#š±āmobile
1 messages Ā· Page 35 of 1
Oh dang
Iām sorry I canāt help with your rotation as I donāt make games much only apps
Been stuck for 7 days
Luckily I surpassed the issue š¤š½ and sorted all other sorts within 2020.2
Hi,
i don't exactly know if this is the most fitting channel for my issue,
however I try to program a mobile App, which can be used to scan a matrix code.
I managed to implement a QR-Code scanner library, which works completly fine, but I now try to code a scanner for a different matrix code (which also uses the 3 Finderpatterns in the corner, exactly as a QR Code does).
Therefore I figured it would be a good Idea to use something like OpenCV to easily care for the camera and recognition part of my scan problem. It seems like EmguCV is a good wrapper for OpenCV therefore I tried to install it, but failed.
I also thought about using a Open Source QR scanner library and try to extract the part, which cares for the recognition in an image, but I dont know if that's the best idea.
I'm pretty knew to Unity and coding, but through my App I already learned alot.
So my question is, if my idea to go with emgucv is good, and if this is the case how do I install the required libraries (I use Unity on macOS)?
or should I try to use a already existent qr code library and change it, so it works for me.
If you can't help me with the installation of EmguCV, but maybe you could help me with more experiecne or other ideas.
what graphics api should i use to support most android devices?
automatic works ok or should i just leave gles2?
Hey guys, Iām trying to build my games for iPhones but devices with <3GB of RAM keep crashing
I checked memory profiler and my Texture2D has a 1.6GB footprint on it
The rest of my files are <500mb combined
It shouldnāt crash but it seems to crash on phones <3GB RAM
Iāve set my quality settings to 1/8th of the original full resolution texture
and compressed most textures from 2048 to 512
Is there any other way to reduce memory usage?
Hi, is in the Unity some integration for huawei ads kit? Or how can i ad ads to huawei app?
Guys, how to make a fixed width perspective camera the height can change but width should stay the same ?
Whenever I touch something on the sreen everything slows down plz ping me if you know the answer?
@glossy sluice I'm not sure if i can help, but you prolly want to show the script, the part where you touch the screen
using System.Collections.Generic;
using UnityEngine;
public class DragFingerMove : MonoBehaviour
{
private Vector3 touchPosition;
private Rigidbody2D rb;
private Vector3 direction;
private float moveSpeed = 10f;
// Use this for initialization
private void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
private void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
touchPosition.z = 0;
direction = (touchPosition - transform.position);
rb.velocity = new Vector2(direction.x, 0) * moveSpeed;
if (touch.phase == TouchPhase.Ended)
rb.velocity = Vector2.zero;
}
}
}
how do I open an android app in unity?
I tried application.openurl
Application.OpenURL("https://com.google.android.youtube");
you will need the URL , URI schema of the app in question
and do Application.OpenURL("app-uri");
sorry, this is for iOS, for android you need to use an intent
try this
vnd.youtube://the.youtube.video.url
Application.OpenURL("vnd.youtube:the.youtube.video.url");
Im trying to download a APK on my android device but its not letting me. I've tried everything is there another way?
```Application.OpenURL("market://details?id=com.google.android.youtube");````
I tried this, but it opens the google play store listing instead of opening the app
Yes, you are telling it to open market with market://
This is your function:
void StartPackage(string package){ var activityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); var activity = activityClass.GetStatic<AndroidJavaObject>("currentActivity"); var packageManager = activity.Call<AndroidJavaObject>("getPackageManager"); var launch = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage",package); activity.Call("startActivity",launch); }
hi! Why do does the screensize looks perfect the first time the app opens after build and run. but when I close the app and open it again... I can see just a part of the screen because the size is to big. it's like zoomed in
android....
Hey, is it possible to use paypal for purchases (connected to google play account) to pay for products via Unity IAP?
I know Unity IAP doesn't support paypal, but is it the same if you do it not directly but through google account? Then you're technically paying to google with paypay, which then callbacks to Unity IAP, am I thinking correct?
please. SOmeone?
I builded my RPG for Android and discovered that the FPS are capped at 30. Why? Is there a way to change it?
Hey, quick question, I get this when I compile my android game:
I imported classes.jar (which for some reason was missing UnityPlayerActivity) in the android studio project, and now it's complaining about duplicates š
For anyone looking for a mobile joystick tutorial and more stuff for making mobile games, check this out: https://www.youtube.com/watch?v=ata6oaX7hBk&ab_channel=Unity
In this tutorial, I am teaching how to: Move your character with a joystick, jump with a button, have the camera follow your player, pick up game objects with tags, and store those game objects into an increasing text box(Score)
Yes, this is for mobile games and works perfectly on devices
The Joystick pack includes a script that allows my Joyst...
Any ideas how to optimize this? -TextMeshPro.GenerateTextMesh() - am making text game for android so there's a lot of text but still, this feels a little bit too much
in menu i have fading in textmeshpro (til alpha =1) and texture in the background moving around, there's also one point light
Hi I added to my project AdMod from Google. Everything works. However, I want to use interstitial ad on click button (I use it to load new scene). When I press this button I see this ad just for 1 second and after that Unity load new scene. How Can I stop this process and after press "close ad" Unity will load new scene?
can anyone please help me add a custom sensitivity slider for setting please
hello
anyone interested in coaching and helping create a simple mobile game?
ive tried made a fairly simple game but im just stumped on my own, as im new to unity and just allot of stuff is confusing for me
inbox if you would like to know what i want to accomplish, and wish to help me out learning, and programming please
hello, i have a question about google play services. I just started to create the app page on Google Developer console, i have the option to activate the cloud saves in GooglePlay Services.
I may want to enable this option in the future, are there any problems if i activate it but the app does not have GooglePlay plug in and the cloud saves are not active?
Some one know a way to build both android and ios asset bundle without switch platform?
Anyone here maybe have a solution for sharing a saved file in the iOS system or via mail or whatever?
@sacred creek https://imazing.com/
@raw depot i mean through app not with extra software š but thx
Anyone successfully got their game/app published to google family program? I am clueless to why I get rejected, now I canāt even update to my internal testtrack as it just gets rejected. (earlier it worked for some reason) All I get is some issue with metadata but however much I read the rules I canāt see how my game is in violation with them.
how to export to android for testing i have installed the package like it asked
and i have installed the android development day day before..for unreal
@fast olive what Message do you get with the metadata. I guess it is missing
@sacred creek Itās three things mentioned:
For example, the app icon does not accurately reflect the app experience.
For example, the app launcher icon does not accurately reflect the app experience.
For example, the appās description does not accurately reflect the app experience.
āā-
However, I donāt see a good example of how they want it to be. Icon is nothing special, it is a picture of the player object basically. Description is a brief explanation of the game, nothing else.
Not sure if the launcher icon is just unity logo though, it shouldnt be
Yeah QA can be a struggle , but the launcher thing you should check
Like no placeholders
I have been trying to figure out how I can find the icon in the AAB file.
Its in unity player settings
Yes that part is correctly set. I just donāt know if it actually was included in the aab file. Other games it worked so I donāt see why it wouldnāt now. Probably just have to change target audience ages and hope that works. I think itās weird that they canāt provide a better guide to what they want.
You should be able to ask back to them, dont you?
hey I have a problem: previously I could save the apk file to my pc first after hitting build and run. now (in the same project) unity wants me to connect a phone to install the app. I cant save the apk file to my pc. But I need the apk so anyone knows how to fix this? :)
Try with only Build option, without Run
Can someone help me? I want to change from portrait to landscape but when I do that the game resets, but I don't what that, because the scene became unaccessible, I'm changing orientation using Screen.Orientation and this unity game is included as a aar module in a android app.
How do you guys make your games fit the entire screen no matter what resolution each phone has?
What are you dealing with? Like, the unity camera will render fullscreen nevertheless the size,for the UI, you have to keep it responsive @eternal shell
@tawny vigil you are changing the orientation? Shouldn't the device do it itself?
@sacred creek , my background is limited and when I switch resolutions in unity my so called "background colour" is shown
If I render my game in a specific resolution, will it keep that resolution?
okay, can you show your camera settings? And what resolution do you switch, game view, scene view?
When a user starts the game, it will be shown in the resolution of his device in most cases
@sacred creek I need to change from portrait to landscape in specific scenes, I find out that android in it's manifiest you can change the defaultConfig with the orientation tag and now works but for some reason the android manifiest changes do not persist when compiling apk, now I need to find why this behavior, I do know that the android manifiest gets modified in compilation but I need more research
Help, in the dashboard it says my organization is locked, and there's also a message saying to use ads-app.txt, how do i use that ?
Is it a bug that SystemInfo.processorFrequency returns double the actual cpu frequency on some android devices (i.e. Pixel 5)?
Does it add cores up maybe?
Pixel 5 has 8 cores and the highest frequency is 2.4GHz but SystemInfo.processorFrequency is returning 4,800MHz (4.8GHz)
Does iOS not have a numbers and punctuation keyboard like android? When I play my app on iOS it just opens the normal keyboard, switched to the page with numbers and symbols
not numbers and punctuation no, that sounds correct
How is this even possible lol
Guys, does someone knows how to promote your game on admob?
error CS0433: The type 'IUnityLifecycleManager' exists in both 'UnityEngine.Advertisements.Editor, Version=3.5.1.0, Culture=neutral, PublicKeyToken=null' and 'UnityEngine.Advertisements, Version=3.4.6.0, Culture=neutral, PublicKeyToken=null'
any1 know how to fix this error
cuz im having trouble with it
Hey guys, i'm trying to display 360 images on oculus, but my image quality isn't what I'm hoping for, and I'm getting a lot of visual aliasing despite using 8x msaa, are there any guides out there that specify texture import settings for absolutely maximum quality regardless of memory / ram size?
I've spent a lot of time googling but finding mostly half vague posts and references to long lists of import settings and file format info grids
Also I realise MSAA is more for geometry AA, is it possible 8xmsaa will be reducing my quality if my app is mostly 360 images?
why on #š±āmobile ?
@pale kayak i dont think this is the right channel for that go to #š„½āvirtual-reality
Ah specifically android
yea or ios pretty sure
As oculus quest runs on android and a lot of the quality seems to be based around import settings & overrides
tru tru
360 vr stills are old news which is fair enough but for this app they are a requirement but most info now seems to revolve around 360 videos, or is a few years out of date
And I cannot wait until the asset import pipeline improvements come through, getting a bit tired of waiting 10mins for my texture import settings to apply
Are there any import formats for android that are close to the standard desktop "uncompressed"?
I cant find specific enough info about these formats to figure that out
guys, has someone promoted your mobile games somewhere?
@lime vessel i use FB, IG and google if it helps
and which one of those three do you think that itās the best place to advertise your games?
depends on your experience with using the FB ads manager i can't tell you the best one because all of them are good if you now how to use them
And do you know if $100 for FB ads is worth it to advertise? Or should I use less or more to start?
you should know the country that you want to target because the Cpc is different from one country to another, USA has a higher Cpc.
for the amount to start with you can do a test ad by spending 5$ per day or 10$ per day.
then when you find the country that has more engagements with your ads you scale the ads and do a reTarget (i am using some markiting words) @lime vessel
Okay, thanks!
I want to create a mobile 3d game but idk how 2 make a looking sytem
So someone pls help
someone pls help
D:
why does noone help me D:
can someone help me cus i want to test out my game i made but my game wont load on my ios device i got my device connected via a usb cable i also got unityremote5 but it still wont work ping me if u wanna help me pls
Hi, whenever I touch something on screen everything the ball that I am supposed to move slows its decent (Plz ping me)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragFingerMove : MonoBehaviour
{
private Vector3 touchPosition;
private Rigidbody2D rb;
private Vector3 direction;
private float moveSpeed = 10f;
// Use this for initialization
private void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
private void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
touchPosition.z = 0;
direction = (touchPosition - transform.position);
rb.velocity = new Vector2(direction.x, 0) * moveSpeed;
if (touch.phase == TouchPhase.Ended)
rb.velocity = Vector2.zero;
}
}
}
Hey, guys, I am receiving an e-mail updates from google stating "Your app is accepted conditionally into the Designed for Families Program on Google Play.", but I have already opted out of that program from the play console. Does anybody know how to deal with this, since they are not answering their support tickets?
Hello, i want to track users which installed from Facebook Ads. How can i do that ? FB SDK log them automatically but i wanna send them also GA. I coulnt find any way for do that.
have you contacted
Hey I want to make a simple game and I want help it's my first time trying to make a mobile game so how can u make when I take a animation starts and then go back ?
Check the loop mark @dusty pollen
Īo I mean when I press the screen/hold an image will appear as long as I press the screen
There are tutorials on youtube about mobile dev in Unity that you should check out @dusty pollen
Yeah I searched a little bit and I only found "how to make a full game"
https://cdn.discordapp.com/attachments/497873819898478596/785977826170896404/unknown.png hey, someone can help?
I need help when I press open download page and download unity android thing when I runt he program it say it could find unity.exe
What do I do
||fixed it||
hello,
Iām developing a game on mobile and I currently have some players playing in internal testing on the google play store. I just implemented the ad system. I would like to know if I risk a ban if my players watch pubs (limited to 1 every 2 hours) while they are "internal testers"
You can enable test ads
Hey, people here have issues with unlit Shader graphs with custom functions on mobiles ?
Anybody familiar with unity IAP purchases and AppStore Connect ? I've followed the tutorials and been able to make it work but I have an important doubt....
Do ALL the products need to be declared separatedly in Appstore Connect? every combination of items and sales you want to add to your 'store' it has to be declared previously in the appstore connect?
this seems a slow and tedious process..
Also for seasonal promotions I guess the catalog should be updated and sent previously and wait for approval?
I didn't expect this to be so unflexible
@indigo condor Apple is slow and tedious when it comes to releasing apps. They really want to know whats going on especially with IAP as they get 30% out of it, or less from now on with their new agreement on small businesses. As soon as you try to bypass their stuff and just put it you rown dynamically loaded IAP, you can talk to Epic whats gonna happen š
@sacred creek no, id never try that. And btw since you mentioned...I donāt use to agree with appleās polices but on Epicās case Im with Apple.
They thought they were going to get special treatment, and try to act like they want to defend consumerās rights... š¤¦āāļø
Everyone wants the money, that simple š
Does anyone here publish on AppGallery? Is it supporting APK expansion files (OBB) ?
Nevermind, found out the answer, it does not but APK can be 2GB so its ok
Guys, should i use multiple sprite shape or 1 big sprite shape for performance ?
Anyone finding XCode for iOS gets stuck on "Compiling 2 of 2 Storyboards"? It does not seem to want to get past it
turned it off & on again...
I'm having a issue with touch screen sliders with Unity UI
they are clicked but cannot move when I try to slide them
I googled it but cannot figure out why it works in editor and not my phone
I even unparented them
I did get a slider working on a empty secne but it's still geting issues
so i'm testing the tower defense tempalte from unity and when I use editor to jump form menu to level
the sliders don't want to read until a manually edit the values in the editor
when changing in code it won't work
Does anybody have a good idea for an idle/clicker game?(for mobile)
Maybe one thats the opposite of normal Clicker Games
I want to try and make a mobile RPG game, but I'm not sure where to start. Especially since I'm new to this.
Hey guys! Is it possible to make a deepfake Mobile app, like ZAO? But smaller. I mean there is just one short video in the app and you can put your face on the main character. Is there any tutorial for this?
i have a question, i'm trying to make an app for android, i took a small course on Android Studio but it took me a very long time to make something simple like UI, i'm a lot more familiar with Unity, so lets say if i were to make the Uber app, why would i do it in AS, rather than Unity?
i tried googling this stuff but couldn't find much info
Guys, how to run Update method in background in an android Application? I need to run a method in a loop if my application is minimised, but Update method seems paused when in background Application.RunInBackground would also won't work as it is in Android. Anybody know any alternative method?
Why would you need that? @hazy kiln
@robust hamlet , I have a multiplayer game. In my game if one player got minimised for more than 10 seconds, the game should end for both the players
So I need a timer that triggered common for both the players
How do you automatically save a users progress and items then load them whenever the player launches app?
With some sort of save system, there are several tutorials and assets made for this @glossy sluice
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationPause.html
No code will run while it is minimised. But with this you can start a timer on your backend
I looked at many but all of them required you having a save and load button and I want that to happen automatically
I don't want the player to press save or load
You just need to call the functions when you want
wdym
If you want it automatic you could do it at a certain timestep, or just on https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationQuit.html
what is that code supposed to do?
That's where you'd call the save function
Or OnApplicationPause which I linked above might be more reliable
So it saves when you are quitting the application?
and @quartz kernel do you know if you can use Google firebase to save player progress?
Yes and yes
ok thanks
guys, i have this error when building my app into Android platform. how do i solve this?
Edit: the Population.dll is there in the assets folder.
ArgumentException: The Assembly UnityEditor is referenced by Population ('Assets/Creator Of Path/Code/Population.dll'). But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <fd8fd784002f49beab0500d3a24213b9>:0)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at <fd8fd784002f49beab0500d3a24213b9>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
If you need that .dll then you might need to put it in a folder called Editor, to ignore it when you build. I'm not sure it will work with dlls though
thankss ! it works now ! @quartz kernel š
I think my AABs are generating incorrect APKs
just a few questions
how are you guys generating AABs
I'm using this: https://github.com/playgameservices/play-games-plugin-for-unity
is there a way for me to provide a custom AAB config
is there even a good place where AAB configurations are documented?
I just use the built-in AAB functionality @austere plinth, do you need more control than it gives you?
ah
yeah, I do need more control than what Google's plugin gives me
how can I include Asset bundles using the built-in AAB functionality
@quartz kernel is it possible for me to use PAD with the built-in AAB functionality, or is there an equivalent?
I haven't used Asset Bundles with AAB yet unfortunately :/ But I'd be surprised if it didn't work
I've been using asset bundle with Google's Plugin, but the plugin does a bit too much for me
there are 4 assetbundle APIs from what I know so far
I'm gonna be looking more into this in the coming year but at this point I can't tell you much!
alright, thanks for the insight!
Hi seems iPhone 12s (especially like Max) might be reporting wrong Screen.dpi in Unity. Have seen bugs because of this but do not own one. Can anyone confirm?
Hey all, just trying to run a function in Unity when I do the 'play' action on my new earphones (razer hammerhead). The f7 trick isnt working for these. Anyone know of an sdk/api?
Hi, I'm experimenting a bit with unity remote. On my phone everything is streched vertically. How can I solve this?
@chrome ivy on your game view in unity select aspect ratio of "Remote" it will set game view to resolution of your device
Thank you!
no problem :)
I'm getting this error (through logcat) when building to android
does anybody know what this is related to?
or how to fix it?
it occurs during the game when loading a scene
it says 'remove it' but I don't even know where to find that file
Hey My mobile game is suffering lag? I just checked the profiler, but it is very weird: (currently standing on one of the spikes in the picture)
Editorloop is spiking? I've heard this is only in the editor? But the lag is occuring on phone too?
Btw lag is unnoticable on pc since the pc is very powerful for the game
Youāll need to debug it on the device to get an accurate view of where the issues are
Hello
I am trying to build my mobile game but it makes it a abb file, is this what should happen?
And this is the only thing in the file
I made a new file and saved the game inside it
pls help me
An AAB file is built for the google play store @flat dove. You can turn this off and on in the build settings
Guys, I'm making a game that only has 1 level (like getting over it) should i put everything on one sprite atlas including the background for performance ?
there are limits in sprite atlases, so I would not put everything in one, cause your background might be one big single texture, therefore the quality would suffer. I would pack all those little things inside an atlas and check for big textures, like 1024x1024 for example and leave them as they are. But this really depends on your textures and quality needs
@sacred creek Thanks for the answer :) so it's better to put all these in one sprite atlas ?
yeah totally, they look like typical packed textures, I would love to see in one atlas
Did you do them yourself?
Nice! Good job, they have a nice style and consistent throughout all of them š

Are you like a 2d artist?
ohh ok, but you did this before or at least are good at art
If you ever mind working on a job basis, let me know. Now and then I have things come up that need good visual arts
Ok :)
Guys which version of unity is best for making a mobile game...
Or trying to make.. š
This is like a very weird question š Just take the latest stable o
and no preview, should get you going quite safely for the start @vast kernel
Hey, is there a way to avoid re-importing assets when i want to just build an asset bundle?
Use Case : I have 3 platforms ( iOS, WebGL, Android). When i switch between them, it reimports once each and then i can build as many asset bundles as i want in whatever order i want without re-importing assets.
But when I restart the editor, this stops being the case. And re-imports on this project take about 15 mins each, and i'd like to avoid this.
@acoustic breach re-importing assets is something you can't avoid cause the assets could be shaders models sprites scripts when you switch the platfroms and re-import happens it goes through all the assembly files and assets to convert all that to the targeted platform for example i made a shader the works on standalone platform but when i switch to mobile IOS or android it doesn't work.
I might be wrong about this but i think that there is something you can do in the player settings and build assembly.
regarding my last error.. @quartz kernel already helped me with solving it with this error during build process..
but right now, new problem occured.. the system that uses the Population.dll which i put in Editor folder before build, does not execute inside my game..
how to execute it inside my game and build without that error at the same time? any suggestion?
Thatās correct, because the code isnāt included in the build at all.
ah i see.. but actually i need to use that dll for my NPC to wander
If thereās code in it that needs to run in game you canāt have it in an editor folder
And if that causes your build to fail, then that dll is broken
Have you verified that itās compatible with mobile?
yes it says in the documentation that it's compatible with android
it even got settings for android as well in that .dll
btw the .dll is from package 2016
and im running it in 2019 unity
is it bcuz outdated ?
Sorry to post this again, but figured it might be worth asking here:
Is there a way to get an array of assets that are in a subfolder inside an assetbundle (which is stored in an obb)?
how to make a script,if touch button my car move
@stoic trench that's beginner code, wrong channel
Just put rigidbody2d on it
Then make something like
Public void CarMovement()
{
}
Get the rigidbody2d component
Say its carBody
Then
Make something like
public float speed = 10;
Then
public Vector2 direction;
Just put any number in the inspector maybe 0, 1 to go right
then inside that CarMovement() put
carBody.velocity = direction * speed;
Make a button
Put the script to the car
Drag the car to the button
Choose CarMovement()
Done
Why do i even explain this
Ok so you asked in the right channel before then no one answered then you asked here bruh
Ok so
In my game
I can't get my main menu to open my tutorial scene
Hello people, I'm pretty new to Unity and I have an issue for a mobile game I'm working on. So I recently changed my Player sprite from a single sprite to multyple ones I cutted (Head, Torso, Limbs) and now I'm having issues were the player no longer can jump. I think it's something with collision but I'm not entirely sure. Does anyone have a clue on what I could do?
Ok so I fixed this problem and if anyone's facing something simillar note that when changing the player sprite if you also have a "grounded check" function, it's position will change to the center of the new sprite/sprites, or at least that's what I understood had happened to me.
Okay, so this is probably a very frequently asked question, but why doesn't Unity Remote work, like at all? (Android)
So last time i opened my project it worked... somehow then after that (aka now) it's not working anymore. I can build and run it on the phone no problems asked, but to get Unity Remote to work? No luck. I tried with the Unity Android SDK that it downloads, the one from Android Studio , still no luck. That Edit > Project Settings > Editor thing is set to "Any Android Device".
I've tried restarting Unity several times, no luck.
One thing that might be "disturbing" it is the fact that, for some reason, adb recognizes an offline emulator as a device. Right as of writing this I restarted adb server(?) with adb kill-server and adb start-server and the emulator is no more on that list, but still no luck.
Solved it. For people searching about this issue on this discord channel, here's how I did it:
Okay, after a whole lot of digging I found this https://blog.terresquall.com/2020/05/getting-unity-remote-for-android-to-work-on-windows/
For me, what worked was installing Google USB Driver
Hey, my Unity can't build my game for Android for some reason. Whenever it does, either the entire app crashes or it takes an extremely long time (I let it run for 40 minutes and then shut it down). Can anyone tell me what is causing this and how to fix it ?
@lime parrot um can you tell us what the error is what the console is outputting also for building time taking longer it might come from your pc
I've already fixed it. My PC is very efficient and new, it was a problem wit Google AdMob SDK.
What shaders would I use for my mobile game's color materials?
@oak warren UNLIT are the way to go to get the best preformance but you can use LIT too if you want lights calculation
Hello! Can anyone help me with this?
I build the game and make it an apk and the image stretches but when I debug it in Unity or Unity Remote the image is normal, anyone knows how to fix it or know why does this happen?
Does anyone know how to work with IOS's CgBI format?
Aaand it decided to not work again... I swear...
How can i make sure that the dimentions fit in all smartphones ?
Hello, would just like to ask, how do I check the game I am currently working on if I aim it to be for mobile devices?
You can connect a smartphone
And build and run it directly from the phone and play it
Is it unity remote by any chance?
Um im new as well, that might be for iphones ? I just connect my android phone turn on usb debugging and then hit build and run on unity
And it installs it and runs it on my phone
Even if i disconnect the phone i have the apk on my phone i can run it whenever i want and play
It basically installs the game on your phone from my understanding
Uh yes it's actually for a iPad tablet.
I see that's good to know.
Is there a fps should I aim for by any chance?
fps?
Does anyone have an experience getting a wifi camera to show up on mobile?
Looking to make app promo videos. Can anyone point me in the right direction?
@cursive quest most of the work is in recording your own game. start by playing through with Unity Recorder package recording at a high fps. then, look at a trailer you like, for a similar game, and cut it with the same edits. otherwise good trailer services run around $3,000-5,000 for 1 minute
@proud temple what is your objective?
@urban compass on ios 14, you have to enable the entitlement to access local network resources. then, look for an NDI library for c#. this is the most common wifi webcam protocol. there may be one in the asset store.
@oak warren modern ios devices are powerful enough that you shouldn't really worry too much about that. just test frequently
yes, but nothing will work on android
like the video will not decode in an accelerated way, or it will decode on the main thread, so it will not really work
Oh poo
Okay, thanks
or another way of putting it is, what you want to do is basically impossible on Android, because it won't work on anyone else's device but yours
maybe that doesn't matter
@latent osprey I guess my post was a little vague. I've had promo videos made and I definitly didn't pay $3,000. More like less than $100. I meant like point me towards good editing software or a reliable online service.
the best free editing software is davinci resolve, but it can be a little tricky to use. otherwise, if you're on a mac, use final cut
Well yea, this is mostly a person project. I pretty much want to have a webcam facing down at a tabletop, and i want to do drawing in the app.
To get a PNG from an Apple phone and use it in my app.
at runtime
@proud temple it sounds like you went pretty far down the wrong path there
what is your objective really? to load a texture from a remote location?
to get a picture from the user's Photos database?
Correct
^
okay
Any image file
JPG, PNG etc
JPGs work
@proud temple maybe use https://assetstore.unity.com/packages/tools/utilities/ios-etcetera-plugin-115787
PNGs don't
i have good experience with prime31
are you saying that you already have a photo picked from the device somehow
users generally only create PNGs from screenshots on iOS
there is nothing special about ios PNG screenshots
Yes
when you say CgBl format, i'm not sure what you mean, at least it has no results
in google
which is to say it probably isn't what you mean
are you already using an asset store package to pick the photo?
Okay so this is for users who specifically have PNGs on their phone
It does not need to be a screenshot
are you saying you are accessing from Files?
Yes let me find you a link for it
is it prime31's? you should use theirs
Yes with IO path
so it isn't a photo picker at all!
I'm using this for retrieval https://assetstore.unity.com/packages/tools/integration/image-and-video-picker-28597
Its a drawer interface that lets the user pick a photo
on the back end, it provides me with the path to the photo and I retrieve it from there.
i don't think applications create this
only xcode does
are you saying you are accessing the path to an icon or some other application bundle asset?
is this for a game?
when you say you are getting a png from an apple phone, did you mean, on the device?
Lets say its to set a User's profile picture
so this is for jailbreak tweaks?
is this to replace application icons and such?
i think you can try https://github.com/MikeWeller/PNGDecrush
No just used internally for the User
This is what I'm on right now
alright
The problem with PNGDecrush is, its like 8 years old
i think you might want to stick to android devices
has a lot of depreciated dependencies
So right now I'm in the process of seeing if I can replace those dependencies for the library, but it seems like too big of a task.
I'm considering sticking to Android, but our core userbase so far is on IOS
I can limit IOS to JPGs for now, but that's not really a desirable fix...
it's hard to help you without knowing what the application is
Rather, outright obsolete.
I can't really say much is another issue.
But to summarize. I want the user to pick an image from their device during runtime and then use that image in the application.
For eg, using the selected image as the User's profile picture.
And as a recap, I already have the ability to let the user pick an image, and I load it on my end with the provided path. Then I process it into a texture2D and use it as needed.
The problem, on Android all formats work with this method.
On IOS, PNGs don't work.
"I can't really say much is another issue." By this I mean, I'm under an NDA ;_;
Guys, i just imported cloud once, now i can't build the game, do i have to run set up, and do those stuff with play console before being able to build it ?
Now with the possibility of exporting an Xcode project for macOS, I'm looking on ways to detect if the editor has downloaded the UnityEditor.iOS.Extensions to use everything related to PBXProject, ProjectCapabilityManager... for macOS
Conditional compiling doesn't seem to be an option, since those classes are only available if the unity install has the iOS module installed.
The only way I can think of is to use reflection in some wrapper classes, but I am asking here in hopes of maybe discovering a missing #ifdef IOS_EXTENSIONS to detect those classes exists.
Any clue or idea?
@upper carbon what do you mean, if the editor has downloaded UnityEditor.iOS.Extensions ?
do you mean the ios platform package, or do you mean the editor module to target ios?
or you're not sure which of those two things has UnityEditor.iOS.Extensions
@latent osprey Yeah let me explain it.
Those UnityEditor.iOS.Extensions classes, to handle Xcode projects in post-processing, are only available if the iOS module to make iOS builds is installed in the editor.
Nowadays, you can also generate an Xcode project for macOS as well. But when building it, you may or may not have the iOS module installed, so the presence of those UnityEditor.iOS.Extensions classes, to handle the exported macOS Xcode projects, is not guaranteed.
This can result in compilation errors in post-processing code for macOS if the iOS build module is not installed in the editor. It used to be that you could just use the UNITY_IPHONE compiler definition, but this is not true anymore.
So my question is, is there any way to detect the presence of that UnityEditor.iOS.Extensions namespace in compilation time?
i think you just write in the README that you need to have the xcode module installed
and not overthink this
people who don't read won't thrive in game development anyway
otherwise you will probably need ot just file a bug report with unity
since that's obviously a bug
i think you just write in the README that you need to have the xcode module installed
People don't read README files, no matter how well documented it is. And I would probably get an issue opened every week complaining about the editor code not compiling š
It's definitely a Unity bug (one of a few with those xcode tools), so I'll just work around it with reflection for now.
people who don't read won't thrive in game development anyway
i wish unity felt that way too
the only indie game developers who ever make it are superbrilliant, they read way more than the engineers of asset store assets, they're a lot better at engineering that the most senior developers at Unity and their big name partners
it's the exact opposite of what they imagine
Hey guys, I want to publish a mobile game to the play store. Is this the appropriate place to ask questions for this topic?
@limber jasper i think you just pay the $25 and you're done
I know that, but do I just specify that it's an early access game when publishing it?
there's no special designation like that in google play, as far as i know
nobody is going to review it, you can publish an app that is literally just an empty white rectangle
a human being* isn't going to review it
Oh ok, and if I do publish it will it pop up advertisements on the game or is that something I must do for it to do that.
you will need to provide your own ads
i don't work for unity so i'm not going to suggest unity ads
google would want you to use admob
i think usually the highest paying ads are incentivized video views
i believe that is vungle and vungle adjacent
i think the highest paying text ads are from mopub
Do you have to install those yourself. Or does google do it for you when you publish it to the play store.
you must integrate it yourself
Ok
I think i will integrate those if people actually enjoy my game though lol
Thanks
You guys ever try to bring god rays to mobile
@glossy sluice you can do them with volumetric lighting on mobile so you just fake them with a custom shader and some HDR colors and glow
That's what I've been doing do far
I just have a shader on a generated mesh
But I wanted to know if anyone's ever tried anything different
Hi, I always wonder about benchmark figures. Currently I am trying to optimize my game. On physics side It has a RCC car controller Physics. Custom Traffic solution using Unity Standard Assets. Trigger controlled rigid bodies NPC pedestrians. few birds. On rendering side it is having 1100 draw calls with 300k tris and approximately same 300k verts count. This all is causing my game to slow down as low as 8 FPS. If I reduce draw calls to 100 then tris and verts count per frame reaches 1Million. So what do you guys have experienced so far. How much maximum of tris count you have used for android builds maximum without causing problem? I am still optimizing and I have checked physics load is also heavier but what about tris count? How much you think usually is good for mobile platform. Thanks.
@sour flint Tris count up to a million is not a problem. Problem is with draw calls and heavy shaders for mobile. It also depends on the device, as there's a huge gap between gles 3 and vulkan supporting devices.
Thanks for response. I keep OpenGl Es 3.0 as minimum target. I am using Mesh baker tool to reduce draw calls. But I ultimately noted is that Mesh baker is splitting the combined meshes once mesh reaches 65000 vertex limit. I read this on unity documentation that it is because of Mesh Index Buffer.
Original text from Unity Docs, "Index buffer can either be 16 bit (supports up to 65535 vertices in a mesh), or 32 bit (supports up to 4 billion vertices). Default index format is 16 bit, since that takes less memory and bandwidth.
Note that GPU support for 32 bit indices is not guaranteed on all platforms; for example Android devices with Mali-400 GPU do not support them. When using 32 bit indices on such a platform, a warning message will be logged and mesh will not render."
I'm not sure a draw call has that limit. The main reason to have many draw calls is using several different materials that can't be batched into one draw call.
Also little research showed me that Mali -400 GPU is used by many kitkat and even some Marshmallow devices. So what buffer index do you guys target for? As last resort I am thinking to reduce my poly count of my meshes so that most of meshes can be combined into one draw call.
As I said previously, poly count is probably not the main cause.
If I were you, I'd profile the build properly to see if it's cpu or gpu bottleneck first.
yeah. I have converted my 110+ materials into only 20 using Mesh Baker. But still number of meshes are not reduced much because of vertex count limit. So This is what I think is real culprit in increased draw calls. So i think after reducing polycount and combining even further meshes may reduce drawcalls.
It may or may not. Use the profiler and the frame debugger to see how many draw calls you really have and why.
Guesswork is the worst thing you can do when optimizing.
I have profiled and its CPU and main two things are physics load and rendering. I am optimizing physics as well. And alongside I think rendering is having more load because of drawcalls.
but thanks I will profile deeply to exact specifying issue. But since you are quite confident about vertex count is not an issue, it have given me a direct to dig further. Thanks mate!
Can you share your profiler data?
also, are you using URP or built-in?
I am using built in. Because for my last game, I compared performance using URP with using built in + Mesh baker and the performance was quite same. So I did not try for next game. But after this game I will retry URP for optimized rendering. And Let me record my profiling data. Currently I do not have last recording.
Another question I am struggling to find an answer. This is quite basic but I have doubt. Does Burst work on android armv7a and 64-armv8a both? Are arm32 and armv7a same?
might seem off topic but I need this answer in optimizing process. thanks.
I think it does. Do you have burst compatible code? I think it's mostly for unity ecs and jobs.
@sour flint ARM stuff was mentioned in a recent changelog someone posted on #archived-dots
Burst: Full support for ARMv7 and ARMv8-A Neon intrinsics (out of experimental).```
no I do not have. I have my custom traffic system but it is utilizing 30 to 40% of the performance. So I am planing to use a paid traffic solution written in jobs and compatible with burst.
Thanks for letting me know. I will check that.
And these are platform specific fast paths, so odds are basic support has been there for a while.
Can any one guide me how to save profiling logs on mobile and load it later? I have seen there are few methods mentioned in API scripting but I am unable to understand how to define file path in those scripts. I have tried profiling by cable connection but it makes game too laggy and also it increases slows down profiling a lot with very high values. So I want to profile directly on mobile without connecting to unity profiler in run time and save data in a file to load later. Thanks.
Not sure that's possible. At least not the unity profiler. It needs to be connected to the Player.
Sounds like a type of torture.
Guys, is unity banner ads really small ?
It is best practice to put a frequency cap to your ads per user per session. Admob recommends it.
What do you mean by small? The size of banner ad is standard size. I implemented admob + unity both in my game few months back and what I found that admob has ADAPTIVE BANNER which can change size as per screen size i.e. rensposive/adabtive. But size of unity banner is fixed (as far as I remember) so i removed unity banner ad but retained admob banner ad because it can adjust as my UI responses to screen.
I am not confirmed but this is the image I got from unity banner ads documentation. Here banner looks bigger. So in your case it does not look proper. But still, testing on phone may confirm because for admob ads, I usually get logs instead of original ads while in editor.
Hello, I have a question, how could I make the collision to be frontal, that is to say for example to respawn me if I touch the object in front (I am a beginner)
Attach a separate collider in front side with a tag and detect that collider by tag or even by type. If I understood your question correctly.
is there no other method?
I have another question, how do I do it so that when I press the jump the character rotates, as it is on geometry dash
hello iam making my own multiplayer code
with my own framework
i want to add online multiplayer bc i have it now on lan
so
when someone hosts a game add a new record with the host's code+public ip then the other client can enter the code on their end. you lookup the code in the database and retrieve the ip address
^ is that allowed on google play?
(I reposted to make sure that it is ok ,do not kill me plz ;-;)
@red geyser Reposting after some time is fine, this is primarily #archived-networking question though.
This is the first which came to my mind.
Attach rigid body to the player with gravity on. Keep adding translating transform to the forward direction and on pressing jump Add vertical velocity as well as torque to the rigid body.
ok, thank you
you can give me a example, please?
I'm having trouble getting Unity Remote to work on android, what are the trouble shooting steps?
s10+, I assume that's what you're asking.
don't use unity remote
I don't see any other alternative for rapid testing? I'm happy to build and upload occasionally but not if I'm tweaking values and stuff.
Again, what are you trying to test? Layout? Performance?
Touch controls
Hmmm... Then build or unity remote is the only option I guess...
Going to try an old iphone, see if I have any different luck removing android sdk from the equation
first, you have to make sure your device is in developer mode, connect it to the pc, make sure the device appears in build settings. Then there are a few settings in project settings that need to be checked.
Just expect to have extremely low fps while using unity remote. That's why I'd discourage you from using it.
I only see "any android device"
Guys, i just released an app with play console internal testing, how do i install it ?
You should go to internal testing page, go to manage testers or something like this and there should be a link for downloading your internal test
its possible that you will have to add yourself as internal tester first in order to test it
Internal test track is weird as it is only available when you have another (open or closed) test track first. this is not really clearly mentioned anywhere that I know. So create a version in another closed tracked and wait for it to be made available. After that you can use internal test track for quickly testing your new versions. And yes, you also need to add your testing account email to the testers list.
guys
we make a game to join the game jam so we need some helo any one want to help us ?
Thanks for the antsers guys 
hello, can I have some help. I tried to upload my game to google play and always get this error and I can't fix it.
@north bronze you are trying to upload an update for an app/game that already exists on the store but you didn't use the same signature that you used when you creaated the apk.
If you still have the jks file use that to signe the new apk and you should remember the password you used
hello I have problem with build apk file. I did it without 64 bit architecture and I can't to upload to google console. I changed settings and after I can't build file. Where is a problem? I checked password to key. All the time I have problem with JDK but before everything was OK. I change for JDK 13 and 15 but Unity doesn't see it. How Can I fix it?
thanks
Probably I found problem. I added GooglePlayGames plugin.
Before when I added I couldn't build a apk file. How I can fix it I need this plugin to make Google Authentically.
I have a button that works on Mac and PC, but doesn't work on iOS, anyone around to help with that?
@pseudo lava what do you mean by a button not working is the event not getting called or what exactly
You'll have to forgive me, I'm running on a salvage Mac I was lucky to get my hands on. I only got Xcode up and running yesterday. It's a UnityEngine.UI button, hard to tell if anything's been called at all
Can i see how did you Link the function to the button
In Inspector
Hey! Any idea how can I convert this in touch input?
if (Input.GetKeyUp(KeyCode.P)) {
Time.timeScale = 0;
pauseTable.transform.position = new Vector3(0,0,-1);
gameState = GameState.pausing;
}
@hot nacelle Seem's I'm running into iOS security. From Xcode console:
Access to the path "/Settings" is denied.
@golden remnant you can use this TouchPhase.Stationary
This is called when finger is touching the screen but hasn't moved you cannuse it as hold if you add a small timer
thanks, i will try it
@pseudo lava are creating something that requires a permission access to system like Saving aa file or getting sprite from the server
@hot nacelle on desktop, it saves a Settings file at ./Settings, and save files at ./Saves/
How do you get the path are you using Application.dataPath
I am not.
Forgive the shite practices:
public const string SaveDirectory = "Saves";
public const string SaveExtension = ".tethys";
//The name of the settings file. Will be placed
//in the executable's directory
public const string SettingsFilename = "Settings";```
@hot nacelle Would persistentDataPath be better? Docs say dataPath is RO
Yeah Application.persistentDataPath
Is the way to go when you want to access or save filea on IOS that's is as far as i know
For the desktop it js okay to use Application.dataPath
Working now. Thank you @hot nacelle
Hello, I'm trying to implement the "googleplaygames" file from github. The problem is that after creating the code, working and trying to create the apk file, I get tons of errors. However, when I deleted all the related files, the apk file was created without any problems. What could be wrong?
you can search youtube for the problem
i'm a beginner so i don't know much
Well, It's good idea thanks š
My google ads show in the editor, but not on a phone
I use a canvas to change the size of my buttons, could that effect it?
@glossy sluice i think use the built in android SDK that you can install from the hub
@latent osprey thanks but I found a problem. I tried to add google authentically and I used googleplaygames plugin. Folder of this file was problem but now I need to find solution for this :D
Hello guys, do i have to give refund option for players in Android game?
Using a video player component (Playing from URL)
When the video format is MP4 on the URL, it works fine but when it is .mov the same video doesn't stream on any android device but works well on iOS and windows.
Does anyone have any knowledge regarding the same ?
@night cedar no think android support mov file
@amber plume the one that are showing in the editor are just test ads i think.
They won't show up directly they need some time and it depends on the calls they get and impressions
@uncut lark refund for what exactly, if you are using IAP then there is nothing you can do because the user won't buy in your game until he is satisfied or likes the content
Android don't support the .mov format mp4 is the best way to go
If the user buy fromyour game to remove the ads you should remove the ads but if you get a lot of reports from users google will send you a warning.
The same for unlocking characters.
Refund is not something you are in control with because the user pays google and google pays you back
@uncut lark
So i dont have to give them refund option, right?
I mean, if that is legal, i dont want to put it š
@hot nacelle
You don't have a refund option with google.
If they didn't like it or they got scammed then they are going to report you to google and your game or even your google developer account will be suspended
@uncut lark
I understand, thank you for information! @hot nacelle
I also have an issue where post processing disables when camera stacking is on.
Okay gang, this is my current issue.
I'm currently working on the "lite" version of my app with Unity ads.
I have a banner ad running, and a video ad that runs if you quit to the main menu.
Adding ads to my scene plummeted my framerate on my phone when testing. I'm currently testing on my Samsung S8. It runs my game flawlessly without ads, and all playtesting on the ad free version has been positive.
Any ideas on how I can optimize my lite version to run ads without major framerate dips?
my google ads work on unity editor, but not on my phone,
force resolve causes errors
no idea why
Hi, I published my game on the play store yesterday and I have unity ads in it, but when I get ads, it's not proper ones, its those unity testing ads
@buoyant marsh did you disable testads from the unity dashboard for your game
I'm having to export my project to Android Studio instead of directly building, because of some library conflicts. How do I make the exported project's build.gradle and manifest always have the modifications I've done, so I don't need to manually add them everytime?
I have a question, how do I when I press jump to fall faster on the ground, like on geometry dash, how do I when I press jump to land faster on the ground, like on geometry dash
Is this video test ad?
It is look like real adš
Hey guys , so while developing a WEBGL project, I have a small issue that for computer, I want to have w,a,s,d as my controls but for Mobile devices I have added joysticks. But how do I detect that on which system is the build running. Thanks in advance
@glossy sluice
1 - apply a force downwards ā¬ļø that will push the player down.
2 - change the linear velocity and the darg in the rigidbody
3 - change the overall gravity force in the player settings
@night cedar
Use the Platform dependent compilation
example
#if UNITY_IOS
Debug.Log("IOS scripts here");
#else
yes. There is written test ad so it is test ad. When you use test ad ids then google oriented test ads are shown. But when you use real ids but your device is registered as test device then this type of real ads with test label are shown. This is my understanding and some may correct me. But this is what I have understood so far.
I'm making an RPG that's playable on PC/Mobile(Android). Is there a good assetstore asset for translating controls etc that would make the process better? Just trying to grab stuff while sales are occurring .
Guys, is putting unity banner ad on top and admob banner ad on the bottom of the screen a good idea ? Is it possible ?
Probably possible. As for how your players are gonna react to this is a different story.
Lol
@sour flint thanks, you are correct I think:). Because these kind of ads not shown in my other Android device.
Hi just wanted to ask, why did i kept recieving message "Android sdk build-tools component is not found" even though i already installed the android sdk?
Hey, i have question about IAP. If player buy something and delete game and he install it again. Do i have to give him stuff that he bought?
Does anyone know how to make the resolution and frame rate of a game more smooth in mobile? I'm trying to make a simple mobile game and when I connected it to my iphone 12 and booted it up with Unity Remote 5, the sprite looks very choppy and low resoltion while in motion. Right now the white block is supposed to be able to be flung by swiping in a direction and rotate while moving; but when doing so it doesn't look smooth. Also even as it stuck to a block right now, the white block's edges aren't smooth. Thank you š
@humble sparrow Have you done Application.targetFrameRate = 60 (or 30 or whatever) on startup? I was having framerate issues on some phones (and battery consumption issues on others) until I set that.
no i havent heard of that
i will try it, but which script do I put it in?
actually, does it even matter which Start() function i put it in?
I put it in a script that's attached to a "Managers" object that's always in the scene at launch.
So yeah, just make sure it's on an object that's in the first scene when it starts up.
thanks I will create a game manager object and attach this script to it
so i created an empty game object and attached a gamecontroller script to it with that line in Start() but it is still choppy
also, even on my computer in game view the cube spinning animation doesnt look very good
i don't know if it is too fast or what, but it doesnt seem to be going fast
and the other issue i have is that the block when diagonal isnt smooth but im not sure if that can be fixed
I'm afraid I'm out of ideas. (But keep that targetFrameRate code anyway, my understanding is you want that regardless.)
Might be a general performance issue.
thank you š
@humble sparrow unity remote is a bad idea. It doesn't actually run your ge on the device. It simply streams a video if I understand it correctly. Make a build and test the build on the device instead.
ahh i see that makes more sense
well right now im just trying to do movement controls and the game isnt even a game
regardless would it still be better to build everytime just to see if things work?
If it's testable enough with unity remote you could test small things in there, and then test occasionally in a build.
ah i see, thank you!
Dunno about "have to" but that's the expected behavior. I often uninstall/reinstall games to save storage space on my phone and I expect in app purchases to remain.
making a first person game ... but i want my player can automatically zoom or focus on enemy like virtual cop 2 ... can some give me hints??
I've got an issue where I have a panel for a button but it registers touch input behind the panel itself
so in this case, tapping "exit" will bring up the fishing boat menu again
as each of the ships in the background are listening for touch input
Are those ships in the background made with UI or SpriteRenderer? How do you listen for touch input in them
https://pastebin.com/hQwMQSm8 <-- like this, Molioo
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.
they are SpriteRenderer so instantiated
https://pastebin.com/LJrWfKcF and this is the script for spawning them
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.
I think you could use EventSystem.IsPointerOverGameObject in this first script. It is a bool that says if pointer(or touch) is currently over an eventsystem gameobject(over ui element to say as this name is tricky)
so that returns false if there's a UI element over it?
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.
pardon formatting, im not used with pastebin
but yeah, that way, if you detect that pointer/touch is tapping ui, you are not proceeding to your ship touch code
niiiice
thank you
yeah haha I guess pastebin is a little unconventional
too much ComputerCraft
btw im not sure if this code (with touches) will work in editor so it would be the best to test it on build
Tried to build my game in Android but i always get this message
I can't find any file named "AndroidNativeLink.xml" inside that folder
Tried googling that?
So you have android build support installed?
@warm adder it works in editor
Hello in my unity ads the ad never get ready can you tell me why?
like in unity editor it says that it is fine but when exporting and playing it does' not get ready
So you have android build support installed?
@iron acorn yep
@whole onyx check if the file exist in the specified folder
I fixed it by reinstalling the android build support, for some reason the setup was interrupted with no errors nor warnings
good to hear that it's fixed!
Can someone help me with a drag movement system?
I tried doing one but it didnt work at all
When i play my game on unity remote or when i download the APK file onto my android phone and play the game the unity preview scene loads but by game seems like it instantly crashes every time and not even being able to see the menu once. I have no errors and there's a message in the console which says build completed with a result of 'Succeeded' ive tried my game on another android device and it doesn't work and I've put the correct scenes in build settings. Can someone help me please (:
you gotta be testing the game in mobile
@rough quartz check Android Logcat for errors, not Unity's console
if the game crashes, the stacktrace would be there
thank you for the response i ended up using LogCat and found out that it was my AdManager which was creating issues (:
So our game got modded and we are exploring ways to know if a user is using the modded apk so we can inform our server before sending an auth token back to that client. AKA keep them away from online features and payments. What would you suggest ?
You can check if your game is downloaded from Google Play Store, and if it's not don't send the auth token to the client
@robust hamlet How do I check that? can you point me to the right direction?
Not sure if this help, since I've never used it, but there is a native Android way which will work
In order to do this, you should write some native code
I found this too, here's a link :) https://answers.unity.com/questions/521417/identify-which-android-market-app-is-downloaded.html
First of all thank you for your help. I am confused about the following now:
Since the modders reverse engineered our code and changed it to do their bidding in regards of gameplay how is adding more code (for checking the installerName for example) is going to prevent them to change that code too? I'm i missing a step?
Yes, this can be 'hacked' as well. There are really great tools for Android if you want to hack a game or an app and make it do whatever they want
Can you be more specific of what exactly you want to prevent?
I just want to include a value in the authentication request that the client(game apk) sends to our server, if this app is not the legit app downloaded from google play.
Is it paid app / game?
no its free with IAP
ok, but what do you want to prevent the players to do if they are using modded apk?
You can check for the hash of the keystore which you are using to sign the apk if you are not using Google App Sign in, because modded apk will be signed with another keystore
The thing is we provide the players with the option to authenticate with our own auth system and not only google play. So when a user is authorized on our server we send them a token back and is used in all requests to the server (including chat, leaderboards and purchases). The thing is if I know in the client that this apk isnt the original downloaded from google play i can send that info to the server secretly so it doesnt return an auth token to this user, or i can even stop the request altogether.
That sounds exactly like what i need to do. I am just not sure how to do it through unity. I am currently trying to access the android package manager with the AndroidJavaClass() to get the signature but i dont know if i will be able to make it work
This means that if the user has modded apk you won't let him log into the game at all, am I right?
Exactly
I don't think it's a good idea at all. First of all I would find out what kind of data is overriden by that modded apk and try to protect that data
Let's say if you want to prevent additional coins added to player's profile you should implement in-app validation on server side and adding the coins to the user profile there, not in the client itself
I don't see any problems players using modded apk, because in some cases maybe it's solving an issue for specific devices
That's why I am asking what kind of data you want to protect
They actually didnt get to any significant data such as the purchases or adding money. I guess il2cpp played a role in making that difficult. The current issue is that they found a way to tweak some gameplay values, (in example making them invulnerable to damage) and they gain an advantage on the score leaderboards.
How are you storing that data
when events get triggered the data are sent to the server and the server manages the leaderboards
Hello guys,
Does anyone know how to disable this part of the Android Keyboard on android applications?}
I prefer that players focus on my inputfield on scene
Problem is that i have quality 1024x1024 icon, but its turns blurry after building on android or emulator... Nothing helps.
Does Addressables.DownloadDependenciesAsync cache assets so they don't need to be re-downloaded after restarting the app? "Use Asset Bundle Cache" is enabled on my Asset Group settings (Android platform)
@keen quail yeah, it should be cached
Are there any examples of including kotlin source files for Android builds?
according to the docs i should be able to
https://docs.unity3d.com/Manual/AndroidJavaSourcePlugins.html
guess ill dabble in it
@undone hedge yes it if possible but keep in mind that you are still dealing with Java code, not Kotlin
Hello everyone, please help, I can't include my Unity 2019 project in an existing IOs project in xcode 12 swift 4.
"_Unity_il2cppNoExceptions", referenced from:
ScriptingInvocation :: Invoke (ScriptingExceptionPtr *, bool) in libiPhone-lib.a (Runtime_Scripting_3.o)
: Symbol (s) not found for architecture arm64
the problem may be because I am using an iphone 5s to compile?
Does anyone know a good tutorial for implementing Google ads in Unity?
my app gets slower with every ad shown on my app
here is my ad script
also the ads seem to refresh too fast
plz help
hi everyone i got a little probleme with the post process on phone when whe white color is too strong (with bloom) it become black on my phone any idea ?
find the point where it gets too strong, and figure out a way for the app to avoid that much light intensity
never mind, got it
my code seems to be completely bypassing a boolean check, or it's being executed inside an if statement while the condition is false
I've made a temporary fix but
I'd like to know why it's doing that
oh hang on
okay I fixed it, issue still isn't resolved though
specifically, it's ignoring "inventoryOpen"
and then I get console errors when it tries to update text objects that aren't there, because the condition is false...
it happens when I change scene and then change back
...now I can't even recreate the error
O
I'm going insane
idek what I did
When it comes to making a unity game thats released on multiple platforms, is there a good video or site on things to look our for/ways to make sure performance on mobile devices(specifically android) isn't too bad? I'm doing a 2d game and I've gotten a pretty fair start on it, but I know very little about methods for optimization.
Hi, I have a problem with unity adds on mobile. when I play my game in the editor I see the add banner and it says "This would be your banner" Sadly I dont see my banner on my phone when I build the game. it looks to me that I've done all the things I need to do to enable them (disable test mode, enter the right Game Id). does anyone have an idea what else I might have missed? thx! (pls @ me)
Anyone knows how to fix errors in xcode with unityframework?
Im getting like 100 errors and it's appearing UNDEFINED SYMBOL
Hey all,
What is the good backend server for storing progress of mobile games considering cost?
Firebase or Playfab?
@frosty flame if you know you are only targeting android, google play games services is free and well supported
it integrates with https://docs.unity3d.com/ScriptReference/Social.html which also works with GameCenter on iOS
there are also asset store assets, from e.g. Prime31, that provide a simple facade for this stuff
on all the apple arcade games i've played though, they have an issue with losing saves, and it looksl ike everyone uses the same plugin
How do i fix these?
no think google play services still support iOS
Hello guys. I wanted to ask you do you use unlit, simple lit, or baked lit for your mobile games?
I also used baked lit, but its very buggy in game. Textures of the lightmap are desappearing sometimes
any directions on debugging a running ios game? I have managed to build it through xcode and run it on the iphone but i cant find how to see debug.logs etc. e.g. for android i use android studio and connect bluestacks through adb and i can see debugging in logcat. What is the equivalent for iOS?
I remember u can connect to unity console throught iphone
and there a console in xcode as well, it appear everytime u build to your iphone
I cant find the xcode console after i build and play on iphone. When the build is completed it directly takes me to the issues tab. Debugger tab is empty.
thank you. maybe i need to enable development build at build settings in unity first
test
Hi, I seem to receive false GPS information from my phone.
I got my actual location coordinates from Google Maps with rightclick at my location.
I update the Debug.Log(lat, long) every 2 seconds and the first GPS data seems to be correct, but then my phone prints out a completely different position (1, 0.49...)
Is every following data just a delta change?
Hi everybody, can somebody give advice how to implement finger drag line for mobile, like in this game
I have done it with line renderer, but can't seem to do it with sprites.
when you say sprites... you mean lay out the sprites along a line? @hard rampart
or how to draw a line using sprite art?
@latent osprey draw a drag line using sprite art, but nvm, i managed to do that, thanks
š
Hello, I'm having a problem with Unity and Android native plugins. Following this tutorial : https://stackoverflow.com/questions/47399921/opencv-android-unity, I managed to create an android plugin with Visual Studio (in both ARM and ARM64) and built it properly so that I have a "libMyPlugin.so" kind of file that I added into unity under Assets/Plugins/Android[...] folders. The problem is, when I try to use functions of my plugin, the Unity Editor console keeps telling me that the Dll is not found (DllNotFoundException). Could anyone tell me what are the reasons for such error ? Oh and my plugin works fine for standalone version of my Unity application (I created a .dll plugin with the same features), so the problem occurs only for the Android version of the plugin. In case you might ask, this is how I manage to call my plugin's functions in my C# script :
[DllImport("MyPlugin")]
private static extern float Foopluginmethod();
Hi everyone, I am writing here because I need help with loading one or more asset bundles in an android build. I looked about it in the Unity tutorial pages, but as I am not a programming expert I cannot understand how to make the app load an asset bundle from the internal memory of the phone. Thanks in advance for the help!
Why when I create the .apk file the game looks so bad. Also two button(near the right joystick and the top right corner ) don't do anything?
This is the errors when I am building my android, whats wrong ?
pls some1
?
Hey, can you show me how to did that? i plan to do it on my next game
can u help me?
Now these errors
?
Says it built successfully
it doesnt
It gives you a path to the apk
But it failed to install on the phone
You might need to allow access
how?
You should get a prompt on your phone
But you can also install it manually with ADB now that you have an apk
I already said that it will always allow access
and before I recreated my keystore it worked
this is the only soulution?
If you run adb you can see why you are having issues
If you get it working it should work with build and run as well
There you go
you probably need to uninstall the old one first since you changed the keystore
the old apk?
from your phone, uninstall the game from your Android phone
and that rebuild / reinstall from Unity
This the the errors I am getting when I am uploading my app to google play, someone knows how to fix it?
The first line shows you the error why you can't upload the apk
- you are trying to upload a game with a different package name
what is certificate?
the keystore you are signing your app with
so what I need to do with it?
to use the same one which you did when you uploaded the first time your game
currently you are signing your app with a different keystore, you've changed the package name and trying to upload to Play Store
I can delete the old apk from the google store?
that won't help
But I deleted it
you should never delete the keystore
you won't be able to upload an update to your game now
do you have a version published on alpha/beta channel?
so I guess you enrolled to Google App Signin and let them sign your app with their keystore and they are waiting now for you to upload an apk / aab signed with the upload certificate
Just contact Play Store support so they can reset this for you
you can
so how do I delete apps there?
Anyone with experience hooking up firebase unity package for android? (using specifically remote config, messaging, and storage) I'm having an issue with fetching my remote config specifically on android and am kind of at a loss as i'm not having issues on desktop or ios. Can provide more info if anyone responds
Is there a good method for changing schema for input on mobile? Like I have an RPG that goes through menus, and on PC you use arrow keys mainly. I wanna switch it up to just be "click on button" on phone. The way I've thought about doing it is with my input_handler script just making a copy that handles it if it's mobile instead.
@fervent thicket are you using the new or old system?
Hello everyone. Completely lost on Google Play;
Recently had to request a new upload key for Google Play Console as I lost mine. However, after creating a new .jks and .pem file, sending it to google and them changing it, I still get the error message; Your Android App bundle is signed with the wrong key. Ensure that your App bundle is signed with the correct signing key and try again.
Could it be something to do in my Unity Project?
Did you set it up in Unity correctly?
Thats all I know so far, you build it with the password setup right there in the settings, did you also select the right key file? maybe clear th elibrary once
Sorry, no android setup her eon my machine, otherwise I could have a look. but yeah, thats the only thing I could think of, having the wrong sigining key in your unity setup or online using another one. Oh wait, are you trying to update an existing app with a new key?
Nope, I've sent google the new key with the details they needed. Updated a few days ago, and still issues
Well, maybe the have not updated the new key to your existing app, because, as far as I know, you cant just get a new key and upload an old app, you have to create a whole new app bundle identifier with that new key and get a new store entry, your old version is "dead". But maybe it changed in the last couple of month
I would imagine they updated it. Saying "We'll update the keystore in 2 days" and then not doing it seems like an illegal action xP
Dont you have a casenumber or something to check the status? I would just get back to them and send a mail or something
I've sent them the files again to re-do the upload certificate
But the issue is that they sent the keys that would be uploaded
And they are identical to the ones that I sent before
So I haven't a clue what is going on
Hello guys, how safe is to send apk file to publisher. Can they steal game from me?
Based on reports it does seem like a real possibility.
Whether you really have other alternatives is another question
What exactly do you mean? I'm running my input through scripts in Monobehaviour updates, so its just if getkeydown.id.W or w/e the call is
Anyone here have much experience with google admob?
Okay so than you are using the old input system. There is a new one, where you can like map bindings to actions and save them as keyboard/gamepad/touch or whatever you need. Might be worth a look
ah okay
@sacred creek so essentially it's something like, getKeydown W, Touch input hold, etc can all share 1 same action with one method?
I was just going to construct a class for it but
Is there an exact name for this new input system so I can look into it?
Yep, you can say, i have player input and the action movement, there I can say, for keyboard, its arrow keys that send out a float, for touch it can be the delta position or what not
(also do I need to update the year of my unity or can I download it as like an asset)
unity new input system should get you goin, just google it. you can activate it through the package manager i think
okay nice
It takes some hours to get used to it, but I actually like it, having like the feed of a variable just in one line instead of all those ifs and elses
yeah, my thing was essentially going to be If(Input == Whatever keyboard type || Input == Whatever mobile type) then move forward etc.
@sacred creek is the new input system out of beta?
or is it still a WiP?
ooo hmm interesting.
2019.4 uh oh, I'm 2019.3.15f1. Do you think it'd still work?
I remember updating my project for a second before and it blew up a few things so I'm wary about doing so again.
I dont know what things have changed from .3 to .4, also dont know your plugins you are using. So, just back it up on git or whatever you are using, and then try it out, id say
Hm I'll give it a try.
I updated it, seems fine. I'm not using anything too crazy past maybe animator that might not update so It should be oaky.
Oh well, I dont think those easy things will break then, usually its just little obsoletes and stuff that happen inside one version.
I am trying to find the equivalent of GetServerAuthCode() of google play but for apple iOS. Anyone can point me to the right direction? I cannot find anything similar for apple
So it is apple game center you need? @pastel crystal
I wanted to receive a server auth token from apple's game center. Turns out there is no such functionality offered from Apple
Thats what I know and read about it: https://developer.apple.com/library/archive/documentation/NetworkingInternet/Conceptual/GameKit_Guide/Users/Users.html#//apple_ref/doc/uid/TP40008304-CH8-SW6
Describes how to use Game Kit to implement social games.
Hello! I'm creating a mobile game, currently targeting only Android, and I'm having a issue with making the HDR work on my device. I already searched a lot in the internet, it supports OpenGLES3.1 so I think it should work. I really don't know if is a bug, if I forgot to change some setting, so I came here to know if someone can help me
To debug, I created a custom blit pass in my render pipeline that renders a material with a custom shader that subtracts every pixel in screen by 1, so if there's some color with some channel value higher than one, I can detect if HDR is working
After testing, in my editor looks something like this:
But in my device looks like this:
It's completly black, meaning that there isn't any HDR color rendering at all, I think
I am making an app on android phone to show 360 videos by moving the phone around.
I have made the video to work but when I am trying to pause a video (using videplayer.pause() from the onclick() section in the inspector), the button is being pressed on my phone but the video doesn't get paused š¦
Does anyone have any experience with why an app crashes after the splash screen on an iPadPro 10.5 inch but not a 11 or 12?
you're saying HDR, do you mean HDRP?
postprocessing v2 bloom doesn't require hdr
i don't know if your custom shader is detecting if HDR is working. android devices don't really Work, if that's what you're getting at š
it's probably telling you in the logs if you start it with Xcode attached.
i don't know how well videoplayer works on android. can you get it to pause at all?
the problem is I dont have access to the ipad pro 10.5, this is an app on testflight that the only device that its crashing on out of the 3 we've tested remotely is the 10.5
then this issue will be impossible to resolve, unfortunately. did you ever have a version of your app that crashed on launch? if so, the user probably didn't manage to update, maybe because you didn't add them to the testflight group you released your latest build to, or perhaps they were confused and didn't update
Google Play Games is sunsetting on iOS. you can't activate new games for it. use UnityEngine.Social
if someone emailed you about publishing your game, and you haven't met them in person or talked to them on the phone, it is a website scraping google play listings to relist apps on their own website that they front with ads or attach adware to.
also, generally the publishers that make money release ios games, so i would be skeptical of anyone asking for an apk and not a testflight invitation
@latent osprey Thanks for the info. They didn't asked for apk, its me who wanted to send them. But i made video and they were fine with that
I can in the editor
but not in the mobile.
Is it okay if I send a video of the problem?
No Iām not sure how to fix it
oh no š¦
Could you tell me the things I need to ensure when working with buttons? (e.g. do the buttons need to have the script which makes the clicking happen?, is it possible to simply use the "onClick()" that inspector has to offer?)
I'm adding mobile devs to my own discord. Just trying to get a network going of mobile developers. @me for the link
No, I'm saying HDR the High Dynamic Range Color in my project, I'm using URP with unity 2020.2 with a Renderpipeline asset with HDR enabled. And I'm using the post processing volume built-in in URP
Yea, I'm seeing that Android is a bit messy to work with post processing effects like bloom
And what my shader is currently doing is just subtracting all the pixels in screen by one, leaving all the color channel (RGB) values less than 1 completly black. The pixels with a higher color channel range higher than 0..1 will not be black
i see
but have you enabled bloom on the device, and saw that bloom doesn't work? or it does?
using an HDR framebuffer is a separate matter from getting bloom to work
the shader queue affects whether which buffer its rendering to before compositing into your final image, among other things
so that's why i'm saying the shader might not be telling you what you think it is, it's not really an appropriate way to diagnose the issue - even if you eventually get it to work
i would suggest using the frame debugger to help understand what's going on
so, I really don't know what options I need to change, I already tried to change the pipeline asset configuration, the player settings, graphics settings and quality settings, I don't know what other settings I can change, as I'm using a pipeline asset, the majority of the settings are in the asset
I see, I though that this could be a simple way to debug if is working or not
I will try to use that, I never used but I can try
I think that last option I have is to fake bloom by moving some objects to a separate layer and apply bloom in that layer using gaussian blur. As HDR is not working to separate which pixel will glow or not, maybe separate a whole object in a layer can help
is this hdrp?
or URP?
URP
i think maybe start with a URP bloom sample and build it for your device
and see if it works
i agree there is probably a configuration setting
and that in principle you are not doing anything wrong
if it doesn't work with the sample then move on
typically you don't want pure white anyway, for artistic reasons, so people set bloom at a threshold of 255, 255, 255
you don't strictly speaking need HDR frame buffers to do bloom
as a note, this project I started as a blank 2D template, just after some coding I added the URP package, so maybe this is what is causing the issue
yeawh i think you know what you're doing
just start with a sample
worst comes to worst you'll transfer what you've built, through a prefab, into a new configuration
it will be easy peasy
yea, you are right
I'm really trying to hard-code something that would be easier to start with another template š
lol
anyway, I don't really need something fancy, just something nice-looking enough and can run nicely on the most devices
you'll figure it out dude
@latent osprey when publishing an app to the play store, can i just change my company name whenever i want?
right now im just setting it to default company because i dont have a company
Ok i will ask the main channel
nvm, also should i just delete the older apk file if i have a new apk file with a different name
im scared i might cause something to go wrong
Is there any easy free way to save variables in cloud, and load them when needed for players of my game?
Well, free and easy are no words I would use when it comes to cloud saving š You could build your own little server with API calls, you could check gamecenter if they give you something to use there: https://developer.apple.com/library/archive/documentation/General/Conceptual/iCloudDesignGuide/Chapters/DesigningForKey-ValueDataIniCloud.html#//apple_ref/doc/uid/TP40012094-CH7-SW1
Describes how to incorporate iCloud into your app.
Anyone ever had issues with macos Unity and AR Reference Images being broken when build?
Thx i will try it.
I keep getting error component at index 2 could not be loaded when loading game object 'Main camera' .removing it!
how to fix this
Hello I have an issue that I cannot wrap my head around how to fix it.
I need to be using AsyncGPUReadback (https://docs.unity3d.com/2020.2/Documentation/ScriptReference/Rendering.AsyncGPUReadback.html) on my Unity app on Oculus Quest (Android - OpenGL)
The issue is that OpenGL on Android is not supported for this function, so I have found an alternative, an external library that should be capable of doing that here (https://github.com/Alabate/AsyncGPUReadbackPlugin)
I implemented this version to my app and it does work while in Editor, but as soon as I export it to the Oculus Quest, I am getting DllNotFoundException for that library, and I can not find out how to fix it ... Even when I look into the APK by unzipping it, I can find the library files located in the build, so that should be set up correctly but somehow the app can not read that library inside of Quest ... I have googled everything already and am not sure how could I actually make it work heh ...
IF anybody has some ideas it would be much appreciated! Thanks!
Can you show the settings on your dll?
@quartz kernel
Well there is nothing much to it, they are primarily default
and this is for the *.so file
I see it's set to ARMv7, you building with that?
Well I am building for the Oculus Quest, I think the settings are like that by default, sec will check player settings for android
Yeah that seems like it
this screenshots is from player settings on android
I see, then I don't know. Settings seem ok to me
Yeah it's kinda weird, I dont really understand why it's not able to read the dll in the headset, even though it does include both files inside of the APK
@quartz kernel Anyway thanks for answering, maybe I will find some solution, who knows ... but it's strange ...
can i ask why you need to be using async gpu readback?
you probably want to use a render texture instead
alternatively you can just use vulkan, but i feel like that's other problems
the oculus 2 isn't going to be able to stream video meaningfully, not because it can't but because it will run out of battery very quickly
@teal mango #archived-resources is probably a better fit
@latent osprey Well, I am using render texture already. But I need it to sync image over network so I need to be able to read the texture from the main thread without blocking the entire application. I am working on a VR example where you can paint on a lets say a charcoal board, and it is multiplayer so everybody should be able to see the same thing (I am planning on sending the image over not every frame, but only when the painting is finished and at some max rate). I am not sure if there would be another way to do it. So that's why I need this š
Anyway the prototype is already working in editor and under windows. It's just oculus quest on android that's giving me the pain š
And I tried Vulkan ... let's say the results were not "acceptable". I am afraid vulkan is still not the plug & play solution unity would like it to be
i see
i am pretty sure you can read the texture from any thread
safely
in terms of writing to a texture2d, i believe there are ways to do that in an accelerated way
if you're saying you are networking the texture2d
maybe just use unity webrtc
since it has already sort of built that
it just only supports vulkan, although it's not 100% clear to me why it can't support opengles3
on android
I am using Pun2 for communication, so I convert the Texture2D to byte array and sending this over network ...
i see
if you want to do this low latency and low resources the webrtc implementation is as good as it gets
Well I have found the AsyncGPUReadback implementation for OpenGL on github which is MIT license and it does work, it's just that the library somehow is not being loaded correctly inside of the quest2 even though it is located inside of the APK
it is maybe not being signed correctly?
i assume you are using the official sdk and not sidequest
well I think the author wrote that it was compiled for linux, so I assume if I somehow manage to rebuild it for arm it might work?
Dont think so, but it was meant for OpenGL so I assumed it would work
I am not that familiar with compiling for different platforms, I have done some things already so I do have an idea, but it's still quite new to me š
So I assumed that it would be just enough to take the already compiled library and use it but yeah ... doesn't seem like it would be that easy š
Anyway I will try today to compile the native plugin for the arm platform and see if it is any help ... if not, I will take a look into the webrtc implementation and see if it helps, so at least you gave me a tip on where to look!
And I thank you for that!
Ah, I just looked at the webrtc github page from unity, and it seems like the Android platform support is foreseen to be added in February, so I think I will have to wait at least until then
Yeah, let's hope the compiling for arm platform will work
Hello, can anyone help me with something about ads? is it possible to put the ad on a custom location instead of the pre defined ones?
I would like to put it inside the bottom box
Hi, somehow I can't get any animation with the animator working for iOS when using any Unity Version after 2018. Is anyone aware what might cause this?
I have found a workaround with AdMob
Hello, I'm working on a mobile game and I've ran into an issue.
It's hard to describe but I will try to draw It in paint...
The camera angle changes (as shown as red in the image) when I try to run my game on a different resolution device.
The thing is that my characters are supposed to only move in the blue line in only one axis(like a platform...) and i use the borders of the screen as borders in my game(green symbols), but the screens borders doesn't fit exactly to my games borders and it becomes too big or too small when the screen resolution changes(as shown as red in the image).
Do you have possibility to change borders(green points) position?
you could use camera.ViewportToWorldPoint(0,0) and camera.ViewportToWorldPoint(1,1) to get minimal and maximal world space positions and from that set borders position
Hey everyone! I'm using Google Play Services to get achievements to work. However, when I upload to internal build, and play test the game, the pop up to sign in doesn't appear. Any ideas?
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.
Using Pastebin btw bc. Hastebin is down apparently
I think u need to have at least a build on alpha track
I used to have the issue, cant remember how I solve it
The tut. that I'm watching seems to run it fine on Internal
Maybe try to check logs, maybe there are some errors or warnings
yap, try print out the result
Sure
I think my internal build might've been outdated and might've not had the services enabled
Uploading rn
How much can a fairly new mobile handle in terms of terrain and forest scenery?
I have a quite large terrain with maybe 100 trees in sight
They are low poly but i have low frames, any experiences?
My phone is samsung a51
Not a monster but new 300euro ish
There are too many variables in play to give an answer to that question
How many polygons are the trees? The terrain? How many textures? Cutout or transparent shader? Etc
Okay so
trees go from 4k verts to 500
some is with branches only
But i realize, this seems to be alot for low poly???
The package is called low poly free vegetation
Here is tree 1 in the inspector
@quartz kernel
Might be considered low poly for desktop but not for mobile
i guess
You can use a tool like this to profile on device @rugged bough https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-fps-counter-stats-monitor-debugger-105778
Anyone knowledgeable using the unity multi-display on Android. I have everything working exactly the way I want in Windows but struggling using a second display on android tablet
How can I fix my Unity Remote 5?
What is the problem @placid void
I downloaded i tunes and such and selected "any iphone" and when i plug it in and press play nothing happens
Hmm
USB debugging is on?
I use android
But i know i have problems too
How do you guys handle multiple screens in your game?
I have a weapon set to the lower end of the screen, but with different aspect ratios it will cause a gap under the weapon, (i have no character just a floating weapon in First person look)
Hi guys, I want to animate my 2d game using a 3d diamond object. The entire interface is in canvas. What is the best way to use this 3D object as a UI?
You have to download and install it, there are tutorials for that
Hi, is it possible to use the tcp system from Unity for mobile devices?
Can someone help me i want to convert simple C++ function from Visual Studio to dynamic library but for Android in Unity?