn't work for my project, so have to upgrade it

gleaming kraken
#

@quiet cipher Thanks, Did you use C# with virtual studio ?

quiet cipher
#

u mean on mac?

#

if you referring to mac then no, I using Visual Studio Code

gleaming kraken
#

Oh ok thanks

noble arch
steady silo
#

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.

still sleet
#

Does anyone know when we can expect Unity Cloud Build to support Xcode 12? It's a rather important upgrade for iOS development.

wide quail
#
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
grand radish
#

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.

thorn warren
#

So i need help
If i got 3 app or update rejections
Then playstore will suspend my play console account? (Google)

autumn sable
#

Read their tos and coc

#

Use ctrl + f to search in it and see. @thorn warren

thorn warren
#

okay!

low tree
#

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?

robust hamlet
#

@low tree check the console

low tree
#

yea i see the errors but i dont know what they are there are 3

robust hamlet
#

post the errors

low tree
#

one sec

#

this is the errors @robust hamlet

robust hamlet
#

@low tree can't see anything

low tree
#

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&)

warm adder
#

There must be something more in the console, other errors than that

low tree
#

one sec

#

there are alot of errors

#

there are 12 errors now

ocean flint
#

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

turbid bear
#

I'm using line renderer, how to have 3 different colors depending on the amount of stretch?

simple minnow
#

Anyone know if Iโ€™d need a character controller AND an auto run script for my mobile 2d game to auto run? I donโ€™t want an endless runner, hence need a character auto run script

robust hamlet
#

@simple minnow what's the problem of applying force to a rigidbody in update method, or change its velocity. It's easy to implement

indigo condor
odd arrow
#

@cloud wharf Don't cross post in multiple channels, pick one. Please remove additional messages not relevant to #๐Ÿ“ฑโ”ƒmobile

cloud wharf
#

ohh sorry i didnt knew which one should i specificaly post so i did this mistake i will take care from now

odd arrow
#

Your question seemed relevant only to #๐Ÿ’ปโ”ƒunity-talk There are also tutorials pinned in that channel teaching basic object activation and reference, etc.

indigo condor
#

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

glossy sluice
#

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

cursive quest
#

hello everyone ๐Ÿ™‚ happy to be here

celest smelt
#

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?

celest smelt
#

I guess I should add the script to on click?

flat maple
#

You should put debug.log after fetching the input values

celest smelt
#

Typed it like this and still nothing

celest smelt
#

I think itโ€™s just a name space issue

eternal shell
#

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?

worthy salmon
#

I am getting an error, when I'm building an Android apk: Build complete with a result of "failed". Could someone please help me.

fossil cedar
#

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.

junior stratus
#

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

twilit sand
#

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!

steady silo
#

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?

frosty condor
#

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"

woeful zodiac
#

@twilit sand slow down on Android compared to iOS is a common case. Do you perhaps have assets inside Recources directories?

twilit sand
#

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 ๐Ÿ˜…

woeful zodiac
#

Addressables are nice, but they require some patience to set them up properly in building pipeline :)

#

but I suggest replacing all resources with addressables

twilit sand
#

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;