#📱┃mobile

1 messages · Page 36 of 1

rugged bough
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Removed some environment and now 140k tris, but still 5fps, am i missing something?

quartz kernel
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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

rugged bough
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just an empty scene appears to also have very low fps

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need to look over that

quartz kernel
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What render pipeline are you using?

rugged bough
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where can i see my pipeline?

sacred creek
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In Project settings graphics

rugged bough
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none it says as render pipeline asset

sacred creek
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What does yours look like?

rugged bough
sacred creek
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Than you are using default render pipeline

rugged bough
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@quartz kernel

sacred creek
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alrigty 😄

rugged bough
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thx twent

quartz kernel
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Ok then you wanna adjust your graphics settings and quality settings

rugged bough
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on my phone i only get 5 fps which i think is straange

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if i remove almost all scenery

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kinda need atleast 30fps right?

sacred creek
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Some devices will just shut your app down if its demanding too much. DO you have like a huge scene?

rugged bough
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6.5"

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not that big

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large but not by alot

sacred creek
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scene 😄 not screen 😉

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Like your Unity scene, is it loading a lot of stuff or something?

rugged bough
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ye loll 😄

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ye kinda big

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but not huge

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a terrain

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how can i see how big

sacred creek
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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

rugged bough
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i come back with that info soon

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brb

rugged bough
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unsure where i see this

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but i think that i have not modified it

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its 1000 x 1000

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@sacred creek

rugged bough
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the terrain steals 30fps from me

quartz kernel
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then you probably wanna use a mesh for it instead

cursive quest
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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.

rugged bough
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@quartz kernel Like a plane?

quartz kernel
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Yes, a sculpted, subdivided plane is more performant than a terrain

rugged bough
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yes i understand

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if i were to keep the terrain, what parameters can i change to optimize?

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i saw some difference in increasing pixel error

quartz kernel
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I'm not sure, but I'm sure there are tutorials on this

rugged bough
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i changed lightning to indirect baked

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and let it bale

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bake

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that seemed to have doubled my fps

quartz kernel
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That also makes sense

rugged bough
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im building for mobile now, and expecting about 15 fps

quartz kernel
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You might wanna look into some general tutorials on optimizing for mobile

rugged bough
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but 15 fps is a little low even for mobile right?

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yeaa

cursive quest
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I mean not for a board game lol

rugged bough
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mobile game needs atleast 20 fps to look good ?

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yee yee,

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im moving around in a forest

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and camera rotation is a major part

cursive quest
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I was just on here last night talking about how the unity standard asset grass makes a huge impact on fps

rugged bough
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oh like how

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using it or not using it?

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you mean a texture?

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im using NatureManufacturers forest pack, its not really suited for mobile, but i use the lowest Level of detail (LOD)

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and the trees do not appear to affect fps alot

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terrain and other settings do the most i think

cursive quest
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Yeah I just know that the unity standard asset grass impacts fps pretty hard

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the field of view of your camera will affect fps. the more the camera sees the slower it will go

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The lower your clipping plane on your camera is the less you will render and the faster your fps will be

rugged bough
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yeaa

cursive quest
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sometimes your camera is seeing farther than it needs to. Lowering your field of view and lowering your clipping plane can greatly increase fps

rugged bough
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ye

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what about occlusion culling?

cursive quest
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turn that on and set anything that doesnt move to static

rugged bough
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ye

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the frame debugger is a good tool?

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im not sure how to read it

cursive quest
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I haven't used it

placid void
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How to fix unity remote 5?

hoary totem
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Nobody can answer you if u ask it like that without any additional information

iron acorn
keen oriole
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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?

uncut lark
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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?

rugged bough
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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 ?

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I has happened multiple times and idk what is going on

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Hmmm, okay, when i press my player in the hierachy i get 40fps, pressing the terrain gives me 80????

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targeting nothing also gives me 80

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what is the logic here

quartz kernel
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The editor adds several layers of overhead, selecting objects being a major one

sacred creek
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Also using scene AND gameview rendering things twice

dire geode
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can someone help i get a bunch of errors when building

quartz kernel
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It says it completed successfully, but there were no android devices connected

dire geode
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weird just worked 1 min ago 😩

quartz kernel
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Check the build window, it should list your devices

dire geode
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and then second when it works again, someone has a clue why my player doesnt get rendered

quartz kernel
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Not without more info

dire geode
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there is not much that i can give i think

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@quartz kernel Only thing i get is cfg not loaded idk i that effects grahpics

rugged bough
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I cannot paint details, im choosing add detail mesh but nothing happens when trying to paint
anyone?

ocean kite
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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

dire geode
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@ocean kite i think you need to connect an ios device to your computer

ocean kite
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Can I just plug in an iPhone?

dire geode
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yes

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so the game will build and run on your mobile

ocean kite
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That seems odd but will give it a shot

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Thought I'd at least be able to build it on my PC

dire geode
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hm

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then you need to pick the one above

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pc, mac & linuc

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IOS & ANDROID only work with mobile devices in think

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@ocean kite

quartz kernel
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No, you can build either way

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@ocean kite you need a mac to build onto an iPhone

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Unity can generate an XCode project for you but you need to use a Mac to then build the app itself

ocean kite
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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...

quartz kernel
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Then check your console

ocean kite
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Doesn't say anything...

quartz kernel
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Then I can't say anything more

ocean kite
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Actually no, I was wrong. It's saying "invalid build path". Even if I try changing the directory

quartz kernel
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Try exporting to the desktop

ocean kite
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Project name had spaces in it - I tried taking those out, and it seems to have worked

rugged bough
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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

jaunty crown
sour flint
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Hi, can I access this through code? I am not finding any Scripting API to access this. Thanks.

pine folio
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@rugged bough ive read the free asset microsplat will help with this

worldly sphinx
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Hi i have a issue my IAP button is sending me on git hub any idea why ?

west ice
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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.

rugged bough
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You can build it directly to your phone

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Not with remote, but through build and choose android/ios

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usually takes no more than a couple minutes to build

kind orbit
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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?

frosty flame
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Does anyone know how to integrate facebook audience network in unity?
My ads aren't showing up

rugged bough
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my apk size is 400mb, do you guys know what is taking up alot?

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The models im not using isnt added to the build right? I have a 1000m x 1000m terrain with trees and some assets

dire magnet
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Most size is usually textures, sounds, videos

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You have any of those?

timber ether
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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! 🙂

rugged bough
dire magnet
frozen vapor
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@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.

lime oracle
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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?

copper frost
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@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

lime oracle
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Ah.. yeah i read it. So i need a mac to develop a mac build. Wow... ok i get it

teal bluff
copper frost
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Hi, my sprites are blurred as hell when building on mobile, but are fine otherwise, double checked everything, any ideas ?

warm adder
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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

copper frost
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I modified this in project settings and removed the lowers quality

warm adder
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maybe overrided settings for android on sprites?

copper frost
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Overrided not checked

warm adder
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can you show a print screen of your quality settings?

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like that?

copper frost
warm adder
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hm that seems okay

teal bluff
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@copper frost I don't have the 'shadows' menu part where I can control hard/soft and cascade, any idea why ?

copper frost
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Hmm i don't know

winged mountain
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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?

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how do I adjust the cameras fov?

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sorry not fov

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I mean like instead of stretching it how do I make it so that it simply fits the screen size

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HELOOOOOOOOO

iron acorn
winged mountain
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ok thanks

iron acorn
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Your canvas reference resolution should be the same as on your main target device.

frosty flame
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Hi,
Has any used Facebook Audience Network?

hazy kiln
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Guys, my unity build, just crashes while minimising the app. Did anybody know why?

iron acorn
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Use logcat to see the log.

teal bluff
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@dlich#9427 yes i am, though the shadow on URP asset are différent

teal bluff
iron acorn
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So what's the problem?

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You have the cascades option and the soft shadows toggle. Almost the same as the built-in rp.

teal bluff
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Well, cascade minimum is 1 where in brp it can be disabled; and I do not seem to be able to control shadow quality

iron acorn
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Shadow quality is under Lighting. See the shadow resolution option?

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And cascades are just more flexible now. You can select wathever value that suits you.

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1 cascade is basically disabled, btw.

teal bluff
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Ah yes, I am blind. Though for Cascade, in the old you clearly had 0/1/2/3/4 IIRC

iron acorn
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no, You had none, 2, 4

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none is the same as 1.

teal bluff
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Ah alright, my bad ^^ thanks

forest creek
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Has anybody worked with the mmorpg kit?

verbal breach
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How can I make the face bones follow camera rotation?

steep otter
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Ik with a "human" model it's pretty simple but I'm not sure with non human ones

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Tomas^

verbal breach
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its not human

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lol

verbal breach
sacred creek
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IK is not bound to human structure, its just a way of dealing with bones and their constraints, so they behave like you want.

steep otter
verbal breach
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I have 3 bones and u mean humanoid right?

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Its a bean man xD

sacred creek
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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?

verbal breach
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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

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But I want it to rotate with the camera

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@sacred creek if u don't get it iam sorry m8 I type so fast

frosty flame
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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

verbal breach
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Idk

winged mountain
quiet cipher
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any idea the Unity console cannot detect android device

iron acorn
quiet cipher
verbal breach
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I open my project and didnt find anything

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Wut happened

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Yeah nvm I think it was a bug had to open the scene from the files

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Thx anyway

night flax
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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

dire magnet
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Did you install the Android SDK?

granite compass
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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.

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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?

dire magnet
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I'm not sure you can do it from within Unity. You need to set that up from the Android/Java side

granite compass
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Do you know how to do it is from Android and import it on unity ?

lime oracle
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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..

forest creek
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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?

dire magnet
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Have you checked Logcat to see if there are errors being logged?

granite compass
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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:

  1. Start the Android GPS Service
  2. Check if the user is near a point of interest
  3. Send a notification
robust hamlet
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Not sure if Unity can run in a background service. This should be done in Android native way

granite compass
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Yeah but how ? i don't know how to do it @robust hamlet

robust hamlet
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You want a sample implementation on Android part?

granite compass
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yeah something since we can't do it on Unity i need to do a plugin.

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@robust hamlet

robust hamlet
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yep, a native plugin. it's not that hard to achieve it

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there are lots of examples even in android documentation, but in newer android versions there are more restrictions for apps running background processes

latent osprey
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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

granite compass
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a SDK?

latent osprey
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you will have to use a backend application anyway

granite compass
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why

latent osprey
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because how are you going to do a local notification when the application isn't running?

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anyway i think you might be overthinking this

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you should try to get it to work without the application running in the background first

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what is your gameplay objective?

granite compass
granite compass
latent osprey
#

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

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i think there probably is

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you will want to just make a native application

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if you know you only need android, and you're not making a game... make an android application

dire magnet
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What you want is called geofencing BTW

granite compass
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i need ios too

dire magnet
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Why don't you just get it working on Android first

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Worry about iOS later

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Or vice versa

granite compass
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i know i do android first i just answer to question

frosty flame
#

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?

quiet cipher
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Anyone have idea on detect fold and unfold on phone like Galaxy fold??

robust hamlet
quiet cipher
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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

robust hamlet
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The UI part of the game or everything?

quiet cipher
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everything

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everything become taller

robust hamlet
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can you show the normal view

quiet cipher
rancid crypt
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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?

quiet cipher
#

it probably one of the plugin u use added it automatically

dire magnet
forest creek
lime vessel
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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

twilit ivy
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Using Joystick Pack, is there any simple way to figure out screen touches and disregard any that are associated with the joystick itself?

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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

cursive geode
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with a bit of math you should be able to check if a touch is within the bounds of the joystick

ashen cloak
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How do you playtest a ios mobile game?

glossy sluice
#

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.

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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

slender kernel
#

I have downloaded Android studio and but still my my game is not shown on unity remote why

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I got this error

whole flame
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Facing this problem when trying to sign in with facebook in unity-firebase

winged mountain
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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-

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keep in mind (as I said before) that this worked in Unity just not when I ran it on my phone

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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

fast olive
#

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?

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Also searched alot online for tutorials but mostly save and load tutorials are either not aimed at android or use playerprefs.

winged mountain
#

don't come here nobody is gonna help lmao

uncut lark
#

Hello, I accidentaly found this. How much is this important?

dire magnet
winged mountain
normal apex
#

Is there anyone here with knowledge on webgl compression?

winged mountain
#

nobody will respond

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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

flat bough
#

Does anyone use Addressable Assets System on Android?

odd arrow
#

Don't ask to ask, start by asking the actual question.

flat bough
#

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

quartz kernel
#

The LTS versions are usually the safest, personally I'm still on 2019 LTS @flat bough. It' been working fine for Android for me

flat bough
#

got that, thx. May I ask you which addressable version are you using?

verbal breach
#

I have that pickup script and I wanna change the input from key E to a ui button

quartz kernel
#

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

flat bough
#

I see, thank you so much

steel star
#

It has made the virtual keyboard's input field so wide that iOS decides to squish the buttons instead...

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is there any way to make the input field shorter?

robust hamlet
#

In my opinion it seems to be a bug on a system level on iOS than something which Unity does or your code

steel star
#

oh man... and Unity has no useful properties or methods in the TouchScreenKeyboard class either that could help me manually override iOS behaviour

proud cloud
#

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

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here are the error messages:

proud cloud
#

I have everything installed with unity exept for the JDK I have JDK 1.8.0_281

granite compass
#

i have this error since today i don't undesrtand : CommandWithNoStdoutInvokationFailure: Unable to start ADB server

quartz kernel
#

Have you restarted your computer @granite compass

granite compass
#

no why

#

@quartz kernel

proud cloud
#

so can anyone halp me?

quartz kernel
granite compass
#

ok

proud cloud
#

Restarting didnt work for me

quartz kernel
#

There's nothing in that image that tells me why it failed, so look through the details in the messages

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Alternatively find the editor log share that

granite compass
#

you are right

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ty

proud cloud
normal apex
#

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

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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

quartz kernel
#

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

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I would recommend a path with only standard characters and preferably not spaces

proud cloud
#

Yes it does contain non-ASCII characters thank you i will change the directory @quartz kernel

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And the build succeeded thank you so much

quartz kernel
glossy sluice
#

Stupid question. I've added 3D objects to my 2D (mobile) game but they aren't making shadows...

steel star
#

but anyway, does your light have shadows enabled?

glossy sluice
#

Yeah, it does. 😦

granite compass
#

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.

rugged bough
#

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

iron acorn
#

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).

plush tapir
#

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))

rugged bough
iron acorn
# rugged bough 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.

rugged bough
iron acorn
#

yes

rugged bough
#

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

rugged bough
#

GPU Usage is nothing

iron acorn
#

were you able to open the gpu profiler? oO

#

take a screenshot of a frame

rugged bough
#

yes after toggling it

iron acorn
#

take a screenshot of the timeline and rendering section( need to click on a graph in the section).

iron acorn
#

In profiler modules seelct rendering, click on it and take a screenshot of the details.

rugged bough
#

okok

#

timeline and rendering?

#

@iron acorn

iron acorn
#

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
rugged bough
iron acorn
#

Also, expand the render thread in the timeline and take a screenshot:

rugged bough
#

rendering module is just falt

#

flat

#

sec

iron acorn
#

Yeah. Does look like it:s gpu bound.

rugged bough
#

So less tris?

iron acorn
#

That too. But also, what kind of shaders are you using?

rugged bough
#

I dont really know

#

Terrain im using standard terrain shader

#

Ik shaders eat alot

#

@iron acorn

iron acorn
#

Hmmm

#

Well, for starters, try reducing the verts count

rugged bough
#

i want good looking trees but the vert doesnt need to be alot

#

i use naturemanufacutrer

quartz kernel
#

check this thread

rugged bough
#

lowest detail

#

oh thx

iron acorn
#

I assume you could use diffuse shader for terrain too.

rugged bough
#

okay

#

@quartz kernel Ive seen that thread before but wth it looks amazing

#

@iron acorn thx for now 🙂

#

will try diffuse shader

iron acorn
#

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:

rugged bough
#

Yes exactly!

#

@iron acorn

iron acorn
#

?

rugged bough
#

Diffuse makes my terrain so much brighter and screaming color

#

Mby i need some darker tones for thta

iron acorn
#

Well, for that you'll have to adjust your textures/lights probably.

rugged bough
#

yeaa

#

thx

iron acorn
#

if the textures look ok in the assets, it's most likely your lighting being too intense. Either ambient or directional or both.

rugged bough
#

yes

#

got some more

#

fps

#

changes diffuse and some quality settings

iron acorn
#

Yeah, but that verex count is still crazy for mobile.

#

I have open world city and I'm around 100k vertices.

rugged bough
#

hmm

#

its my trees

iron acorn
#

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.

rugged bough
#

i want low poly trees but not with the low poly look

#

yees

#

thx

rugged bough
#

i mean low tris

#

trees that attempt to look realistic but with low count

iron acorn
#

Well, yeah, that's what game assets usually are. 😄

#

No one uses high poly meshes in games.

rugged bough
#

No but like low low 😉

#

I use naturemanufacturer rn

#

little too high for mobile

iron acorn
#

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.

rugged bough
#

a couple of thousand

iron acorn
#

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.

rugged bough
#

i use the lowest LOD

#

ye i want more

#

not thousands in render dist

iron acorn
#

Then your best bet is using billboards

rugged bough
#

ye i wanna do that too

iron acorn
#

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. 😄

rugged bough
#

Yes i kind of realised

#

im a rookie

#

was n

#

was on sale 50% so i got that package

#

the forest one

iron acorn
#

I guess you can use them when you start working on your pc game xD

#

But yeah, they're ugly

iron acorn
#

On the other hand, no one's gonna look at them anyway. They're not the focus of the gameplay.

iron acorn
quartz kernel
#

Not too much for PC

rugged bough
#

ye but environment is a pretty big deal in my game

#

wb this

iron acorn
rugged bough
#

i wish i could sort by verex count or something in asset store

quartz kernel
#

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

iron acorn
quartz kernel
#

For sure. Plenty of LODing going on there too though

rugged bough
#

i realized i send search results xD

rugged bough
iron acorn
#

Open it in blender and dissolve some faces/edges. Or use decimate( if I got the name right) modifier.

rugged bough
#

dont i need to UV edit and stuff like that

iron acorn
#

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...

rugged bough
#

Okay 🙂

#

I fear UV unwrapping

iron acorn
#

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.

rugged bough
#

Id like to get some from asset store too but idk which ones really

#

So much that is crazy much vert

deep thunder
#

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.

celest tinsel
#

@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

hexed epoch
#

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

hexed epoch
#

I added my device to my team and then used an ad hoc cert

#

My loathing of apple grows by the minute

deep thunder
#

@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.

celest tinsel
#

@deep thunder Unity hub > install > add > Click a unity version > Platforms drop down menu > iOS Build Support
also project > target platform > iOS

deep thunder
#

I have been doing that, we can't get it to run on the phone

iron acorn
quartz kernel
#

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

lofty island
#

Guys what is the most efficient way to check if the device(android) is connected to internet?

dire magnet
#

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

shell orbit
#

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

shell orbit
#

nvm i changed the SDK and it worked

steady silo
#

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.

karmic slate
#

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

uncut lark
#

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?

quartz kernel
#

It should tell you it's in review on the console

uncut lark
#

I pressed publish button and he finished review

warm adder
#

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

uncut lark
#

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

warm adder
#

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

uncut lark
warm adder
#

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?

uncut lark
#

before 2 hours

warm adder
#

yeah, that looks like what i wrote, you should give it some time I think

uncut lark
#

That makes sense. Thanks for helping me!

warm adder
#

No problem, Google Play can be confusing sometimes 😉

wispy canopy
#

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#

uncut lark
#

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

steel star
#

most users would consider that a plus lol. sorry, that's not helpful

mint pilot
#

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?

gaunt trench
#

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

lethal stream
#

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

quartz kernel
#

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

gaunt trench
#

it helps a lot

lethal stream
lethal stream
gaunt trench
# lethal stream 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...

▶ Play video
#

this tutorial might help you I believe he talks about this at some point

lethal stream
#

alright, I will check it out, thanks

gaunt trench
#

So nobody knows how to fix the icon issue ?

rugged bough
#

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

iron acorn
rugged bough
#

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?

iron acorn
#

Wdym?

rugged bough
#

I mean that by making the image denser with less alpha transparency i can achieve a more filled look

#

@iron acorn

rugged bough
#

So my terrain has no textures

#

Just colored

iron acorn
#

0 dist?

rugged bough
#

Terrain distance

#

Wait idk the correct name

rugged bough
iron acorn
#

What does it have to do with grass though?

rugged bough
#

Idk why but i get fps drop on mobile

iron acorn
#

I think 0 means it has infinite drawing distance.

rugged bough
#

Nothing just that i compensate with alot of grass to cover my poor Q ground

iron acorn
#

but grass has a separate setting for drawing distance iirc.

rugged bough
#

Yes Ik

iron acorn
#

I'd rather use a texture on the terrain instead of "covering it up with grass".

rugged bough
#

The grass makes the scene come alive much more than the ground texture

#

Imo

quartz kernel
#

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

rugged bough
#

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

iron acorn
#

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.

rugged bough
#

I really appreciate your input guys @iron acorn @quartz kernel

rugged bough
iron acorn
#

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.

rugged bough
#

I use normal maps but diffusw

#

If its the normal map causing it i can remove that

iron acorn
#

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.

rugged bough
#

Ok, i tried launching it now and it cut my fps in half, so i will try without a normal map

iron acorn
#

I don't think a diffuse shader even allows you to add normal maps... Does it?🤔

rugged bough
#

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

iron acorn
#

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?

rugged bough
#

yes i think hdrp might be in use

iron acorn
#

Lol that's not very smart of you.😅

#

Hdrp is meant for high end PC and consoles. Definitely not mobile.

rugged bough
#

ye, it kind of imported by itself

#

and havnt gotten rid of it yet

#

how do i know if its in use

iron acorn
# rugged bough

Double tap the material to open it in the inspector and take a screenshot.

rugged bough
iron acorn
#

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.

rugged bough
iron acorn
#

Okay, seems like you'reusing the built-in. In this case try what I suggested.

rugged bough
#

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

iron acorn
#

? oO

rugged bough
#

but yea, hdrp is not in use i guess, but this comes up

iron acorn
#

That's not a good sign...

rugged bough
#

lol..

#

what

iron acorn
#

Go to package manager and see if you have HDRP imported.

#

If you do remove it.

rugged bough
#

still cuts in half after removing normal and mask

#

im now removing hdrp importt

#

@iron acorn

#

What about the LWRP

iron acorn
#

LWRP is an older version of URP.

rugged bough
#

i dontt have it

#

ok

#

i have the urp

iron acorn
#

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.

rugged bough
#

hmm

#

alright

rugged bough
#

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

iron acorn
#

Yeah, I'm not sure that's possible with the terrain by default. Will need to implement it manually probably.

lethal stream
#

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

proven cedar
#

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:

  1. 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)
  2. 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.
  3. The code will be running at least 15 times a second, but desired is more like 30

edited for clarity

dire magnet
#
  1. Yes make it as small as possible. Ideally their server supports gzip compression as well
  2. IL2CPP should compile it down to C++ anyway
  3. sending 15 network requests per second is a bad idea and definitely not going to work.
#

especially if those requests are uploading a file.

proven cedar
#

They are async requests

dire magnet
#

still

#

they will not finish in 1/15th of a second

#

they will snowball

bronze flicker
#

What library is this?

proven cedar
#

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.

dire magnet
#

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

proven cedar
#

The C# SDK they provided

#

Yeah

dire magnet
#

15 images per second... for how long?

#

does it need to be realtime?

proven cedar
#

Yeah, it's like a webcam type thing

#

I'm basically sending them video

dire magnet
#

ah ok

bronze flicker
#

Was the SDK designed for that?

proven cedar
#

Yes

dire magnet
#

hopefully their SDK is a streaming protocol then

proven cedar
#

It is

dire magnet
#

and it's not actually making 1 request per image

proven cedar
#

Correct

dire magnet
#

if so that's fine

proven cedar
#

TLS I think

dire magnet
#

as for creating the Bitmap objects - I think ideally you could get some worker threads doing that

proven cedar
#

Yeah, but pulling raw pixel data is slow

dire magnet
#

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

proven cedar
#

Yeah, so here's the dumbest way possible, but it's too slow. 1 sec

#

Sorry, pulled into something else, few more minutes.

smoky rose
#

anyone have this problem compiling for ios?

#
  • [arm64] Linking UnityFramework...
    ld: unexpected token: '!tapi-tbd' (expecting: 'archs')
vague flame
#

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?

quaint gazelle
#

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 )

steel star
#

@quaint gazelle Weird... my app just.... does that without me having to do anything

quartz kernel
#

Yeah this is handled by the OS, not something you can control yourself

dire magnet
#

If your app is being killed by the OS it might be because it is using too much memory or other resources.

mint pilot
#

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?

lethal stream
#

does anyone know how to jump with a push of a button

lethal stream
#

nvm fixed it

glossy sluice
#

I want to develop a mobile hyper casual game, is there any resource you can recommend?

sacred knot
#

yiit: I'd chedck out the udemy courses, they're almost always at 90% discount

#

@glossy sluice

glossy sluice
#

thanks @sacred knot

shell orbit
#

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?

glossy sluice
#

check file locations of android sdk and ndk @shell orbit

iron acorn
shell orbit
shell orbit
iron acorn
#

Well, unity remote is pretty bad. It's hard to get it working and it honestly isn't worth the effort.

shell orbit
#

Is there any alternatives then?

#

Or should I just switch engines to something else?

iron acorn
shell orbit
#

ok

iron acorn
#

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.

shell orbit
#

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.

vernal wing
#

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

glossy sluice
#

sdk file location incorrect @shell orbit

vernal wing
glossy sluice
#

Another

iron acorn
shell orbit
#

I thought visual studio was just a text editor?

winged mountain
#

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

iron acorn
# winged mountain

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.

winged mountain
#

but for some reason it can't

#

idk why

winged mountain
#

yeah

iron acorn
#

The error is clearly thrown at ReadAllText.

winged mountain
#

it's fine I'm trying to do this serialize thingy

iron acorn
#

Share the code in BestScore.checkScore(*complains about the broken naming conventions...)

winged mountain
#

lol

#

nah it's fine this project is so old and finally someone is helping me but I'm already passed it...

iron acorn
#

Then why ask? Lol

winged mountain
#

(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)

iron acorn
#

I've never seen you asking anything like that. At least not with the error stack trace.

winged mountain
#

literally like an hour before hand I had the code and I just deleted it

winged mountain
iron acorn
#

And I'm on this server for 2 years already.

winged mountain
#

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

brisk plover
#

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:

  1. Remove all the "by Unity generated" folders like the Library folder etc.
  2. Restart my PC
  3. Upgrade my Unity to the latest 2020 version.

If you do have an answer to this, can you please @ me? That would be awesome! ❤️

sacred creek
brisk plover
#

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!

sacred creek
#

Its Unity, you are better off going trial and error than find out what went wrong on the Unity side 😄

brisk plover
#

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.

sacred creek
#

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

queen sapphire
#

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

quartz kernel
#

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

queen sapphire
#

and did you fix it?

quartz kernel
#

In my case it was very clearly my fault because I edited the APK after it was built

queen sapphire
#

@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?

quartz kernel
#

Well I guess you can use the regular android studio signing process but I'm not familiar with it

queen sapphire
#

yeah at the moment im opening the project in android studio and i hope i will get it working this way.

queen sapphire
#

Ok works now.

quartz kernel
#

Great 💪

gaunt trench
#

Hey can somebody help me out with google play store ads ?

gaunt trench
#

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

#

?

celest tinsel
#

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

dire grotto
#

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?

iron acorn
sacred creek
#

yeah, you are better of using a simulator or just a device directly installed on @dire grotto

glossy sluice
#

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

somber haven
glossy sluice
#

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 ?

sacred creek
#

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.

iron acorn
#

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.

frozen vapor
#

You can probably get a random pile of old smartphones on amazon/ebay for few bucks 😄

glossy sluice
#

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.... :/

sacred creek
#

@glossy sluice also take in account what devices will be there when you actually launch the app/game.

dire grotto
#

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

iron acorn
iron acorn
dire grotto
#

how tho

#

i never did this b4

#

and the tutorial i used only showed unity remote

iron acorn
#

You will have to build your game eventually to upload it to the store, so you better learn it earlier than later. 😅

dire grotto
#

this guy is telling me to download device simulator

#

is that what u use

iron acorn
#

Look up unity android build. There are more than enough learning resources for that.

dire grotto
#

ok

iron acorn
dire grotto
#

o

#

it is free right

iron acorn
#

Yes.

dire grotto
#

ok

high hawk
#

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?

verbal breach
#

Anyone know how can I fix the cross platform touch pad?

vague flame
#

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?

vague flame
#

Worth also mentioning this only happens for iOS build (same data used in android, android is fine), Unity 2019.4

glossy sluice
#

Hey, I was wondering Why My Unity remote 5 isn't working. I have honor 7s, so im on android.

verbal breach
#

go to developer mode in settings and tap on usb debugger@glossy sluice

glossy sluice
#

@verbal breach Thanks!

verbal breach
#

Np bro

winged mountain
#

how do I make it so that the camera does not change when the aspect is changed

quartz kernel
blazing lotus
#

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

dire magnet
#

Apple is very strict about allowing unsigned code to run on their devices

blazing lotus
#

ah alr i jailbroke my phone for ios 13 has ios 14 been jail broken

dire magnet
#

no idea, I use Android

blazing lotus
#

ok i will prob just do the xcode thing

dire magnet
#

Android thankfully allows you to install and run whatever you like.

rain plank
rain plank
#

Long story short, "is NDK necessary? If so, how to tell it to Unity 2020 that we wanna IGNORE it"?

native hinge
#

how can i have a url link to my unity android app so i can share it?

mint pilot
#

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 😩

quartz kernel
#

Force quit + restart worked for me last time @mint pilot 😂

mint pilot
#

Thanks. Already done that several times. So puzzling! Pulling my hair out now

sacred knot
#

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?

iron acorn
sacred knot
#

so nothing built-in Unity?

#

have you had to troubleshoot a crash that you couldn't reproduce yourself? How painful was it?

iron acorn
iron acorn
#

At least not with unity.

rain plank
#

Hey, where d u guys download your NDK ?

#

in Unity v2020

#

It needs a r19 , which is nowhere to be found

crisp trench
#

How to get android sdk for unity 4x

rain plank
#

@crisp trench isn't there an automatic method inside unity wich downloads it for u?

#

I mean when u click the Android as export

crisp trench
#

No

rain plank
#

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

rain plank
crisp trench
#

But i can get sdk

#

Without android studio

rain plank
#

I feel you bro, I'm having somewhat the same prb now, but with Unity 2020

crisp trench
#

Try unity hub

rain plank
#

I downloaded Unity from it's website

#

No "Add module" button on hub

crisp trench
rain plank
#

Yeah ...

crisp trench
#

I have win xp dude

#

Is old

#

Cant take connexion

rain plank
#

I have intel pentium! It's more than 6 yo !

crisp trench
#

Me too

rain plank
#

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

crisp trench
#

Yes mono is better

#

No prob dude

rain plank
crisp trench
#

Dude

#

Unity 5 have mono

#

Mono behavior

#

Mono by mono studio

#

Mooooonnnnnnooooo

rain plank
#

@crisp trench didn't you mean Monodevelop ?

frozen vapor
#

@crisp trench No offtopic embeds/reaction gifs.

crisp trench
#

@rain plank ya

#

Monodvlop yes

lunar verge
#
 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?

vernal wing
#

hello

#

can i ask here about unity ui ?

storm plover
#

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?

potent crown
#

@storm plover know someone at apple. buy them a good dinner. I wish I were joking at all.

glossy sluice
#

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
potent berry
#

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.

gilded furnace
#

Hello. I build my project in Android. All In my editor work fine but In apk don't detect collision. Any solution?

graceful temple
#

Hello

#

Is there anyone who is expert in android unity games

#

Please

#

Do you know about obb?

celest tinsel
#

@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

gilded furnace
#

finally the problem is in declaration variables. I inicialize in awake metod and no in start metod, ty

winged mountain
#

is there a way to distribute an ios app for testing/development purposes without the user needing to download xcode or unity?

celest tinsel
#

i do not build for ios but check and see if there is something similar to blue stacks but for ios

jovial hedge
#

Are there emulators that are/close to simulating actual device performance

quartz kernel
#

Best way to test with iOS is through TestFlight @winged mountain

eternal gate
#

You mean throwing your Iphone on a wall to check if it can fly ?

forest jacinth
#

does anyone know how to take a screenshot (android)?

#

like snapchat etc

primal sundial
#

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

warm adder
#

you mean there is an error in console when you try to build your game to your device?

primal sundial
#

yep

warm adder
#

what does error say?

primal sundial
#

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

warm adder
#

can you show your PlayerController script?

primal sundial
#

i cant find how to fix this script online and my project is for school purpose only

warm adder
#

It looks likek that SimpleInput is not available when target platform is Android

#

can you like open the SimpleInput script and show whats there

primal sundial
#

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

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?

primal sundial
granite musk
#

searching a mobile game programmer. pn me

primal sundial
#

how can i make that button as a jump? i can't make it to jump

#

im using Platformer Microgame

chrome whale
#

Hey

#

Has anyone enabled support for m1 in their mobile apps?

#

And are there any tips on how to do it?

lament cloud
#

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?

robust hamlet
#

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

heady meadow
#

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 ?

rugged bough
#

Heyo :) Anyone using google play services storage? Im considering using it. I already implemented leaderboard

graceful reef
#

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

quiet cipher
#

I think its a common behaviour with IL2CPP with longer build time, also I do found it build faster on SSD, lol

outer latch
#

has anybody switched to URP for mobile? I've been doing some testing with mixed results

outer latch
junior geode
#

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.

copper junco
#

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

spring magnet
#

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

spring magnet
#

hello?

patent wagon
#

unity remote is notoriously broken finicky / broken. Many people can't get it to work.

warm adder
#

maybe try enabling usb debugging on your phone

#

that might be a clue but i didnt use unity remote for years lol

spring magnet
graceful reef
#

@outer latch just did a mono build, and it took 136 seconds

graceful reef
outer latch
#

@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

abstract nexus
#

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

outer latch
#

if it's an iphone did you check the mute button thingy?

frozen vapor
#

@spring magnet No offtopic embeds like reaction gifs.

carmine crown
#

hi guys how can I detect when an app is being closed in Android using a function similar to void OnApplicationQuit()?

shadow wasp
#

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?

outer latch
#

@carmine crown what's wrong with OnApplicationQuit?

carmine crown
glossy sluice
#

Hello,
Is there a way to encode a Camera/RenderTexture into a video file ? Like MediaEncoder but not for the editor ?

latent osprey
ocean bolt
#

hey folks, any idea why google play console says my apk is asking for microphone permissions?

glossy sluice
viral pollen
#

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

robust hamlet
#

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

viral pollen
#

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

robust hamlet
#

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

broken junco
#

Why is it that when on PC i connect to the mysql DB but when testing on mobile i can't??

robust hamlet
#

Not sure what and how exactly are you using it but mysql is not exactly build for mobile devices

broken junco
#

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

cerulean pine
#

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

open trellis
#

after switching from Linear to Gamma

#

my entire game on iOS turns out like this

#

on Mac and PC it runs fine

quartz kernel
#

select the correct quality level in the quality settings in the editor @cerulean pine

open trellis
#

i cannot diagnose what’s wrong with the game

#

it runs fine on PC but when on iOS it just goes bonkers

uncut lark
#

Hello guys, can someone explain me why me epcm got this big?

uncut lark
#

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?

pulsar folio
#

maybe your game blew up in china

uncut lark
#

But I published it only on PlayStore

pulsar folio
#

huh

uncut lark
#

And I can't see downloads from China there

#

But yesterday I got 10 dolars

pulsar folio
#

how do you even know the downloads are from china

uncut lark
#

I have Game Analytics plug in

pulsar folio
#

oh

#

maybe a website

#

took the apk