#📱┃mobile
1 messages · Page 34 of 1
And I built the Default build script
I even tried this:
foreach (var l in Addressables.ResourceLocators)
{
foreach (var key in l.Keys)
{
Debug.Log(key);
}
}
And I DO see Enemy in the console
so I don't know what else to do!
Any idea on why UnityLinker.exe fails to run and disallows building the game?
tried to update the editor?
I've installed 2020.1.6f or whatever it's called.
How does SubscriptionManager verify the state of my subscription, i.e when it was cancelled? Does it request for the info to the store for each product I have in IAP Catalog?
Hi,
Does anyone work on TVOS? We have an issue with event from the menu button. We use the Joystick1Button0 to get key down event from the button (as in https://docs.unity3d.com/2018.4/Documentation/Manual/tvOS.html). It work well, but if we go out of the app with a long press on the button or press on home button or sirri button) Joystick1Button doesn't work anymore. If we go out a second time, the button work again. In fact it work exactly 1/2 when we change the focus.
anyone pulling their hair trying to get unity remote to work
@old nimbus I can't make it work either. And even worse, I cannot build the apk because " failed to run UnitLinker.exe -= out"
I've had it working sometimes
it seems to be per project settings, issues related to sdk path
it's unstable as hell
I'm unsure.
@eternal shell try this https://www.youtube.com/watch?v=aooNRnO3o34&ab_channel=SausageFingersGaming
No messing about. What you need to know to get Unity Remote Android 5 working on an Android phone or device. Unity Remote 5 is amazing when it works but getting it to work can be a royal pain.
Have you tried for hours and it simply does not work ? Try this and let me know ho...
the bug is the final path step, even if the paths looks fine, still copy and paste it, mine started working again
I had issues before, and setting the path to the android sdk installed with android studio worked, but I've uninstalled it, it seems just manually setting the path fixes it
I followed the steps yesterday.
I want to solve the "failed to run UnityLinker.exe -= out" that stops me from building
Hi! I have a question, regarding object rotations. I'm a beginner and i really would like to figure out how to do this.Basically, what I want to achieve is tilting a space ship object from a top down perspective to a certain degree, when moving it with the touch input. I've already set everything up. Topdown camera and input work fine. The object is following the mouse/finger with a y offset, for the object to be slightly above the finger. The problem I have is the awful itter when the ship is tilting, due to the incoherent touch/mouse input. So, I've read that I'm supposed to use a low pass filter to smooth the rotation, but I can't for the life of me figure out how to implement that. I couln't find any detailed tutorials for that specific case, just loose code sugestions that I don't know how to properly use in my case. Any suggestions where to find a proper tutorial on that?
Hey whats up guys. I have a couple of games and apps on the google app store and I have been using google ads to advertise them. I have been making some money but not more than I am spending in advertising. I have been having a hard time finding any good articles on the subject. I have questions like should I target specific countries that I get more downloads in or ones that I make more money pr ad views. India gets a ton of downloads and I make some money from those ad views but places like Spain or Taiwan I don't get many downloads but the ad views are worth more. Do you any of you have much experience with this?
Does anyone have any tips on getting a bluetooth controller to work on android with unitys new input system? I can use the joystick paired to my computer, but when paired to my phone it doesnt respond to the inputs
I'm using gamepad tester and can know the axis and scan codes, etc that I want to use, but don't know how that translates from Unity -> Android.
Possibly figured it out. You can connect in dev mode and use the Listen in the input configuration to find the name.
Yep, that worked. Not a general solution, but good enough for me now.
anyone has any idea how to get this phone call screen instead of the native full screen window when answering a call?
I want to prevent my users from pressing the back button when a call is answered
@merry plaza It's native I guess, you would need a lot of permissions and etc in order to handle such case + your app should be registered as a main dialer for user's phone
Anyone know why baking ambient lighting throws off all my shadows and textures on mobile? It looks fine in the editor (top is editor, bottom is android) https://i.imgur.com/r37I6y4.jpg
Does anybody have any idea on why my build fails because "UnityLinker.exe failed to run properly"
anyone have experiences with Unity Profiler? Why does Camera.Render in CPU cost only .37ms but 16.05ms on Render thread? Scene only has a canvas and a button. Run on iphone6s.
Hi, is there anyway to make a Galaxy Watch app within unity that has a partnered android phone app
Anyone here with experience of making their own mobile ad mediation? Trying to figure out the correct way to generally receive adload statuses
@tame flame what do you mean
i think you probably want to use header bidding, and write a backend against a popular header bidding SDK
@merry plaza seems very android
@tame flame what do you mean
@latent osprey It was an issue with threading, solved it with events and booleans for status
Since direct callbacks would always fail even with coroutines
can u use unity in mobile?!?
You mean the editor? No. You mean games? Yes.
when i make a new project for a mobile game and build and run it i get a bunch of errors that i have to fix anyone know the way to fix them?
Hello How i can fix it ?
'Play' AnimationEvent 'PlayIcon_Moving' on animation 'PlayIcon_Moving' has no receiver! Are you missing a component?
I tried option with "new event" but it doesn't work
I made a animation. Everything works but all the time i have this error
Follow a tutorial on how to set up unity for mobile dev @low tree. Then come back with the actual errors
Your animation has an event in it, but there is no script on the same object with that function on it @glossy sluice
Hey i got issue in photon when in room have only 1 player than all works fine but when 2nd player comes to room then joystick wont work is there any solution ?
anyone know why i cant see the any ios device for unity remote 5 thing?
I need someone to show me or send me a tutorial to: What I'm been trying to do for a long time and I'm not succeeding is a code that if I create in the game game object clone then it will keep them enable when I leave the game on the phone and return to it Can you help me?
Is there any good way we can create TPS camera touchfield ?
why doesn't unity support API 29 out of the box?
Don’t know if this belongs here but... can I develop for Android gingerbread in unity 2019? It’s not in the base settings I think that only goes to 5.0
I can tell this section hasn’t been checked by smart ppl for a while XD
I’m going to bed ;-; @me if someone can help (other than just coding in visual studio directly)
@austere plinth they're working on it, if you having issue on installing API 29, can refer to this official solution
https://forum.unity.com/threads/android-sdk-29-unable-to-install-additional-sdk-platform-issue-workaround.963626/
@steel bough no think you can do it with Unity 2019, there always a minimum requirement to run the game with the unity engine, guess you have use older Unity version that support gingerbread, but it might also not going to support newer version of android
Anyone know where I can find the min version of Unity / xCode combo I should be using for iOS? I'm not sure if I should upgrade I think my Unity version is ok (2019) but I think I'm still on Xcode 11.3
Is it possible to create a savesystem for something created in the middle of the game as a clone?
@quiet cipher I was originally going to use an older version, but my unity account was signed in with google. However the button is not there in the older version.
is it possible to download with unity hub?
Not the 2020 unity hub, I think I’ll have to use visual studio to code android games directly in c++ or Java
Like what?
think u can download through Unity hub, so it may use the account you signed in Unity Hub
That’s the older unity hub, right?
I tried locating the older version of unity in the new hub, it said it really wouldn’t go past 2017
ok, if u click the download with Unity Hub button, it will open up the Unity Hub to download
Is 5.x capable of gingerbread 2.3.5?
Bc that’s not there in 4.x
I’m genuinely confused... I want to run in modern unity, if I can’t export to an older version. I’ll probably just go direct
gingerbread removed on 5.6
Nice
Now all I have todo is figure out how to even use unity, guess this place will come in handy a lot
but why u want to build app for gingerbread?
I think any version before 5.6 still support gingerbread
Because I have no other Android devices, I have like 15 gingerbread devices but that’s it :/
ah...I recommend you to get a newer version or newer phone that support newer android
I need a friggin new phone, maybe go for the newer moto razr XD
also if you really new to Unity, would recommend to start with Unity 2019LTS, cause there more decent features and improvement for mobile
I’m running that run, really the only version I have installed
I have an iPhone se which is modern enough... but no Mac, so no Xcode
also can always install android emulator to test, event thought is nicer to test with real devices
Maybe I’ll just try and find a ps vita, same inputs goes with my ps3, they can both be done in modern unity. Meh, maybe I’ll just hold off on this until I can afford a little more modern phone
Thanks! Maybe I’ll try unity 5, or direct c++
I think is up to you...but I do feel a bit hardcore to use C++
but also u might having trouble to find tutorial for older version
Yo anyone in here who did a Unity3D Course for mobiles from David McDonald? I have problem with the monetisation part :/
hello everyone
I'm facing an issue after apple released ios 14, Apple always reject my game due to freezing on unity splash screen!
I'm using unity 2019.4.5 then I used 2019.4.11
I have used xcode 11.7 and 12.0.1
all give same result, the issue that I couldn't reproduce the issue myself, I tried that on few devises but the game work properly
@burnt harbor erm...freeze as in a delay before splash screen appear?
no, freeze on the splash screen where unity logo appear. it do not pass the splash screen even after waiting few minutes...
but this only happen when apple team testing the app with ios 14 especially ipad
for me I have tried the same build on many iphones and never freeze on splash screen :/
@quiet cipher
is there any ideas about the cause of the issue?
@burnt harbor sorry no think can help with the issues, probably can ask someone with iPad to try it out
ok, thanks :)
@burnt harbor btw I do have issue like IAP not working when submitted to them for review last time but working fine in test-flight, but at the end it was because I forgot to include IAP capabilities in xcode, not sure whether u missed out some capabilities or not
@quiet cipher
the issue is that I submitted the first version a week before they release ios 14, and it was working fine and open the first scene successfully.
I just had an issue where I was using ipv4 only for communication and they required ipv6. However, I fixed that by adding ipv6 call only and resubmit the app after they release ios14, then this issue occur
Also, I'm using unity ads only, which is not on the first scene !
Also, I think if there is issue on the code, the app might crash or freeze after unity splash screen (I think)
@quiet cipher
do you mean that you app didn't work when you missed the IAP capability? or just IAP didn't work?
missed the IAP capability
yap, working fine in test-flight but not in review
Can someone explain to me why "UnityLinker.exe" fails to run and, therefore, my build fails?
Hi, i would like to ask you about your opinion. Im doing my fist development payed job. Its mobile game, fps shooter with some rpg stuff. Client wants a mobile game based on real shooting sport, where player character will have some skills to improve, xp system, equipment system, there should be a shop etc. My time estimation are 3 months of programming, is it to much?
It really depends on the game itself, the whole mechanic, atmrt style, integrations and etc even on that if you are going to use another asset or start from scratch
when should i request for reward based video ad ? And why can OnAdRewarded and onAdClosed be called only once and then i need to restart my game in order for it to work again? Any ideas
Hi, can somebody help me with setting up Unity Remote 5 with my current scene. From what I have looked online, my settings are all correct and my Android phone is connected via USB with debugging enabled, but whenever I press Play the scene only plays on my computer.
Also feel free to mention me.
can someone explain me or link a good tutorial for saving data? in my game you can have multiple characters which all can be skilled and Stated differntly. what is a common way to save stuff like this? Do i use a cloud service like google plays or just with player prefs?
Hi, please can someone advice me where can i find app id in google play console? I added new app i see some new enviroment.
@elfin glade yes, I had the same problem before you need to go to sdk page and uncheck sdk box and search for the path manually and restart unity and it will work
Hi! I have a question, regarding frame rate/performance on mobile. i'm a beginner and I'm currently just experimenting, trying stuff out and learining. I set up an object that spawns and moves across the mobile screen, using a rigidBody. It's smooth when I run it in the edior, but the weird thing is, if I hit build and run, to test it on my mobile it runs smooth as well, but only at the very first time after the build is done and the game starts. When I close the game and start it again on my mobile, it stutters and is choppy. Can someone explain to me why that is?
@elfin glade, unfortunatley unity remote is totally broken and doesn't work properly. There isn't an alternative either. It pretty much just works whenever it wants to work. Hit or miss.
@hushed cosmos you can find the id in the app console url
@elfin glade not broken, need a few try sometimes
Does any body know where can I delete an IAP purchase from my apple id?
I'm testing my game and I've purchased an item in my app but now I want to test that iap again but I can't because I've already purchased it and apple wants me to restore my purchases instead of actually purchasing this item again.
I want to test the IAP not restore purchase...
Hi again, thanks @glossy sluice for helping me out, your solution worked perfectly for me! :D
Hello, for some reason a line has formed in Canvas when I turn off Canvas it disappears. However, if I switch off individual objects, the line remains. How can I remove it?
@elfin glade You are welcome my friend, np
@glossy sluice Can you show me your objects?
or canvas
Sorry, but no
It's private project
Okay, I'm sorry but how can we help you?
well, i have lots of icons and i added a timer. After added timer i had problem with this line.
okay, I can help you with little thing, create another scene and create new canvas if you didn't see this line so it's something related to you gameObjects. then try to disable every gameObject and see where is this weird line
maybe you have something added by mistake or somehing
It's little weird because when i turn off individual object line stay. If i turn off Canvas line disappear
Okay i try this method
I have this line also in another scenes
hmm
okay can you disable all things in you project because it's secret right? and screenshot all canvas
wait @glossy sluice try to disable gizmos
doesn't work
when i disable gizmos it's look like the same
when you run the game this white line show?
wait because i don't have this line ..
My build fails because "UnityLinker.exe fails running". Any ideas why guys? It's been annoying me for around 1-2 months now
Thanks for help 😉
I didn't understand but yeah np
@eternal shell you build for mobile or pc?
😂😂 Didn't see so many sections here
Okay
In your consolo
There is a lot of take and path to your unity can you screenshot it for me?
A screenshot of the error message?
Yes and you use windows what?
Windows 10
I just see and this problem related to..net framework
Can you update your net framework
I used both 4.x and 2.0, same problem
Can you screenshot plz?
I am opening unity to build so I can get the message
Okay waiting you
You knoe I hate 2020 😂 full of bugs I worked on project and upgrade my project from 2019 to 2020 and everything is goodbye
So you suggest downgrading?
Wait, wait. Is it actually the version's fault or have I done something wrong?
Did you upgrade your project or what?
@eternal shell I have 2 solutions for you I have it works
Go to this path and make this app work as administrator
What will the app do?
So i want to add in-game purchases in my game (android/google play) but google play does not support my country, i can only use ads. Are there any suggestions on how to approach with this? Would creating a bank account in another country help with this? I'm from Bosnia and Herzegovina. If anyone had any experience with this i would appreciate the help.
Guys, do i need to wait for pending publication if i want to edit the description and add trailer to my game on google play store ?
@eternal shell sorry for not replying you yesterday, you need my word? Tidy up your desk ans if your project is not getting serious and you still learning remove 2020 and download 2019 LTS more stable and don't update your version everytime
@glossy sluice I'm not hacker man, but did you try VPN? If not working, if you have on of your family or your friend, tell him and trust him you know and add in-purchases
hi
is anyone of u a developer on google play?
Recently did a minor upgrade on Unity (from 2019.04.5f1 to 2019.04.12f1) as well as some packages, now when trying to upload to App Store Connect it's giving me this error.
Any idea how to solve it?
What's the proper way to save a non-consumable in-app purchase? I would imagine that it'd need to be more secure than storing a bool in PlayerPrefs or Application.persistentDataPath, but I cannot find any concrete solutions other than these.
hi nice people of unity, im need of some help with an android app that i want to add google sign in , im using unity 2019.3.15f1 and i have android studio and sdks are all updated i can build release and debug app i have the app uploaded to the play console as internal test launch, the google play services its not activated yet its has to be pubilished that part of google play services for this to work in debug mode?
im just getting some error related that sign in fail with number 4 but cant understand what that means or what im doing wrong
i created the oauth credentials and in the part of consent it says its dosnt need to revision only for some scopes but im not using any scope i just want to get the token for then send it to nakama thats need for create an account, did any of you guys have done this before ? thanks in advance
What's the proper way to save a non-consumable in-app purchase? I would imagine that it'd need to be more secure than storing a bool in PlayerPrefs or Application.persistentDataPath, but I cannot find any concrete solutions other than these.
@turbid dragon thats interesting im in the search of it too, i think nakama have some stuff around this that can be usefull to you. or maby some firebase stuff?
hi
is anyone of u a developer on google play?
@dusk torrent im
So I'm using Unity's In-App Purchasing package, specifically Codeless IAP, to handle the transactions. It works fine when making the initial purchase, but it just doesn't restore that purchase when the app is run again. I'm trying to figure out how to securely save that the purchase was made. Not using a server, so it'd need to be local.
Where do i fing mobile SDK, i wanna make mobile vr game but its kinda weird
well i dont believe you can made something SECURE that way with LOCAL lol
my idea for it would be some custom Encryptation and Decryptation and save it some where , but even that way you would be force to include Decryptation so it would be never secure for a smart guy who want to figure out the decrypt
just use a simple database in backend just for that ? you need a server if want to be secure sorry but thats the only way it comes to my mind
But I'm wondering if you can check with the respective stores for the purchase information. Like, instead of save anything on my end, I check upon startup whether the products have been purchased and unlock them accordingly.
yes, its interesting what you say and i would like to know too , im in the same thing have same to do for my customer .
i have been playing around this long time ago but now its all a nightmare lol
i cant even sign in to google play yet so i cant help you much
what market are you pointing too?
I've seen posts claiming that the ProcessPurchase method in IStoreListener gets called for each purchased product on startup, but I have not been able to replicate this. The documentation has been less than helpful.
you should use their api prolly there are some workaround this
Google Play and Apple
did you figure out for sign in ?
in google play?
did you have created the Store Items on their market?
No, the game I'm working on runs completely offline. It only connects for advertisements and in-app purchasing to remove said advertisements.
Yes, the items are created.
well then it dosnt run completely offline if use advertisements?
lol
otherway would not work advertisements
If it can't connect it just doesn't play the advertisements.
Until a connection is found.
so you made purchases offline?
I believe Unity Advertisements function that way by default.
maby thats the problem?
No, the purchases were made online.
I'm not sure if this would help; it looks like just extends the base Unity IAP functionality. I think what I'm trying to figure out is how I can get a record of in-app purchases from the stores upon initial connection.
i think you need some server man
some firebase or something
i will let you know if i figure it out
I think I may have just figured why the ProcessPurchase method wasn't getting called. I'm using Codeless IAP, which seems to not communicate with IStoreListeners for whatever reason? So I'm using a codeless IAP Listener and calling my validation method from that. I'll of course have to test this on my device to see if it actually works.
i just figure out one of my problems with google play and internal test im going to test the sign in now
i believe you should handle the purchases saves and load from your own database
well thats what i should do so i can save the shops at my end and im responsible to keep safe them , so its valuable data of my own customers.
i mean just digital signatures of items pruchaseds so we can keep a record of what users has bought on the game right... i need that too so i would try that on my next step lol
in our case i know we have to link nakama with google play purchases to keep this record
and nakama have their own stuff that for keep safe that hackers are not trying to hack the purchases in some way
well google play its a real nighmarish to me im still with the login since a 2 days ago
it keeps giving error like this cant understand.
2020-10-15 18:26:33.338 5140-5140/com.mericandco.NewHunter I/SignInRequest: Sign-in failed. Run in silent mode and UI sign-in required.
2020-10-15 18:26:33.338 5140-5140/com.mericandco.NewHunter E/SignInRequest: Setting result error status code to: 4
--------------------------------------------------------------------------------
2020-10-15 18:26:42.790 5140-5140/com.mericandco.NewHunter E/SignInRequest: Setting result error status code to: 16
Guys, what's a legal way to increas ecpm ?
to verify your account on google play console
do u need to send BOTH sides of id card?
or is one okkayy..?
my android game looks yellowish on my Samsung Galaxy A6+. I checked on my father's Redmi phone, it looks exactly like i made it in unity editor. I checked night light option in my phone, it was turned off and everything else (photos, videos and other games) looks fine. Only my game looks yellowish on my phone. Its fine on other android phones.
Anybody know how to solve it?
@everyone
Wanted to deploy my app that's working well in the editor and... 😦
You cant use Editor in scripts that will be in runtime. If you have some editor scripts, you have to put them into folder called Editor
You cant use Editor in scripts that will be in runtime. If you have some editor scripts, you have to put them into folder called Editor
@warm adder Of course! Thanks a lot for that! 🙂
Now I have a disparity in the execution of some code apparently, yea! 😛
https://pastecode.io/s/4H3sEFqw3X
Why would this code work in editor but not on mobile?
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Nothing in that code would run differently on mobile @indigo sierra
Hey guys, so i got a problem with my newest version of my game, i get automatically logged of google play games service and so my players cant open the leaderboards anymore... Does anyone have an idea what this problem can be caused by?
Nothing in that code would run differently on mobile @indigo sierra
@quartz kernel I know. The issue seems to lies elsewhere as other things seem broken once deployed on mobile. 😦
Setup debug messages output at runtime to text elements or use logcat to output to Unity console from mobile.
Setup debug messages output at runtime to text elements or use logcat to output to Unity console from mobile.
@odd arrow ?
@indigo sierra Is there a question?
I don't understand what and how is this you're speaking of?
You need to debug your code in-app aren't you?
I know my code works, I need to know what's wrong once it's deployed on the mobile device. 😛
Well it works in the editor no issue. Code should be ok albeit improvable no doubt. But thanks for your input.
how would I go about getting my app on my iPhone to test it?
I surely don't have to publish it or nothing
There's a section in the manual describing it
Does anyone know how to have swift UIKit in Unity? Preferably without a plug-in
how would I go about getting my app on my iPhone to test it?
@crisp sun if you’re on a Mac, you build it to XCode, and from there it can be built to your iPhone.
but if I'm on windows...?
I have a mac, but I do all my game dev stuff on windows... what might I need to do there?
Guys, how long do i need to wait if i changed an app youtube link in google play console ?
I have a mac, but I do all my game dev stuff on windows... what might I need to do there?
@crisp sun You're in for some suffering, pal. 😛
@indigo sierra awhh don't say that.... 😦 hahaha
but if I'm on windows...?
@crisp sun oh dear
well now I'm scared ahaha
You kind of need a Mac lol
Maybe a git repository will be the fastest way to shift over your project
Hello I need some help
So I made a new game but now everytime i download it and start installing i get a warning from play protect of unknown app
I have published it on Amazon store
(Becouse it's free)
That's normal, @cloud wharf
That's the way it works now
You have to publish it to Play Store to get rid of that message
Ohk thanks @robust hamlet
What should i choose? Game story is on murder
id go for No
Guys, how long do I need to wait if I change the YouTube link (trailer) on Google play console ?
hey is there a way to trigger ads with a normal trigger or it workes with collision
oonly
Use void OnCollisionEnter (collision coll){} for collision and OnTriggerEnter(collider coll){} for trigger, inside them, play the ads. I would suggest find the ads gameobject, then play the ads and not putting the ads in those collision script
So...
Guys, how long do I need to wait if I change the YouTube link (trailer) on Google play console ?
Hi, im trying to make the leaderboard with google play services. But when the game starts and try to connect to my or any google play account it fail with lon in console "authentication canceled". Can somebody help me please?
Does anyone know how to fix this?
Did you fix it in Preferences?
I cant get it fixed
Install compatible one from components in the Hub
My game is all stretched out when I use Unity remote on my phone. How do I stop this from happening?
My game is all stretched out when I use Unity remote on my phone. How do I stop this from happening?
@$AM.exe#2173 set the resolution to the same as the phone or the aspect ratio
Does anyone know how to have swift UIKit in Unity? Preferably without a plug-in
I already set the thing in the sprite editor, i use a sprite that already has outer glow. How to fix this corner ?
Please, does anyone know how to fix this?
So i'm making a mobile test game where you play as a cube and you have to grapple on things. So is there a simple way to add a UI button that instead of pressing a location on the screen it would just swing the grapple hook to the closest available hook block (the block which the hook can attack)?
hello, Im new to unity. I want to make simple 2d phone game like below. it's some kind of looting & walking simulator. what should I learn first, making touch control, map, or UI ?? 👀
@river mica I'm also new to Unity, and i too like especially 2D Mobile games, i personally watched Mr Taft Creates tutorial series on 2D Zelda like game, it has 95 episodes, and i totally loved it. He doesn't show you how to make it on mobile, but you can follow Brackeys video on "TOUCH CONTROLS in Unity!"(https://www.youtube.com/watch?v=bp2PiFC9sSs&t=279s). It's easy to implement this mobile control to the game Mr Taft teaches you to make. The game that the series teaches you is easy to customize with your own sprites, and abilities. Mr Taft also has a playlist for an ability system, i have not seen it, but i trust that it's working. In the Zelda like video game unity tutorial series, he does some scripting off camera, so that's confusing and frustrating for some people, but keep watching it forward and he will apologize and show how to figure everything out. if you end up watching he's series, i highly recommend an app called "Tiled" as it's easy to use and fixes a lot of problems, to import the tiled map to unity use "SuperTiled2Unity", since its the newer version of the old one (Tiled2Unity). I have a link for a tutorial on how to import the tiled map to unity with "SuperTiled2Unity" https://www.youtube.com/watch?v=eyI_7GmIxMY&t=209s, watch this. Trust me it was headache for me to get the .tmx and .tsx files to link to the .png tilemap reference, watch and repeat everything he does CLOSELY or it wont work and you get a lot of errors. I think that will get you started, i have the link in here for the playlist from Mr Taft Creates: https://www.youtube.com/playlist?list=PL4vbr3u7UKWp0iM1WIfRjCDTI03u43Zfu.
Let's learn how to make touch controls in Unity!
GET UNITY PRO: https://on.unity.com/2N3FACS
● More on Unity Remote: https://bit.ly/2OehNon
● 2D Shooting: https://youtu.be/wkKsl1Mfp5M
♥ Support Brackeys on Patreon: http://patreon.com/brackeys/
·····························...
By the way, this is my first tutorial I've ever done :D Hopefully it helps you!😊
(You might wanna change the speed of this video to 1.25 or 1.5)
Checkout:
- Tutorial Series from Mister Taft Creates:
https://www.youtube.com/watch?v=3AGnfHWZrG8&list=PL4vbr3u7UKWp0iM1WIfR...
Share your videos with friends, family, and the world
@ashen ledge hey man, thank you very much for all the tips & references. Gotta check them all. Im not only new in Unity, but also in programming. Most people who answer my question suggest me to learn C# first, at least the basic. Are you familiar with C# ?? If not, I can send you few link about C# I got.
Hi
i have a problem
My codes work perfectly on editor but when i export game as an apk on phone, i see some of them dont work. So im here to ask why might this happen and how can i detect the problem from phone?
@river mica I'm not familiar with C# and i would love to get those links, i really have not watched any, but i think its time to start watching. I really would appreciate if you would share them with me.
Wrap links in < > to hide previews @river mica
yes sir @quartz kernel my bad
Do you get an error?
And how are you loading the file?
Are you using Resources.Load anywhere @limber jasper?
No
Right, then that is your problem. It's explained here https://docs.unity3d.com/ScriptReference/Resources.html
as well as some example code
Essentially, all files and folders inside any folder called Resources are moved into one single root folder called resources when you build
Hey guys, is there a recommended way to make UI fit on all screen resolutions?
For mobile
When I added a build environment for iOS or Android to my project the code in those environments can’t access addressables. When I switch back to a pc build environment it all works as expected. Is there something special that needs to be done for addressables to work on mobile build environments
Hey guys, is there a recommended way to make UI fit on all screen resolutions?
@limber jasper
You have to set your canvas to scalable with screen size
And then, for the different elements of your UI, make sure you put the anchor points right
Yeah
The unity websites tell me to do that too
But I was wondering if there is a recommended way
Oh well i figured this out on my own so i don't know the conventionnal way if there is one
@fierce night #📖┃code-of-conduct Because you broke the rules
We ask that you do not:
- Send unsolicited private messages to anyone. Use common sense and do not @ people not in the conversation.
Guys
i need help but good one from unity code team
i have a serious problem
im struggling to understand the problem to solve but failed
<@&502880774467354641>
@zealous laurel Not a support server, please don't ping roles.
Ok sry @odd arrow
Hey guys, I want to make my object rotate towards where i touch on the screen
so rotate towards finger touch position
nvm i got it to work, sort of lol
Just stop
Does anybody have a link to a good guide for setting up a Unity project for iOS? I have a working unity project, an Apple Developer account, and a new Mac, but I'm not sure where to go next to get it into Testflight for testing (I don't even have the certificates set up)
Oh wait. This might get me everything: https://learn.unity.com/tutorial/publishing-for-ios#5ecfa875edbc2a00231dbfa4
Well, that was a start, but got messy dealing with the certificates and didn't really walk through the entire process, so if anybody has another source for this information, I'd greatly appreciate it
Who can help me about android build
Post your issue and someone might have an answer @zealous laurel
Whats best options for android build
What do you mean options
That would depend on your game, there aren't any 'standard' settings
What u use for compression method
I use ASTC which takes a longer time to process, but gives better results, especially for lightmaps
Is there a way to detect if some pressed the Return button on the TouchScreenKeyboard? I've heard of TouchScreenKeyboard.done but it seems that will be true even if he closes the keyboard without pressing enter
Oh actually, now I'm reading about wasCanceled
If you use an input field I think the return button triggers the Submit event
@quartz kernel Are you referring to InputField.OnSubmit?
Yes
Greetings, first my apologies if what I am about to ask is not for this section, have no idea where to ask.
Currently, in Unity device simulator I am able to visually create devices; I have done oneplus 8 pro and Google pixel 5. The thing that is difficult to find about the device is when the json file ask for the graphicsDependentData. The graphicsDependentData is asking specific details about the CPU / gpu of the device but I can't find similar information to make this on my own, not even in the doc for each CPU / GPU.
Unity, where can I fnd this information ?
Anyone have any idea about making 3D clouds?
#🔀┃art-asset-workflow @cloud wharf
Oh ok thanks
I use ASTC which takes a longer time to process, but gives better results, especially for lightmaps
@quartz kernel i tried it and it takes longer loading times at start
so i didnt like it
Hi, my app requires to be logged in to use, and has a premium version that is a subscription.
I am logging a renewal date on the backend when user purchases it, and checking the subscription state when user loggs in to be able to access the premium app even on other devices after logging in.
Now, user has 48h to cancel the subscription, which can be also done via google play (web or mobile) and not the app itself. This will be updated on the backend if the user opens the app on the device (on the same google play account) that cancelled the subscription. But it will not be updated if the user opens the app on another device (other google play account), because it won't find the receipt to check, and the backend will still have the subscription active state.
Any ideas how to do this?
No idea
so if i going to use admob for my mobile game, do i need to add IOS modulo in my unity engine??? even though it just for android??? because when i import googleMobileAds plugin to my project its always give me error, and after many tried all the error suddenly gone when i add IOS build support to my unity 2020 f engine.....but i cant build my game now its always throw an error
Hello guys, i have issue with my buttons. In editor they are fine, but in mobile device they late for half seconds. This is bad because controls are buttons on the screen. Do anyone know something about this?
can you help me i trying to upload my app and i have 2 error
1Uploaded APK that is not signed with the upload confirmation. The same certificate must be used. The upload confirmation has a fingerprint:
2And the certificate used to sign the APK you uploaded has a fingerprint:
what should i do?
Q: has anyone ever attempted to make a MMO using Firebase before? I'm looking at their realtime database and they're selling it like you can avoid having a back end server by having some solid validation rules on your database. the MMO i'm looking to create is similar to a clash of clans / rise of kingdoms styled game.
Is there any free asset to implement swipe input for android?
Or can anyone help me/ guide me to make one?
Simple swipe input.... if I swipe right my player keeps on going in that direction until we swipe in other direction or it dies
@left wigeon You're going to have to create a function that collects the finger position at every frame. Then ur going to need to create an algorithm that takes those array of positions and detects when the directional bias changes. I definitely advise you to look online for those algorithms - then you can convert them to code.
so if i going to use admob for my mobile game, do i need to add IOS modulo in my unity engine??? even though it just for android??? because when i import googleMobileAds plugin to my project its always give me error, and after many tried all the error suddenly gone when i add IOS build support to my unity 2020 f engine.....but i cant build my game now its always throw an error
@lyric spire no you dont need to add ios module for android platform.
@lyric spire what errors say ?
@agile hearth I wouldn't use Firebase for this purpose, mainly because I think you will need lots of custom scripts in your server side and Firebase Functions from my personal opinion is not that developer friendly and easy to use / test than for example Playfab's cloud script. I would go with Photon maybe or something else rather than Firebase. I see realtime database more to be used for chat system.
@robust hamlet hmm that's disappointing, but i am glad that i found out about this at this point in the game rather than spending several weeks trying to figure out how to make the tightest validation rules known to man
so i got those to problem when i try to upload my game
Uploaded APK that is not signed with the upload confirmation. The same certificate must be used. The upload confirmation has a fingerprint:
the certificate used to sign the APK you uploaded has a fingerprint:
and before you send me a link or something i jest want to say that my english bad so if you can help me in your own i will be thankful
@viscid kernel Don't cross-post.
I'm having a particularly weird problem and hoping someone can help me out.
I am doing a Webrequest on some of my android devices. They both run Android 10.
Same apk is build on 2 of my devices.
On 1 the webrequest completes just fine and everything is dandy (OnePlus 5T)
On the other however, the webrequest just keeps going. Never returns an error or finishes the webrequest (Samsung Galaxy Tab S7+)
The webrequest itself is called in a coroutine "yield return wr.SendWebRequest"
What could be causing this?
please @me if you reply to this, Thank you guys.
hey, artist here, but this is a rather technical issue so I thought mobile programmers would be the experts on mobile optimization.
I have to rig a boss monster, and it's a robotic squid with 6 tentacles. To make the tentacle bend smoothly, I need to add in lots of bones. I believe each additional bone in a rig makes the skinned mesh renderer take slightly more resources. Do I have to be careful with the number of bones I add?
Currently I'm looking at 9 bones per tentacle, or ~60 to 70 bones for the whole model. Is that acceptable for a mobile game where there will be only two animated characters on the screen, the player-controlled character and this boss?
what if I increase the amount of deforming bones to 2 or 3 times as many, to about 20 or 30 bones per tentacle, or 120 to almost 200 bones?
What is this model
Anyone know how to create a 64bit apk from Unity
Check only Arm64 box in the player settings @winter fractal
Player Settings/ Other Settings
Check only Arm64 box in the player settings @winter fractal
@zealous laurel
that happened
Scripting Backend: IL2CPP
Api Compatibility Level*: .Net Standart 2.0
C++ Compiler Configuration: Master
You can try the settings above. I dont know why you have those errors. @winter fractal
ok thx
Hello, Im finishing my first game for android and ive run in to a wierd error on my friend phone
ive been testing the game on diferent devices
and his is the best one ive tried the game on
and also the only with that error
seems to only be grapich error because the game runs normaly he can press buttons and the game starts and finish but looks like that
anyone knos what could be the issue
?
😢
How do I detect if the phone back button is pressed?
Is it "translated" from a keyboard button? Like escape?
Hi there
This Input.GetKeyDown(KeyCode.Escape) will return true if the phone back button is pressed.
You guessed it right it is translated from escape button @eternal shell
Hi guys, i'm trying to live debug my android game on my phone but visual studio is not recognizing the device even though i connected it to adb in 5555 port
any help is welcome
hello, i am sorry to bother you but me and a friend are having a problem with the google play service. We both managed to manage the connection but when it came time to display the leaderboard it seemed to crash and disconnect us from the google play service. it works randomly ... Our games are in internal test. I made you a video to show the problem... Please ping me 🥺
I specify that the achivement work perfectly
And my game is in internal test
can't help without the error log
The error log is "api client is not connected"
googleApiClient not connected...calling activity.finish()
but yet I am well connected since I have access to the achievements
hello can anyone HELP ME please?
@unkempt basin what is the issue ?
so i wanted a script to make by my 3d object move in only x axis
https://youtu.be/VmGmMRhR-Ts then i got this tutorial for the movement of a 2d obj in x axis
Full Source Code: https://pressstart.vip/tutorials/2018/01/29/7/unity-mobile-touch-controls.html
While working on my latest game, I found it very difficult to find a tutorial that explained how to make a character move by tapping either the left or right side of the scre...
it is the same for 3d you just need to do some tweaks,
i already did it
cool
can you paste you current code in https://hatebin.com/
i did do some edits to the script can you go an test it and let me know https://hatebin.com/doahzdmmij
you just need to fix that error, i wrote that code directly
one more thing you may need to convert from screen space to world space
thanks
Could really use some help with a game I want to target on both PC and Mobile.
I want to fix this during prototyping so I don't run into issues down the line.
I have been building the project on a size 10 camera with the editor window size set to 1920x1080 for a 16:9 aspect ratio. looks great in the first image.
But then I ran a build+run to test some network code and I wanted to try a smaller screen size cuz mobile, and I think it's same aspect ratio at 1024x576. But it looks like the second image.
I'm not sure what to do to fix this problem. Do I need to adjust the scale of everything somehow?
Your canvas needs to be set to scale with screen size @edgy wing, and the. Your rect transforms need to be set up to use the space correctly
There are some good videos on unity ui
Hi I am using TextMeshPro , all texts 2d&3d is working in editor.But after i built on iphone,2d textmesh pro ui's doesnt appear.Why? what is the solution.I reimported all things all fonts and assets and it is same.
Thanks @quartz kernel I'll have a look
I think I’ve had this issue @heavy furnace, and I think I solved it by regenerating the font atlas
i found , i used same font asset 3d&2d
text mesh pro dont handle this case
this is stupid
i created new font asset for 3d and solved
hi, my mobile fps game is really unperformant. and idk what to do to improve it. i use mobile shaders, baked lights and the verts count in my scenes arent even high, but the unity profiler is saying rendering is causing the low performance. could anyone tell me how i can improve the performance?
@wide quail check the frame debugger to see how many draw calls you get. Use deep profiler to see what exactly in rendering takes time.
Okay, will do that tomorrow
When i test my game in unity remote, it looks blurry than the original game
Is this normal?
Yes its normal@unkempt basin
U can test your game by uploading your apk on google drive and then download it on your phone by google drive so you can test it fully @unkempt basin
Hi, I was trying to use my android to test a game with Unity remote, but for some reason the image just won't be streamed to my phone
I am using linux btw, not sure if that could be an issue (?) I've tried dozens of fixes already, nothing works, any help please?
um... im trying to make an ios game bc i have an ipad. but dont have a mac in the near 1200 mile radius. can i install the app to my ipad without a mac?
@steel bough no, you definitely need a mac for the last step. There are cloud services that will do it, but you need Xcode to get from what Unity builds into something you can upload on the app store
Does it have to be a new Mac, I have an oold Mac mini(2007 maybe)
When i test my game in unity remote, it looks blurry than the original game
@unkempt basin There are settings to make it not blurry when testing with remote, but I've found them to make it perform poorly
Does it have to be a new Mac, I have an oold Mac mini(2007 maybe)
@steel bough no, it just has to be able to run the version of Xcode necessary for the iOS version you're targeting. I'm not sure whether a 2007 Mac Mini will do it though. let me see what I can dig up
Okie
To run the newest Xcode, you have to be able to run Catalina 10.15.4, which takes a late 2012 or newer on the Mac Mini
Even going back to Xcode 10.2, you can't run it on a Mac Mini that old 😦
I'm going through release notes, and you can't even run Xcode 7 on that 😦
you definitely don't want to go that far back. it's just not going to work on modern phones
There are settings to make it not blurry when testing with remote, but I've found them to make it perform poorly
@jaunty patrol do you know how to fix the blurriness on unity remote
If yes, then tell me please
In Project Settings, go to Editor, and under Unity Remote (should be the top section), change Resolution from Downsize to Normal
When I try to build iOS, it’s says your license ones not cover iOS publishing
that seems weird. any version of unity should be able to build iOS. Where is it saying that? what operating system are you using?
I've been trying to build a project for android and im running into an error during the build that im not sure how to fix.
These are the errors im getting:
`A problem occurred evaluating project ':unityLibrary'.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)`
`Could not find method compile() for arguments [directory 'libs'] on object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)`
When I try to build iOS, it’s says your license ones not cover iOS publishing
@glossy sluice I have this issue before, cant really how I solve it. Should be able to solve if you try to reactivate the license again
Are you using Build or Build and Run option?
@warm adder I used build. I don't have an android device to build and run to.
I want to use Unity Remote 5, but it doesn't work, And yes, 1. phone is connected to pc 2. usb debugging is enabled 3. in editor device is set to any android device 4. sdk and jdk's are installed, I tried all fixes, but nothing works, I even tried to kill adb server, and restart it over again, but then command prompt give me errors like: No connection could be made because the target machine actively refused it. (10061) I spent a whole day trying to fix it, but still isn't fixed, anyone know how to help?
ping me if you know how to help, I rlly need it
@brave path Did you enable developer mode on your phone?
thats usually done by clicking on a certain menu item 3 times. Google should know
And in there you can enable usb debugging
yes
@twilit rune
I even enabled usb debugging
and ADB-debugging
in charging only mode
Could my problem building the android app be a plugin? Doing a bit more digging there seems to be something being called in GUIUtility.cs on line 197 that uses a depreciated feature of gradle 7.0
Which does confuse me as the latest version of gradle seems to be 6.7
not sure why that is. I'm still new to gradle and android studio so I'm not sure if it's two completely different versions of gradle or if 7 is a major revision/update of 6
I have tried to downgrade the version of gradle being used, but that doesn't help in the unity editor and android studio runs into a new error of the gradle version being too out of date
How can I fix this error if it is something to do with GUIUtility?
Should be plenty of tutorials. It's basically the same as mouse input, but there can be several touches at the same time.@dense moss
ohk
I want to use Unity Remote 5, but it doesn't work, And yes, 1. phone is connected to pc 2. usb debugging is enabled 3. in editor device is set to any android device 4. sdk and jdk's are installed, I tried all fixes, but nothing works, I even tried to kill adb server, and restart it over again, but then command prompt give me errors like: No connection could be made because the target machine actively refused it. (10061) I spent a whole day trying to fix it, but still isn't fixed, anyone know how to help?
@brave path also my phone is a Huawei P20 Lite
guys iam makng a game for mobile and added urp and 2d lighting but mobile materiels doesnt seem to work with it its just turns into pink
Hey all, im getting
Suggestion: add 'tools:replace="android:allowBackup"' to <application> element at AndroidManifest.xml:5:3-126 to override
but when im not sure how to structure it. Can i get some feedback on the proper implementation of this?
My current manifest is here: https://hastebin.com/gacomuloyo.xml .
Hey guys, does anyone have any good resources for making iOS games in unity? I don’t really know where to start. (Especially sizing the game for the notch on iPhones)
@vague flame the error is caused probably by another plugin which you use which has set android:allowBackup to true in their manifest file
you should just add that rule: tools:replace="android:allowBackup" to your manifest's application tag
or you can just set this value to true
this should fix the problem too
I was doing that, it was failing due to missing tools value. I figured out how to add the tools library bit at the start and I seeeeeem to be doing okay. "
I believe the conflict was between a Unity IAP plugin and the Oculus Integration
maybe, can't tell which plugin cause the issue, but did you tried by adding that tools rule?
but in order to use the tools inside your manifest file actually you have to include this: xmlns:tools="http://schemas.android.com/tools" in your manifest tag
so it should look like this:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto" xmlns:tools="http://schemas.android.com/tools">
haha sorry, thats what i meant by adding the tools library. I managed to add it in and use tools:replace, and it seems to be working now
I should really look into it more to make it solid, but it works for now
ı contantsly take error about gradle when build on android
then i export project to android studio but
Could not find com.android.tools.build:gradle:6.1.1.
Searched in the following locations:
- https://dl.google.com/dl/android/maven2/com/android/tools/build/gradle/6.1.1/gradle-6.1.1.pom
- https://jcenter.bintray.com/com/android/tools/build/gradle/6.1.1/gradle-6.1.1.pom
i took this error how can i solve this
my project needs gradle 6.1.1 but android studio cant find it
what is the way of changing
unity's defoult gradle version
i want to use gradle 6.1.1 instead of 5.1
@heavy furnace you can change it from the preference external setting but when you change it you will need to change the JDK and SDK or you can have android studio and build your project using it
if i use 6.1.1 , which sdk and jdk can i use
depends on what the API you will target and don't know much about the right version but in the android site you can find all details that you will need
hi, i tried to add mobile controls from the standard assets (DualTouchControls), they work in Editor, in Unity Remote 5, but when i make a real build to my iPhone the Canvas won't show up at all. Unity 2019.4
i even did set the exact same resolution
ok, i found the tip to delete project settings in project folder and now the build works on iOS too.
Could changing my JDK version help with gradle not being able to evaluate UnityLibrary?
@olive turret what do you want to know about the Camera Property,
Im working on mobile ads but i get this error? what does it mean?
Severity Code Description Project File Line Suppression State
Error CS0433 The type 'Advertisement' exists in both 'UnityEngine.Advertisements.Editor, Version=3.4.6.0, Culture=neutral, PublicKeyToken=null' and 'UnityEngine.Advertisements, Version=3.4.6.0, Culture=neutral, PublicKeyToken=null' Assembly-CSharp D:\Unity\Baguette\Assets\AdsManager.cs 12 Active
Some Android devices don't download .obb file when install the game from google play store. Particularly, Huawei and Honor devices.
Did anyone else encounter this problem
I know this isn't programming related. But is it better to record in Landscape or Portrait for Trailers/Screenshots?
@twilit rune depends on the res of your game if your game supports portrait then record in portrait if it supports landscape record in it
well it supports both
then record it in both resolutions to show who sees that trailer that the game supports both portrait and landscape
Im working on mobile ads but i get this error? what does it mean?
Severity Code Description Project File Line Suppression State
Error CS0433 The type 'Advertisement' exists in both 'UnityEngine.Advertisements.Editor, Version=3.4.6.0, Culture=neutral, PublicKeyToken=null' and 'UnityEngine.Advertisements, Version=3.4.6.0, Culture=neutral, PublicKeyToken=null' Assembly-CSharp D:\Unity\Baguette\Assets\AdsManager.cs 12 Active
@glossy sluice
Does somebody know the answer?
@glossy sluice the word Advertisement is in 2 plug ins imported in your project you should choose which on to use or remove one
Hey guys, my game blacks out then freezes after unlocking my phone in android. Any ideas what It could be?
Why unity doesnt give an option for Arm64-v8a ??? People cant download game cuz it says incompatible... 😟
Hello, I have two game objects. The first is a regular object, the second is a prefabricate. They change each other. After changing the second in the prefabricate, the first object started to work incorrectly, at the time of conversion (the value of the z position changes and it hides under the second object) why?
Hey Im confused I want to make a mobile game with a Image and how do I make it vertically and not horizontally on my Phone screen cuz I can only play in Horizontal and not Vertical which is really annoying
How do we detect device-orientation-changed in Unity? I can't find a callback, can't find an Event. There must be one! Both iOS and Android provide these events natively to all apps...
@red canyon @median spade you can adjust orientation from Player Settings/ Resolution tab
How do we detect device orientation changed ?
So I have a problem. Its not directly about Code. I want to implement a Database system, that saves my progress. Currently i am just trying to save the earned money to the database. Its basically not that hard when I assume that every player has an internet connection All the time. The problem is, that when a player has no internet connection, i cant get the current money value from the database and i also cant set any money values in the database. I was thinking about getting all the data of the database when you start the game and then continuing offline until you close the game and then adding all the data to the database. But there is a problem too, because when there is no internet connection when you close the game, the database can't be updated. So what are your suggestions? Can you DM me?
Its all on for Android
Hi, im creating a simple mobile game and i need to save score to the google play service leaderboard. When the game starts and try to connect to user account, it ends with error message "GooglePlayGames.Android<>c__DisplayClass 18:<Authenticate>b__0(32 int) UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod(AndroidJavaProx, IntPtr, IntPtr)" . Does anyone know how to fix it, please?
@median spade there is no way without introducing coroutine or some other hacky way. the best option is to write native extensions which throws an event in order to detect this
@fathom creek seems you need to have write access to Android device and save it in a file, and upload to DB when you get internet connection. Only way i see it.
Hi, im creating a simple mobile game and i need to save score to the google play service leaderboard. When the game starts and try to connect to user account, it ends with error message "GooglePlayGames.Android<>c__DisplayClass 18:<Authenticate>b__0(32 int) UnityEngine._AndroidJNIHelper.InvokeJavaProxyMethod(AndroidJavaProx, IntPtr, IntPtr)" . Does anyone know how to fix it, please?
@hushed cosmos you probably have to be authenticated with Google firebase to Upload data
What Service are you using for uploading your Score to Google play in Games?
@fathom creek seems you need to have write access to Android device and save it in a file, and upload to DB when you get internet connection. Only way i see it.
@rigid blade playerprefs?
@fathom creek not sure, probably. Or just create new file if it allows, but that file would be easy to change, then need to encreapt ir or serialize it.
but you need a workaround, if you need just simple number, might save in playerprefs as hacky approach, but might work
Yes
I also thought about maybe letting the Player start the Game only when there is Internet Connection at all
depends on game, if you ok with that restriction, probably easiest solution
Like Clash of clans
that should work
depends on game, if you ok with that restriction, probably easiest solution
@rigid blade i could even add an offline Mode, because i also have a Shopsystem that wont Work Well with a File. In the offline Mode i could disable the shop
would suggest maybe make the restriction that need internet access first, as if you also go in offline mode might get other issues.
It's in the end up to you if you want online/offline modes
I'm really desperate about this for a few days, please any devs targeting iOS devices, I would be infinitely grateful if you guide me a little bit on this:
-Are you using GameKit to saveGames and sync aross devices? If it's the case, aren't you getting sync problems between iOS14 and lower ?
-Are you usign maybe CloudKit for this purpose? do you think is better option than GameKit?
Thanks a lot for reading,
Please if you have ANY knowledge about this let me know. 🙏
@indigo condor Don't cross-post
That's not a code question. And all posts in channels are visible. Unless people who don't want these topics muting them, they won't answer in any case
Hi, anybody help me please. My game is working fine. I have banners in my game, on click these user goes to store but coming back from store to game it starts from beginning not from the point I left it (this problem is occurring on low memory devices)
Please don't ping people not in conversation, if someone can and have time to help they will.
ok
@tough orchid that's something normal, the Android system kills your app to release memory for the current app which he is using, that's how the system works
@tough orchid you might want to modify the OnClick event so you can save the game before the ad gets played just in case, so the player at least doesnt lose the progress
Guys
My first game has got its first update. Can u try and criticize my game...
Hi, is there some possibility, how to detect android device performance and automaticaly set quality settings based on that? Thank you :)
i'm having some issues with scaling. it's either way too big or way too small. my current code makes the most sense to me, but it only takes up about 1/4 of the designated area it should. Here is my code:
var canvas = GetComponentInParent<Canvas>();
scale = Vector2.one * canvas.transform.localScale;
private bool IsInBounds()
{
var word = GetNextWord();
var fullText = _currentText + " " + word;
var parentSize = new Vector2(_parentRect.rect.width, _parentRect.rect.height) * scale;
var textWidth = _gen.GetPreferredWidth(fullText, _textBox.GetGenerationSettings(parentSize));
var textHeight =
_gen.GetPreferredHeight(fullText, _textBox.GetGenerationSettings(parentSize));
return textWidth <= parentSize.x || textHeight <= parentSize.y;
}
I have another method that cuts off the text when IsInBounds() returns false. Any ideas?
@valid parrot You should not scale UI manually, there's a scaler component. In some modes it will use reference size for all of the UI maintaining proportions.
I'm not scaling it manually. I'm using the text scaler. I'm displaying text in a text box, but the text isn't static, so this method is meant to figure out if the text is too big for the text area and split it up if it is.
But it usually overflows, or in this case, it doesn't take up the whole area before cutting off the text. I'm having issues getting the correct scale on different resolutions.
If you use Scale With Screen Size mode on the scaler you won't care about resolution. Because it will always use reference resolution
and elements sizes will be constant always
It is set to scale with screen size, but when I run the script on a smaller resolution without using a scale, it overflows and IsInBounds() never returns false, although it does work when running it on the reference resolution
If it's a small difference you can mitigate it by setting text autofit property. But it seems weird, when reference resolution used everything inside scales. It works like a Tardis.
Are you using TextMeshPro btw?
No it's just a plain Text component, but I'm using the RectTransform component (_parentRect in the code I sent) rect to determine if it's in bounds
Should not use regular text element ever. It scales by bloating atlas.
Never had problems with TMP's size prediction bounds.
so i created a game for pc and now thinking for making for android aswell,so how am i supposed to do that
am i supposed to create a new project or somethin
bec i cant just build a pc game to android bec the input is different
so how am i supposed to do that
if you know pls ping
@lethal stream first os the game controller do you want buttons or your game will look good just using the touch control or with usong the UI buttons.
Then you will need to change the camera view to adapt to the phones resolution and the performance also the shaders when you are workin with mobile it is good to go with lit or unlit shaders and the models shouldn't be highe res the other things will come up to you when covert your current game to android , when you want to test it do that on multiple devices to see how it handels
oh but am i supposed to create a new project for the mobile version
bec the code will be different
Depends on you actually but one think you should do is make a backup for the original project and experiment with it
oh ok thanks for the help
@odd arrow so I just moved from the Text component to TextMeshProUI, but I can't get the text generation settings from it to pass to the text generator, which means I can't determine if the next word is going to overflow. Is there something similar I could use to do this?
Hey guys, I'm having problems with WebCamTexture on Android. For some reason, rendering in texture is black on devices, and it only works if I "minimize" the app or put the phone on "standby", and then "maximize" or "wake up" the app, then everything works normally! Any idea???
It's TextMeshProUGUI, you should be able to get text bounds with this. https://docs.unity3d.com/Packages/com.unity.textmeshpro@1.0/api/TMPro.TMP_Text.html#TMPro_TMP_Text_textBounds
You can use hidden text element to test on before making it visible perhaps, there were also results in the search for prediction. TMP has a lot of tools for working with text.
Alright I will look into it. Thank you.
@storm knot Please, don't cross-post.
@robust hamlet @indigo condor Thanks to both of you for your reply but it is working fine on other devices, problem is with low memory device only. There is nothing to save the progress, I just want to go to the same screen from where I am going to store. It is working as expected on high memory devices. Is there any way I can optimize the memory issue?
It depends how much memory your game takes and how much the system have itself, but on low end devices you can easily reach the limit for apo's memory size, because it's not a native app at the end. It's a Unity game which takes much more memory even with only a single empty scene. You can try to profile your memory usage and optimize, but I am pretty sure your app will be killed again when the user use another app. That's how the system works and you can't do anything about it
ok, I'll try
@tough orchid what kind of game it is and how much is the memory of those low end devices?
has anyone here had issues with batching in the universal render pipeline on android builds?
having performance issues and got it narrowed down to batching of meshes not working with the frame debugger, however I'm not sure why it does work in the editor and not in an android build
here is the difference between editor and device:
Hello, I get this message when building on Android:
Use '--warning-mode all' to show the individual deprecation warnings.```
How can I add that switch to see those deprecation warnings? I am sorry but the whole gradle thing is crazy to me 🙂
I don't think Unity has a way to let you input directly gradle commands
Are you using the android sdk / jdk which Unity installs or you are using your own?
Hey! Hoping to get an answer to a pretty simple question, i can't seem to find the answer to:
Do API's such as Micropohone https://docs.unity3d.com/ScriptReference/Microphone.html
work on all platforms such as Web, Android and iOS?
@robust hamlet yes, I am using bundled versions of everything. right now I exported android as a project and will try my luck with that
You can build your project using gradle and Android studio, but with Unity I don't think so
you can do it with unity too
You can create custom gradle files under Uniy, but don't think you can go with: ./gradlew assembleRelease and start a building process directly from inside Unity
yes, I am trying my luck with android studio and exported project 😉
But, in my opinion you really doesn't need to bother with that
If you are using some other native libraries the issue may be inside some of those libraries gradle file
using some old command which is now deprecated for example
@indigo condor it is enless ball rolling game and change shape to cross the obstacles
@indigo condor it is enless ball rolling game and change shape to cross the obstacles
@tough orchid there are tons of ways to reduce the RAM usage
from reducing the sprites/textures resolution to use more simple meshes, or less meshes
and much more, you will find lots of manuals of how to reduce your RAM usage, if the amount of RAM your game is taking is less, it will be less probable it will get killed by the operating system when they watch an AD
are you using just 1 scene then?
ahh, ok, getting you, I will try to figure out how I can do it
Yes there is main one scene with multiple popup windows
also, learn how to use the memory profiler, it will help you to monitor how much you are using, and whats using it
you have it in top menu/Winndow/Analysis
there are also youtube tutorials they show you how to use it
Thanks, I will check it
👍
I can't add the mobile (adroid) add on to unity.Waht do have to do it right?
@ivory yoke go to unity hub > installs > in the unity version you are using click on the 3 dots and > add modules > check android support (make sure SDK and JDK are checked ) > click on done and other simple steps wait until the download is finished then open your project and switch the current platform to android via build settings
thx
What would cause an error in the unity script PostprocessBuildPlayer.cs when building to android?
Can OSX not build to android?
cause I can't really think of any other options atm
Hi, I am having issues getting Unity to inject my AndriodManifest.xml into the app. I have the manifest below in Assets/Plugins/Android/AndriodManifest.xml. All I am trying to do is add the two intent-filter lines. New to all of this, so probably something stupid.
Wondering if anyone had some advice?
And what is your problem?
@compact garden you can build for android using unity on an OSX machine but you can't build for IOS on a windows machine cause it requires xCode
I know that, but it's really difficult to find what it could be. every script that returns an error is an internal unity script. I've checked several times now but there aren't any references to those scripts in my code eother
I've heard it could be a plugin, but there isn't an indication of which plugin it could be
you can delete the plugin-in.json in the library file and then reimport the project just make sure to have a buck up
I use a max for building for android @compact garden. What are the errors?
One annoying way to work through this would be to make a new project and gradually add your plugins to see when it breaks
can someone help me with this please? my game isn't working on android and here are the errors
https://pastebin.com/Kw9JExwU
i think i have to change the texture format, but how do i do that?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hey guys I have been wondering about this thing and I would appreciate if someone would make it clear. I had got my playstore account terminated because I trusted some idiot and let him publish his apps through my account and because of his apps' suspensions, my account got terminated. If anyone of you been using playstore, you're aware that in that condition Google doesn't want you to make another account and if you make new or even leave a clue that you made a new account on your devices etc. Google will terminate too. I made new playstore account and I never used it on my devices or even internet or place so Google won't really be able to detect it. Secondly I used different package id for the app I published and the account is stable for months. Moreover I was reading at some forum that I should make keystore file from another machine not related to mine. I did it too. But I was wondering that does keystore really keeps any specific detail of your machine or IP into it? And since according to new policies for using android app bundle, you have to let google sign your app. So the keystore is really important in this case? I have been confused. I'd appreciate if someone could give an answer to it. Thank you
@mild pasture the Keystore doesn't save your IP address cause if someone decompiled your keystore you will be a trouble especially if he know how to use the bad tools so it doesn't save it but it saves other data for example the android studio version the account id if you have google acount linked with android studio but if you are not using android studio then this won't happen, as an advice you should really try to clean it up . and do that using an other machine, because we don't know really what happens at the deep of the keystore structure,
@hot nacelle Oh gotcha. Last time I published app, I made the keystore file of unity project in unity from my friend's machine and then transferred it to mine and then built a signed apk with that keystore on my PC and it worked and Google really didn't make up any issue. Right now I am using Android studio for other kinda app which I want to publish. I don't remember signing in my google account in android studio. What do you suggest if I should use keystore made in my machine or do the same thing I did with my previous game project in Unity?
it will be good for you to use unity and if you want to go with android studio building then us an RDP to and install android studio on it so you don't need to have your friends pc each time, i prefer IOS actually it is 99$ a year but it is better then google
I have a problem, my app crashes when not launched from XCode, how can I debug whats causing the crash if I cannot debug on XCode?
note: this happened when i updated to iOS 14.2 beta, I dont know if has something to do
please any hint would be appreciated
btw Im not receiving any crash report or exception on unity diagnostics or crashlytics. I dont think they even have time to initiate.
it will be good for you to use unity and if you want to go with android studio building then us an RDP to and install android studio on it so you don't need to have your friends pc each time, i prefer IOS actually it is 99$ a year but it is better then google
@hot nacelle Ok thanks man
But ios has less audience than Android
Hi everyone
Has anyone worked with Unity's Mobile Notification?
I'm trying to delete and clear all my previous notifications from notification bar, but I can't!
Does anyone know how can I clear my app's notifications as soon as player opens the notification?
as far as I can see this method does not work: AndroidNotificationCenter.CancelAllDisplayedNotifications()
Looking to add 2 audio files to one game object(The player) and have one play when it hits a coin tag and one play when it hits a chest tag, but no matter what I have done, it always plays the first audio file only. Suggestions would be nice!
@silk moon are you using tags to sperate between the coun and the chest if so then you should assign the clip and play it
@hot nacelle I tried that, but the base unity function chooses only the first audio even though I have 2 different audios connected to 2 different tags. Only the first gets played no matter what so I’m stuck
Get played on both of the 2 different tags
Can i see your code just the collision function
I think my unity install might be borked. it has encountered a fatal error building a blank project to android
There was 7 errors, but the editor is not responding so I cannot see them
the fatal error that is coming up in the alert window is:
dataOffset != file.GetPosition()
UnityEngine.GUIUtility:ProcessEvent(int32, IntPtr)
The error also caused a huge memory leak
I might try it with the unity simple mobile placeholder project asset and see what happens
ah okay, I tihnk I know what is wrong
unity doesn't have enough space plus enough extra space to complete the build
yup, can confirm. it was a storage issue
Hi, im making mobile game for android and ios. I would like to detect android device performance and set quality base on that. Is there some tool/plugin or API? I cant find something.
@hushed cosmos what kind of information do you need to detect the performance?
is supposed crashlytics to work if you launch exceptions from Unity Editor ?
or just works on device?
@robust hamlet i dont know, maybe framerate?
you can't really get the framerate of the device, because it's calculated by the stuff you are doing on your code / app / game
@robust hamlet so there is no way for PC like autodetection?
How do you detect the framerate on PC?
It's still tied to your game itself, how well optimized it is
hey, im currently working on a mathc 3 game. should i make it in 9:16 or should i make it in 9:19.5?
or can i somehow make it so it fits most devices well
Hey everyone, is there a default aspect ratio/resolution that mobile games are supposed to be designed on?
@dusky rampart Quick google search gave these results - https://www.designrush.com/trends/website-dimensions#:~:text=1280x720 (4.46%25)-,5 Most Common Mobile Screen Resolutions Worldwide,414x896 (6.76%25)
hello, i think i am trying to install SDK, i installed Android Studio when I opened i get something like [No Android SDK found], i think i tried locating to commandlinetools folder but still it didnt work, any help? :/
does someone how you to setup an ad that you can skip (not a rewarded ad but just a normal one) every 5 games?
@raw jacinth which ad provider are you using?
you mean which asset?
or asset
i'm using the Unity Monetization
A guide to integrating Unity Ads in Unity (C#)
oh can i find my answer in it or some information?
of course
oh no i see thx
it's just a google search away
yah i already say this guid but i just started with unity and c# so i didn't knew what to do because i made an Rewarded Ad script with the same script you can find on the page but i just don't know where to add the 5 times
make a counter
in the script?
oh thx, again sorry, i just started so thats why i'm asking stupid things or that i can't follow that quickly
search google, watch online tutorials and etc
sure, thx
if you just started with Unity I suggest first learn the basic things instead of showing an ad
this should be done in a later stage
ok
ads are the easiest part of the development
haha not for me i guess
learn the basic, scripting and etc and after that you will see
there are lots of videos and etc in https://learn.unity.com/
start with the basic stuff
prototype, make some simple games at the beginning
I've tried testing plugins in isolation, but nothing really seems to be causing unity to not be able to build to android
is there . a way to check what functions a plugin is calling to identify the plugin?
I've tried turning on every stacktrace option there is in unity, but it really doesn't help
it's just more messages about how the build process has had an error at line x
maybe the project is too wonky to work
there is now a 'BuildConfig' does not contain a definition for 'CONNECT_ENDPOINT' error
which should all be automatically generated
Putting everything into a new project fixed it
Guys, usually my ecpm is around 0.01$ to 0.2$ but suddenly yesterday was 200$, what happen ? And how to make it happen again ?
Is it has anything to do with download ? The download increased by 10 (total download only around 30)
Looking for Mobile Webapp developer anyone ??
Looking for Mobile Webapp developer anyone ??
@wanton valley please feel free to DM! For more info
You need to make sure touchcount > 0 before you use GetTouch
nice, thanks
How to get notch size?
@quartz kernel I'm rendering map view in my app, but because it is a native, it starts calculating from top left corner, which is outside of safe area, so i need the notch value, to reposition the map view.
Guys, my unity ads ecpm usually around 0.01$, if i set the "ecpm targets" to my country (which is where the ads played the most) will that make it better or worst ?
It's an average of all your players. Limiting your target countries will simply cut a huge chunk of your players == income.@steel tree
anybody using apple CloudKit ?
I'm having CKerror 3 and CKerror 4 on some devices, these errors refer to network problems but the devices have internet.
Hi can anybody help me with this code issue
Attribute application@appComponentFactory value=(androidx.core.app.CoreComponentFactory) from AndroidManifest.xml:22:18-86
is also present at AndroidManifest.xml:22:18-91 value=(android.support.v4.app.CoreComponentFactory).
Suggestion: add 'tools:replace="android:appComponentFactory"' to <application> element at AndroidManifest-main.xml:6:3-34:17 to override.
I am building my code and getting this error
Please help me, if anybody available
@tough orchid the error tells you what to do already:
Suggestion: add 'tools:replace="android:appComponentFactory"' to <application> element at AndroidManifest-main.xml:6:3-34:17 to override.
it is not working
than you are not doing it right
just a moment, let me copy and post the complete error
It seems that you have a few native libraries which has AndroidManifest.xml already in the package and two or more of them are trying to override the same key with different value
E:\ClientData\Sherman\newgames\frostyjump_amazon\frostyjump566\FrostyJump_Unity\Temp\StagingArea\AndroidManifest-main.xml:22:18-86 Error:
Attribute application@appComponentFactory value=(androidx.core.app.CoreComponentFactory) from AndroidManifest.xml:22:18-86
is also present at AndroidManifest.xml:22:18-91 value=(android.support.v4.app.CoreComponentFactory).
Suggestion: add 'tools:replace="android:appComponentFactory"' to <application> element at AndroidManifest-main.xml:6:3-34:17 to override.
UnityEditor.HostView:OnGUI()
this is the complete error
do I have to add the suggested part in temp?
nope
manifest in temp
if I add the suggested part in the manifest you suggested then It changes the error
let me post that as well
ok
to cross with you
I guess you are using some old native libraries in your project since they are using support.v4
<application tools:replace="android:appComponentFactory" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="true">
I need to add like this?
Yes, but did you added a definition for tools too?
since you are adding tools:replace tag in your manifest, you should add declaration for tools too
Hey how do you convert a PC game into android? Ping to answer
You should add:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools">
in your manifest tag
That answer is for @tough orchid not for you @glossy sluice
Oop sorry
<manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:amazon="http://schemas.amazon.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.unity3d.player" android:installLocation="preferExternal" android:versionCode="1" android:versionName="1.0">
this is already there
ok and what's the other error?
this is the new error
E:\ClientData\Sherman\newgames\frostyjump_amazon\frostyjump566\FrostyJump_Unity\Temp\StagingArea\AndroidManifest-main.xml:6:3-34:17 Error:
tools:replace specified at line:6 for attribute android:appComponentFactory, but no new value specified
E:\ClientData\Sherman\newgames\frostyjump_amazon\frostyjump566\FrostyJump_Unity\Temp\StagingArea\AndroidManifest-main.xml Error:
Validation failed, exiting
UnityEditor.HostView:OnGUI()
can you paste your whole AndroidManifest.xml and remove any sensitive information from it (API keys and etc)
how can I use that hiding technic to hide the data?
I am copy and pasting but it is showing popup that it is more then 2000 words
ok, upload it as a file than
The problem is that you are adding a tools:replace rule for android:appComponentFactory in your AndroidManifest but never add the actual value for it like android:appComponentFactory="value"
In your case the value should be androidx.core.app.CoreComponentFactory or android.support.v4.app.CoreComponentFactory
<application tools:replace="android:appComponentFactory="androidx.core.app.CoreComponentFactory"" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="true">
like this?
nope
android:appComponentFactory should be a separate tag
not inside tools:replace
like:
<application tools:replace="android:appComponentFactory" android:appComponentFactory="androidx.core.app.CoreComponentFactory" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="true">
@robust hamlet are you there?
yep
error is changed now
CommandInvokationFailure: Failed to re-package resources.
C:\Users\admin\AppData\Local\Android\Sdk\build-tools\29.0.2\aapt.exe package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "C:/Users/admin/AppData/Local/Android/Sdk\platforms\android-29\android.jar" -F bin/resources.ap_ --extra-packages
any additional logs?
this is very big error
let me copy complete and send you in a text file
just give me a moment
this is the complete error log
what kind of Android libraries are you using in your project?
utnotification, playserviceresolver, googleanalytics etc etc
try to update all of them to the latest version if it's not
and update your android build tools to the latest one
this project is in 5.6.6f2
Unity version 5?
yes it's old project
damn, I would suggest you to back up and try to update the project to first 2018 LTS version and than to 2019 and try to build again
but use LTS versions!
and after that update the libraries to the latest version and android build tools too
that's really important
you can try first with the build tools on Unity 5 if you want just to try if it will work
ok, add me as friend too if possible
Hello people! Im really new to unity and programming as a whole and i had a question for a mobile game that im sort of working on. Basically whenever you click on the screen the player jumps and ive added a pause button and other UI buttons that you interact with and when you press them the character jumps aswell. Is there a way to make that not happen? Thank you in advance!
That's probably related to your jump input.
i had the same issue like a week ago
wait ill show u what i did
@fallow tulip look for EventSystem.current.IsPointerOverGameObject() in the api
it worked fine for me on the same situation
Hi, Im about to release my first game on android i wanted to ask before to be sure about the unity ads test mode bool on the my code
public bool testmode = true;
Advertisement.Initialize(gameId, testmode);
should i remove that
or can i mark it as false for the apk build im uploading to the playstore
or just leave it alone and toggle the test mode from the unity ad services window?
mithg be a dumb question lol, but i just want to be sure
Thanks a lot! Hope your first game goes well!
@glossy sluice I just changed it to false when I was ready to publish. I'm not sure if its controllable from the ad services window as I haven't used that feature. Just make sure you have the correct ID.
ok ty
I am unable to get unity to recognize my Galaxy S5 for building android games; I have downloaded the USB Driver as well, but that did not work
what can fix this?
Nevermind, got it working (Forgot to turn on USB Debugging)
PLEASE anybody using CloudKit?
Is it normal I dont see any log here ? we have been doing operations in the localDatabase succesfully but nothing appears here
Been days with this, asking on apple developer forums and stackOverflow but nothing. Any hint?
hello, im using AdMob, but it cant load ads, and says "No Fill"
what i should do?
Should i push app update into store, so Admob will collect so data, and start load ads?
My ecpm usually around 0.003$ to 0.02$ (very low). On Nov 5, 2020, my ecpm become 8$ (first time ever i reach more than 0.2$) but no one watch the ad, and i get 0.36$ which i'm really happy about it (i watch the ad like 4 times myself, dunno why it didn't count). On Nov 6. 2020 the ecpm become 0, and not 0.01$, kinda sad On Nov 7, 2020 the ecpm somehow become 203$ like HOW ??? how did it become so high ??? then after that day it become low again. that day the download increase by 10 because i told more of my friends.
The game is still only 30 days old. it was released on 11 November. the downloads are only around 30, probably my friends. i'm from Indonesia btw, seems like in this country, ecpm isn't really high.I can tell more information about the game.
Could it be because, the ecpm rate will try to reach between 6$ - 12$ for every month, because if i add all ecpm it becomes around 223 $ and dividing it by 30 will become around 7$?
soo my question,
HOW and WHY did the ecpm go that high ?
HOW to get that high ecpm again ?
Do i need to set ecpm target to get the ecpm that high?
if i need to do something like analyze the traffic and other stuff, how to do it ?
(Long question :v)
You need to have at least 1000 user interactions with ads in a short time( a day maybe?) for the ecpm to show any meaningful number. ecpm is just a statistical approximation of the revenue you get per user interaction. As with any statistics, if you don't have a enough data samples, the resulting numbers are completely unreliable.
hey guys anyone knows any good recourses to implement google play login?
PLEASE anybody using CloudKit?
Is it normal I dont see any log here ? we have been doing operations in the localDatabase succesfully but nothing appears here
@indigo condor You might wanna consider using MongoBD, it's easier, you'll have collections rather than tables but still the same basically, they also got great support
@indigo condor You might wanna consider using MongoBD, it's easier, you'll have collections rather than tables but still the same basically, they also got great support
@glossy sluice I appreciate your answer, but we are interested with the synchronization among devices feature that iCloud offers. As far as I know if we want to use mongoDB or any other DB we have to make our own server, and we dont have manpower or money to do so
Well yeah you would need to pay for the hosting, but wouldn't that be the same for any other database provider?
Also what do you mean by synchronization among devices? Are you trying to get/set datas dynamically? (Rather than saving player stats on game paused or closed for exemple)
apple cloudKit is basically a database. But its free, as far as you don't abuse of it
i want data synchronizationn among devices because some users play 1 game in the phone and when they get home they continue playing with the tablet
so it's important to keep the gameprogress in the cloud
Oh
game saves every x seconds
I don't really see the interest of doing so, wouldn't the player need to log in to play your game?
Waw, seems like overkill, why such extreme ways?
Oh
Well if your player as an account, no matter what devices he uses, he will fetch datas from his account
yeah but where do you store his data account
sorry
his account data
the savefile
in a database...?
as i told you
you have to firsdt have knowledges of servers, pay for them, and mantain them
i dont know if i mentioned apple gives you that for 0$
Yeah but there is other hosting services that I think are free to a limit
CouchDB and MongoDB fit those criteria if I'm not mistaking
aren't couchDB and MongoDB databases, not platforms?
So your game will be IOS exclusive?
yes
There is interfaces for it
we prepared Firebase which uses the same type of database than mongoDB I think
and its quite cheap
Yes
whenn we go for android we will use firebase
I know firebase
but firebase is not free
Yeah
I think you should look into CouchDB, as I said if I'm not mistaking they provide free hosting upon a limit
we are just 2 developers
1 designer 1 dev
we can't afford that, is not just the money its the resources
and we dont want to be bounded by limits
anyway
And if I understand correctly you'll have to either undo all your CloudKit set up or create a new version for your game upon developing on android?
im going to take a look
Sure take a look
well, its not like the cloudKit savinng interface its that complicated
i would just have to have a different class for android 😅
the only problem is apple's developers care is -100
and documentation old as fuck
it doesnt run by queries
Oh?
and our savefile is simply a long json
So... You use that json to fill your DB?
its not a non-sql db, its more like a register collectionn, this cloudkit thing
so yeah we simply save a register
after all the savefile is small
100k apro
aprox
works fine like that
Yeah MongoDB and CouchDB use collections too, but let's say... Your player find the save file location and deletes it, what happens? It regenerate an empty json file that will then be used in the db?
he would need to use special tools to find that file, and if he tampers with it it its own fault
i personally dont care about players that open their app files 😄
I really do not encourage you guys to save instance of your save file in local, people are gettt smarter and smarter, that would mean they can modify values such as player settings level etc
That's what almost cost supercell millions
the savefile is in iCloud, there might be users able to crack icloud enncryption
Ah
but you can't do anything about it
Nah ok I thought you saved it locally
well i didnnt want to
but the other guy wants to have a local copu
copy
which i will encrypt
You should tell them not to do that
you know, i will care about cheaters when we have players 😄
There is a lot of exploits possible with a saved file
Yeah but you want to ensure everything is well set up before launching anything imo
Of course you won't think of everything but it will come along
thats what i thought last year. Right now I dont care about possible cheating
just wannt the game out, after game makes a bit of money
we get our own server
and our server guy
and all will go through our own servers
But yeah just to go back on the topic, try and see with mongoDB or couchDB as I think it provides free hosting to a limited amount of datas
thanks, i will take a look
Guys, if my unity ads keep getting ecpm around 0.01$, in a month, will there be one day that has ecpm around 180$ to adjust so that the ecpm rates is 6$ ?
@steel tree how many ad interactions do you get per day? Have 1000 at least?
After calling iOSNotificationCenter.RemoveAllDeliveredNotifications, I can still acces data from iOSNotificationCenter.GetLastRespondedNotification. Is this intentional? What does remove all clear then?
@iron acorn around 50 per day, but that one time i get ecpm around 220$, free 2$ for me
You can't really trust these numbers if you have less than a 1000.
I figured I should ask here too, I'm aiming for android and I need some way to partially deform a model into another shape, I can't just use blend shapes because I'd need too many. any suggestions?
would it be possible for example to use vertex color to control a blend shape?
@iron acorn i saw someone on youtube has ecpm around 400$, i don't believe it at first, but i get 200$ ecpm, so..., Will the ecpm adjust itself so the rates will be 6$ - 12$ ? Also, have you ever got a really high ecpm ?
I've never got high ecpm or high number of users, so I'm not the best example, but from what I read online, you really nead a lot of users and interactions with ads...
Hi, im trying to save score to the leader board via Cloud Once. The score has decimals, but SubmitScore function wants to have long. Iv set score format to two decimals on google play console, so i think there must be some way. Does anybody know how to make it work?
@iron acorn ok thanks for the answer 
How does one use arm64 for droid dev? I have started using unity after taking a while away from learning.
I simply cannot build for on any unity version with the required settings for deployment. New blank projects do not build on any version of unity for me in Il2cpp but il2cpp works fine building to any platform except droid. I spent six days roughly working on my weak scripts in 2018.3 I had sitting on my pc. The errors are just like every other user that has post on topics anywhere online.
I also can build in mono easily but, that’s not where I want to be.
@light crest read my issue above trying to see if you can help by giving info
Sorry it’s a bad image is phone shot
I created another new project
And I know you use 64bit
Yes
I’m sure you know
You just provided another user great code
Lol
I can’t get help from that but, thanks
Have you ever build for google play store