#📱┃mobile
1 messages · Page 36 of 1
Polygons isn't the only thing that matters @rugged bough, use the frame debugger and profiler in unity to figure out where the issue lies. It could be draw calls, it could be lighting
What render pipeline are you using?
where can i see my pipeline?
In Project settings graphics
none it says as render pipeline asset
like this
Than you are using default render pipeline
@quartz kernel
alrigty 😄
thx twent
Ok then you wanna adjust your graphics settings and quality settings
on my phone i only get 5 fps which i think is straange
if i remove almost all scenery
kinda need atleast 30fps right?
Some devices will just shut your app down if its demanding too much. DO you have like a huge scene?
scene 😄 not screen 😉
Like your Unity scene, is it loading a lot of stuff or something?
A terrain, that can take up a lot of resources if its like super big. Whats the inspector of that terrain saying in the map settings? Havent used it for a long time, so not up to date with terrain settings
unsure where i see this
but i think that i have not modified it
its 1000 x 1000
@sacred creek
the terrain steals 30fps from me
then you probably wanna use a mesh for it instead
hey what's up everyone. Fellow android dev here. I would love to see your games on google or galaxy or where ever. shoot me a message with a link if you don't want to leave it here.
@quartz kernel Like a plane?
Yes, a sculpted, subdivided plane is more performant than a terrain
yes i understand
if i were to keep the terrain, what parameters can i change to optimize?
i saw some difference in increasing pixel error
I'm not sure, but I'm sure there are tutorials on this
i changed lightning to indirect baked
and let it bale
bake
that seemed to have doubled my fps
That also makes sense
im building for mobile now, and expecting about 15 fps
You might wanna look into some general tutorials on optimizing for mobile
I mean not for a board game lol
mobile game needs atleast 20 fps to look good ?
yee yee,
im moving around in a forest
and camera rotation is a major part
I was just on here last night talking about how the unity standard asset grass makes a huge impact on fps
oh like how
using it or not using it?
you mean a texture?
im using NatureManufacturers forest pack, its not really suited for mobile, but i use the lowest Level of detail (LOD)
and the trees do not appear to affect fps alot
terrain and other settings do the most i think
Yeah I just know that the unity standard asset grass impacts fps pretty hard
the field of view of your camera will affect fps. the more the camera sees the slower it will go
The lower your clipping plane on your camera is the less you will render and the faster your fps will be
yeaa
sometimes your camera is seeing farther than it needs to. Lowering your field of view and lowering your clipping plane can greatly increase fps
turn that on and set anything that doesnt move to static
I haven't used it
How to fix unity remote 5?
Nobody can answer you if u ask it like that without any additional information
If you still experience performance issues, start from using the profiler. Connect it to your device and see what's taking time to process.
Someone can help me i want to make same basic multiplication function in C++,and want to make shared library and activate it on my Android?
Hello guys, I have issue with IAP. My app is on closed testing on google play and when i tested everything worked fine. But i deleted game and installed again and IAP doesnt work anymore. Any ideas?
anyone experiencing big drops in fps for no reason? Like i ran my game multiple times with 80fps just 5 mins ago, changed nothing and now 40 fps ?
I has happened multiple times and idk what is going on
Hmmm, okay, when i press my player in the hierachy i get 40fps, pressing the terrain gives me 80????
targeting nothing also gives me 80
what is the logic here
The editor adds several layers of overhead, selecting objects being a major one
Also using scene AND gameview rendering things twice
It says it completed successfully, but there were no android devices connected
weird just worked 1 min ago 😩
Check the build window, it should list your devices
and then second when it works again, someone has a clue why my player doesnt get rendered
Not without more info
there is not much that i can give i think
@quartz kernel Only thing i get is cfg not loaded idk i that effects grahpics
I cannot paint details, im choosing add detail mesh but nothing happens when trying to paint
anyone?
I installed iOS support, but can't build my program for iOS. If I click build, nothing happens. "Build and Run" is greyed out. What am I doing wrong?
https://imgur.com/19Rw1RD
@ocean kite i think you need to connect an ios device to your computer
Can I just plug in an iPhone?
That seems odd but will give it a shot
Thought I'd at least be able to build it on my PC
hm
then you need to pick the one above
pc, mac & linuc
IOS & ANDROID only work with mobile devices in think
@ocean kite
No, you can build either way
@ocean kite you need a mac to build onto an iPhone
Unity can generate an XCode project for you but you need to use a Mac to then build the app itself
It won't make anything for me at all. I click "build" and it asks me to select a folder. I do that, but nothing happens...
Then check your console
Doesn't say anything...
Then I can't say anything more
Actually no, I was wrong. It's saying "invalid build path". Even if I try changing the directory
Try exporting to the desktop
Project name had spaces in it - I tried taking those out, and it seems to have worked
My terrain material is stealing alot of fps, how can i fix this? Setting the terrain material to 'none' gives me like 25% more fps
i'd suggest using cheaper materials/shaders if possible. also to bake lighting so it didn't have to be calculated as much in real-time
Hi, can I access this through code? I am not finding any Scripting API to access this. Thanks.
@rugged bough ive read the free asset microsplat will help with this
Hi i have a issue my IAP button is sending me on git hub any idea why ?
Hi, what are you guys using to try out your current game? Is there an easier way then building -> transfer it to phone -> install -> test? I tried unity remote, but it feels very uncomfortable cause sometimes it works, then not, then again etc.
You can build it directly to your phone
Not with remote, but through build and choose android/ios
usually takes no more than a couple minutes to build
I need some help on the Universal media player plugin downloaded from the asset store, The plugin is working for Android, But on iOS whenever the video player is opened, The app crashes...Anyone have experience on this UMP plugin?
Does anyone know how to integrate facebook audience network in unity?
My ads aren't showing up
my apk size is 400mb, do you guys know what is taking up alot?
The models im not using isnt added to the build right? I have a 1000m x 1000m terrain with trees and some assets
Can anyone help me with Xcode? my game is made in Unity, and i wanted to bring my game to the App Store, now when i try to build in Xcode i get this only 1 error that prevents me from a successful build, so it would've been amazing if you guys can help me, please @me if you can help me! 🙂
Probably textures, but 400mb tho 🤔
@rugged bough Don't guess, profile. How much things take in the build is printed in the build log and there are tools for visualising it.
Hi! So i made an app for android, and i easily build an apk file. and then just start it and install and it works.
now i wanted to make the game for ios. But when i build it for ios, instead of one .app file, i get alot of folders and files and what not.... why is this?
cant i simply just get one install file so i can try it on my fiances iphone?
@lime oracle Building for iOS make an xCode project, to build it to iOS you need an mac (or equivalent) to convert the xCode project to actual application for iOS
Ah.. yeah i read it. So i need a mac to develop a mac build. Wow... ok i get it
Anyone know if there is documentation on the differences between the templates for 3D and Mobile 3D ? I can't find any https://docs.unity3d.com/2021.1/Documentation/Manual/ProjectTemplates.html
I can extrapolate or compare by hand, but I wanted to know if there was a 'side by side' comparison of some sort
Hi, my sprites are blurred as hell when building on mobile, but are fine otherwise, double checked everything, any ideas ?
Maybe somehow default quality is set to low? You can try using QualitySettings.SetQualityLevel(5 or your highest) at the beginning of the game to see if thats the problem
I modified this in project settings and removed the lowers quality
Overrided not checked
hm that seems okay
@copper frost I don't have the 'shadows' menu part where I can control hard/soft and cascade, any idea why ?
Hmm i don't know
Hi I'm creating my first game on ios with unity. for some reason when I stream the gameplay to my phone it is smushed. I pulled back all of my tabs so that it doesn't mess with the screen stream. My canvas Reference Resolution is at 1920x1080. Will my game export smushed or will it adjust to the screen size automatically?
how do I adjust the cameras fov?
sorry not fov
I mean like instead of stretching it how do I make it so that it simply fits the screen size
HELOOOOOOOOO
It should fit the screen size automatically.
ok thanks
Your canvas reference resolution should be the same as on your main target device.
Using urp perhaps?
Hi,
Has any used Facebook Audience Network?
Guys, my unity build, just crashes while minimising the app. Did anybody know why?
Use logcat to see the log.
@dlich#9427 yes i am, though the shadow on URP asset are différent
How different?
So what's the problem?
You have the cascades option and the soft shadows toggle. Almost the same as the built-in rp.
Well, cascade minimum is 1 where in brp it can be disabled; and I do not seem to be able to control shadow quality
Shadow quality is under Lighting. See the shadow resolution option?
And cascades are just more flexible now. You can select wathever value that suits you.
1 cascade is basically disabled, btw.
Ah yes, I am blind. Though for Cascade, in the old you clearly had 0/1/2/3/4 IIRC
Ah alright, my bad ^^ thanks
Has anybody worked with the mmorpg kit?
How can I make the face bones follow camera rotation?
Ik with a "human" model it's pretty simple but I'm not sure with non human ones
Tomas^
How u do it with human tho lme try
IK is not bound to human structure, its just a way of dealing with bones and their constraints, so they behave like you want.
I beleive you have to have 15? bones someone correct me but arround that and then you go to the armature or model settings in unity and change it to human
Bean MAN! dodododododo 😉 So, what is your issue actually? 😄 I dont not really get it yet, 3 bones as a bean and you want IK from top to bottom, right?
The game is fp so I tried to make the camera move inside the player but I couldn't see alot cause of the player model face so I added 3 bones in blender to the player model and now i can rotate the player top body which is the face
But I want it to rotate with the camera
@sacred creek if u don't get it iam sorry m8 I type so fast
How to fix these issues?
It was working fine but after integration of Google Admob I am facing these issues while building apk.
Any idea how to resolve it?
What went wrong:
Execution failed for task ':launcher:processReleaseResources'.
Android resource linking failed
D:\Unity_Projects\AdsTesting\Temp\gradleOut\launcher\build\intermediates\merged_manifests\release\AndroidManifest.xml:38: AAPT: error: unexpected element <queries> found in <manifest>.
-
Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. -
Get more help at https://help.gradle.org
BUILD FAILED in 4s
]
stdout[
Configure project :launcher
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.4.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\28.0.3\package.xml. Probably the SDK is read-only
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.4.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\28.0.3\package.xml. Probably the SDK is read-only
Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.4.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
Task :launcher:preBuild UP-TO-DATE
Task :unityLibrary:preBuild UP-TO-DATE
Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:preBuild UP-TO-DATE
Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:preReleaseBuild UP-TO-DATE
Task :unityLibrary:preReleaseBuild UP-TO-DATE
Task :unityLibrary:checkReleaseManifest UP-TO-DATE
Task :launcher:prepareLintJar UP-TO-DATE
Task :unityLibrary:GoogleMobileAdsPlugin.androidlib:checkReleaseManifest
Task :unityLibrary:processReleaseManifest
Idk

any idea the Unity console cannot detect android device
I only use logcat for android. The console always has some trouble connecting.
oh ya forgot got the logcat, thanks for reminding
I open my project and didnt find anything
Wut happened
Yeah nvm I think it was a bug had to open the scene from the files
Thx anyway
Does anyone else have this error in 2021.1.0b4 and android: CommandWithNoStdoutInvokationFailure: Unable to start ADB server. SDKs are installed from Hub - fixed - don't run NOX/android emulator at the same time
Did you install the Android SDK?
Hello i m looking for someone to explain to me how to run on Unity android service like GPS when the application isn't open.
I am making an application where I have to locate the user and find out if he is in a certain place.
Does anyone have a good tutorial to start an android service to recover the gps and to do tasks with it, while the application is not running?
I'm not sure you can do it from within Unity. You need to set that up from the Android/Java side
Do you know how to do it is from Android and import it on unity ?
anyone had an issue where 2 scenes with same camera scripts and resolution, look the same when trying them on unity remote. But when i build, the main screen "main menu" is all squished, but the game screen looks fine. its like everything got zoomed in..
hello, wan I create a apk of my game and upload it to my phone it only loads up to the menu then, on the game-play it freezes and logs out, any solution to this?
Have you checked Logcat to see if there are errors being logged?
Hello,
I'm looking for someone to explain to me how to run the Android GPS service on Unity when the app is not open.
I am creating an app where I have to locate the user and find out if they are in a certain location.
Does anyone have a good tutorial on how to start an android service to retrieve the GPS and perform tasks with it while the app is not running?
What the service should do:
- Start the Android GPS Service
- Check if the user is near a point of interest
- Send a notification
Not sure if Unity can run in a background service. This should be done in Android native way
Yeah but how ? i don't know how to do it @robust hamlet
You want a sample implementation on Android part?
yeah something since we can't do it on Unity i need to do a plugin.
@robust hamlet
yep, a native plugin. it's not that hard to achieve it
there are lots of examples even in android documentation, but in newer android versions there are more restrictions for apps running background processes
hmm you've been posting about this for a while. personally, i would recommend finding an SDK and a paid SaaS product that does this for you.
i.e., you install an SDK, and to get the user's location, you query a RESTful endpoint from your backend, which is responsible for sending a push notification
a SDK?
you will have to use a backend application anyway
why
because how are you going to do a local notification when the application isn't running?
anyway i think you might be overthinking this
you should try to get it to work without the application running in the background first
what is your gameplay objective?
The android service can send notification no ?
it isisn't gameplay i just want to see if user is near a point of interest
i think browse around the asset store for osmething. otherwise, on ios, there's libunity, that makes it easier to embed unity into an existing ios application. i don't know if there's soemthing similar for android
i think there probably is
you will want to just make a native application
if you know you only need android, and you're not making a game... make an android application
What you want is called geofencing BTW
i need ios too
Why don't you just get it working on Android first
Worry about iOS later
Or vice versa
i know i do android first i just answer to question
Hi,
I want to know if someone has tried mediation test suite of Google admob.
I integrated it but it is not working when run on mobile after building in Unity.
Does anyone know right way of integrating it?
Anyone have idea on detect fold and unfold on phone like Galaxy fold??
@quiet cipher I don't think there is a Unity API integrated to do this, but on Android you can retrieve this information via : https://developer.android.com/reference/androidx/window/DeviceState
yap I saw this just now, but just curious whether there integrated API, cause there been some issue about my game get stretched when they unfold
The UI part of the game or everything?
can you show the normal view
normal view on tablet
Google play console gives me an error Your APK or Android App Bundle uses rights that require a privacy policy: android.permission.RECORD_AUDIO. So I tried removing <uses-permission android:name="android.permission.RECORD_AUDIO" />
In AndroidManifest.xml but I'm not sure if I removed it from the right one. wich one should I change? or is there another way to fix this?
it probably one of the plugin u use added it automatically
those all look like temprorary build artifacts - so none of them.
were can I get these library files? Im also trying to figure out as to why is it missing everytime I do a apk build even after altering things in the game project settings
guys, does someone knows how to make a swipe movement like in the mobile game blob runner 3D?
I've been trying to do it for hours but I just can't do it
Using Joystick Pack, is there any simple way to figure out screen touches and disregard any that are associated with the joystick itself?
if(Input.touchCount > 1) {} Is what i've got but i'm wanting to be able to recognize touches outside of the joystick area so to speak
with a bit of math you should be able to check if a touch is within the bounds of the joystick
How do you playtest a ios mobile game?
Hello, when developing for iOS, is there some function that will allow me to open up native iOS "Save as..." window? I would basically need to select where I want to save my csv file before it gets saved.
So I would probably need to use some kind of enumerator which waits until user chooses the path, and the path will be used as a saving location
I have downloaded Android studio and but still my my game is not shown on unity remote why
I got this error
Facing this problem when trying to sign in with facebook in unity-firebase
Help! I created a unity game made for iOS. It works perfectly on Unity, however for some reason it does not work when run on the iPhone. I built the project and monitored the output. The problem is that I have a .txt file and it is supposed to be written and read. I read it by passing in a path for this .txt file and then writing in that path. I am extremely new to unity and C# (I previously worked in java) so it would be much appreciated if someone could help me without condemning me for my lack of knowledge. The error is as follows-
keep in mind (as I said before) that this worked in Unity just not when I ran it on my phone
I will attempt to send the code however this might take a while since I am coding on my Windows 10 PC (for speed purposes) and then exporting everything and building it to a USB drive, only to transfer it to my Mac Mini 2014 which is extremely slow. On top of that I also have to switch the keyboard and mouse. So sending the code is a little hard. However if whoever is helping me does request it I will gladly send it
I have a question that might be related to your question above @winged mountain . I am building for Android though but we both use IL2CPP. I need to save some data related to a finished level, I have been doing this by serializing the custom class with BinaryFormatter and writing it to a file. Works fine on PC but not in IL2CPP build, and as I understand it has to do with serializing during runtime not being allowed on IL2CPP. Does anyone have a solid sollution to this kind of problem? Have been looking at OdinSerializer and FullSerializer as an option but have not managed to get the AOT (ahead of time) functions to work. Any easier sollution?
Also searched alot online for tutorials but mostly save and load tutorials are either not aimed at android or use playerprefs.
don't come here nobody is gonna help lmao
Hello, I accidentaly found this. How much is this important?
It's not serialization that is a problem, but it is a problem with serializers that use features that are not currently supported by IL2CPP such as the System.Reflection.Emit namespace
is there a reason why I have shadows when I run it in Unity, but not when it's built on my iPhone?
Is there anyone here with knowledge on webgl compression?
nobody will respond
I am on the Java server. this server has 5x the amount of people as the java server. Yet I get more help at the Java server than here. Nobody will respond. I have asked 5 questions here and nobody has responded
Does anyone use Addressable Assets System on Android?
Don't ask to ask, start by asking the actual question.
okay, I want to know which version works well, because I have tried many versions, and each version has different bugs on android, and even some problems are still unsolved
The LTS versions are usually the safest, personally I'm still on 2019 LTS @flat bough. It' been working fine for Android for me
got that, thx. May I ask you which addressable version are you using?
I have that pickup script and I wanna change the input from key E to a ui button
Ah my bad @flat bough, I haven't used the addressables system enough yet to tell you which is more stable. Gonna be working more with it in the coming months
I see, thank you so much
Is anyone familiar with this issue on Mobile?
It has made the virtual keyboard's input field so wide that iOS decides to squish the buttons instead...
is there any way to make the input field shorter?
In my opinion it seems to be a bug on a system level on iOS than something which Unity does or your code
oh man... and Unity has no useful properties or methods in the TouchScreenKeyboard class either that could help me manually override iOS behaviour
Can somebody please help me? My gradle build has failed and I don't know what I'm doing wrong. Im using unity version 2020.2.3f1. I have built 2 android games before in an older version like 8 months ago but I can't do it anymore
here are the error messages:
I have everything installed with unity exept for the JDK I have JDK 1.8.0_281
i have this error since today i don't undesrtand : CommandWithNoStdoutInvokationFailure: Unable to start ADB server
Have you restarted your computer @granite compass
so can anyone halp me?
That would be my first suggestion
ok
Restarting didnt work for me
There's nothing in that image that tells me why it failed, so look through the details in the messages
Alternatively find the editor log share that
Is this the one?
Unable to parse Build/WebGL_Test_v0.7.2.5w.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug
i am getting this when i load my site
i set up an .htaccess for apache
and i checked my network settings and see content-encoding: br
my build is using br compression
Your project path contains non-ASCII characters. This will most likely cause the build to fail on Windows. Please move your project to a different directory. See http://b.android.com/95744 for details.
@proud cloud
I would recommend a path with only standard characters and preferably not spaces
Yes it does contain non-ASCII characters thank you i will change the directory @quartz kernel
And the build succeeded thank you so much

Stupid question. I've added 3D objects to my 2D (mobile) game but they aren't making shadows...
is this really a #📱┃mobile issue though? Probably will find better advice in #archived-lighting
but anyway, does your light have shadows enabled?
Yeah, it does. 😦
How to import android studio java stuff on Unity ? I do a gps service but i think i will have a lot of bug with activity things etc..
i just want unity to start the service.
I've done alot to improve fps and im at 40+ on my game. With terrain shader i drop drastically. Any idea? Is this what happens with a terrain shadeR?
Ideally id like 60fps but idk how i can reach that really. with 40fps i have a terrain shader (only colored) with terrain setting details 0. I also have no shadows.
I'm OK with no shadows but ofc i want it to look as good as possible with best performance.
Does textures affect fps performance?
Trees turn my performance down alot. But i dont know a solution for that right now :/
They go to 2d pretty quickly though, have to be quite close for them to render in 3d i think
Did you profile your project? Is it cpu or gpu bound? What are the render stats? Once you can answer these questions it will be easy to tell how to improve your performance.
Btw, it's advices to limit your fps to 30 on mobile in order to save up on battery and avoid overheating(which will reduce your performance considerably).
Anyone knows how to to check the permission status of Location service (GPS sensor) in IOS?
On Android, I'd do something like
if (Permission.HasUserAuthorizedPermission(Permission.FineLocation))
Can i profile for my android?
Sure you can. Make a debug build and connect the profiler after the launch. Or check "autoconnect profiler" in the build settings. You will need your device connected via usb and in developer mode of course.
development build + autoconnect profiler?
yes
will do
I have way to many tris i think
But i need alot of trees in my forest
rn i have it pretty bad
Can i render them better in terrain?
I played around with LOD
But they appear to be taking up so much tris even tho im far away :S
yes after toggling it
take a screenshot of the timeline and rendering section( need to click on a graph in the section).
this?
or overview %
Select timeline in the hierarchy and take a screenshot again.
In profiler modules seelct rendering, click on it and take a screenshot of the details.
Tmeline is the screenshot above.
rendering is in the modules.
Gfx.WaitForPresent: When the main thread is ready to start rendering the next frame, but the render thread has not finished waiting on the GPU to Present the frame. This might indicate that your game is GPU bound. Look at the Timeline view to see if the render thread is simultaneously spending time in Gfx.PresentFrame. If the render thread is still spending time in Camera.Render, your game is CPU bound and e.g. spending to much time sending draw calls/textures to the GPU
I don't see the rendering module.
Rendering module + details:
Also, expand the render thread in the timeline and take a screenshot:
Yeah. Does look like it:s gpu bound.
So less tris?
That too. But also, what kind of shaders are you using?
I dont really know
Terrain im using standard terrain shader
Ik shaders eat alot
@iron acorn
i want good looking trees but the vert doesnt need to be alot
i use naturemanufacutrer
I assume you could use diffuse shader for terrain too.
okay
@quartz kernel Ive seen that thread before but wth it looks amazing
@iron acorn thx for now 🙂
will try diffuse shader
It's standard by default which is pretty heavy for mobile even on regular objects. Diffuse isn't as realistic but is way lighter on the gpu.
Selecting here, btw. You could select the default one or create a custom material using the shader:
?
Diffuse makes my terrain so much brighter and screaming color
Mby i need some darker tones for thta
Well, for that you'll have to adjust your textures/lights probably.
if the textures look ok in the assets, it's most likely your lighting being too intense. Either ambient or directional or both.
Yeah, but that verex count is still crazy for mobile.
I have open world city and I'm around 100k vertices.
You'd need to limit your render distance, maybe by layers even.
And check for any meshes that have too high of a vertex count.
And simplify them.
Wdym?
Well, yeah, that's what game assets usually are. 😄
No one uses high poly meshes in games.
I don't know that asset. Is it just models/textures pack?
Looking at the asset store it does look pretty heavy for mobile, however, it's hard to tell the vertex count just from the looks.
a couple of thousand
Reading about one of their assets Tri count is about 2000 - 4000, it depending on tree. That's super heavy even for a pc. lol
Assuming you want thousands of trees on screen.
Then your best bet is using billboards
ye i wanna do that too
And simplifying the mesh to at least 1k per tree. Even that's a bit too much.
I don't think it was wise to get that asset for a mobile game. 😄
Yes i kind of realised
im a rookie
was n
was on sale 50% so i got that package
the forest one
I guess you can use them when you start working on your pc game xD
trees in my project are just 16 verts.
But yeah, they're ugly
I have to object hehe
On the other hand, no one's gonna look at them anyway. They're not the focus of the gameplay.
Not too much for mobile?
Not too much for PC
ye but environment is a pretty big deal in my game
wb this
Well, yeah. I guess I exaggerated a bit. 😄
i wish i could sort by verex count or something in asset store
2-4k might be ok for LOD0 on mobile but you're right, optimization needed there
In Assassins Creed Valhalla trees are from 15-25,000 tris, and some of the hero trees go up to 40,000
You could always decimate your asset pack.
That's crazy.
For sure. Plenty of LODing going on there too though
i realized i send search results xD
How¨
Open it in blender and dissolve some faces/edges. Or use decimate( if I got the name right) modifier.
dont i need to UV edit and stuff like that
Depends. But yeah, you'll have to take that into account. Might be easier with the modifier. But anyways, there are plenty of tutorials on that. I think...
You don't really need to unwrap it. In fact if you do that you might brake it completely. You just need to adjust it if needed.
Id like to get some from asset store too but idk which ones really
So much that is crazy much vert
Hey everybody, I have a quick question. I am an android user trying to work on a project with a classmate who has an iPhone. We both have windows computers. Is there any way to build to an iPhone without using the MacOS application Xcode? Ideally we wanted to know if it was possible to do this without buying a virtual machine or buying a mac. I saw someone say something about cloud builds before, but I have not the slightest idea where to begin with that. Any help would be appreciated.
@deep thunder Im pretty sure when you start your project you need to install the "iOS deployment" pack, and it should be fine, you also want to go into your build setting and change your build from the pc or android build to the ios build under platform
Question: I am having an issue with my build not accepting changes made in unity, I am building apk's and running them in android studio on the emulators, recently all my changes I make in unity are no longer reflecting in my builds. I made many changes and nothing is going through anymore, if anyone has any ideas on this please let me know
guys, I'm getting my butt kicked trying to turn my unity --> xcodeproj in to a .ipa. Does anyone have a good tutorial they can link specifically help with how the certs work; there are so many types
I added my device to my team and then used an ad hoc cert
My loathing of apple grows by the minute
@celest tinsel I may just be dumb, but I'm not quite sure where to find an iOS deployment pack. The application gets built with no errors into an xcode folder, but we can't do anything with the project as far as loading it onto a phone.
@deep thunder Unity hub > install > add > Click a unity version > Platforms drop down menu > iOS Build Support
also project > target platform > iOS
Should probably look at the manual. It seems like you need a mac.
When you build the Unity iOS game an XCode project is generated. This project is required to sign, compile and prepare your game for distribution. See the Unity XCode project manual page for further information.
Yes you need a mac. Xcode is required
Hehe it’s a lot to take in at first but once you have it set up it’s actually a really nice experience @hexed epoch
Guys what is the most efficient way to check if the device(android) is connected to internet?
The only real way is to make a small request to your server and see if it succeeds
The OS can only tell you if you are connected to a WiFi or mobile broadband network, but not whether that network actually has any connectivity to the internet
Thanks
why isnt unity mobile connect working?
I plugged it in and its not showing my unity game
I literally tried everything and followed like 5 guides
nvm i changed the SDK and it worked
hi I wanted to ask if anybody here has experience using hinge joints for a mobile game? I have a game that makes use of a rope asset that uses hinge joints and the asset can be seen on the editor but when I build it for iOS, the asset doesnt render on the screen.
Guys, Google gave practically nothing at all. Application loads endlessly, dependencies are not loaded. The logs contain such entries https://hatebin.com/gmjpqsnujy. On IOS, there was a problem with not seeing the google-services file, on Windows in the project everything is fine with this file. If anyone can help, I will be grateful
Hello guys, i published my first game and in the google console it says that game is published but I can't find it on google play. How long it takes google to show the game in the play store?
It should tell you it's in review on the console
You can't find it via search or its page is not available? There should be a "view in google play" button somewhere in console so you can see your game store front. If you can't find it via search, i would say its normal if you just released it, sometimes google play needs time for that so your game can be found
When I press view in google play it will lead me to the page where game is in beta version. I guess that google need some time to finish all this things
This is how it looks
You can copy url and open it in incognito to see it "as normal user". You see it as beta because your account is used as beta tester I think
if you opt out of beta tests, you will see it as normal
Yep, as incognito looks right i think
So my guess is your game is live on store but google play needs some time for it to show in search results
when was it published?
before 2 hours
yeah, that looks like what i wrote, you should give it some time I think
That makes sense. Thanks for helping me!
No problem, Google Play can be confusing sometimes 😉
Hello I need help coding touch screen so my character can go left when you touch the left side of the screen and right for touching the right it's a 3d endless runner and I use unity UI buttons and I need help for the left script code and right script code c#
Hey, does anyone have issue with small amount of ads in Unity? I can see only 5-6 ads and then I have to exit and enter again in the game if i want to see more ads
most users would consider that a plus lol. sorry, that's not helpful
Can anyone confirm for me. Does Location Services have to be enabled on a iOS device in order to access the gyroscope?
Is there any way to access gyro data without enabling LS?
Hello i have an issue with icons
It looks like this on my android
And this is the expected icon
why is it so zoomed in ?
Do I need to start over with the icon ?
redo it I mean
hello I have a problem where it strecthes it out on mobile and I have no idea how to fix it
this is how it looks on mobile, its in landscape mode(16:9)
I am just starting out with mobile games and Im using this on unity remote 5
I find some script online that I thought would help me but it doesnt
If you're just starting out with mobile I would recommend following a tutorial
There are many factors determining how your game looks on a phone
try and scale every object with screen size
it helps a lot
yea I was watching Blackthornprod tutorial and everything scaled to the right size with him and I followed every single step and mine still looks like this
alright I might try it this way
Here are the basics for creating an epic start menu in Unity! Thank you Erik Coburn for coding the final version of the menu system!
Begin your journey towards becoming a Full Time Game Dev now: https://www.fulltimegamedev.com/
Pinstripe: http://store.steampowered.com/app/331480/Pinstripe/
Buy Neversong: https://store.steampowered.com/app/7332...
this tutorial might help you I believe he talks about this at some point
alright, I will check it out, thanks
So nobody knows how to fix the icon issue ?
unity grass details eat alot of tris
how can i reduce that?
i have billboard grass
but it really takes alot of my tris
with detail distance of 80, i have like 200k tris coming from grass only
Reduce the density for example.
Yes i suppose
May i use a texture that utilizes the whole pixelated area for a more filled look?
Cause ot sort of places one image as tiles? Meaning that if i use an image with say few grass straws, it will look poor. While if i really fill out the pixels of the texture i get a more crowded grass look?
Wdym?
What do you mean here?
I mean that by making the image denser with less alpha transparency i can achieve a more filled look
@iron acorn
Perhaps.
My game depends on the grass alot cuz i use 0 dist on my terrain for fps boost
So my terrain has no textures
Just colored
0 dist?
Base map distamce
What does it have to do with grass though?
Idk why but i get fps drop on mobile
I think 0 means it has infinite drawing distance.
Nothing just that i compensate with alot of grass to cover my poor Q ground
but grass has a separate setting for drawing distance iirc.
Yes Ik
I'd rather use a texture on the terrain instead of "covering it up with grass".
You should find references from foliage in other mobile games and draw from that
This is pubg mobile
There's a reason why the grass is so sparsely placed
Yes totally
@quartz kernel
Its just that when i set the 'base map distance' terrain setting to more than 0. I get big fps drop. Cause then i renders terrain textures in higher Q
Setting it to 0 just makes it colored with no detail and allows me to get alot more fps on mobile
Even tho the terrain textures used are compressed to 256px
My game looks good, its just that id like to spare a couple of fps
Ensuring 30fps on most devices
I doubt that textures would have a huge impact on performance. There must be something else that bottlenecking your gpu. Assuming it is a gpu bottleneck.
That is assuming you're using the diffuse shader for your terrain.
I really appreciate your input guys @iron acorn @quartz kernel
I use diffuse, let me try it again
I'd you're using the standard shader + normal maps it will make sense that your performance will drop a lot, when textures are visible.
Definitely you should avoid normal maps on mobile like you avoid fire. Unless you have a very tiny scene and/or target high tier devices.
Ok, i tried launching it now and it cut my fps in half, so i will try without a normal map
I don't think a diffuse shader even allows you to add normal maps... Does it?🤔
idk, this is my
Thats how i have it
If the normal map wont be included when using the diffuse shader, i really wonder what is cutting my fps in half
That doesn't look like diffuse shader at all.
Go to terrain settings and find the material field. Select it and take a screenshot.
Also, are you using hdrp by any chance?
yes i think hdrp might be in use
Lol that's not very smart of you.😅
Hdrp is meant for high end PC and consoles. Definitely not mobile.
ye, it kind of imported by itself
and havnt gotten rid of it yet
how do i know if its in use
Double tap the material to open it in the inspector and take a screenshot.
Unless you applied it deliberately or started a project with hdrp template, it shouldn't be in use. And the shader is indeed diffuse one.
Try removing the normal maps and mask maps from the layers.
To check what RP you're using go to project settings - graphics - render pipeline.
Okay, seems like you'reusing the built-in. In this case try what I suggested.
I get this
But it doesnt really affect build time so i just dismiss
i imported some asset and got the hdrp stuff with that i think
but that asset is no longer in my project im pretty sure
? oO
but yea, hdrp is not in use i guess, but this comes up
That's not a good sign...
still cuts in half after removing normal and mask
im now removing hdrp importt
@iron acorn
What about the LWRP
LWRP is an older version of URP.
And URP is supposed to be targeting low end devices, however there's a lot of discussion on whether it actually improves or worsens the performance on some devices.
And You were not using it anyway. If you want to use URP, you'll need to plug it's asset in the Graphics settings.
The best thing would be if i could have a higher detail density of the grass just around me
and for further distance it can be less
that way i cover the ground around me and still wont see it on further distance since the angle is different
Yeah, I'm not sure that's possible with the terrain by default. Will need to implement it manually probably.
ok so I have build on mobile and I got the .apk file and everything I was wondering if there was a way to just quickly test it out on mobile to make sure everything works as intended
Got an interesting "problem" for anyone who's willing to help. I'm using a library that sends camera images to a server for processing. Their C# SDK wants a System.Drawing.Bitmap. I have access to the WebCamTexture and a RawImage.texture (where the camera is drawing in game). What's the most performant way to use what I've got and send it across the internets? Some additional information:
- I can make the image pretty small (like 500x800) if it's better to do so (it obviously will be for networking and memory reasons, but not sure about processing)
- This application is intended to run on iOS and Android, can I even use .NET Standard 2.0 System.Drawing.Bitmap? I've already added it to the plugins folder, but I have no idea if it will even compile on the platforms. It works in Editor, but I'm on a Windows machine.
- The code will be running at least 15 times a second, but desired is more like 30
edited for clarity
- Yes make it as small as possible. Ideally their server supports gzip compression as well
- IL2CPP should compile it down to C++ anyway
- sending 15 network requests per second is a bad idea and definitely not going to work.
especially if those requests are uploading a file.
They are async requests
What library is this?
It's a proprietary library, I don't have to worry about the uploading and transfer of the file, that's part of the library. I just need to convert the image.
also i'm a bit confused about the API asking for a Bitmap object - are you saying the server wants that? Or the SDK you're using on the phone?
ok so you conver tto Bitmap, and pass to the library, and it handles the rest
ah ok
Was the SDK designed for that?
Yes
hopefully their SDK is a streaming protocol then
It is
and it's not actually making 1 request per image
Correct
if so that's fine
TLS I think
as for creating the Bitmap objects - I think ideally you could get some worker threads doing that
There's a constructor for Bitmap that can take a pointer to raw pixel data
Yeah, but pulling raw pixel data is slow
ok so honestly - if I were you
I would just start with the dumb way
just create the bitmaps the most obvious way you can see
send them to the sdk
and see how it goes
optimize from there
use the profiler
Yeah, so here's the dumbest way possible, but it's too slow. 1 sec
Sorry, pulled into something else, few more minutes.
anyone have this problem compiling for ios?
- [arm64] Linking UnityFramework...
ld: unexpected token: '!tapi-tbd' (expecting: 'archs')
Hey all,
Im working on a game for Android and iOS, and my iOS is building the xcode proj fine, but the build to device is causing this:
Undefined symbols for architecture arm64:
"__RouteForRecording", referenced from:
_iOSSpeaker__RouteForRecording_mE15183F08BA3C79106BDEF319CDDE823809572FE in Assembly-CSharp13.o
_iOSSpeaker_RouteForRecording_mD05B56B8184C49C704CAD499A64B3C551AE7753E in Assembly-CSharp13.o
(maybe you meant: _iOSSpeaker__RouteForRecording_mE15183F08BA3C79106BDEF319CDDE823809572FE)
Im getting literally zero hits on google for __RouteForRecording, anyone know about it?
Hello guys! I have a question. How to prevent Unity application, to be restarted when comming back from run in background on both platforms? ( Android, iOS )
@quaint gazelle Weird... my app just.... does that without me having to do anything
Yeah this is handled by the OS, not something you can control yourself
If your app is being killed by the OS it might be because it is using too much memory or other resources.
Bit of a coding challenge at least for me and would appreciate any input.
In a current app I have a 3d room environment with placed objects on walls and floor.
The user interaction is extremely simple.
1- The ability to tap and hold to select any object
2- The ability to drag the selected object to a new location constrained on the surface it is on (wall or floor)
Can anyone point me to a code sample or 3rd party asset which accomplishes either of the above?
does anyone know how to jump with a push of a button
nvm fixed it
I want to develop a mobile hyper casual game, is there any resource you can recommend?
yiit: I'd chedck out the udemy courses, they're almost always at 90% discount
@glossy sluice
thanks @sacred knot
Why does unity remote 5 not work? I was able to make it work the other day but now its not working. I have Android SDK (I set unitys SDK path to Android Studio's SDK), I set my project's platform to Android, I have my samsung phones developer mode turned on and enabled USB Debugging, and finally I set "Any Android Device" in Project Settings > Editor
Anything I missed?
check file locations of android sdk and ndk @shell orbit
Go to build settings and see if it detects your device.
I think my file locations are fine
SDK is:
C:\Users\MyName\AppData\Local\Android\Sdk
and NDK is
C:\Program Files\Unity\Hub\Editor\2020.1.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
it does detect my device
Well, unity remote is pretty bad. It's hard to get it working and it honestly isn't worth the effort.
Test in a build.
ok
The only thing I would ever consider using remote is to test ui layout on the screen. But even then, there's the device simulator for that.
Remote won't give you any decent testing results for anything else.
At least on android. Not sure about Iphone.
yeah unity remote was really laggy for me (on the rare times that it worked), I will definitely make sure to build from now on when testing. Thanks for the help.
hi
i have a big problem
when I build the game for android there is a lots of things not working
every thing's working correctly in unity editor
sdk file location incorrect @shell orbit
is this answer for my question or another question ? 😅
Another
You need to be more specific if you want to get help.
I thought the file location had to be to android studio's SDK?
I thought visual studio was just a text editor?
Help! I created a unity game made for iOS. It works perfectly on Unity, however for some reason it does not work when run on the iPhone. I built the project and monitored the output. The problem is that I have a .txt file and it is supposed to be written and read. I read it by passing in a path for this .txt file and then writing in that path. I am extremely new to unity and C# (I previously worked in java) so it would be much appreciated if someone could help me without condemning me for my lack of knowledge. The error is as follows-
keep in mind (as I said before) that this worked in Unity just not when I ran it on my phone
I will attempt to send the code however this might take a while since I am coding on my Windows 10 PC (for speed purposes) and then exporting everything and building it to a USB drive, only to transfer it to my Mac Mini 2014 which is extremely slow. On top of that I also have to switch the keyboard and mouse. So sending the code is a little hard. However if whoever is helping me does request it I will gladly send it
That might be unrelated to the build. Seems like your score system assumes that there's a save file existing even on the first run of the game. Make sure you check if the file exists before trying to read it.
but that's the thing I have a prevention system. if it doesn't exist it creates one
but for some reason it can't
idk why
Doesn't seem like it works.
yeah
The error is clearly thrown at ReadAllText.
it's fine I'm trying to do this serialize thingy
Share the code in BestScore.checkScore(*complains about the broken naming conventions...)
lol
nah it's fine this project is so old and finally someone is helping me but I'm already passed it...
Then why ask? Lol
(basically I asked for help 12 times over the past 3 months and nobody helped me. Finally someone is helping an hour after I deleted the code. the luck i have)
I've never seen you asking anything like that. At least not with the error stack trace.
literally like an hour before hand I had the code and I just deleted it
the last time I did it- here wait ill link it in a second
And I'm on this server for 2 years already.
I've been on the server for 3 months :>
lol
anyways
I have to go it's 10:29pm and i gotta get this done
thanks anywyas though
Hey all! I'm trying to build my Android project into IL2CPP (Debug) and ARM64 in development mode.
It did work all the time, but since I've deactivated Unity's Input System, it hangs at "Building Native Library with IL2CPP".
I've checked the log and there are no really clear indications which could cause this. It just says that the bee.exe process should execute.
Did someone also have this kind of issue and if so, how did you solve it?
I've tried the following steps:
- Remove all the "by Unity generated" folders like the Library folder etc.
- Restart my PC
- Upgrade my Unity to the latest 2020 version.
If you do have an answer to this, can you please @ me? That would be awesome! ❤️
Deactivated you mean going from old to new or new to old? What exactly
In the Project Settings I've selected the Old Input System instead of the New one. But I have installed the package.
Anyway, it seems that after upgrading a lot of packages (like the Visual Studio package) it eventually did work. I'm still not sure what the exact cause was.
But hey, for now it works again. Hooray!
Its Unity, you are better off going trial and error than find out what went wrong on the Unity side 😄
Oh yeah, I'm already sure that nothing went wrong on Unity's side. I've tried this with a new project + Android IL2CPP build and it did work.
I dunno what happened. I've reimported everything, restarted my computer and that didn't help. Then after a couple of retries of ... doing misc. stuff it suddenly worked again.
Just to keep things clean, remove the input system if you dont use it, just to be sure, unity does not use fragments of it still or something
Hey I'm trying to publish a game on Google Play. I'm using an extension-file (obb). When I install the App on my Phone everything is working fine. But when i try uploading it to Google Play it says: that i have to run the zipalign tool on the apk to publish it. I did that ( no errors ) but google play returns this error: apksigner": ERROR (Jar signer CERT.RSA): JAR signature META-INF/CERT.SF indicates the APK is signed using APK Signature Scheme v2 but no such signature was found. Signature stripped? Note: I signed the application in the Unity Editor.
By the way this is the beginning of CERT.RSA
Signature-Version: 1.0 Created-By: 1.0 (Android) SHA-256-Digest-Manifest: *CENSORED* X-Android-APK-Signed: 2
I don't know unfortunately, but I got this error last week when I tried to go into an apk and change a txt file inside it
and did you fix it?
In my case it was very clearly my fault because I edited the APK after it was built
@quartz kernel Look i found something: `Caution: You must use zipalign at one of two specific points in the app-building process, depending on which app-signing tool you use:
If you use apksigner, zipalign must only be performed before the APK file has been signed. If you sign your APK using apksigner and make further changes to the APK, its signature is invalidated.
If you use jarsigner, zipalign must only be performed after the APK file has been signed.
`
It seems like you have to zipalign before signing. is there a way to export an unsigned apk?
Well I guess you can use the regular android studio signing process but I'm not familiar with it
yeah at the moment im opening the project in android studio and i hope i will get it working this way.
Ok works now.
Great 💪
Hey can somebody help me out with google play store ads ?
I'm just not sure if this is an exemple ad
and if it is, will it be replaced by actual ads when my game hits the play store
?
I have no used ads yet, i am having an issue getting mine to load on my phone
I have a app made, its on playstore for internal testing
When i Download it on my phone i get an error "Failure to initialize!"
Failed to load 'libmain.so'
/lib/arm64/libmain.so not found
Does anyone know how to solve this?
I have already chosen arm64 as my target architecture
Unity remote is not working 4 me, i downloaded all the modules and stuff and i connected it to my computer but when i press play it does not work?
It's tricky to get working and pretty useless for testing. I'd avoid using it.
yeah, you are better of using a simulator or just a device directly installed on @dire grotto
Hi,
i have a question about running my game on ADNROID
until today I only tested my game on Redmi 9T, redmi mi10, on pixel 4 and somewhat modern phones
today, I found an older phone, a GALAXY A3 (lolipop android)
and the game launches, but the screen is all grey but I can hear the game sound
should I just forget about these old phones?
i am using unity 2019
Check this out maybe related https://forum.unity.com/threads/shader-model-3-5-not-working-on-some-android-devices-though-it-should.587527/
thanks a lot, i will read that
well, too complicated for me, i dont think i want to dabble into shaders again 🙂
i guess ill try to see if i can build a "low" end version of my game later
but, as a general rule, should i worry about phones like galaxy a3 ?
i dont want to mass sell my game, what kind of "worst" phone should i aim to make it work on ? a galaxy a30 ?
If its not for mass sell, I would go not back more than like a year or two, things change so fast, its hard to target every device just for the sake of "one" person using it. @glossy sluice
I mean, you can also have new cheap phones that just suck at processing power and older that outperform the new ones, so just go through the standard quality assurance steps like not every texture 4k and such simple stuff and see what device works.
According to my client's data 6-7 year old devices are still a big portion of their market, so they're testing my project on old devices.
Galaxya30 is just 1-2 year old lol.
You should definitely try and get it working on it.
Oh, A3 is 6 year old. I see. Still, if you hope to make money from your game you should target as many devices as possible.
You can probably get a random pile of old smartphones on amazon/ebay for few bucks 😄
thanks , you guys are right. so a pixel 3 is a good test base for TODAY low end phones? galaxy a6 ?
@sacred creek , yes you are right, there are older phones who are still better than modern phones, but it's also about "are these phones up to date with modern android " and thus accept unity 2019 shaders and what not.... :/
@glossy sluice also take in account what devices will be there when you actually launch the app/game.
o i thought the only way to test was using the unity remote thingy
i will look for other ways but if u guys know u can tell me
The shaders you should be using(diffuse and vertex lit) by default run on the older devices. You can make a higher quality setting where you change materials to use diffuse bumped if you want.
Unity remote is actually a very bad way to test. It doesn't run the game on the device. It only projects the game and input to the device afaik. You should always test a build on the device for most stuff.
You will have to build your game eventually to upload it to the store, so you better learn it earlier than later. 😅
Look up unity android build. There are more than enough learning resources for that.
ok
Device simulator is only good to test ui and screen layout. I use the simulator for that, but test everything else in a build.
Yes.
ok
Hi, I´d love to have any insight about the diferences between intalling manually from an .apk and instaling this same uploaded .apk from google play.
Because I´m having an error and its not clear why or how is it happening only when installing from Google Play. Any ideas?
What error?
Anyone know how can I fix the cross platform touch pad?
Hey all, im getting a weird error on iOS. (Sorry cant show whole screenshot due to work stuff)
Im getting black flecks all over a specific object. Object has URP SimpleLit shader, custom textures, dynamic batching is off (object is dynamic), static batching is on, i have tested with both SRP batching on and off.
I have tried different shaders, including Lit, SimpleLit, and a basic shadergraph with just inputs straight to nodes.
The object has a SkinnedMeshRenderer on it. Other skinned renderers all look fine.
Any ideas?
Worth also mentioning this only happens for iOS build (same data used in android, android is fine), Unity 2019.4
Hey, I was wondering Why My Unity remote 5 isn't working. I have honor 7s, so im on android.
go to developer mode in settings and tap on usb debugger@glossy sluice
@verbal breach Thanks!
Np bro
how do I make it so that the camera does not change when the aspect is changed
There are loads of resources about this online. Here's one https://www.reddit.com/r/Unity2D/comments/88mext/how_would_i_deal_with_different_aspect_ratios_on/
is there a way i can just transfer my ios project to my phone over usb or something and not have to sign up for apple development thing
Only if you jailbreak your iPhone
Apple is very strict about allowing unsigned code to run on their devices
ah alr i jailbroke my phone for ios 13 has ios 14 been jail broken
no idea, I use Android
ok i will prob just do the xcode thing
Android thankfully allows you to install and run whatever you like.
Hey fellas... would be awsome if u gave me a hand over this thread :
https://forum.unity.com/threads/want-to-build-an-android-game-with-lowest-data-usage-ndk-sdk-jdk-which-ones-are-necessary.1061597/
Long story short, "is NDK necessary? If so, how to tell it to Unity 2020 that we wanna IGNORE it"?
how can i have a url link to my unity android app so i can share it?
Bit of a noob question but stuck on "Converting managed assemblies to C++..."
I'm using 4.1.5 AR Foundation and ARKit on 2020.2 targeting iOS.
Has anyone else encountered this? How did you solve?
Bit of panic since have a client demo due Monday 😩
Force quit + restart worked for me last time @mint pilot 😂
Thanks. Already done that several times. So puzzling! Pulling my hair out now
if you make a mobile game, and people report crashes you can't reproduce it, how do you investigate it? Does Unity give you a way to have players send you crash reports with backtraces? Will the backtraces make sense for a basic Unity dev or will it be C++ or Java stuff way outside your code?
You'll need to implement some kind of crash report system, like crashalitics. You'll be able to see crash report stack trace. Then it depends on the crash and your understanding of programming. Even if you don't understand Java, you can guess what the problem is related to based on the function names.
so nothing built-in Unity?
have you had to troubleshoot a crash that you couldn't reproduce yourself? How painful was it?
Not that I know of.
I didn't have to yet.
At least not with unity.
Hey, where d u guys download your NDK ?
in Unity v2020
It needs a r19 , which is nowhere to be found
How to get android sdk for unity 4x
@crisp trench isn't there an automatic method inside unity wich downloads it for u?
I mean when u click the Android as export
That's wierd , I thought it was ... Anyhow , I think u r gonna take a look at the old docs ! Unity 4 is too old to be supported by community anymore
Yeah that's the original place, anything SDK related should be there at some point
I feel you bro, I'm having somewhat the same prb now, but with Unity 2020
Try unity hub

Yeah ...
I have intel pentium! It's more than 6 yo !
Me too
I mean it's a wonder that it even opens unity And Visual studio, .... It's just a pain
Sorry I think I'm spamming 2 much
Don't say that here, or Unity black suit guys will kill u ( unity doesn't support mono anymore )
@crisp trench didn't you mean Monodevelop ?
@crisp trench No offtopic embeds/reaction gifs.
public string gameId = "xxxxxxx";
public string surfacingId = "ActualBannerAd";
public bool testMode = true;
void Start()
{
Advertisement.Initialize(gameId, testMode);
StartCoroutine(ShowBannerWhenInitialized());
}
IEnumerator ShowBannerWhenInitialized()
{
while (!Advertisement.isInitialized)
{
yield return new WaitForSeconds(0.5f);
}
Advertisement.Banner.SetPosition(BannerPosition.BOTTOM_CENTER);
Advertisement.Banner.Show(surfacingId);
}
I got my actual gameID in there, and it loads the banner, but nothing happens when I click the banner. Is something supposed to happen?
in testing mode, or if I build the APK? Is it missing anything?
Apple has rejected my AR app saying it doesn't have enough functionality... I have seen others out the with far less.... I have appealed but they say it still stands... anybody else got round this issue?
@storm plover know someone at apple. buy them a good dinner. I wish I were joking at all.
I need to use gradle plugin 3.4.3 instead of 3.4.0. When I change my mainTemplate.gradle to use 3.4.3, I keep getting this error.
* What went wrong:
A problem occurred evaluating project ':unityLibrary'.
> Failed to apply plugin [id 'com.android.library']
> Using multiple versions of the Android Gradle plugin in the same build is not allowed.
'C:\Users\xxx\Documents\Dev\xxx\xxx\xxx\Temp\gradleOut\unityLibrary' is using version 3.4.3
'C:\Users\xxx\Documents\Dev\xxx\xxx\xxx\Temp\gradleOut\launcher' is using version 3.4.0
hello, i build my unity project using the ios platform and i have it all in a folder, how would my friend install the game now because I dont have an ios.
Hello. I build my project in Android. All In my editor work fine but In apk don't detect collision. Any solution?
Hello
Is there anyone who is expert in android unity games
Please
Do you know about obb?
@gilded furnace have you tried debugging to see how they are colliding?
dude shehan i know a bit, i have my own app, if that qualifies
Question: How does adding videos work? I know the basics but is there a way to condense them to not take up so much space? or is the solution to that to add them through a URL link
finally the problem is in declaration variables. I inicialize in awake metod and no in start metod, ty
is there a way to distribute an ios app for testing/development purposes without the user needing to download xcode or unity?
i do not build for ios but check and see if there is something similar to blue stacks but for ios
Are there emulators that are/close to simulating actual device performance
Best way to test with iOS is through TestFlight @winged mountain
You mean throwing your Iphone on a wall to check if it can fly ?
hi, im having a problem when i build my game to android, it shows a bug where i dont know how to fix it but when i preview it, there's no bug on it and i can't export my game to android
you mean there is an error in console when you try to build your game to your device?
yep
what does error say?
here
the SimpleInput that i use was the asset i got from the asset store and its working fine but when i build it that error shows up
can you show your PlayerController script?
here's my playercontroller script
i cant find how to fix this script online and my project is for school purpose only
It looks likek that SimpleInput is not available when target platform is Android
can you like open the SimpleInput script and show whats there
this is the simpleinput script
it was available at assets store too and i think this is available on android since the purpose of those joystick are for touchscreen input
are u still there? @warm adder
yeah sorry, I thought that maybe there is some strange code so its only "visible" in editor and not in android but that not the case
maybe there's a plugin/dll asset for that SimpleInput plugin and it is disabled on Android?
not sure tho but when i add SimpleInput on namespace there will be a problem where it can't find if that's a reference on it
searching a mobile game programmer. pn me
how can i make that button as a jump? i can't make it to jump
im using Platformer Microgame
Hey
Has anyone enabled support for m1 in their mobile apps?
And are there any tips on how to do it?
Hello everyone, I have an important question: is it possible from mobile (not web) to make a Whatsapp video-call by pressing a button from a third application?
I was thinking of using the AndroidJavaClass but I'm having difficulties. Is there any useful example or has anyone already used it?
I don't think there is a way to do that. Checking their docs I can see that you can only trigger sending a text via custom url scheme or using Android Intents
Hello, im using Polybrush to make a terrain on mobile. Everything is ok and on editor is ok. But when i test it on mobile. The "terrain" is black. I see on google this is a error but i dont found a fix. Can someone have a idea ?
Heyo :) Anyone using google play services storage? Im considering using it. I already implemented leaderboard
it's taking me about half an hour(1625 seconds) to make an IL2CPP build on android. is there any way to troubleshoot the build time? i'm looking at the editor log, and nothing really stands out. i'm running Unity 2020.2.3f1
I think its a common behaviour with IL2CPP with longer build time, also I do found it build faster on SSD, lol
has anybody switched to URP for mobile? I've been doing some testing with mixed results
how long does it take for a mono build?
Hey guys, does anyone have experience with using microsoft playfab with unity for Android? I'm trying to implement in app purchasing and in app currency. Basically a way to store user data like journal entries, in app currency, and execute in app purchases for additional in game items. Currently I'm having this issue when trying to get testers to sign up via Google oauth. I have everyone's email in the Google play tester list.
It doesn't yet reach the point of the playfab code, the return for google play oauth fails. I get a notification that game center is connecting and then it returns with this error.
has anyone successfully integrated a unity project into IOS native, i'm following an article but am getting the module is not found for unityframework, have been stuck on this for a week
how can i connect my device to remote, i have unity remote 5 running and connected USB and the editor setting on any device, but when i hit start, it crashes
hello?
unity remote is notoriously broken finicky / broken. Many people can't get it to work.
maybe try enabling usb debugging on your phone
that might be a clue but i didnt use unity remote for years lol
ill try this
@outer latch just did a mono build, and it took 136 seconds
yeah, but the increase in build time is a lot more than i expected it to be, AND i'm on an SSD
@graceful reef that doesn't sound right... maybe il2cpp is pushing your cpu to throttle? maybe check the cpu temps/freq
I would also try a different (newer?) version of unity just to make sure it's not a bug in the compiler
I started using 2020.2.6f1 and il2cpp builds feel faster than before but then I've never had 10 times slower
When I export my mobile game into my phone there is no sound, I've been searching for hours on google and I can't find a solution, does anyone know how to get the sound working?
It works in the editor
if it's an iphone did you check the mute button thingy?
@spring magnet No offtopic embeds like reaction gifs.
hi guys how can I detect when an app is being closed in Android using a function similar to void OnApplicationQuit()?
Hey. I need someone who has understanding of the Unity Codeless IAP.
As far as I've understood, the purchases people make need to be acknowledged, and this acknoledgement should happen automatically with Codeless IAP.
However, after 3 days of my in-app store being out, things are starting to get refunded by google. Can someone help me with this, or knows what's happening?
@carmine crown what's wrong with OnApplicationQuit?
I resolved the issue thx anyway
Hello,
Is there a way to encode a Camera/RenderTexture into a video file ? Like MediaEncoder but not for the editor ?
look at the Unity Recorder package
hey folks, any idea why google play console says my apk is asking for microphone permissions?
Does it work on mobile and does it allow to capture a specific camera ?
Thanks
Hi everyone! Is there anyone who knows how to migrate a native app to Unity and replace it in the stores instead of publishing a new app? Thanks
the publishing can happen if you don't change the package name and use the same keystore to sign the app
how to migrate the app: it really depends what does the original app is doing
thanks!
the app is so simple, only showing text and images
the most complicated thing that does is showing a pdf and allowing to send it
the only thing which will require a little bit more coding is to render the pdf, other than that I think you can easily port it
but in my opinion it will be much smaller and easier to maintain this kind of app if it's native
Why is it that when on PC i connect to the mysql DB but when testing on mobile i can't??
Not sure what and how exactly are you using it but mysql is not exactly build for mobile devices
Using xxamp to connect to the mysql database
If not then which database is best for mobile?
I'm guessing cloud side of google play services
Or ig php it is since that's secure and not on client 😂 like this was
hi guys i have one question when i start the game in unity on pc it has a very good quality but when i use unity remote 5 and connect the game to my phone it has very bad quality do you know how to fix it
after switching from Linear to Gamma
my entire game on iOS turns out like this
on Mac and PC it runs fine
select the correct quality level in the quality settings in the editor @cerulean pine
it runs on URP, latest Unity 2019 LTS
i cannot diagnose what’s wrong with the game
it runs fine on PC but when on iOS it just goes bonkers
Hello guys, can someone explain me why me epcm got this big?
Hello guys, I need help really fast. I found out that 2600 people from China downloaded my game, but not from playstore. Should I react on this or just leave it like that?
maybe your game blew up in china
But I published it only on PlayStore
huh
how do you even know the downloads are from china
I have Game Analytics plug in