#📱┃mobile
1 messages · Page 37 of 1
I think you can dmca them
But if I am getting money 😄
Thank you for helping, seems like I will have to find that site first
no problem
So I am trying to make a mobile game for iOS and it looks all good on the computer but when it’s on iPad it is pixelated and bad looking
you gotta set up the anchors and also set the canvas scaler to scale with screen size 🙂
i want to read a barcode with a phone but i do not know where to start. does anyone have some advise?
thanks again, sorry for the late reply. I guess it is fine with android version using the same package name and keystore to sign, but do you know about ios?
not in my case 😂
It should be the same, using same bundle identifier and certificate
Does anyone else have issues with TMP Field for mobile devices? The text submission doesn't work
Is device simulator package stable? Otherwise is there a good tutorial on how to test with android?
How does one go about deep linking (not html link reference on a webpage). For example I want to send a link via Whatsapp to a friend who has the same app. And tapping on that link launches the app (with or without parameters).
The deep linking tutorial works if it is a reference from a browser, but not as a link (it is not even recognised as a link) in whatsapp.
@fast vale I was using it on 2020.2.6 to test safe areas and it was stable, didnt see any errors or bugs, it's documentation pretty much shows how to start with it
hi guys I have the follwing question:
I want to create an andorid game and connected my android phone with the PC. I downloaded the SDK, NDK and JDK Files and clicked on "Build". I dont have any Errors, but when I want to run the game, my Phone wont show the game in the Unity Remote app. Can someone help me? 😄
Unity cant find my device too
here are my paths
thanks 🙂
Do you have USB Debuggins enabled on your phone?
When you build the app doesn't show up in unity remote, it is listed like all other apps
However the 'build' button does not install the app to your phone automatically, 'build and run' does that
Is your phone listed under the build settings? Cause it seems like something is still missing
can someone help me with this when i try to export the game it says this and i dont know how to solve this problem
What is your current package name?
where can i find my package name ?
Can you find Player settings?
yes
Do you see the tab with the Android icon?
yes
It should be in other settings under identification
do you guys know how to set up a button in Unity on android? Its really important thanks!
Just make a button in unity
UI works for phone with zero changes
lol ok o
I'm trying to initialise an instance of the UnityFramework in Swift and I'm getting an error with _mh_execute_header in Swift
Cannot convert value of type 'mach_header_64' to expected argument type 'UnsafePointer<MachHeader>?'
Anyone have this kind of android build issue with plugins?
> Manifest merger failed : Attribute application@appComponentFactory value=(androidx.core.app.CoreComponentFactory) from [androidx.core:core:1.0.0] AndroidManifest.xml:22:18-86
is also present at [com.android.support:support-compat:28.0.0] AndroidManifest.xml:22:18-91 value=(android.support.v4.app.CoreComponentFactory).
Suggestion: add 'tools:replace="android:appComponentFactory"' to <application> element at AndroidManifest.xml:5:3-83 to override.' ```
I got that code working but now when I call showUnityWindow nothing happens
@ocean quest the fix for your issue is by applying the thing mentioned in Suggestion section
yes unfortunately dealing with android manifests with multiple plugins is something I am struggling with - I think one library needs updating to androidx
No, the error you are getting is because you have two or more manifests which are trying to set a value for key and merging manifests fails because of that
You should add this: tools:replace="android:appComponentFactory" to your <application> tag in your main AndroidManifest.xml
ok thanks for that. I have no main manifest though as gradle built - individual plugins may have one
Check if you have a manifest file inside Assets/Plugins/Android/ folder
that should be your main manifest file
just a gradle file
You can create one by hand
it needs more than that line - it needs a version. I wish unity has more plugins inbuilt
Whats wrong with this android button script? ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DotScript : MonoBehaviour
{
public GameObject DotCanvas;
public GameObject pauseMenuUI;
public GameObject GameMenu;
// Start is called before the first frame
public void DotEnter()
{
DotCanvas.SetActive(false);
GameMenu.SetActive(true);
}
public void Pause()
{
pauseMenuUI.SetActive(true);
Time.timeScale = 0f;
}
}
@ocean quest what kind of version?
@pale cradle it depends what are you trying to do with it and what actually it does and how did you setup the button
I just set it up with On Click()
like this
idk if this is right, Im doing it for the first time
you want to call both functions on button click?
yes
tools:replace specified at line:5 for attribute android:appComponentFactory, but no new value specified
C:\UnityProjects\Temp\gradleOut\unityLibrary\src\main\AndroidManifest.xml Error:
Validation failed, exiting```
Its possible, isnt it?
Oh, so @ocean quest you need to specify the new value for this key: android:appComponentFactory . Try this:
android:appComponentFactory="androidx" tools:replace="android:appComponentFactory"
@pale cradle yes, it is possible
do you know what Iam doing wrong? I just want to get my button to work 😦
Can't really tell what's wrong with that information. If the button is visible in your game maybe try the simples way to let it call a function which only prints some logs to see if it works
yeah, I already did that but nothing is printing
just end up back where I started. like this?
android:theme="@style/UnityThemeSelector"
android:appComponentFactory="androidx"
tools:replace="android:appComponentFactory">```
Place that in your <application> tag, not <actvity> .
Do you have tools declared in your <manifest> tag?
You should add that too, like this:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools">
And the changes like:
<application <!-- The rest of the params --> android:appComponentFactory="androidx" tools:replace="android:appComponentFactory">
doh: AndroidManifest.xml:4:3-15:17 Warning:
application@android:appComponentFactory was tagged at AndroidManifest.xml:4 to replace other declarations but no other declaration present
paste the whole error
comes after > Task :unityLibrary:processReleaseManifest in editor log
Execution failed for task ':launcher:checkReleaseDuplicateClasses'.
> 1 exception was raised by workers:
java.lang.RuntimeException: Duplicate class android.support.v4.app.INotificationSideChannel found in modules classes.jar (androidx.core:core:1.0.0) and classes.jar (com.android.support:support-compat:28.0.0)
Duplicate class android.support.v4.app.INotificationSideChannel$Stub found in modules classes.jar (androidx.core:core:1.0.0) and classes.jar (com.android.support:support-compat:28.0.0)
Duplicate class android.support.v4.......```
I think you should get rid of that android.support.v4 class since it's already a very old library and not maintained
all new Android libraries are placed in androidx packages / libs
Is there any particular reason you are using it or it comes with another plugin you use?
yes if I can find it - its all in the plugins, I am not insisting on any particular libs
Which plugins do you have in your project?
voxelbuster's mobile stuff is main one but was trying a VR one - maybe the cause
You can try to 'hack' it, never used their plugin, but every android lib dependency is declared inside an xml file (most of the time). So you can check if they have a file placed somewhere like: VoxelBusters/Editor/...AndroidDependencies.xml
where you will see android.support.v4 lib included, you can try to comment there lines to see if it will build
it is a nasty plugin, they have a post build step! Anyway will try and find source of it indeed!
Are you using the latest version of that asset?
as new as I can - I'm gonna back to adding plugins one by one to check compatibility
Hi Im new in Unity mobile and want to add a button. But the button wont work with this script on it. Can someone PLEASE help me 😦 thanks :
using System.Collections.Generic;
using UnityEngine;
public class DotScript : MonoBehaviour
{
public GameObject DotCanvas;
public GameObject GameMenu;
// Start is called before the first frame
public void DotEnter()
{
print("DotEnter");
DotCanvas.SetActive(false);
GameMenu.SetActive(true);
}
public void Pause()
{
print("pause");
//Time.timeScale = 0f;
}
}
Does it work in editor?
you mean in the console?
Im getting no Errors and it wont print anything :/
Does the button change appearance when you hover over it
no, nothing
Then there's probably something blocking it
Select your Event System and it should tell you what gameobject is currently active
should I use onClick() or EventTrigger?
ok I can send you a screenshot
there it is
dont do print() do Debug.Log("blah");
no - show the rest of the inspector
it only works with my mouse but not with touch
here is the rest of my Button Inspector
hmm, seems like something blocking it - does it color change when you roll over and click it?
(the button)
when Im clicking with my mouse on the button, everything works but with touch nothing happens
no- only with my mouse
so it works in the editor?
well touch will not work on desktop, only on a mobile device
I connected my phone
ok but that is on the phone - you did build & run right?
see Ole's message and check out your input setup
do you mean this one here?
should look like this:
He is using the new input system, that's why it's different
ah ok - I pass!
this is my Hierachy
I guess MenuSheet is a Canvas object?
yes
Can you show MenuSheet's properties?
do you mean this one here?
everything seems ok, can't really tell what can cause this issue, maybe the other canvas is blocking the touch events if it has lower sort order or they are overlapping somehow
nah I dont think thats the problem, because it is working with Mouse but not with touch 😦
the second guess will be if you are doing something in your Input Actions file
what do you mean?
Since you are using the new Input System I guess you have input actions file?
Hi, I need help related to particles. is this the right channel?
anyone familiar with mobile terrain design, ?
Trees are taking up more resources on mobile , any tip or a good optimized asset to use on trees might be super helpful
Hey, does anyone has a starter guide somewhere for making games for mobile, to be specific, google play store? While I have a bit of experience with desktop / pc ones, Im guessing there's a list of things to pay attention to while doing it for mobile.
❓ Does anyone have any pointers on how to override Android Navigation Bars buttons (Back, Home, Recent Button) to require 2 clicks to exit the app?
I notice that some games do that, but I don't know where exactly to start. E.g.: Pokémon Go, Fire Emblem Heroes.
@versed swallow You can't override Home & Recent Apps buttons in Android by default
but in order to override Back button if I am not mistaken you should listen for:
if (Input.GetKey(KeyCode.Escape)) { Debug.Log("Escape key is being pressed");}
This is what get fired when you press Back button in Android
I thought that, but some apps require you to press those buttons twice to exit the app
I know how to handle the Escape button, that's not the issue.
Again, run Pokémon Go and you'll understand what I mean.
And what's the problem with that? Add a counter, show dialog or toast to show the user a message he needs to press it twice and that's it
No problem with that, but that's not what the original question is about
I've already answered your original question, not sure why you don't understand it.
I just installed Pokemon Go and saw that they override only onBackPressed. You can't override Home / Recent Apps buttons by default on a system level in Android.
So what Pokemon Go do is they listen for Escape key press, once it's pressed show a quit /close dialog and when the user selects Quit -> kill the app, otherwise just hide the dialog
I've done it the same way in a few apps for Android
A simple example:
https://pastebin.com/ZRmkiXFQ
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
At least on my device they override Home and Recent buttons as well
I'll upload a video showing this:
can't see the video
Oops, sorry. Fixed.
You sure it's not from your device's settings?
Or maybe Xiaomi's Android version can let the developers override that
Yeah, I'm starting to suspect that
It's not from my device settings, since this doesn't happen in our game
Some apps use this as well
Hello fellow GameDevs! I've just managed to get my first game build for iOS on my iPhone. Now i'm desperate because i have no idea how i can profile my game on my phone to see the actual performance on the end device. Is it possible with 3rd party apps ? I have absolute no idea and i cant really find anything specific via google. My game is running with 400fps on PC but i noticed some delay on my phone which is why i need some tools to see what might be different on the phone. Thanks alot ❤️
@lethal plover could you run an emulator and see stats that way?
There are some services for remote devices
Hi, I am currently working on turning a .jar to a .app for max and it’s success but since I’m hosting the .app download from a website it says unknown developer and I know that goes away when you get a certificate from apple which are free if u have a have a paid developer account, was wondering if someone was interested in this that I’m doing and if so I can share more details and you possible give me a certificate for my .app
Posting here since most iOS (mobile) devs have paid developer accounts since that’s the only way to get app on apple store
Anyone here knows how 'Force iOS speaker when recording' actually works? My game has voice chat features but on iOS if the player isn't using headphones, unity/ios redirects sound to ear/headphones. doing the forcing solves that issue, but if I add that to the build, players can only use speakers, rendering headphones useless. Is there a way to programmatically do the forcing, maybe at the start of my game to let the player have a choice of using speaker or headset?
So,im using the standard asset third person controller and joystick (changed the mesh with my model),how do I make the camera rotate using fingers?
Does anyone have any suggestions for testing mobile touch functionality? Apparently unity remote doesn't work with the new touch system and its killing me to have to export an .apk every time I need to test 😦
if anyone does have suggestions, please DM me. Imma go drink the thought of the last 40 builds away
Can anyone tell me how to make npc interact with player(diallogues etc)
Search for NPC system on YouTube @barren gorge?
Did the search but couldn't find anyone who explains it perfectly
It's a complicate topic with tons of possible variations, there is not gonna be a perfect answer
How do I optimise my game ?
how can i fix this?
how long is a piece of string?
is here someone who can help me, or send me something where i can learn it. I want made clicker game, and i want make, when i click so it will make some effect on my touch position. i still finding not what i want
same
In this Video i'll show u what are the keys for.
Have a nice Day♥️✌️
PS: Nice Game Dani!
does anyone know what this kind of movement is called or how to make this?
Angry birds?
Is there any way to livestream from a Unity app on iOS to YouTube/Facebook/Twitch?
I tried Replaykit but it doesn’t seem to work with Twitch of Facebook.
is this for end user purposes or your purposes?
you can definitely stream full screen from an iOS device plugged into a computer
that's how people usually do it
why is this positioned right here, but when I build on the phone, the button is sort of in the middle of the screen?
@latent osprey I mean stream directly from the app, the way that Steamlabs mobile does it.
hi guys im making a game for mobile and the physics on the android build are different from on the editor. is there a way to make the physics work on the android build?
I have a car object (one from POLYGON assets). I want to have multiple colors of this car in-game. So in other words, I want to have 10 objects of the same model but with different colors.
Option 1)
I will use multiple textures and all objects will be using different textures. (this approach have two minuses: textures will give some extra size to .apk and setPasses and also draw calls will be increased)
Option 2)
I will use multiple objects with one texture, so all objects will be using the same material and texture. (this approach will also have two minuses: meshes will give some extra size to .apk and also draw calls will be increased)
Is there any other approach to resolve my problem?
Why is the size of the mesh or draw calls increasing with the second option?
Because I will have 10 mesh'es instead of one (each one is about 1mb).
You can have one mesh with one texture and just change the offset with different materials. A few materials with same shader and just different settings with enabled GPU Instancint shouldn't be any problem
Authenticating with Google on Android with Auth0 is a nightmare, the code at https://github.com/googlesamples/google-signin-unity hasn't been updated in two years - I might just give up and go the Firebase route, at least it's maintained. Anyone using Google authentication without Firebase? If so, why and how long until the linked example becomes deprecated? : ]
so i recently made a new game and everything ran just fine
when i added a video player and like a few more sprites, this happened
anyone know how to fix?
ok nvm i turned off dev build and it now works
anyone here experienced with google play setup?
im mostly wondering if there's a way to save key value pairs to a players google drive, similar to the way player prefs works, I dont need the whole game state, just a couple keys and true/false or 0/1
Well there's this: https://developers.google.com/games/services/common/concepts/savedgames#saved_game_metadata
But it only lets you save an unstructured binary file. Easy enough to make simple key/value pairs in there though.
@dire magnet I followed a similar tutorial and used json to serialize everything away, but building with play games seems to break everything
break things how?
It wont compile, I'll have to look back at it in a few for the actual error
It was saying something about the google play module was deprecated though
Something deep I didnt feel i should be hacking up
can i make an android version and a pc version in the same project?
Yes @glossy sluice you can switch build targets, but you need to handle the different input modes
so it can be in the same project? different scene or?
It's entirely up to you how to handle it
If the gameplay is exactly the same except for input methods you can probably use the same scene
@dire magnet sorry for the delay hope youre still around
i just cleared the log and tried to build again here is the screenshot of the errors, i can send the rest when you want how you want if you can help, just didn't want to blow up the server.
i've gotten this same set of errors from SEVERAL tutorials, only thing in common was gpgs. the same thing happened with setting up admob with gpgs, i got around that by dumping out and switching to unity ads(way easier btw) but I need to save data to the cloud on android and this seems like the obvious answer i just can't figure out how it works i guess.
I am about to publish my first game on play store..its a simple tap game..
I am confused about Mono and Il2cpp..
What should I use to take output..
Does anyone know why editing _BumpScale is disabled on mobile platforms in Unity's SRP?
You almost always want IL2CPP - it will be much better performance-wise
anyone else have any idea's for me to try?
im set to IL2CPP, binary is split, both architectures selected. key is set with the right password, oath2 set up, and web hook set.
everything works until GPGS
@faint tree can you post the whole stacktrace?
It seems that you have duplicated classes/files in your project which are native android libraries
which native libraries do you have in your project
is that just in my assets? or where would i find that?
i dont understand how i can have a dupe class/file on a fresh import
alot
Hello community, I just profiled my android game in Profiler and in Memory Module I found a lot of memory is being used by something written here as UNITY as highlighted in image. I profiled this data directly on target device through release build. And I am not sure if this UNITY process utilizing memory is something related to only profiling or will this memory be used on End User device as well bu UNITY process?
i wouldn't think so
usually I thought that statistic referred to the editor
could try building it and seeing your total usage on the device?
Does anyone know why the editor doesn’t render the same as game view?
I’ve switched build from PC to iOS, the game view seems to not render the same as in editor
almost looks like different camera?? check the masks on each cam? seems simple but i miss that one alot
nice screen btw looks sweet
turns out that bloom script is deprecated
Hello, I am building a game to vr and i am using urp is it good to Active GPU Instancing to get more fps for quest ?
Hello, any guidebook about optimization in code for android in unity?
@dire magnet @robust hamlet any suggestions for me
@faint tree try to delete all the native libraries from that folder and Force Sync again using Play Services's menu.
kk
resolved successfully, I'll try a build
dang
from forums it seems a pretty common stack of tracebacks that noobies get.. but i can't find any answers on if or how anyone got past it
Can you list all the Google / Android native plugins which you have in your project, want to test that out to see if it will happen in a fresh project too
Some solutions here: https://forum.unity.com/threads/unity-2019-2-2f1-gradle-build-failed.739121/
Google play games, admob, and unity ads
i am correct to be building with ilc not mono right?
thanks for the link preator, hadn't seen that one yet, unfortunately the new ideas in it did not fix my issue
im going to try a fresh install of unity on lts and see if maybe its a new version issue
i was running newest
i did also try slowly tweaking my min api but gave up after i cut out 40% of devices and it still wouldn't build
is there a gpg's group anywhere i could try to get support from
hello, I have a question, My build is getting a little big for mobile, is there a way to check out my scenes and see what is taking up so much space (disk space)?
@celest tinsel This might be helpful: https://github.com/Unity-Technologies/BuildReportInspector
is there an iphone 12 device simulator json somewhere?
it is very hard to find through google
i don' tknow if anyone is familiar with community device JSONs
What's the difference? I always thought Json was json
I'm struggling to find the correct device to debug my Unity game on. I am trying to build and run it on the Android Emulator but I am running in to issues where the devices don't support either "ARM7" or "ARM64". Does anyone have any advice?
hi
ım try to build my game on android
but unity gives these errors
can anyone explane these errors
ı cant fix
@vernal estuary there's a setting in build that allows for splitting the app into both arm7 and arm64, there's also something above it that has options of "mono" and like ilc2 or something
you need the ilc2 and to build BOTH arm7 and 64
oh nice, thanks 🙂
then just test whichever works
these are apparently needed steps in incorperating any google play services too, but lmk if you get that part figured out, that's where IM stuck lol
I have uploaded an apk in play console for "internal testing". Its been around 5 days and its not been reviewed yet.. I really want to test google leaderboard and i think i cant test it because its not reviewed yet.
haw many days will it take to review an apk for internal testing
When I did it last before Christmas, it took around 8 days
Like it says on the page review times are longer than usual
can someone please help me= somehow my games doesnt open on the remote app...
try to rebuild
Hi everyone, who can help me with touchscreen? i have some problem with speed of moving objects when you slide, so i interested in advises and different solutions.
Explanation of problem: I have a map, but this map to big to be displayed on display, so player see only part of the map. When i slide - the map moving a lot faster then finger(even with Time.Deltatime modifier). I can put additional modifier as 10^-2, but problem starts when i zoom in or zoom out - speed also should be changed, but its take a lot of scripting. Maybe someone have a lot simpler solution?
Hello guys i let you my post in here to see if any mobile developer/programmer can help me with the problem.
can someone please help me? my unity remote doesnt show the game aaa
the unity remote only show for a few seconds and stops working for me
good day everyone. Ive been trying to connect Firebase and facebook for my mobile game. But Im getting an error " The supplied auth credential is malformed or has expired." Even tho I am able to log in facebook and get access.
@slate umbra You don't need to repost the question when it's still on screen.
You are more likely to get answers if you boil it down to the part you are having problems with, which appears to be "How to change Vector3 over time" or "Moving a transform over time".
Hy everyone, I have a problem with Unity Ads. Indeed, the test mode of Unity Ads works well in the editor (only for banners although they are very small, the videos simply don't work) but my ads do not display on my Android device after a Build & Run. Visibly in the Cache folder, the ads have been downloaded. I use the latest version of the Ads 3.7.0 package. In the logs the only error I have visibly is the following: 03-30 10:37:11.661 18662 18683 D UnityAds: com.unity3d.services.core.device.Storage.sendEvent() (line:86) :: Couldn't send storage event to WebApp. I have tried all the solutions proposed on the Internet without success... Does anyone have an idea? My version of Unity is 2021.1.0b4
Yes, im trying the Vetor3.MoveTowards
Vector3*
@livid tartan i have good news, bad news, and worse news lol
good news, I've seen that issue
bad news, can't find my notes on overcoming it
worse news after integrating unity ads successfully, I still have build errors for gpg so if unity was a way around google services... you will hit another show stopper
specifically because ads are not the only google play libraries you need to access to build a successful app (leaderboards etc) I have not yet found a definitive guide on integrating ads and services minus the documentation for each piece which must be outdated because only half of it is even correct about the structure of the editor. if I'm remembering correctly though your specific issue is resolved one of 3 ways, changing the webhook url/game id, you forgot to initialize OR call show on your ad, or uninstall and reimport the unity ad module
could someone who has successfully published a game to the play store please post steps to integrating ads and google play services, I don't think I'd be alone in benifitting
I'm sure step one is "spell basic words correctly" but ah well
Guys i have a problem with the unity remote 5 app
When i press play
it works for 2 seconds and then stops
anyone knows why is this happening?
Thank you for your advice, with your indications and my research, I finally managed to display a banner ad that seems to work however only by connecting with a VPN in Atlanta (USA) I have since my connection in France, no ads are displayed ... In addition, no video ads seem to be available wherever I am...
I haven't used Admob so far but the Unity Advertisments integration from the package manager, is there any chance it will work better if I use AdMob?
possibly, possibly not, i had trouble integrating admob directly and used unity with mediation instead. I thought in unity's ad interface there was a way to choose region
I see, unfortunately, no, it is not possible to select the region obviously... I still can't find a solution... I'll try to look a little bit more or maybe I'll try with Google AdMob if it still doesn't work... Do you have any other possible leads to explore? Anyway, thanks a lot for your help! 🙂
Unity Remote 5 is working just 2 seconds then stops any idea?
I'm sorry I don't use this app ><
Is there a list somewhere of what things in URP are supported for mobile?
I know support ≠ optimization requirements
Also would be nice to know what things have been more optimized in URP for mobile vs Standard.
ahh ok I just found the postprocessing in URP page that says what's best for mobile in that regard, so that helps.
Anybody here able to successfully use the Synty Polygon packs in their mobile game?
Hi, Can use AdMob Provider with Unity Advertising SDK?
Unity Remote 5 problem solved-
guys i am having this weird error while building for android
can anyone please help me with this i am stuck
Ok guys i need help doing a grid based movement with touch like Rucoy Online
Help please.
does anybody know how i can make a good mobile character controller in unity
(im new to unity)
ugh. has anyone successfully triggered the ios 14 local network access popup? I've tried like 5 different ways and always get "no route to host" instead of actually triggering the popup so i can ping my router, etc.
@shrewd estuary You'll find better material if you separate the input method and behaviour.
Some suggest using mobile/vertex lit shader for mobile games. I tried switching to that, but it appears pink. I can't get it to work. Anyone want to give it a try and see if mobile/vertexlit works for you?
What is your render pipeline and Unity version
Unity 2020.2.6f1 and URP
gotta use a URP compatible shader
oh ok, so no mobile shader then. But half the optimizing articles/videos tell me I should use the mobile shaders 😦
Anyone have any tips on "tap to move" controls?
Got it, thanks. So for mobile right now, Vertex lit is the most effecient?
Has Unity integrated their own bluetooth solution yet?
Hello, I would like to ask about the best option for user authentication and leaderboard in Android and IOS. I want to use (1 option for 2 platforms) is it possible to do it?
yes exactly
i am still stuck with this error
idk how to resolve this
do you have any idea how to resolve this?
are you sure you want authentication? leaderboards are available in the Unity.Social namespace
?
use EventSystem
that's unfortunate. try changing your bundle identifier every time you make a change that you think could affect the appearance of that popup, because ios only shows those prompts once. otherwise, i feel like this is in google
I want universal login and scoreboards for both platforms. I am currently using firebase
🤦♂️ firebase, but why?
why do you need login?
do you just need scoreboards
Because My game is multiplayer
on modern devices, focus on testing on device. the iphone 12 is very, very fast
I don't have a 'modern' device. My only test device right now is a samsung s8.
It's not too old, so I would think if I can 30 fps on it, I can easily make it work on newer devices
thanks for the reply! i figured it out... i was building with iOS SDK 14.2. I updated to 14.4 and everything is working as expected.
great 🙂
hey @latent osprey thanks for your help 🙂 i appreciate it
@latent osprey sorry, I was busy. Well I want give possible connect account with google
I didn't publish yet
oh its pretty easy sec
I am attempting to use firestore with a Flutter app in latest version of Android Studio. I have followed these instructions exactly. https://www.youtube.com/watch?v=DqJ_KjFzL9I&list=
use these multi dexing properties
put them in your launcher gradle file
you can get them from your build -> playersettings -> publishing settings
just add the properties to gradle and just try to build it it will run 😄
First new lead in 2 weeks, I'll give it a try when I get in front of my other pc thanks for the hope
haha i understand took me 3 days to resolve all this too xD
So i made few panels in my scene to check resolution on different phones but it keeps losing its original pading when i change resolution, i set anchor points on objects but still can't figure this out
all res should be like in the middle picture
hey guys i want somebody to help me with a single line of code
so basically im working on a mobile FPS and i made a shooting script for PC and i wanna switch it to mobile
{
nextTimeToFire = Time.time + 1f / fireRate;
Shoot();
}```
thats it
and i wanna change the if statement to make it respond to a UI button
instead of the Fire1(Left click)
does any body know how
Instead of an if, you want a dedicated function for your thing
And then you can hook that into the button OnClick()
I was trying to implement In App Purchase in my game and I got this error. Now I cant build my apk. Can anyone please help me?
does any1 knows how to make certain objects excluded in the final build. I am trying to use assest bundle. But when i build the project whole stuff is included in the game. Its not discarding stuff marked as assest bundle ???
I'm looking for a simple template for a 2D mobile game, camera, UI, basic setup, where should I look for?
Google, really. Could also check the Unity Asset store, but you'll be hard pressed to find a full complete ready to go project, since that's not how game development works.
Anyone has a clue how to hide the input box over the keyboard on android and iOS while typing in an input field?
When using Sprite Atlas for mobile development. If I want to reference to one of the Sprites in the Sprite Atlas, do I really have to use GetSprite(name)? What if I try to reference one of the textures that are "outside" of the Sprite Atlas, will the Unity figure it out what I meant and keep it optimized?
I guess I could reference the texture, and use the name of the texture from the code and access the same texture from the Sprite Atlas...
hey I debug my android game on my phone and the main splash screen will not auto-rotate while loading... is there a way to fix this
anything?
is there a way I can let people test my app on their phones
I want to send it out to people
IOS?
(without creating a developer account)
@forest jacinth ofcourse it's possible
just send the folder to them
and they will be able to run the game
Not on their phone
oh that's only desktop?
Android yes, iOS no
oh yeah on android its just the apk
I never did the iOS one I thought it's similair
Yeah, iOS apps have to have a signed certificate from your developer account to run
That sucks
You can sideload them if you jailbreak your device, but that's not reasonable to ask for gameplay testers
However, you don't need to pay the $99 to test apps on devices. You do need to pay the $99 once you want to publish to the app store
lol clicked the wrong message to respond to. eh, all the same
The free apple developer account can create apps for testing purposes
But as far as I'm aware, if you want to completely avoid an apple developer account, even a free one. Then jailbreaking the device is your only means.
@patent gorge oh thanks dude
?
0 votes and 0 comments so far on Reddit
Hello, does anyone have idea why my test ads stopped working after moving project to 2020.2.1f1. I updated ads package and still not working
Super noob stuff: Guys I'm trying to get unity remote to work... Do I need the Android Studio also installed on the pc?
I dont think so. Go to player setting>editor>device>any android device.
And is USB Debugging on developer turned on in your device?
Hi, yes I had to turn the dev mode on, also should it just just work with the play button, or do I need to build and run the file?
Just with the play button
Hmmm, nope but it's working if I build and run. Ut I guess that means I'm making the entire game anyway?
Does anyone have any experience in android in app purchasing on unity?
It should work with the play button as long as you have the Unity Remote app running on your phone
Does anyone know the answer to this issue that I'm having with UI buttons and the new Unity Input System: https://forum.unity.com/threads/ui-button-gets-stuck-in-the-pressed-state-while-playing-with-touch-screen.1089061/ Thread includes description and a repro. Much love 😄
can you publish I0S game with windows
You'll need a mac for at least the building/compilation portion of the app
You can do development on Windows and borrow a mac for the build, but it can't be done using 100% windows
Thanks
Do i need to duplicate the project to make an IOS build ?
Shouldn't have to, no. You'll want to install the iOS build module, when given the options of what you want to install with your unity version
When building for iOS in Unity, it will generate an XCode project for you
That XCode project has to be opened on a Mac
Okay, but i will need to switch the build from android to mac
Yes
Hey guys, I need some help publishing my app to the iOS store.
You could start by posting what you need help with, specifically?
Hello, I uploaded my game on play store but noticed something. My game's listing layout bad. Is there a way to change layout of of listing?
Like this
Search any other game on play store and compare both
This doesn't look great
My first project. Help would be appreciated👍
Hi I just downloaded your game. The layout looks fine to me it is really fun aswell. The graphics are great and the gameplay really fun, you should make more games 👍
I'm having trouble building to arm64 with IL2CPP and Burst, is this supposed to work? The build finishes successfully but I'm unable to run the game on my pixel 3a and there's burst errors in the logcat
It works with mono though
Hello there.
I'm trying to build my android game for testing purposes. However, I get a error, please refer to the photo attached.
I've tried finding the NDK r21d 64bit to download, however, I haven't gotten any success. I've looked in the android NDK Download web page: https://developer.android.com/ndk/downloads but there is only the following Versions; r21e, r22b & r23 Beta 2.
Is it possible for anyone to give me the NDK r21d download link, please?
Or a different version that'll help.
Any support is appreciated.
Thank you.
Any idea why my game is (almost) completely black on iOS simulators? Whenever I run it, I can hear the BGM, my "consent dialog popup" appears and after I confirm, everything is black. It says "shader error: shader X is not supported on this GPU", where X is every possible shader, including Standard/Default shaders ._.
it could be unity glitch, I used to have similar issue
I getting this in logcat
have anyone experiencing slow review on google play? My app been in-review for more than 18hr now
usually it get approve within 3hr
Policy updates and clarifications
We’re introducing policy updates that need your attention. You’ll have 30 days from the issuance of this notification to comply with the following changes:
Apps that target Android 11+ and need to access external storage must comply with the All Files Access Permission policy, so users have more access control over their device storage.
We're adding regional updates for Real-Money Gambling countries, and are adding clarifications to the Gamified Loyalty program policy requirements.
We’re updating the Sexual Content and Profanity policy with additional examples of prohibited apps.
Can someone help me ? why this doesnt work ?
okay i got it 😄
Is there way how to change color of main camera in this way ? i need store color of backG because they must buy it for money
Why are you trying to do Color.PlayerPrefs?
Instead of just PlayerPrefs
also why are you trying to assign a color from SetString instead of GetString
becuase i want save save color in playerprefs
string is name of color
which is stored
I think you are confused
littlebit
Color.PlayerPrefs does not exist
PlayerPrefs.SetString Writes a value into PlayerPrefs, it doesn't retrieve an existing value
Color and string are different data types
i know this.. I say "Is there way how to change color of main camera in this way"
I want store some color string like : red, green.. and use this stored string into Color.
i know Color.Red and this
Don't store it as a string
and how ?
and how i can use string in Color. ?
hmm doesnt loiok like unity provides an easy way to do it
Oh wait we have this 😄 https://docs.unity3d.com/ScriptReference/ColorUtility.html
hmm
So you can do like:
Color colorToSave = cam.backgroundColor;
string colorString = ColorUtility.ToHtmlStringRGBA(colorToSave);
PlayerPrefs.SetString(backG, colorString);
^That will save it
okay i will try.. Thanks
then to load you do:
string loadedColorString = PlayerPrefs.GetString("backG", "");
Color loadedColor;
if (!ColorUtility.TryParseHtmlString(loadedColorString, out loadedColor) {
loadedColor = Color.red;
}
cam.backgroundColor = loadedColor;```
Thanks mate ❤️
try it out see how it goes
yep i go
but loading is looong 💤
😄
It doesnt work.. But thanks.. Now i know littlebit how do it..
She doesn't get your humor like i dooo
Hey everyone!
I'm on mobile and I'm testing my game!
However, I have a problem - When I click on the TMP Text area, my keyboard doesn't pop up for me to type in.
Is there any way to fix this?
Thank you.
Hey guys, I keep getting this warning.
I have been trying to fix this for hours and I can't figure out why it keeps happening.
I removed Unity Ads because I read it uses it but I don't know what else uses it.
for anyone struggling with google play services, this tutorial just saved my life
Useful links for this video :
https://play.google.com/console/
https://github.com/playgameservices/play-games-plugin-for-unity
► Develop a FULL Mobile Game with the help of my Udemy Course :
https://www.udemy.com/course/unity-2020-android-game-development-create-a-complete-game/?referralCode=E35E869EC32DC2B355CA
► Want the files? You can find ...
Are modern smartphones, apple and android able to handle, say, a modern open world city game
and should I expect decent graphics performance?
Is there a way to explicitly set resolution for an android handset? I'm finding that the draw buffer sizes allocated by Unity don't actually match the native resolution of the phone (tested on a Galaxy A10)
For instance, the native resolution is 720x1520 but the graphics buffers are all 1466x720
someone here?
hello - lmk if this isn't the best channel but it's the closest thing I could see in the channel list. I'm trying to wrap my head around publishing Android builds on the Play Console (I'm a total noob at this side of things and all the stuff around certificates and signing is a bit over my head). I opted in to letting Google Play sign my releases, and was able to get a version up for closed testing, but a couple of weeks later I'm trying to upload a new build and having an error that the certificates don't match. I've tried Googling the problem but haven't come across any useful solutions other than "don't let Google Play manage signing" and/or "you have to create a new project in the Play Console." I'm so confused - any advice would be a big help! I don't mind creating a new project at this stage, I just don't know how to avoid the problem happening again.
Anyone have some good guidance on iterative building for iOS? I like VisualStudio so currently I'm using a mapped drive so xcode can build straight from my windows workstation.
Everything works, but when unity builds the xcode project it overwrites all the files, which strips the signing information.
Not a major hurdle, but it's like 5 extra clicks in xcode I'd rather not do every time.
@dusty hornet check the build settings for "keystore" and make sure its set still, if not you need to find your keystore again, if it is then you just need to put your pwd in again
does anyont know if there's a way to check progress on incremental achievements for gpg?
Thanks for the help. I don't know if I had a keystore file from when I first uploaded the game - is that something I would 100% have had to do, even if I'm using the Play App signing option? It seems like I need an upload key or something but I don't know what that is - basically point 1 on this article is where I am, but I don't understand about the upload key or where that would be (I'm pretty sure I didn't do anything in Android Studio or any command line stuff when I uploaded the first version) https://medium.com/androiddevelopers/answers-to-common-questions-about-app-signing-by-google-play-b28fef836af0
@dusty hornet. Dev consol, if im remembering right, its the sha-1
I think you can download it
If you did already, in player settings theres a custom keystore option, click browse and go to your project settings? Folder, at least thats where mine was
I also suggest moving it somewhere more secure
Just launched my new game
The game runs on most devices but crashes in others. How can I fix this
@pseudo moat
- Find the issue, stacktrace or anything which will give you more information about the crash!
- With info from 1, try to find the exact reason why it's crashing on those devices.
- If it's not so simple, try to Google the issue.
- If there is no information about the issue you have, try stackoverflow / unity forum with giving as much information as you can about the issue which you have. Nobody can help you how to fix an issue which they doesn't know anything about.
- Fix it.
Hello, I have this error on build and I can't solve it. I tried new gradle version, also I tried to update sdk and some stuff that I found on the internet, but nothing works. Pls help
Post the whole stacktrace, not only the 'main' part
Anyone has some tips for making a screen look good on both game and phone? currently the difference is really crazy and I keep having to build just to check it on the phone
Hey guys, I just tried submitting my game to the iOS apps tore but it gave me this message.
It means after review, it wasn't considered worth having on the app store, because it doesn't do anything useful or provide meaningful entertainment.
Look at 4.2 in the guidelines;
https://developer.apple.com/app-store/review/guidelines/
What is your app about?
Can I send you information through dm, I don't feel comfortable discussing the concept here.
I mean, I can't help you, I don't work for the app store.
But you can appeal your rejection on connect.
I made the app as more of a portfolio piece.
I wanted people with iOS to try it out but I guess since it's too simple I can have them test it directly.
Then that's probably why it's been rejected. If you intend to use it to show potential employers, then you could always adhoc deploy it to their device ... if they're willing.
Like getting their informationn
Putting them as a tester
then they can download the build??
No, it's a little more involved than that. You can't use Testflight because that also has to go through a submission process, which they'll reject you on.
But you can adhoc deploy, by adding their UDID to your devices on developer.apple.com, and then uploading the IPA somewhere for them to download.
But setting that all up is a bit of a pain ...
If this is a portfolio piece, your best bet is just to make a video of it and show it off that way. Way less of a hassle. 😛
Lol
I did that with my other games
I thought it would be easier to do it with a mobile device but apple is pretty strict when it comes to the app store.
Very. Android is much easier to send around and test with.
Might as well just say the concept of the app, it's a bubble tea game where you suck in all the toppings with your straw.
Of course theres more mechanics but thats the gist of it.
I don't see why that couldn't be accepted.
Might just need to make it more production ready first.
I guess they want things like a leaderboard or something. There is a game center feature for that so I guess I have to make use of it.
You don't need to use game center at all for a game to be on the store.
Anyway, you can appeal and ask for clarification.
@neon thicket you seem to have a bit of experience with the apple store. I'm planning on releasing a simple brick breaker game.
What do you think are the chances my game will be accepted?
I know it's not original or anything but it's a game, people enjoying playing similar games, it's not like apps.
Just look at the store, there's plenty of clones and knock offs. Just make it payable, polished and not an obvious attempt to grind ads.
I'm planning on making it ad-free to being with actually and at no cost, mostly just for experience, so no ad grind nor payable.
Not sure about polished though; how high polished does it have to be?
Well, enough that there aren't any bugs. If breaks during review,it'll be rejected.
I mean more in the graphics department. I'm more of a programmer but I do everything on my own, so it doesn't look very "high polished" in that context.
Nah it's fine. Just go for the minimalist look. 😆
hehe yeah that is what I'm aiming for. Cool, thank you! 🙂
If a joystick on a canvas does not trigger the 'onpointerdown' event, what could I be missing?
Make sure you have an EventSystem added
my app works fine in the unity dashboard
but when I transfer it to xcode and I get to the page I have my full screen ads on, the page won't turn unless a full screen ad is loaded and plays, the ad loads then closes itself, then moves to the next page, or no ad loads and the page stays there
{
if (this.interstitial.IsLoaded()) {
adcode = "SilverGrams";
this.interstitial.Show();
} else
{
SceneManager.LoadScene("SilverGrams");
}
}
this is what is supposed to turn the page if the ad is not loaded
public void HandleOnAdClosed(object sender, EventArgs args)
{
MonoBehaviour.print("HandleAdClosed event received");
SceneManager.LoadScene(adcode);
}
this is what turns the page when ad is closed
@patent gorge you replied to one of my questions about testing apps on ios devices without paying £79 for the developer account how do you go about doing that? 🙂
@forest jacinth I just build the project without running it, and put it in my mac, run xcode, and run the test emulator
What about trying to get people to test it remotely?
i'm doing a university project with external clients
I want to let them test it
although i'm reaching the end of my tether with it tbh 😄
@forest jacinth not sure, sorry
how do you build ios and andriod of same game smoothly. using the same project. I have windows and macbook. The project is on my windows
You have to transfer your project to your macbook
Download xcode
And build from there
Pretty nightmare situation
thanks, can i also connect it to the unity project in the dashboard
Ye
Oh so i can connect two project to one dashboard ?
Unity says HD phone screens are 640x960 but my phone is 1440x3200. So when making a GUI, which size do I need to make it so it would scale best?
You pick a target resolution, a high one, and set your canvas to scale with that.
Then you make your UI elements to scale for that resolution.
so for example starting with my phone's resolution would be a good starting point, and then scale up/down from there
Just learning Unity for mobile and I keep coming up with more ideas to make my game look better, and with each idea, I need to learn how to implement it lol
No, don't scale up, scale down. Choose a high reference resolution.
When I build a Empty Project on Android All unity dlls show resolve error & when I run apk on mobile/emulators app crashed on startup ! :(, any ideas what's the problem ?
{
if (this.interstitial.IsLoaded()) {
adcode = "SilverGrams";
this.interstitial.Show();
} else
{
SceneManager.LoadScene("SilverGrams");
}
}
it is ignoring the else function
on ios only
Hi all. I've been working on a game for a few months. Somewhere in the past few days, I seem to have made a change that caused the following. When I open the app (iOS or Android, makes no difference), I first get around 10 seconds of black screen, and then the "Made with Unity" splash screen appears.
I have tried connecting my Android phone to debug this issue, but unfortunately the "You can attach a debugger now" message appears after the 10 seconds of blackness. I found some old (2016) Stack Overflow posts which were ultimately not helpful.
When I run the game in Unity itself, no black screen (and no splash screen, obviously). I've checked the Edit -> Project Settings -> Splash Image section, but I don't see anything strange there. Does this sound familiar to anyone? What could I do to find out what's going on here?
If you need more info, screenshots, I'll happily provide them. I don't want to spam too much text here right away.
@fresh hull could be your file size is too heavy, but that's just a guess
@amber plume looking at my recent builds, the apk was always around 12MB but a few days ago, the size increased to 25MB. Not sure if that's too much, but it's certainly something to look at. I did not add 13MB worth of assets and code. Will investigate further tomorrow; first some sleep.
Hey guys I'm almost done my mobile game project, I want to add user profile feature. Single sign up with google authentication, email/password input, all that stuff. What sort of considerations would I need to have for properly doing this securely? I'm considering using firebase to store user account info. Do I need some sort of encryption client side to properly send the email/password combo to the server to begin with? How should I go about doing this? Does anyone have any resources?
https://firebase.google.com/docs/auth/ this should explain everything you need.
https://developers.google.com/identity and this maybe
Thanks fab I appreciate it
Hey everyone! Does anyone know why my game has this problem:
On a few phones I built the game to, the game goes past the 'made with unity' logo and the screen turns black but I can hear the game's background music playing. But on other phones everything is ok.
Start by clearing the data/cache for the app on the phone.
@amber plume Your remark about file size was not the solution, but the file size did lead to me finding out what happened. I had enabled Developer Build and Wait for Managed Debugger for debugging something while my mobile device was linked to my Mac via a USB-cable, and I did not disable these settings when building a .apk. So that was the problem. Thanks for your reaction 🙂
Didn't work.
Well, then you need to use debugging tools. For example, if you're using Android, you can use the Logcat package from Unity to see what errors are being thrown when run the game.
If iOS, you can do it through xcode.
Hey everyone, I'm about to be finished with my first "real" game but I'm having a peculiar issue when testing on my device. I hooked up my audio sources to an audio mixer and then made a slider to control the volume. Everything works 100% fine in the editor, but when I test the file on my android, there is no sound at all. I feel like there's something silly I'm missing but does anyone have any suggestions?
when I transfer my unity project to xcode, pages with full screen ads won't turn unless an ad plays, even if an ad hasn't loaded, it will refuse to go to the next page
{
if (this.interstitial.IsLoaded()) {
adcode = "SilverGrams";
this.interstitial.Show();
} else
{
SceneManager.LoadScene("SilverGrams");
}
}```
it ignores the else function on ios
haha nevermind, I fixed it. Turns out I had something in the playerprefs in a script I forgot about lol. Thanks anyway
I am trying to setup unity for 2d Mobile locked in portrait mode. How do I know what resolution to set it to? My phone resolution isn't listed and it is much larger than what is listed on unity
I guess since my phone is larger than most, that's a good start and scale down from there?
Hello
I am making a moble game
I want to know how to use controllers with the game
Like Switch Pro Controller
BTW I have an Android(no idea if that matters or not)
That sounds more like an #🖱️┃input-system question than anything to do with mobile; but, why don't you start with google? Using controllers in unity is such a basic topic there's tons of tutorials out there
Ok
I made a level with some post process effects like bloom under URP with the editor it was fine when I made the build for mobile and tested in a mobile device I am not getting the post process effects can someone help me with this?
I was trying to implement unity interstitial ads and I have a doubt.
Should we call
Advertisement.Load(interstialID);
EVERYTIME before showing ad with
Advertisement.Show(interstialID);
.
OR
.
Can I call,
Advertisement.Load(interstialID);
ONCE in Start method and call
Advertisement.Show(interstialID);
whenever I want Ad to display.
Hi all when I add a light to the scene the fps is getting tooo low can someone suggest me a good guide for mobile lighting
The best advice for mobile lighting is don't do it @glossy sluice 😛
You'll see a lot of mobile 3D games are unlit
If you do need it you should bake it
I tried to not use light and tried to lit the game using post processing even that didnt work on device
Unlit? any documentation or tuts to setup and use them?
Unlit means no lighting and shadows
There are videos on youtube about how to do lighting on mobile. I would recommend looking through some of those
surfing youtube couldnt find any complete and indepth ones can suggest some?
I don't have any specific suggestions no
oh okk thanks 🙂
anyone here use OnDemandRendering before?
when I switch to a different app from my game, then switch back to the game, setting the renderFrameInterval seems to render everything at a faster speed
so instead of rendering 1 frame every 2 frames, it's like it's rendering every frame at twice the speed
Hello can someone help me?
If I exchange the test ID of Google Ad Mob with the "real" ID in Unity, then I will no longer see the ad.
Hey, how long do I have to wait untill my game is published to google play store? it's 6th day since i've released it, they are still checking my app
Our app hasn't been reviewed yet, and it's been over a week.
It's not normal though, it usually takes 24 hours.
Hello? If there is someone here who is active please help me with my warning... my USB Cable is plugged in and Unity Remote 5 is open on my android phone, though it doesn't show the game played in my laptop.
Hello,
Is it possible to upload Android Asset Bundle (Android) or On-demande resources (iOS) and have those hosted on google or Apple server to make new content available for an app without having to update/re-submit the app and wait for a review ?
Hi Everyone. We are using the Unity As A Library feature on iOS (xcode) but we have a problem. When we build the project on xcode we get the error no such module UnityFramework. It was working 2 days ago and today we can't make it work.
We have followed this tutorial https://medium.com/mop-developers/launch-a-unity-game-from-a-swiftui-ios-app-11a5652ce476 and we have also added UnityFramework.framework to the project. What can it be?
hi ...
does exist a method to modify android manifest to start unity's built app after boot?
unityFramework is in red. How can I fix it?
That just means it doesn't exist at the path that's setup in the project
Check what path it's using, and update it to actually point at where that framework is if needed
Here:
If the path is wrong, change the Location pulldown to whatever makes sense, then hit the Folder icon to the right to find where it exists on-disk
@eager zealot Thank you, we will test
@neat dune No crossposting please.
Say I wanted to make a simple book/ magazine browsing game that functions more as a widget on a website
would that be web gl? or whats the smoothest way to have a unity app appear on a webpage without splash screens and or without much loading
threeJS got it. thanks @neon thicket by another library you mean?
By another library I meant ThreeJS. Basically, not Unity.
If your intention is to make an simple interactive that is for web, and supported on mobile phones, then you need to avoid Unity entirely.
Thats a great point
hey all has anyone here had success building unity from commandline with arkit?
im running into linker errors with xcode
Is there any way we can check our app-ads.txt is verified?
What do you mean? I regularly try out webgl builds people post here with my iPad
It works, but it's not officially supported;
Note that Unity WebGL content is not currently supported on mobile devices. It may still work, especially on high-end devices, but many current devices are not powerful enough and don’t have enough memory to support Unity WebGL content well. For this reason, Unity WebGL shows a warning message when trying to load content on mobile browsers (which can be disabled if needed).
Gotcha
Interesting, I've never seen a warning either
I'm not disputing your advice at any rate, was just curious
I would love for the day it works reliably on all devices. Our client work would be so much better.
The main problem I've seen is that some of them seem to ignore clicks entirely for some reason. I dunno if people are turning that off/ignoring it for mobile/tablet or what.
I actually try them out from the mini-browser inside Discord much of the time 🙂
Is there any way we can check if our app-ads.txt is verified?
Hello, does anyone ever made a patch OBB with jobb or any other utility?
Anyone know what the most up-to-date guide on UAAL + Android is? I've been working with one from a couple years ago and it seems like it might be out of date. https://forum.unity.com/threads/integration-unity-as-a-library-in-native-android-app-version-2.751712/
App store is rejecting my app because of this error.
- unable to purchase gems ‘’’
Next Steps
When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead. ```
anyone know how to solve it ?
Any ideas on how to solve lost keystore password?
can anyone give me some clue how to make a joystick and jump button?
If you have a signed app, you can ask to reset the keystore to google
- https://support.google.com/googleplay/android-developer/answer/9842756?hl=en
- https://support.google.com/googleplay/android-developer/contact/key?hl=en
, if your app is not signed you need to find your password
With Play App Signing, Google manages and protects your app's signing key for you and uses it to sign your APKs for distribution. It’s a secure way to store your app signing key that helps protect y
Hello guys, I kindly need your advice... on my quest 2 prototype I noticed that disabling "compute skinning" decreases considerably the number of draw calls (with skinnedmeshrenderer characters)... I understand this happens because cpu handles skinning without "passing" it to gpu... does this improve performance on quest/mobile?
I really need quick advice can I upload to apple with the same bundle id if I already uploaded to Google with it
@pseudo moat
app store bundle IDs and play store bundle IDs have nothing to do with each other @safe prairie. It's normal to have the same
okay thanks so much
I hope u have a lovely day and u are amazing stay safe my g. Really appreciate it.
you know for admob I use that and to upload to apple it says I need privacy policy url. Do I have to make a website or does admob generate one. please help
If admob provides privacy policy url like how unity does, you can use it instead, but if not, you need to create one
Hi guys!! Im trying to build a unity mobile project with mini games inside it. I just wanted to ask if there is some possibility to load "a entire mini game" from a CDN avoiding new release of the mobile app being built and share it on stores
How can I move an object forwards and backwards by moving my phone forwards and backwards?
and for the other directions aswell
I know i have to use the accelerometer but it doesnt work as expected
the objects only moves when tilting the phone
not when i move it forwards
bool gyroEnabled;
Gyroscope gyro;
void Awake()
{
gyroEnabled = EnableGyro();
}
bool EnableGyro()
{
if (SystemInfo.supportsGyroscope)
{
gyro = Input.gyro;
gyro.enabled = true;
transform.parent.rotation = Quaternion.Euler(90, 90, 0);
return true;
}
return false;
}
void Update()
{
if (gyroEnabled)
{
transform.localRotation = gyro.attitude * new Quaternion(0, 0, 1, 0);
Vector3 acceleration = Input.acceleration;
Vector3 gyroDir = -transform.up;
Debug.Log("Accel: " + acceleration + " Gyro: " + gyroDir);
transform.parent.position += (acceleration - gyroDir) * Time.deltaTime;
}
}
this is what i have so far
You are using the gyroscope which only gives you angular values @swift robin, it sounds like you want the accelerometer instead
i enbaled usb debugging and installed logcat on editor. And connected my phone to pc via usb. Then i opened logcat from analysis menu. But can't see my phone in the device list.
i cant see my device on cmd when i type adb devices.
Hello guys I have problem about poly brush i.e when I done texture paint using poly brush my frame rate get drops, what I do?
@marble hare Do you have a question?
No
Don't post random off-topic.
hey all anyone here have experience turning on arkit using the unity-xr-plugin-managment api?
im currently assigning loader but then lost on how i wait to make sure everything has been initilized
good evening gentlemen.
is it necessary to root my android phone in order to install my android unity builds?
when i retrieve the current brightness of the screen with (On Android)
currentBrightness = Attributes.Get<float>("screenBrightness");
it returns -1. if i change the brightness, using set, and then get it, i get the newly changed brightness, if i set it to -1 it resets the the systems current brightness. which is helpful.
Is there a way to retrieve the actual Brightness value so i can set my slider appropriately when i reset.
Guys any budy know how to create the optimised terrain for mobile device? Pls give me a few tips
Hi, I try to stay logged in to Unity with connecting google account. I found https://firebase.google.com/docs/auth/unity/manage-users#get_the_currently_signed-in_user this website and try to use AuthStateChanged(object, System.EventArgs). The question is how to use and I'm not quite sure I found the correct function to do this. Could somebody help me with this problem?
Is anyone here knowledgable in Unity's codeless IAP? I have a few small but very specific questions.
Specifically what I'm trying to find out is how IAP is handled cross-platform. In our game we want users to purchase skins, but we don't want it to matter whether they purchased those skins on Android or iOS.
I can't see this working without me storing user-purchases to Firebase or mySQL or something with a full authentication system in place. Unity docs don't seem to mention this very important part, even on the topic of restoring purchases.
So.... this is how I think I need to do it.... can someone tell me if I'm overlooking some Unity magic that I should be using instead?
- user installs my game on Android
- Onboard users through my authentication process (registration/login) via my own firebase or SQL server/database
- this allows them access to the IAP section
- user buys a skin
- app stores the purchase to the user's private entry in my firebase or SQL server/database
- front-end app refreshes, hiding or adjusting UI for any store-items already found in user's SQL entry
- user installs my game on iOS
- they can login thanks to my SQL or firebase server
- they now have access to iAP section
- UI adjusts for any store-items already found in user's firebase or SQL entry
Is that how this works? Or am I overlooking something super obvious??????
There is no other way of "connecting" the purchases on two different operating systems if you don't store them on your own server.
I would suggest just to add some key-value pairs to the user's profile on your own server after a successful purchase so you can check for those values when the user installs your game on another device
thought so, thanks for confirming that
I am on manjaro, I have installed Android Modules using unity hub. But I dont see any option to set them here. And when I try to build, it says no module loaded.
https://cdn.discordapp.com/attachments/497872424281440267/836957967126888518/unknown.png
Hi anyone used plugins for web-views on ios/android?
With unity's IAP... is it possible to adjust IAP prices via code?
so that a player could get a discount from Google if they played 100 games?
I dont think so, but maybe you can duplicate the iAP item on discounted price, that can only be accessed when they played 100 games
Btw, is it possible on google play store to cross verify a receipt, like playerA verify if playerB's purchase receipt is valid?
good question 0_o
Can anyone explain where to include this better please: https://unityads.unity3d.com/help/resources/app-ads-txt-support
I published to google play app store
I managed to fix this. Had to install some packages and reinstall unity.
Hey guys, I've read a lot different guides talking about performance on mobile. Some say "drawcalls are not important, some say drawcalls MUST be around 50... does someone know a serious guide for this?
some say drawcalls MUST be around 50
not sure about this, my game once hit 100+ drawcalls and still run fine on LGK350.
Also, there wont be exact number since mobile hardware is keep improving, today high polycount will be low poly a few years later...
@lyric frigate It's pretty important part of CPU optimization. Whether that matters in your game (and target spec) depends on whether you are CPU or GPU bound.
@frozen vapor hi
Has anyone done iOS device debugging for unity 2020.3? Can’t seem to have VS attach to device etc - trying to figure out where this bug is occurring from Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY
Anybudy having knowledge in creating mesh terrain with lot/more than 5 texture for mobile device but it shouldn't drop the fps it should maintain in 60fps also terrain should be like this
If you know any other tips for texturing the mesh terrain you are most welcome
For mobile device
@somber shard I using tools to convert terrain to mesh and also merge the texture. But you can also try to play with the pixel error to reduce the polygon count
😋 😋
Hello,I am making mobile app,is it possible to someone to hack ints and public float? It will be on playstore
rotate camera like mouse?
Anything happening on the device can be tampered with
Hello, how can I detect between touching an on-screen joystick or on-screen buttons and everything else?
I was able to find this, but still not getting the desired response
public void OnPointerDown(PointerEventData eventData)
{
//throw new System.NotImplementedException();
Pressed = true;
if (eventData.rawPointerPress.name == "Fixed Joystick")
{
Debug.Log("The joystick is being pressed");
}
}
Hi I have a game for pc and I want to convert it to mobile movement and opptimisation... How do I do that? Do you have a good tutorial
First thing is to setup your Unity to a mobile platform: https://docs.unity3d.com/Manual/android-sdksetup.html
For the controls, this is a good tutorial about Touch based ones: https://www.youtube.com/watch?v=bp2PiFC9sSs
Let's learn how to make touch controls in Unity!
GET UNITY PRO: https://on.unity.com/2N3FACS
● More on Unity Remote: https://bit.ly/2OehNon
● 2D Shooting: https://youtu.be/wkKsl1Mfp5M
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hi
if i make a game and publish it on Google play
will Google Play delete it if it has the same or similar idea of another game?
Only if it's reported with stolen assets for example. Otherwise, if it's a knockoff of another, most likely not. There's a lot of copy cat games polluting the store.
maybe if the official game is confronting you youll get in trouble, but idk. just wanted to say what ive got in mind
IAP isn't handled crossplatform. i wouldn't worry about it though if you're making a singleplayer game. why does it need logins?
it's your responsibility to credit a user for IAP purchases made on android if they login to your game on iOS. but honestly exactly nobody is going to do that
so in my opinion it's a huge waste of your time
it's better to just have a customer service flow to do that
I see. Well it is multiplayer. Ty all the same, it confirms for me that to keep iap cross platform i need to serve keys from my database through login. We have users login to keep kids safe from pedos and stuff etc
I figure that if i didnt care for cross-platform, i would just rely solely on receipts?
Guys I downloaded SDK and NDK via unity hub
But its saying NDK is missing
How to fix this?
AndroidManifest and Vulkan: I'm building a Quest2 app, and the upload process complains non-fatally about the manifest reporting GLES2 instead of GLES3; I'm using neither though, only Vulkan, how do I report the fact that I'm using Vulkan as a graphics API within the manifest?
Because you're using the one installed by Unity/Hub, you need to uncheck the box in External Tools that says to use your own custom NDK location.
Then check the default Unity NDK folder to make sure it installed correctly.
Hi can someone help with good tutorial how to optimize game on mobile i made TowerDefense from Backeys tutorial but i totaly make over this game in my way. On pc 1060 6gb and i5 7400 i have 400fps but on my phone its kinda 10fps i have redmi note 8 pro. Profiler in unity is showing something like this
i had this bug to
u must find moduls.json and makd sure android sdk and tools is false
else reinstall
try disabling post processing (the screenshot seems to have bloom enabled), also expand the PlayerLoop section in the profiler to see more details
Posted this in general Unity ...before I saw this subgroup
Is there a way to have UNITY behave the exact same way in the editor as when you make a build?
Because everything works perfectly (gamelogic) in the editor (am working on an Android game) ...but it goes apeshit in the build.
Now I understand that graphic fidelity takes a hit on mobile ... but collision logic should just work right?
In case you are wondering, based on collision data I have build logic ... and I have spend days refining it and it works perfectly in the editor ... on mobile it doesn't ...
Is there some setting somewhere ...where I can specify this behavior or where I need to set something?
I mean how can you implement logic if the logic doesn't apply within the same engine/framework?...
Logic should behave the same way in both, but that doesn't mean you can't have bugs that only occur in one environment or another. For instance, your collision problem might be caused by a fast moving object. Look up "continuous collision"
Using the old input system how would I make buttons act like keyboard keys?
No so a button gameobject when pressed act like a keyboard key
you have to write your own input system like thing
that abstracts away the input method
Darn
I believe you can inject input into the new input system to lessen that work
If anyone has been facing similar issues.
Step one is to forget about the Unity Editor .. it doesn't really work on precise things, so don't refine based on behavior you see in playmode ... which may have been obvious to some..or most ... but it was news to me... .
What I did , is I created a development build and read out the values from the android build just as if I was doing things in the editor ... and I found out that after a yield statement (waitforseconds) ... no matter what value I filled in for time, the Android build ALWAYS started with the else if statement.
So what I did is I created a counter :
int _intValue = 30;
IENumerator SomeFunction()
if(_intValue >= 0)
{ execute code I want executed first}
else if(_intValue <0)
{ execute other Code}
_intValue -=1;
Hope it helps!
I'm having trouble calling an Android API that returns a List of notification channels. I'm assuming the List is just an AndroidJavaObject (so I can call size() and get() on it), but when I call notificationManager.Call<AndroidJavaObject>("getNotificationChannels") I get an exception saying the method "getNotificationChannels" doesn't exist. I can only assume it has something to do with the return type signature, since the method is valid and non-static per documentation https://developer.android.com/reference/androidx/core/app/NotificationManagerCompat
I know the NotificationManagerCompat object is valid because I can Call<bool>("areNotificationsEnabled") and that method works fine.
hey all! anyone knows about rewarded adds? if so, i could use some guidance right now
what kind of guidance? you only need to
- initialize ads service
- add callback to reward player when rewarded ads is done playing
- if ads ready and ads button clicked, show ads
why doesn't the unity splash screen auto rotate when in landscape and the device is flipped
What orientations do you allow in Player Settings for Auto Rotation?
landscape left/right
when the game opens after the launch screen the game rotates but the splash screen doesnt before the game loads
Crash
brightness_1
Samsung Galaxy A6
brightness_1
Android 8.0 (SDK 26)
brightness_1
93.aab
brightness_1
2 days ago
Type
java.lang.RuntimeException
java.lang.RuntimeException:
at android.app.ActivityThread.performLaunchActivity (ActivityThread.java:2957)
at android.app.ActivityThread.handleLaunchActivity (ActivityThread.java:3032)
at android.app.ActivityThread.-wrap11 (Unknown Source)
at android.app.ActivityThread$H.handleMessage (ActivityThread.java:1696)
at android.os.Handler.dispatchMessage (Handler.java:105)
at android.os.Looper.loop (Looper.java:164)
at android.app.ActivityThread.main (ActivityThread.java:6944)
at java.lang.reflect.Method.invoke (Native Method)
at com.android.internal.os.Zygote$MethodAndArgsCaller.run (Zygote.java:327)
at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1374)
Caused by: java.lang.IllegalStateException:
at android.app.Activity.onCreate (Activity.java:1038)
at com.unity3d.player.UnityPlayerActivity.onCreate (UnityPlayerActivity.java:36)
at android.app.Activity.performCreate (Activity.java:7174)
at android.app.Instrumentation.callActivityOnCreate (Instrumentation.java:1220)
at android.app.ActivityThread.performLaunchActivity (ActivityThread.java:2910)
Hi,can someone help me out in how to trace the error thanks
More input will be needed for this crash @wispy needle
anyone having problems with the shadows not showing in URP on mobile?
They work in my editor :/
so weird .. 😦
can you pls let me know.what type of input do you need about the unity project
Make sure you've got the same quality level set in your preferences as you're building for @meager bear
Hiho! Is there a way to use mobile keyboard when using Unity Remote 5 to test inputs?? 😮
to test Input Fields*
how hard is it to convert a android based game to IoS?
Usually not very.
Hi @left bolt ,
I've found the same problem here - any solution to this?
Hint: google
'maintemplate.gradle is using the old aaptoptions'
that should work
thank you
Anyone know what is the reason for this error. I don't understand much from console...
read the line in the error that says "suggestion:"
No , its been a year and still no solution , i might stop using Vulkan all together.
I've found a strange behavior: if I set a near plane greater or equal to 1, the problem disappear
pretty interesting , probably vulkan renders differently
so this is an arena in my URP project
on mobile the shader graph i made doesn't work 😦 very dark
this is the shader graph i use
Hi I'm having trouble accessing the sdcard on android. I've enabled "Write Permission: External(SD Card)" in the player preferences, but that hasn't seemed to work.
My problem is that I'm using ARCore from google and some of its methods need a file path to load data. I can't seem to get a path from StreamingAssets working here. And now I'm unable to get it to read from the sdcard
eg: the google library won't load from the jar:// URI
and I can't use adb push to place files in the emulated section.
@open marlin StreamingAssets will definitely only be accessible to jar:// which basically runs its own decompressor (and is treated like Web URI, not a traditional File IO)
do you need access to a specific file or an OBB?
err, anyway, typically, even when using StreamingAssets, I regularly unpack them into an external directory and I think thats actually the standard even for OBB
Can someone help me with my admob code?
Test ads work fine. I posted my game on play store but my ads aren't showing. I checked app ID and ad ID, it's correct. Yes I do know that app ID and ad ID for test are different. It's a game with Content Rating 3+. https://hatebin.com/gfhqsrvngt
I live in India and I made the admob account from my uncle's laptop. He lives in Canada. And I also set country to Canada in the account.
There are these numbers. But still no request.
Does anyone here have experience integrating a Unity iOS build into an existing iOS Native Swift app? I'm working on just this, but the information I'm finding online is either old or uses C instead of Swift. I'm pretty close (partially working), just looking to pick someone's brain on the topic.
Hi, Does anyone have any good software for simple installation apk with obb?
as we get closer to the release we install a lot of builds with the obb file and that is very annoying
Hello,
I am getting a (Execution failed for task ':packageReleaseBundle'.) on my AAB unity build
I tried updating my NDK, JDK and SDK to different versions to resolve it but no luck
does anyone know what that specific msg relates to
@dense palm Move the error into some bin site
Would be great if someone can help:
https://www.codepile.net/pile/K04VrDQP
{{ description }}
I figured out the issue. It relates similar to this
"It looks like one your dependencies is not compiled as an AAR but instead just as JAR"
is there a way to make JAR available to the bundle compile so it doesnt throw an error and let it resume. Can I install an update of any SDK or JDK ?
is this related to Unity 2018.4.26f1 and has been resolved in newer versions?
Anyone have an idea about this question?
again a player reports he have problems, i use Assetbundles and on some phones the ShaderGraph works and on some it doesn't. How weird is that.
they use the same AssetBundle
your build and your assetbundle might not be in sync. The assetbundle might be using a new material that is not in the old build maybe.
you mentioned some phones
My small game is running way slower on Android compared to pc
I tested that it's getting a solid 60 fps and that it's CPU usage is at about 5%, GPU at 40-50%
No noticeable frame or input lag
Player movement is linked to time.deltatime and doesn't seem slow, but my some of my timers seem to be counting up slower
It reports gone on PC, but 1min 10s worth of time is reported at 13s in android
Device is Galaxy S10
would someone be able to write this shader in shader code (not graph) I will thank you in paypal with 10 dollar. Should be 5-10 lines of code right?
dayum
@past wind Make sure your timers are appropriately multiplied by deltaTime too.
yeah all my timers are floats that are either timer = timer += deltatime or -=deltatime
something like this
Assuming no time scale shenanigans, both builds should roughly count at the same rate as real time
Does PC match real time?
PC matches real time yeah
since i posted the question, i tried to optimize my game a bit
i'm not sure exactly which change helped but i moved my score update code bit from the update function to a if statement in the update function so it's called once per few seconds or so instead of per frame
updating a UI text object
I also changed item autodelete from timer to position based, and i just tried again and the timer matches real time now
I hit another issue where a UI text element that shows in PC version and editor is just gone in the mobile version
1 minute delta that quickly would suggest some logic error to me
the time slowing seems to be fixed but now one my UI text elements aren't appearing
the rest of them do appear
all appear on PC
D:/Unity/2019.4.13f1/Editor/Data/PlaybackEngines/AndroidPlayer/SDK\platform-tools\adb.exe -s "LMV405UA0626e2a7" install -r -d "D:\Unity\Project Files\3D\3d.apk"
stderr[
adb: failed to install D:\Unity\Project Files\3D\3d.apk:
]
stdout[
]
exit code: 1```
So this is what I get when trying to build on my phone, however I was able to get my build working on my GF's phone
I also cannot get unity remote 5 working :/
Please is here someone who know best way for make scale for every phone ?
anyone using XSOLLA for payment?
@livid pumice Don't crosspost.
ok, sorry, won't do that again
hello does any one know how to do any thing similar using a second camera to render a set layer and output to render texture but using only a single camera as for performance costs
do you mean like, rendering the whole scene into a camera render texture, then showing the render texture inside a canvas raw image?
help, unity remote 5 is not working for me
no aparece mi telefono
I have installed ls ndk from android the jdk I already have the editor configured but
it gives me this error
Rendering UI Toolkit properly is an issue for me on Android, it works fine on editor play
I get this error, https://i.imgur.com/O3NnuEa.png
By the hints im guessing it has something to do with it not able to make a font asset because of some shader
whats this all about ```CommandWithNoStdoutInvokationFailure: Unable to start ADB server. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
UnityEditor.Android.Command.RunWithShellExecute (System.String command, System.String args, System.String workingdir, System.String errorMsg) (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.Android.ADB.StartServer () (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.Android.AndroidDeploymentTargetsExtension.GetKnownTargets (UnityEditor.DeploymentTargets.IDeploymentTargetsMainThreadContext context, UnityEditor.ProgressHandler progressHandler) (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.Android.PostProcessor.Tasks.CheckDevice.GetTargetDevices (UnityEditor.Android.ADB adb) (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.Android.PostProcessor.Tasks.CheckDevice.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <4787bab5d6924cfaa63b02c00dafc983>:0)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
Does ios support Render Texture and all its formats?
Exactly what it says on the tin
Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
Does anyone have an idea what could cause such artifacts? I am using URP with Unity 2021.1 on Android and the material is done in Shader Graph. Some players are reporting those artifacts that spread with time. The strange thing here is that everything is using the same material, for example on the left image the mountains are using exactly the same material as the bugged tiles next to it. Also on the right screenshot elements that are rendering fine in the other one are bugged. I have no idea right now where I should start searching to fix this 😕
hey does anyone know how to set unity to max fps that each mobile devices supports? I have 2 phones, 60hz and 120hz and want it to automatically try and achieve the maximum the device can support
I believe this happens by default assuming you haven't done anything with vSync or Application.targetFramerate
let me double check if I have something like that, because right now they are both running at 60 fps
I know that if you can't achieve 120, Android will lock you to 60 and similarly for 60 and 30
great to know will keep that in mind, should have an issue with that yet since the scene is basically empty
See if setting Application.targetFramerate to 120 does anything
Tried that still stuck at 60. Just checked Screen.currentResolution.refreshRate value on the device and it says 60 instead of 120, going to check if some setting in device is missing
Seems that this is a know issue with my device (not related to unity) 120hz automatically gets set to 60hz for games....
after manually forcing my OnePlus to actually run games at 120hz this option worked great 😄
the problem is defined floats like: 1.5f is outputing in android device as 15
this is a big problem how can i fix this?
https://cdn.discordapp.com/attachments/691810501037916181/845733304635621386/save_this_lol.PNG
maybe because your pc is using a comma ( , ) instead of a dot ( . ) as decimal separator
how can i make my game to start on Android boot?
manifest?? needs some JAR plugin?? something?
My guess would be some sort of service
bruh im bout to suicide u are so godamn right. As U SAID i was replacing "." with ", " in c# but its reversed in java so i had to do "," ".".
btw one more question to proof that i got the situation right
C# is used in pc(UNITY EDITOR) => JAVA(Android Sdk) => Phone Machine Code(ex: 0x00032130)
so the problem was between the c# => Java am i right?
hello if a publish a game and monetize it is there a minimum payout for unity ads
so if it makes 1 dollar can i transfer it to my bank
There is a minimum, though I don't remember what it is.
im trying to make a build for android, but i cant see my device in the unity builder, but i can see my device and enter my device from the file explorer, and i have put the device in developer mode. any idea what the issue might be?
Probably an issue with the SDK. How does it look in the preferences?
it doesn't look like there is anything wrong there. JDK, SDK, NDK and Gradle are all on
Try running adb with the command adb devices and see if it shows up
Sorry I keep forgetting to tag you @narrow ledge
first time ever doing this. what's ADB?
adb is what drives the connection to your phone
So in your preferences you have a file path to the SDK right?
yeah for my work station
Open that file location
And then run a command prompt in that folder
or actually just open command prompt and type 'cd [path]'
done. then what?
@quartz kernel thanks for you trying to help me, but setting it to usb debugging seems to have fixed the issue
Sometimes you need to run an adb command to connect a new device to authorize it
glad it worked :)
What's the best way to get a devices IMEI number?
I saw some threads using xamarin but using that seems like overkill
Getting IMEI is overkill itself. As I know, IOS is not allowing it for privacy and security reasons. You can use deviceUniqueIdentifier as an identifier. https://docs.unity3d.com/ScriptReference/SystemInfo-deviceUniqueIdentifier.html
Hello, i am making a game and test ads work but when i change to real ads it is still showing test ads(dumy ads) can comeone please explain?
hello can someone tell me why i am always getting Rewarded video is not ready at the moment! Please try again later! when i start a rewarded ad
are you using admob?
here is the code line 53 is what i get https://hastepaste.com/view/OwRlh5aq47
sorry i can t help you
What is your sdk version? Old sdk might cause this
try using testmode and see if it works
maybe as it says on the log, no rewarded ads video is available at that time
HOW CAN I UPDATE IT
Check your sdk version on package manager. Also, remember you need some time to load ads. Check status of the ad with GetPlacementState(mySurfacingId) in your debug log.
@wary solstice i get this error every time i close and open unity
Check installed android sdk. Look at Edit>Preferences>External Tools and be sure which sdk you are using. Try to use unity integrated one
@wary solstice where
I googled the error and found this https://answers.unity.com/questions/1750743/unable-to-start-adb-server-make-sure-the-android-s.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
but i dont understand what he did
It looks like you are using unity integrated sdk. Copy path of android sdk and open platform-tools folder in command prompt and run following command to see error
set ADB_TRACE = 1
adb start-server
OK I WILL TRY IT
Hey, I've been trying to ad ads to my game for a while now but it won't work. anyone know why?
Why Does This Happen When I Click The Button?
Whats the best / most common networking technique for mobile games like hearthstone ?
Not sure if this is the right chat buuut i was wondering how i can Deactive certain UI Elements when im opening my Project on Mobile?
Check if(Application.isMobilePlatform) and do what you need to do
Hi, any good tutorial for making a good phone (vertical) canvas? My game is mostly canvas based and I don't know how to do it well. My first thing that I want to do is to make a scrollable menu (somehitng like a long street with different clickable elements and the player can more around thins street 2D freely) But I don't knwo how to do it.
Also how to set up unity for making this vertical canvas?
@drifting ginkgo You can share a little bit more info about what you want to create, but I don't think you will need a Canvas. If it's a 2D game, you shoule use Sprites. Canvas is mostly used for UI stuff.
@wary solstice i still have the same issue can u help
I'm trying to make a dinamic menu tha tlet you move around a street (so the camera follows where the plaeyr go) but i dont knwo how to make the camera movement. In the different parts of the street there are buttons and other thigns that the player can interact with
Did you start adb server in cmd? What is the error you got? If you didn't, open sdk directory unity uses then open cmd in platform-tools directory then run:
set ADB_TRACE = 1
adb start-server
sdk directory unity where is that?
Open Edit>Preferences>External Tools you will see sdk directory listed in there
android sdk?
yes android sdk
open cmd and run commands I mentioned so we can see why adb is giving error
is google play console down?
when i put unity ads on my game and download it on my phone by apk file does the ads show up?
guys the ads didn't work when i build the game but in the editor , they work
how i can fix the problem
i have the same problem my ads dont work after build
how we can fix that :'')
i'm going to leave this server because everytime i asked or needed help , no helpers !
guys please help
Hey, does anyone know if it's possible to set a subscription for ios or android app directly in the store? Or does subscription has to be bought through the app after installation?
u mean google console?
yeah, either google console or appstore connect
yeah u have to go their website and make an account https://play.google.com/console/u/0/signup
Google Play Developer Console enables developers to easily publish and distribute their applications directly to users of Android-compatible phones.
I got this covered, but it only sets a one time price. So user pays the amount and can download the app
What I want is the user to subscribe, and then he can download the app
u mean a paid app/ game
yeah
yeah it is in the settings