#📱┃mobile

1 messages · Page 38 of 1

ebon cypress
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u set a price and google takes their cut

elder agate
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ok, this is hard to explain I guess 😄 I know how to set a price and make a paid app, etc. but I want to also set the form of the payment.

ebon cypress
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i think it is made by google

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search how 🙂

elder agate
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so when the user buys the app on the store he will automatically subscribe (and pay obv), instead of a one time payment

ebon cypress
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oh

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idk search it

elder agate
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yeah, can't find any information about this. And on the play console or appstore connect I can only set a one time price. But since subscriptions can be done through IAP, why wouldn't they be available directly from the store?

wary solstice
# elder agate yeah, can't find any information about this. And on the play console or appstore...

Because subscription logic depends on app. You can provide different kind of subscriptions with different terms or features. Also user can cancel subscription outside of your app anytime so as an app developer you don't have control over users payment behavior. So you need to check subscription status in your app anyway. Based on your logic you can welcome user in your app with subscription page (Several apps are already doing it). Just check google and apple developer pages.
https://developer.apple.com/app-store/subscriptions/
https://support.google.com/googleplay/android-developer/answer/140504?hl=en&ref_topic=3452890#zippy=

Apple Developer

Provide a seamless experience for auto-renewable subscriptions in your apps. You’ll receive more revenue for qualifying subscriptions after one year, have greater pricing flexibility, and more.

elder agate
# wary solstice Because subscription logic depends on app. You can provide different kind of sub...

Thanks, I understand, but this means that my app will have to be free on the store, but after opening it will pop up a subscription form (we have to register users that buy subscriptions too). And we had a case where Apple rejected the app from the store because it didn't provide content for users that would like to use the app without registering/subscription (because, well, it is free on the store and having them subscribe on start is misleading).

severe geode
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Directory.GetFiles() does not work on android but Directory.GetDirectories() does. I have external writing permission (set through player settings). How can I fix this? Code works in editor but not on android device (on android device, Directory.GetFiles() returns nothing)

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ping me if anyone knows how to fix it

wary solstice
# elder agate Thanks, I understand, but this means that my app will have to be free on the sto...

I know Apple can be troublesome. Based on apple suggested ux workflow sign in and sign up are separated processes. Users need to know what they are signing up for or what they are subscribing for. So apple suggests free trial and guest session. User can sign in or start free trial. To be able to continue using the app or save the process, user needs to sign up. Look at apples design guidelines, you will understand. Both apple and google are easily refund one time purchase but they are resisting in the subscription case. So they annoy devs

ebon cypress
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hello i have errors when i build my game they are 3

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  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <03b7a01d7ff445ec8ed231b348714f65>:0 
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <03b7a01d7ff445ec8ed231b348714f65>:0 
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
```1
#
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```2
wicked zealot
severe geode
wicked zealot
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The content of your file

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Have to be bytes on Android

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Not string characters

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Like, using File.WriteAllBytes instead of WriteAllText

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But there's builtin methods (obviously) to convert your string to bytes and vice versa

severe geode
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oh but im just trying to list all the files in a directory, does byte form affect it?

wicked zealot
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Tbh I don't know, I only know that when I first tried to implement some save system on Android, nothing worked out until I used Bytes

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Maybe try that approach in a new project, just to see if it's related

severe geode
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alright

wicked zealot
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But tbh I doubt, was just the first things popping to my mind

severe geode
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wait i cant convert the file into bytes if i cant get the files in the first place lol

wicked zealot
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You missunderstood slightly, you don't want to "convert the file into bytes", instead what you wanna do is, when creating the files, you want to use WriteBytes instead of WriteText, and when reading the files you want to use ReadBytes

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But, another thing

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Are your files actually existant on the android device when checking in the directory you're trying to access from code?

severe geode
wicked zealot
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Ooooh ok

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My bad then, forgot all the byte stuff, only matters if u create your own files afaik

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and when using Debug.Log to test, is it giving the correct directory and/or filename?

severe geode
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its giving the correct directory, but i cant get the file name because Directory.GetFiles() returns nothing

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Directory.EnumerateFiles() also returns nothing

wicked zealot
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Weird

severe geode
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im guessing its an android version problem

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cuz another project that uses EnumerateFiles() work

wicked zealot
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Are you hardcoding the path ure trying to access or using Path.Combine?

severe geode
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im giving the full path

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its not hardcoded

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like a file browser

wicked zealot
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Try creating the paths via Path.Combine, but if your other project works, it may be unrelated

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Mhmm u know what, don't try

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U already told that GetDirectories works, so the path must be correct

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Tbh I have no more ideas 🥴

severe geode
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yea i debug.log it and its correct as well MatsuriDerp

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im guessing its an android version problem

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or rather the target android version of my project

wicked zealot
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May I ask what your usecase is, just out of curiosity? Something like a file browser for Android?

severe geode
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ah, im making a chart editor for a rhythm game, and i need the user to be able to select text, music and image files

wicked zealot
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Oh wow sounds nice 😀

severe geode
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all the code works on the editor but for now GetFiles() is not working on android

wicked zealot
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You could ask in general-code if somebody might check out this channel and your problem, if that's allowed

severe geode
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i asked there before and no one replied lol, in fact you are the first person to reply XD

elder agate
rugged bough
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How many tris is fine to render for mobile?

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Im doing a low poly game, but with alot of props im going to end up with some tris anyways

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What do you think?

steel star
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Depends on the device

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And how many objects you plan to have on screen at once

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My best guess tho, try to keep props to around 500-1k.

For characters with clothing and weapons and hair etc... 10k-20k is a good limit

That should allow you to populate your worlds a fair bit. Polycount is far from the worst problem tho. Texture res, overdraw, excessive material instances and overly segregated UVs and hardened nornals are far bigger offenders

severe geode
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If anyone knows,please ping me

ebon cypress
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when i build my game for bundle google i get this error

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
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does anyone know what it means

wicked zealot
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Tbh nobody will be able to tell you what the problem is if you don't provide some context, for example the problem you're having, or error messages

severe geode
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the user still have to set the permission to access all files manually though since i havent figure out how to let the app call the android action "manage app file access" (forgot bout the full name)

wicked zealot
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Glad you got it solved, I'll try to remember that just in case I'm in the same situation one day 😀
In the Link I posted there's an answer that shows how to use Native Android API from within your Unity Script, may be helpful

severe geode
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ah but i think i still need to have that manage external storage permission to write files to it, iirc the native methods are read-only but i could be wrong since i didnt research into the native api and just came across some info bout it

pseudo moat
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been trying to make a top down camera with the cine- machine but it not working well

river escarp
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cine-machine sucks just create ya own camera handler

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heres one i made to follow GO's and lerp and to optionally stop following

pseudo moat
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@river escarp thanks alot. Use cinemahine because it has inbuilt functions. Like screen shake

river escarp
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@river escarp true i prefer my own solution, np tho

lunar verge
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How do you non android users test out APKs? I made an apk with a minimum level of Android 8.0, and bluestacks refused to touch it.

errant sedge
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I'm not sure where to ask this, but this is my first time building for android and whenever I export it just gives me a folder, no APK

errant sedge
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@craggy orbit That fixed it, thank you!

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What is export for, anyway?

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Hmm running it on BlueStacks shows me an empty screen, maybe the camera is off center 😐

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For everything Unity?

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Yeah Unity Remote works, albeit for iphone

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I'll continue using that until I'm done polish, then look into a cheap android

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I'm testing it on unity remote on my iphone

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I don't have android

craggy orbit
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And you have to enable , show preview packages to see it in unity registry.

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If you like the preview then you can buy the paid version for 44 bucks. Cheaper than buying any phone, but again I've mever tested it.

errant sedge
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@craggy orbit Checking that out now, thanks again!

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Can't seem to find it on 2021 version, maybe I will downgrade to 2020

neon thicket
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Turn on preview packages.

wanton sedge
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Greetings iam trying to connect my mobile with remote unity and my unity in desktop and iam getting this error

CommandInvokationFailure: Unity Remote requirements check failed
C:/Unity/2019.4.20f1/Editor/Data/PlaybackEngines/AndroidPlayer\SDK\platform-tools\adb.exe forward tcp:7201 tcp:7201
stderr[
error: no devices/emulators found
]
stdout[
]
exit code: 1
pseudo moat
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@wanton sedge you need to uncheck and check SDK in project settings

wanton sedge
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The problem was that unity couldnt connect to my mobile phone because i should have turn on the usb debugging on the mobile

errant sedge
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There wasn’t a setting for preview packages, I believe they changed it

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No results for device manager when I searched with that setting

craggy orbit
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@errant sedge yes they changed the setting

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Is there still, but it has to be enabled a bit diff

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Open package manager as usual .
There will be a tool icon(is next tothe search bar)and if you hover over it, it will say advance options.

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Click on it. Then click advance project settings.
A new menu will open up: look for "enabled preview packages ".

glossy sluice
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I keep getting this error, does anyone know whats wrongs?

wary solstice
ebon cypress
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does anyone know how to download ndk r21d

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i can only find r21e and it doesnt let me build me game

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i cant build the game i have been trying to fix it for weeks

mighty barn
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i'm building a mobile game and i want the player to be able to draw on the screen.
But whenever i start to drag my finger it just puts one dot down... anyone know why?? https://hastepaste.com/view/CYGSR1WJ

craggy orbit
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@errant sedge hey did you try the preview. I started using for the first time and it has been very useful for viewing scaling on every phone resolution. (Like Samsung vs ipad).
Had to mention cause so far i think it is a must have tool for mobile developers.

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@ebon cypress never had the issue, so can't help much, but on what version of unity are you trying to build?
Do you have Arm for 64 bit architecture enabled.

mighty barn
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can anyone help me?

craggy orbit
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@mighty barn it usually takes a while for someone with high expertise to show up. If your comment doesn't get buried that is. Maybe tom someone will show up. Good luck.

mighty barn
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thanks!

river escarp
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@mighty barn I think TouchPhase.Moved is invoked when your finger is moving that frame

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it doesnt say anywhere in the documentation though

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In my code for mobile I simply use Touch.touchCount and use a boolean to see if I was previously touching

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not the best solution

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you could also put a boolean in line 29 and move the rest of the code outside of update, where it should only be invoked when that boolean is true

bright epoch
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anyway to figure out what went wrong, previous builds were completed in under 10 min, and now if i switch to mono it takes 4 mins to build. but with il2cpp the build is taking forever, even let it run for 2 hours before force closing and restarting unity to try build again

ebon cypress
bright epoch
mighty barn
craggy orbit
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@bright epoch Hey, if you don't mind; give me the settings you used for your build. I want to try and recreate the issue.
I will be releasing several apps for google play, so I want to get ahead of it.

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@ebon cypress same thing for you.
Idk yet what you are doing diff, but it could be a simple fix.

neon thicket
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No? How would that work.

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Well, I suppose you could use the device simulator in Xcode.

river escarp
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yeah i was gone say you can use a mac with a simulator

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i use a windows machine and i rent a VM mac to run my sim builds

mighty barn
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should i bring it by the forums?

river escarp
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Also please go back and read my solutions. You can achieve the same thing via Input.touchCount and a boolean

bright epoch
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@craggy orbit these are the settings i remember messing around with, also i noticed the warning repositories.cfg could not be loaded. Could that have anything to do with IL2CPP builds not working?

mighty barn
mighty barn
river escarp
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@mighty barn it returns 0 if no finger touching and then it returns the numbers of fingers touching

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very easy to implement with your code. Check if Input.touchCount == 0 and if a boolean (touching) is false. Then for 'MOVED', check touchCount == 1 and the shooting boolean must be true. And for let go check touchCount == 0 when boolean shooting is true

mighty barn
river escarp
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No problem man. If you want to understand why your code behaves the way it does, use Debug.Log statements to figure out when your blocks of code are actually running.

mighty barn
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Ok I’ll use it more often!

river escarp
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@mighty barn yessir! And heres some reading about touchCount for you. DM me if you want more help 🙂

mighty barn
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Thanks 😃

river escarp
craggy orbit
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@bright epoch a clean installation of unity solved the issue for dreynor. Of you need help doing that then let me know.

arctic nova
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anyone used native c plugins with android here before?

glossy sluice
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hey, i am having some struggles with my touch inputs and movement in a project, anyone here can help me a little ?

mighty barn
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Like make the variable 0 again

neon thicket
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Don't have any touch on the screen?

mighty barn
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ok i fixed the error but now it just draws a straight line as soon as i touch the screen

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sorry if this is getting annoying...

river escarp
river escarp
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Your current code draws a straight line because its only setting the same vertex's position (vertex with index 1 in your code)

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I don't know what behavior you expect, but 'SetPosition' using a static index parameter (in your case '1') will only change that one vertex over and over...yielding a line

mighty barn
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@river escarp i cant move the line it just places it on my screen as soon as i click the screen

river escarp
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Okay so first go in your code and using Debug.Log statements, figure out if the "if" statements in your code are being ran correctly. Make sure 18-28 is being ran only on a finger press

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Make sure 32-35 is being pressed only when the finger is touching

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Make sure 40-50 is being ran only when the finger is lifted

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We are trying to understand why your script is behaving the way it is

mighty barn
river escarp
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Okay thats good actually

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So the behavior that you are getting is what exactly? Is there a line that follows your finger as it moves?

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So right now you are only setting one vertex to your mouse position. If you want the line to come from somewhere, you need to set vertex with index 0

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@mighty barn set the line's vertex with index 0 to some position...not sure what behavior you want, though.

mighty barn
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ok it's getting late for me i got to go to bed. ill try it out tomorrow. Crossing my fingers it works! 👍

river escarp
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You don't need luck my friend, all you need is to read the documentation 😛

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I'll be here if you have more issues

mighty barn
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thanks!

normal vault
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i need help with unity remote not working for me

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i looked up at a tutorial

craggy orbit
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@normal vault for what device?

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IOS o4 android

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I mean

normal vault
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android

craggy orbit
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You enabled usb debugging in that phoen

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Phone

normal vault
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i did that

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dont take me to basics

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i already did all

craggy orbit
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I have to make sure. Now we just need to look at your settings in unity

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Show me your editor settings

normal vault
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wait

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i'm installing a thing

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this might work

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hang on

craggy orbit
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K

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Also make sure your phone is detected by your pc. Use a usb cable that supports data transfers. If is windows then a plug in sound should let you know that the device was detected.

normal vault
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ok

craggy orbit
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So you still need help?

normal vault
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yep

craggy orbit
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Ok so did you install android studio

normal vault
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yep

craggy orbit
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In external tools the settings are correct.

normal vault
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i restarted my unity wait

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i dont think my pc detects

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the cable

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it just charges my phone

craggy orbit
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Is possible you are using a charging only cable

normal vault
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idk

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lemme get another cable

craggy orbit
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Very common . Is easy to know. Open file explorer

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Click this pc. If your device does not show up in that list

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Then is just a charging cable.

normal vault
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yes

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i put it

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a new cable

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same thing

craggy orbit
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Does it show up in devices and drivers?

normal vault
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nothing

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only those

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from my pc

craggy orbit
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I don't think it is the usb slot. You can test it by putting another device in that slot to see if something shows up.
Other than that, did you buy you4 chargers from amazon or something?

normal vault
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i dont live in us

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and i didn't buy it

craggy orbit
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You have to use the cable that comes with your phone on purchase. Those support data transfers.

normal vault
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i got it as a gift

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it is

craggy orbit
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Ok then let's check that your phone has data tranfers turned on

normal vault
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how?

craggy orbit
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You will have to google that.

normal vault
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ok

craggy orbit
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Is diff for each phone. If is one of the latest androids 8 or more then you should find it fast

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Go to phone setting

normal vault
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i think i have android 9

craggy orbit
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Look for usb configuration

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And lets make sure that MTP is selected

normal vault
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Found it

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i put

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file transfer?

craggy orbit
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What options do you have?

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Like I said it is diff from phone to phone

normal vault
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File transfer
usb tethering
MIDI
PTP
No data transfer

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first option right?

craggy orbit
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Yea file transfer

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If it shows up in your pc now then try to run it in unity.

normal vault
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it doesn't show

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i dont have the thing

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nor i heart the sound

craggy orbit
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Did you make sure the USB slot is working?

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Put a usb storage device in it

normal vault
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wait

craggy orbit
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?

normal vault
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so

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idk

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what to do

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it was working a time ago

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but now idk why

craggy orbit
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Are you the only one that uses your pc

normal vault
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should i restart my pc?

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yes

craggy orbit
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You have not installed anything recently

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Mess with any files

normal vault
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no

craggy orbit
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Yea restarting pc will at least ensure new updates are completely installed

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So do that anyways

normal vault
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ok

craggy orbit
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Ok so I will assume you tested the usb port with another device.(usb storage)
We can rule out broken port or driver issues.

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Don't assume that because it charges the phone it is not broken.

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You said your cable worked in the past ap we can rule that out as well.
Restard both your phone and pc so we can rule out any software issues.

normal vault
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there are not issues

craggy orbit
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There is no point in checking your unity settings until the device at least shows up in your pc.

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So make sure that other phones appear in your pc.
If they don't then the issue lies with some settings or driver issues in windows 10.

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If other devices (Phones , music players, usb) do show up then the issue is the phone you are using .
Figure out which is then we can continue.

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@normal vault did you test?
You will be going in circles forever if you don't test this stuff.

normal vault
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dms

craggy orbit
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Got it.

glossy sluice
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If I set my platform texture compression to ASTC, will it only compress the textures that are used for the build for that platform?

(I.e. the build is being made in a larger project which also targets other platforms and has a lot of extra textures)

quartz kernel
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I don't believe so @glossy sluice, I think it compresses all textures in the project

glossy sluice
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Thanks for the quick response! Is there any documentation I can look up for this?

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As I couldn't find anything on it

quartz kernel
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This is just based on my own experience

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But it compresses the textures when you change the format or the build target, not when it builds

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At that point unity would not know whether a texture is included in the build or not

glossy sluice
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Fair enough, thanks 👍

tidal lion
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can't get untiy remote to work on my android

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help

normal vault
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i need help with this

wary solstice
mighty barn
river escarp
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No I said 0

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Okay so line.SetPosition takes a certain vertex for the first parameter @mighty barn

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Your code is only setting one vertex right now

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use line.SetPosition(0, new Vector3(0, 0,0)) for example to set the first index and make the line go from 0,0,0 to your mouse position

mighty barn
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thats what i meant it does nothing

mighty barn
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@river escarp

river escarp
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Let's break down your code @mighty barn so you will know why

mighty barn
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it's ok im just getting a little frustrated ill come back to it later

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ill work on someother parts of my game

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I thank you for all the help!

river escarp
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On line 17-27 you set both vertexes, 0 and 1 to the mouse position. Then for the rest of the time your finger is dragging, only vertex 1 is being set. Hence a line is drawn from the initial finger position to the current finger position.

bright epoch
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@craggy orbit i tried building it again today and it worked ! , didnt change anything .....
Thanks though ill keep in mind fresh installs if it happens again

craggy orbit
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@bright epoch congrats.

bright epoch
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btw how does a clean install differ from a normal uninstall and reinstall through unity hub? or is it the same?

craggy orbit
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In your case the the error was prodouced for a different reason. If you didnt move or install any sdk files. Do you have any idea what lead to it?

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@bright epoch clean install simply means that you remove all traces of thw program to ensure that a new installation does not create errors with old installation files.

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A normal unistalll does not remove everything in most cases. A lot of files are left behind.

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You also require a pc restart when doing a clean install, so system files get removed. (Most cases as well)

bright epoch
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hmmm got it, how do you do a clean install for unity then?
As far as the building issue, I am not really sure what caused the issue though, as I didnt really change any settings. I switched to mono for my builds for a while and then I decided to try il2cpp again and it just ended up working

craggy orbit
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Well you remove every version of unity. Including the hub. Ideally you would also hunt down any other unity files in your system and then restart the pc.

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You would have to do research or pay attention to unity instllation , so you know where to look and find these files.

bright epoch
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I understand now, thanks!

craggy orbit
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And back up your projects first if you decide to do that.

bright epoch
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yep haha been burned before not having a backup so i regularly backup on a different drive at the end of the day

craggy orbit
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Clean installation is a last report kind of thing, and is a must do if you jad made changes to unity file system and don't know hpw it was structured.

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Anyways. That's good. You planning to publish soon?

bright epoch
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ill need a couple of more weeks to finish, this will be my first publish though so Im excited

craggy orbit
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Nice. I recently moved to unity for about a month, so I've been going through a rabbit role of learning.

bright epoch
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I started learning unity last month too. first time making a game, i find diving into a project helps stay motivated

craggy orbit
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Any tutorials that help you a lot with mobile development?

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I'm having a bit of trouble finding AI related tutorials and camera movement.

bright epoch
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I had a hard time finding mobile development tutorials actually, I usually follow Brackeys tutorials on youtube and try my best to just google stuff and figure out how to translate it into mobile

craggy orbit
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My background is cyber security and software engineering. Just in that you need help troubleshooting networks, and general pc issues.

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Yea I find that unity did a lot of the work when i I switch to mobile build

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I prob need to keep looking and watching tutorials
I'm looking to learn how to control ai enemies and make them interact.

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And also how to control the touch screen so that a user can navigate the scene even if it does not fit the screen

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Idk if that makes sense

bright epoch
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It does make sense but I am a beginner too so I dont really know how to go about implementing that or the resources for it 😅

craggy orbit
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Like a 2d map for instance. The user only sees a portion of it, so he would have to use touch controls to move around it and away from current resolution.

bright epoch
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hmmm im not sure if im understanding it right but how about adding a movement script to the camera and have the camera move where the player touches or configure a touch joystick to move the camera around

craggy orbit
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Well yea that would be it, but doing it, is what I'm looking for.
There are two approaches to this:
I can find someone who did it better and improve upon it or try doing it myself for a few weeks.

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Both are great, but I don't have much time.

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Idk if that makes sense. I'm not doing anything innovative, so I find it mofe efficient to use resources that teach how to do that. Anyways I won't take kore of your time.

bright epoch
craggy orbit
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Well ik that if you make the camera a child, it can follow a player, but how you do that when there is no player. Only a 2d background.

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Maybe is super simple. Thx for tje the reference. I will look at that whole video anyways in case I find it.

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Ig I want the user to decide where the Camera goes, but with touch controls.

bright epoch
craggy orbit
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Yes prefect!

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Hey thx for doing the research for my lazy ass. I prob should of clarified that I was having small talk, and wasn't expecting you to do that. I still appreciate it.

bright epoch
#

no problem haha, glad I could help. There have been times where I knew what I wanted but couldnt find the right terms to google it or was just plain lazy so I understand 😆

craggy orbit
#

Pretty much 💯

subtle locust
#

is there anyway to make the camera follow and rotate with the movement of the ball (roll-a-ball)

junior shoal
#

Hey, I‘m pretty new to Unity and I wanna implement mobile controls, but I can’t find a good explanation.. Can someone help me?

wary citrus
#

Which one is better for mobile performance? Vulkan or OpenGLES? My game is currently eating 75% of cpu and 100% of gpu on the very simple scene. Any suggestions?

glossy sluice
#

What do I do to fix this

odd arrow
glossy sluice
#

It's already done

odd arrow
#

Make sure they used in preferences

glossy sluice
#

this is what i have in prefs

#

It's not showing any warnings

odd arrow
glossy sluice
#

When I try to build the APK in build settings

odd arrow
#

If you create an empty project and build apk do you get this error?

glossy sluice
#

note the error in the lower left

odd arrow
#

Should look for more detailed troubleshooting guide about this. But the usual fix is to make sure that there isn't Android studio installed. Or sometimes old Unity versions that I think shared SDKs at some point and reinstalling cleanly current Unity version with android modules. (so removing those as well)
Also could try uninstalling/reinstalling SDKs through the Hub. But clean install should work.

glossy sluice
#

I have more than one version of unity and I don't have android studio installed

#

Should I unitall all the versions of unity?

odd arrow
#

2020 versions are definitely self contained.

#

You don't need older minor version of 2019

#

Remove that, remove android modules and reinstall them on current 2019

#

That fails reinstall 2019 entirely to latest one

glossy sluice
#

should I upgrade to 2020?

#

I unistalled everything

#

I'm downloading the latest in 2019

#

2020 is self contained though?

supple mantle
#

Hi everyone! i'm trying to deploy a project that has a RenderTexture with R8G8B8A8_SNORM as the color format, everything looks black in this renderTexture ingame in android (quest 2) but everything was looking ok when running on the pc, any ideas?

slim thunder
#

Hello, in my android game touch works on remote but it doesn't detect touch when i try with apk.
Is there anyone know how to fix it?

celest tinsel
slim thunder
celest tinsel
#

if it worked a bit ago did you by chance change the layer by accident? even just putting a non touchable panel forward on the z can make it not click what is underneath

slim thunder
#

I think thats not the problem, and it works when i try with unity remote

celest tinsel
#

you did change the platform of the apk to android yes?

slim thunder
#

Yeah

celest tinsel
#

can you tell me about what it is you are touching?

#

is it like a scroll page with text, or is it a map for a game or

slim thunder
#

Well, it is full screen panel which is written "Tap to Text" in

celest tinsel
#

lets move to pm so we do not bury other peoples questions, im not a pro but i will try and help

supple mantle
subtle locust
#

i need roll-a-ball help

glossy sluice
#

I have 2 buttons to control the movement on android and they take up the whole screen. how can you manage to put other buttons over it for your pause menu?

frank ferry
#

C:\Android\tools\bin> sdkmanager --install "platform-tools" "platforms;android-29" "build-tools;29.0.2"
Error: Could not determine SDK root.
Error: Either specify it explicitly with --sdk_root= or move this package into its expected location: <sdk>\cmdline-tools\latest\

glossy sluice
#

Hi, I connected my Xiaomi phone with the Unity Remote app, but I could not do it in the project settings

rugged bough
#

Hmm

#

What does not work?

#

@glossy sluice

heavy furnace
#

hey! we took very interesting error.We build and upluad ios game on xcode.It says upluad succesfull.And we look testflight tab on app store connect.It disappears 1 minutes later

#

it instantly disappears

neon thicket
#

There's no messaging in the resolution center about it?

heavy furnace
#

no , and no e-mails in our inbox

neon thicket
#

No idea, I've never had that problem before. 🤔

#

Maybe appstore connect is being funky again.

heavy furnace
#

we solved problem

#

in interesting way 😄

#

we just untick enable bitcode

#

fyi for ios game devs

gloomy token
#

using the unity remote on iphone, had it working a second ago but now its just quit

#

my phone appears in window explorer

#

i can select my phone specifically too

#

nvm started working again..

hardy pawn
#

how can i make it so my player automatically shoot at the enemy when the player aims the cross hairs at the enemy? raycast on the crosshairs?

#

its for a mobile fps

glossy sluice
errant torrent
#

hi,quick question does anyone know how to program a button for the if statement,as im trying to replace the get key down with a button and i have been researching it on youtube but all of it just show prebuild function

summer zinc
#

use onpointerdown

errant torrent
#

oh ok thanks

#

wait then do i need to use event system

#

?

wicked zealot
#

What exactly do you mean with "replacing the GetKeyDown with a Button"?

#

Like, replacing it with a GetButton call, or using an actual UI Button?

errant torrent
#

@wicked zealot using actual ui button

wicked zealot
#

Mhmm multiple approaches then

#

But the easiest is probably having a public void SetCount(int value)

#

And then using that inside buttons on click event

errant torrent
#

i see thanks,cause i been trying to research and alot of the video on youtube are at least 2 year old

wicked zealot
#

A good part of them is still valid 😀

errant torrent
#

ah i see thank you

wicked zealot
#

You are welcome

tidal lion
#

help, streaming unity to my phone has been going well for a while but suddenly today i got this error, any help?

icy pewter
#

How does every other game in the play store get screen ratio perfect while mine is looking like this:

icy pewter
dire magnet
icy pewter
#

Yeah but then I fix the ratio, then its not fixed on another phone

#

Like this ones adjusted for s10 but then it look funky on the like the s9

dire magnet
icy pewter
#

Ok thank you

dire magnet
#

And then I suggest using the resolution controls on the Game View window to test out different screen resolutions and make sure your game looks good on all of them

icy pewter
#

Ok that makes sense

sweet saffron
#

i have been working on a game and when i play it on my pc it goes the normal speed but when i try it on mobile the move speed is WAY MORE slower how do i fix this

#

ive already tried to change the move speed in the script

#

but that didnt work

summer sierra
#

Some device will have a 30FPS target framerate by default so if you are not using Time.deltaTime for your movement it will make them slower

summer sierra
#

Line 48 : Controller.AddForce(RotatedDir * MoveSpeed * Time.deltaTime);

#

You will have to adjust your speed since this divide your speed by 60 at 60FPS

#

You could just do Controller.AddForce(RotatedDir * MoveSpeed * Time.deltaTime * 60);
So that you don't have to adjust it

limpid wagon
#

Hey

#

I'm working on a game for android

#

I'm having problem in Shop System

#

The game is working fine in Editor but when I build the game and try it on Mobile it doesn't work properly

#

I'm using Json to store game data

frozen vapor
#

@limpid wagon Would help a lot if you could narrow it down to something a lot more specific

#

Look into either logging things and getting the log file or or connecting the console to the build

limpid wagon
#

When I buy something in Editor, it works completely and I can equip it it and use it

#

but on android device it doesn't work at all

frozen vapor
#

Make sure to verify if that is the case. Not knowing how to debug the build is probably going to be painful

frozen vapor
#

Surely there are checks you can do when trying to load it

limpid wagon
#

Let me explain you the problem

grim spindle
#

Hi. I want to do a mobile game where one tap to screen would perform small part of action and X amount of tapping to screen would perform this task and finish this task. How would I go about this? Any sources how to make this kind of action performance?

limpid wagon
frozen vapor
#

What part of the equipping is failing?

#

How is the persistence supposed to be working? Did the equipping not working break it?

limpid wagon
#

I'm making a Cutter Game in which you have to cut objects with cutter and in Shop you can find other models of cutter and equip those cutters to cut the object

#

but the cutter is not getting Equipped

#

and when the game is restarted all the cutter which I bought gets removed from my bought section

brisk raven
#

Is it possible to send notification with the app closed?

mighty barn
#

For an example do PlayerPrefs.SetInt(“cutters”, 4)

#

Then you know that they have 4 unlocked cutters

limpid wagon
#

Thanks

neon thicket
#

You can't "open" an APK in Unity. Ripping assets from other games is also not a topic allowed in this discord for obvious reasons.

sweet saffron
#

ive been working on a game and wanna try it out on mobile but when i wanna built on my phone it gives my a error

#

ive tried eveything

#

restating unity

#

my pc

#

an other cable

nova nimbus
#

did you enable debugging on the phone? also i think you had to install ADB

sweet saffron
#

yes debugging is on

nova nimbus
#

bet, do you have the Unity remote app open??

sweet saffron
#

yup

nova nimbus
#

I only got it to work once either way, so I can't help you further than that really 🤷

tranquil comet
#

Are you trying to build it on the phone or use remote ?

sweet saffron
#

im try to build it there

tranquil comet
#

Yes so you are trying to build so why open Unity remote? So can you show the settings in build settings ?

sweet saffron
tranquil comet
#

No devices available at run device ?

sweet saffron
#

got the same error

tranquil comet
#

Yes if you connect your phone try other usb settings. I always use only charging that always works for me. But at run device you should select your phone if it is possible.

#

If you go to editor settings can you screenshot that

#

edit -> project settings -> editor

sweet saffron
tranquil comet
#

Okay well i dont think this helps for building but set device on any android device atleast now you can use unity remote

#

Maybe try another usb port. Maybe cable is broken ?

sweet saffron
tranquil comet
#

Well reconnect your phone change usb settings to only charge and click on refresh at run device your device should show up

sweet saffron
#

it only shows up
default devise
all comatble devises

tranquil comet
#

Probably the SDK missing

sweet saffron
#

but how did it work before? cz i cloud do it than as well

craggy orbit
#

@sweet saffron you using ios or android?

sweet saffron
craggy orbit
#

@sweet saffron so first of, set your setting to any android device.
Other than that does your device appear in your pc?

#

In editor > device

sweet saffron
#

that didnt work but it does show up in my pc

craggy orbit
#

Ok so lets look at your phones setting.
Is it on file transfers?

sweet saffron
#

yes

craggy orbit
#

And also turn USB debugging off if is on.
Then turn it back on. (Sometimes it doesn't work even if is on)
That shouldn't solve your issue, but should help with a specifc error type.
Do you remember changing anything in your project since this happened?

sweet saffron
#

yea i changed some things

craggy orbit
#

Such as?

#

Did you change anything else? Windows settings, downloaded anything android related, chnaged cables or smartphone.

sweet saffron
#

no

craggy orbit
#

Unistalled any programs in your PC

sweet saffron
#

nope

craggy orbit
#

So what did you add to your project

sweet saffron
#

textures

#

wait

craggy orbit
#

Ok so lets make sure your sdk is loaded.
Is it?

sweet saffron
#

it worked again

craggy orbit
#

Well

sweet saffron
#

thanks

#

ur a hero

craggy orbit
#

Great.

#

So remember what I told you about usb debugging.

#

That is likely to be the next error you will encounter.

#

In the future. It usualy happens after you restart the device for whatever reasons.
That will fix it.

#

@sweet saffron the error is unity remote requirement check failed.
:tcp:7201

sweet saffron
#

thanks

bold fern
#

hey guys, how easy is embedding a unity build into a native (or react native) app. Anyone have any experience?

vernal wing
#

hello

#

i have problem with Admob ads

#

when i try it in the editor everything works perfectly

#

but when i try it in my phone nothing works

quartz kernel
#

This is not related to unity at all. You’ll need to run the android code in a separate program would be my guess

rough kindle
#

Is there a way to run a particular script on a particular part of the screen?

young ice
#

yes

rough kindle
#

Could you give me then a Videolink or a script for that? That would be really greate ;)

robust mist
#

Hi! I added test ads for my game. Ads working succesfuly on unity but they are not working on phone.

dire abyss
#

I currently have no practice in making mobile games. Is there anything I should know, any major differences when trying to publish an android game? Is mouse input the same as a tap? idk

glossy sluice
#

how can i solve that?

tame halo
#

Hello

#

Any explanation why I can authenticate in google play only when I build an APK?

#

When build aab it just say "authentication canceled"

glossy sluice
#

does anyone know how to make a multiplayer mobile game top down shooter code, ive been trying to find a tutorial for it but there is nothing, i think becuse there is nothing that specific for a tutorial, if anyone knows of a tutorial that would help me, or show me/ help me in anyway, i would appreciate it, please help

if not a multiplayer mobile game, a top own shooter pc multiplayer would also be appreciated.

neon thicket
#

You don't need a tutorial that specific, you need a tutorial on how to do multiplayer and then apply it to your game.

#

The main difference between making a multiplayer shooter vs a multiplayer racing game, is that the offline mechanics are different. But the idea of creating lobbies, sharing data, etc., are at the core, the same.

glossy sluice
#

Oh perfect, there's a channel for mobile app development help. I was gonna ask in a main channel if there was a discord server for specifically Android app development in Unity, but this will do.

#

This is my first time messing with Unity. I've got a small bit of C# experience from a first year C# class I took at college for Computer Programming before dropping out, but I picked up most of my programming knowledge from a Pawn-like language for making server plugins for Source engine games called SourceMod. The syntax of the SourcePawn language is highly similar to C# which helped me out in the long run. I'm working on my first android game and just to get the hang of things, I made a ball that bounces around the screen without flying off the screen.

#

Fun thing, albeit a tad offtopic: SourcePawn has methodmaps which are basically C#'s class' s without a...i think without a destructor. I never understood what the heck a methodmap was until I did that year of college and learned basic C#. After that, everything fell into place. I'm a sucker for object oriented programming, I guess.

glossy sluice
#

anyone have good methods for mobile controls?

#

like a joystick and touch screen

fast olive
#

welcome 404.
@glossy sluice In Unity Standard Assets there is cross platform input which has a joystick. Free on the asset store, Im sure there are other options there too.

fast olive
#

For touch you can use same as mouse position and mousebutton down. Not sure how to use multi finger touch

proud temple
#

I'm working on creating a port for a completed project.
I have everything working in the APK. For google play console I am splitting the game into an APK and OBB.

When uploading the OBB to the console I get the following error.

ERROR: dump failed because no AndroidManifest.xml found

Looking back at the project, I see the AndroidManifest is infact not generated. I've looked for hours to no avail.
Any help?
The project builds successfully without any errors.
Another note, I was originally getting an error that the OBB is not zipaligned. So I'm using the zipalign tool from the sdk to rectify that.

robust hamlet
#

Why splitting the apk? Just build an app bundle

proud temple
#

The aab is too large for google play console

glossy sluice
#

am i doing this correctly?

#

just wondering why the button started out so huge compared to the size of the 16:9 mobile window

latent granite
#

Hi Guys. I have a problem. IL2CPP APK build works fine. But when I build aab file and upload it to google play for internal testing. The App crashes.

This is the stack trace I got from Logcat, But it is not showing function names.

'

#

How can I be able to read this?

indigo condor
#

I might be wrong but theres something called the dysm file you are supposed to upload to crashlytics

#

with that maybe you get normal readings, im not 100% sure

latent granite
indigo condor
#

i remember getting stacktraces like that on crashlytics but i dont remember exactly how i fixed it, i remember learning from this thing but im not completely sure

#

I just implemented the Application.lowMemory event since I learned from it but sometimes gets triggered with readings like this:

#

As you can see the app is in the green area not even close to the warning. We didn't had any memory crashes at all but I'm surprised to see this event is being triggered.

I guess it is because the device is running low on free memory (500MB) and is warning it needs more? if it's like this... I guess this event is kinda being triggered to many other apps not just ours? and if it were to decide to close it would never choose app in foreground, correct?

Im just confused why our app is getting this event triggered while using a reasonable amount of RAM and I'd like to know if we are really in potential trouble or not.

sweet saffron
#

ive been workin on a game but the joystick i made for just wont work pls help me

robust hamlet
#

@indigo condor @latent granite It's nothing to do with Crashlytics, those are native crashes. It's probably a Unity crash or if you use some other native libraries. I remember there were some issues wih IL2CPP and Unity on Android, maybe you should try updating Unity version you are using just to check if it's fixed.

robust hamlet
#

Nope. If you are using Proguard or any other tool supported from Firebase, you should upload your mapping file in order to get the right stacktrace. Obfuscated stacktrace will look similar to the real one, only the class names will be changed. For example:

without obfuscation ->
NullPointerException at: com.packageName.myGame.MainClass.cs line 45

will become after obfuscation ->
NullPointerException at: ab.rtdsaas.asfdd.avb23.cs line 45

#

That's why you provide a mapping file so the Firebase can replace ab.rtdsaas.asfdd.avb23.cs with com.packageName.myGame.MainClass.cs

indigo condor
ember rain
#

how do i fix this error? latest Play Games plugin for unity. This happens when i try to save the game with Play Games Services.

sweet saffron
#

maby a stupid quistion but... ive been working on a mobile game but on pc i works fine but when i try it on phone the player wont work well

#

bz on pc i can rotaite but on phone i cant

#

rotate*

indigo condor
#

there are dozens like that

glossy sluice
#

how do i enable android sdk?

deft tapir
fallow ice
#

Hello everyone, i'm strugglin from days with a URP problem:
i'm building an app for ios and inside a scene i got a camera stack with 3 cameras.
if i turn on the msaa (at 2x) inside the urp setting then i'll have a black screen on ios. if turn msaa off instead everything fine....
i found some link on internet about the problem but not the solution
https://issuetracker.unity3d.com/issues/urp-metal-opaque-objects-are-rendered-black-when-msaa-is-enabled
or
https://issuetracker.unity3d.com/issues/urp-the-camera-renders-black-screen-when-post-processing-is-enabled-in-the-2d-renderer-and-in-the-camera-component

i'm working on Unity LTS but also tried the 2021 version. nothing changed....
hope someone could help 🙏 🙏 🙏 🙏

deep hamlet
#

Anyone having issues validating archives this weekend?(Xcode, unity project) I keep getting a general error with no other info. Started happening yesterday.

shell mortar
#

I want to play background music on iOS (Spotify, Music app, any other app ...) and concurrently use the microphone as an input in Unity (using Microphone.Start).

Has anyone achieved that in Unity for iOS? I know it should work somehow because the app STAELLA in the AppStore is capable of doing this.

I can play music from the Music app and listen to another audio inside of the Unity app, thats working concurrently! But in the moment I initiate the microphone using Microphone.Start the background music stops. Also when the microphone was initialized and I start the background music again, in the moment I come back to the Unity app, the background audio will be muted.
Interestingly enough, it works out of the box on Android.

I found this Stackoverflow thread (https://stackoverflow.com/questions...-configuration-to-record-and-play-with-others) and tried to add
[[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayAndRecord withOptions:AVAudioSessionCategoryOptionMixWithOthers error: nil];
[[AVAudioSession sharedInstance] setActive:YES withOptions: AVAudioSessionSetActiveOptionNotifyOthersOnDeactivation error:nil];
to my UnityAppController but I had no success with it. Someone in the Stackoverflow thread has suggested to set automaticallyConfiguresApplicationAudioSession = false; for the AVCaptureSession but I'm not even sure if I can access the AVCaptureSession Unity is using to record the microphone, so I don't know what else to do.

Every help is really appreciated.
If someone can help me solving this for iOS, I'm also willing to send this person a small tip of 20$.

sacred creek
shell mortar
sacred creek
shell mortar
#

@sacred creek yes, that's it. Unfortunately this only happens on iOS, on Android all is working.

sacred creek
#

I guess, your app is not outputting any music at start, just as soon as you start the microphone, it tries to output and therefore stops playing other audio apps

shell mortar
#

@sacred creek Interestingly enough the setting mutOtherAudioSources=false is working when not using the microphone. I can make a short video, just one moment

sacred creek
sacred creek
#

Hm, than it might be a bug still. There are some threads and reports on google about it

shell mortar
lost meadow
#

Hi guys, I have an issue..

My game has an interface while gaming with a Pause Button/Mute Audio buttons

The problem is that when I click on the buttons, my player counts this as a movement and I dont want that!

dire magnet
#

or, if using new input system, disable the action map

lost meadow
# dire magnet disable your player movement script when in the menu

Emh.. Let me explain better the situation.
do you know Temple Run? Perfect.
While running you can pause the game or mute the game by clicking the two icons top right and top left corner, same thing in my game

the problem? when you click the button on top right, the player moves on the right

and when you click the button on top left, the player moves on the left

dire magnet
#

Disable the player movement script when you're in the menu

tardy ravine
#

I still don't know why this happens...

#

Please Help

sacred creek
steel tree
#

guys, why the banner ads is not showing after i test it on android but shown in editor (the ad is in test mode) ? how do i fix this ? (I've checked the gameId and placementId isn't wrong)
here's my code :
https://pastebin.pl/view/c73b25b5
Here's the log :
https://pastebin.pl/view/e3f39026

#

Ahh... nevermind i've fixed it

sacred creek
steel tree
#

ok. soo... it turns out, unlike the rewarded video ads and interstitial ads, the banner ads placement isn't automatically added to the unity dashboard, so i had to add it first. i forget that we need to check it because i just copy paste the code from my previous game, then all i did was change the gameId.

night basalt
#

When I build for android and look at the editor.log this is what is looks like -

Checking for leaked weakptr:
  Found no leaked weakptrs.
##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1624311920910,"processId":17168,"allocatedMemory":154494,"memoryLabels":[{"Default":560},{"NewDelete":67976},{"Thread":64},{"Manager":808},{"GfxDevice":13912},{"Serialization":40},{"BaseObject":9496},{"WebCam":72},{"String":6576},{"DynamicArray":464},{"Curl":1440},{"PoolAlloc":176},{"GI":3560},{"VR":272},{"EditorGui":56},{"EditorUtility":560},{"UnityConnect":28360},{"Collab":57},{"ProfilerEditor":20045}]}

I wanted to see asset and file sizes to see what takes up most room

true apex
#

is there a faster way to build and test mobile games on iphone? my xcode takes ages to build my app everytime i want to test on my phone

glossy sluice
#

Your app will look and perform a lot worse but it’s faster

night basalt
#

Report.log (generated after building the game) shows me this -

Uncompressed usage by category (Percentages based on user generated assets only):
Textures               253.7 mb     63.4% 
Meshes                 99.2 mb     24.8% 
Animations             448.0 kb     0.1% 
Sounds                 1.1 mb     0.3% 
Shaders                3.7 mb     0.9% 
Other Assets           7.5 mb     1.9% 
Levels                 14.6 mb     3.7% 
Scripts                5.8 mb     1.5% 
Included DLLs          13.4 mb     3.4% 
File headers           351.9 kb     0.1% 
Total User Assets      399.9 mb     100.0% 
Complete build size    888.7 mb

Obviously I need to figure out a way to reduce my texture somehow. Tips?

stable notch
night basalt
#

Thanks, will try and see how much it changes the size.

night basalt
#
Uncompressed usage by category (Percentages based on user generated assets only):
Textures               181.9 mb     55.4% 
Meshes                 99.2 mb     30.2% 
Animations             448.0 kb     0.1% 
Sounds                 1.1 mb     0.3% 
Shaders                3.7 mb     1.1% 
Other Assets           7.5 mb     2.3% 
Levels                 14.6 mb     4.5% 
Scripts                5.8 mb     1.8% 
Included DLLs          13.4 mb     4.1% 
File headers           352.0 kb     0.1% 
Total User Assets      328.0 mb     100.0% 
Complete build size    806.5 mb
lime vessel
#

Guys, when you finish a mobile game and you want to make the UI fit all of the different screen sizes, do they end up fitting for both phones and tablets? Or you have to publish two different versions of your game; one for mobile and then one for tablets/ipads?

neon thicket
#

If you use proper anchoring and canvas scaling, you don't need to make multiple versions.

lime vessel
#

Okay, thanks

frozen vapor
#

@pale cradle I didn't see anything outdated in there

bitter wasp
#

Does unity have any default datepicker? Or any good free ones

sacred creek
#

I do not think so, unity just got the parts to build it, but no out of the box afaik @bitter wasp

pale cradle
#

Do you guys know how this kind of crosshair is called or how its done? Sorry for the bad example but I dont have another one 😄

frozen vapor
#

Looks like a static sprite

shadow talon
#

iOS problem:
My app crashes immediately when opened. The last log i see in sole is

RBSStateCapture remove item called for untracked item <RBConnectionClient| 881 name:application<rugby.blackout> entitlements:<RBEntitlements| [
            
            ]> inheritanceManager:<RBClientInheritanceManager|  inheritances:[
    <RBSInheritance| environment:UIScene:com.apple.frontboard.systemappservices::sceneID%3Arugby.blackout-default name:com.apple.frontboard.visibility origID:34-62-2001 payload>,
    <RBSInheritance| environment:(none) name:com.apple.frontboard.visibility origID:34-62-1994>
    ]>>

But I'm literally stabbing in the dark trying to solve it.
It happened mediately after installing UniWebView to the project though but there doesn't seem to be any clues in their docs. No "make sure to add this property to your xcode flags" type thing.

Any help is appreciated.

shadow talon
#

Oh wow I think I just found out why iOS build is crashing. Don't know why it didn't dawn on me earlier. Its because UCB is using xcode 12.4, but iOS 14.6 requires xcode 12.5 but that requires Big Sur. Unity need to upgrade their build servers to Big Sur.

weary dirge
proud cloud
#

Hi everyone! I'm trying to build a game for android but the build just keeps failing. nothing seemed to work for me that i found on the internet.

proud cloud
#

Nevermind I solved it

somber jungle
#

how did you solve?

#

oh fod it seems i have almost the same issue

random whale
#

Hey guys I have download jdk and sdk I was getting problem in sdk so I download Android studio now how to add it or connect it to preference to build my game.

odd arrow
#

@random whale Did you look at the link explaining this that was given to you?

#

There are plenty of tutorials covering that. Including on Unity Learn

static needle
#

Trying to build and run to android doesn't do anything but gives no errors. No idea what's up since the SDK and that seem fine, though I did have to tell them to go to the default location because when using the automatim option it for some reason warned it wasn't setup. My phone is on debug mode and logcat works just fine. Any ideas?

sick dome
#

Hey, Im planning to release my game on Google Play Store soon. And Im wondering are there some impoetant things to do before publishing?

#

I already got my ads working and I configured everything on Unity Dashboard

sick dome
# somber jungle

Im not 100% sure but i remember that I repaired the same error by deleting gradle from C:\Users(yourUserName)\AppData\Local\Android\sdk\build-tools
And after you delete this, unity should download the newest version of gradle during the build

#

I hope it will help

hoary niche
#

Hello I tried both arm (7 & 64) for unity ads. for 64, everything works fine however for 7, the event reward doesn't show after the video is finished. I am in test mode and I use IUnityAdsListener. Any ideas?

somber jungle
sick dome
#

Also, if you cant find it in appdata then it might be at C:/Users/(userName)/.gradle

eternal shell
#

Which is better? Google Admob or Unity Ads?

craggy orbit
#

@eternal shell since you are developing with unity. Unity ads.
Is easier to implement and you will deal with less errors.

craggy orbit
#

@eternal shell that depends on a lot of things. Like your area and what ads are available, allowed for you. We could say that admob prob has a higher chance to pay more because is more well known hy advertisers, but that doesn't guarantee that you will make more with it.

eternal shell
craggy orbit
#

Both.

eternal shell
#

Can't understand how MY country will affect it.

craggy orbit
#

I suppose that just affects custome ads. Google and unity take care of thw rest

eternal shell
#

I mean.. I searched on the web and it seems like the revenue depends on the country my players live in. Can't find anything about the country of the developer. My country might affect costs if I post an ad via AdMob I suppose or something. Please correct me if you find something different

craggy orbit
#

@eternal shell no you don't understand. If i live in afganistan and that area has companies that want to advertise their ads with your app then you can run ads using the admov source code(preferably an open project started by someone else). More revenue as long as you follow all restrictions and conpliance.

#

Idk of you are company or plan to start one, but if not then it that solution should be of no interest.

eternal shell
#

I am solo planning to simply release a game on the play stores.

craggy orbit
#

Just pay attention to your age rating and filter ads accordingly.

eternal shell
#

Alrighty. Thank you very much!!

lime vessel
#

Guys, does someone knows how are these backgrounds made?

#

like with the fading effect. And also, are the rectangles positioned by code? Or do you guys think that they were positioned manually?

neon thicket
#

Probably positioned procedurally to work with the level design.

lime vessel
#

okay, thanks!

mighty anvil
#

How do mobile games deal with touch sensitivity?

wide lance
#

How do i build for ios ?

quartz kernel
wide lance
#

what if i don't have a mac

#

@quartz kernel

quartz kernel
#

Then you'll need to borrow one somehow, or use a cloud build service like Unity Cloud Service

craggy orbit
#

@quartz kernel have you tried using a mac vm on windows?
I will give it a try and see if I can use all the tools needed. I already have mac running.

quartz kernel
#

I have not

nimble escarp
vast kernel
#

guys tips on making a healthbar for a mobile game?

tall helm
#

I'm having an issue with using AppLovin MaxSdk in my iOS game. I was able to use it in past builds but then had to remove the FacebookSDK for a new build, and then it stopped working. I believe I have removed all Facebook leftovers but it still could be the case. When my game builds (successfully), and then runs, when an ad tries to load, the game freezes. I've managed to pull this crashlog but enabling verbose before exporting the XCode project: https://pastebin.com/sJnPGqGf

tall helm
sour flint
#

Hi, If I am using Admob Mediation to show Unity Ads, do I need to turn this ON from services panel or is it only required in case I am using Unity Ads without any 3rd party mediation. Thanks.

#

Any one having related info kindly guide.

craggy orbit
#

@sour flint last I checked no. If anything, turning on unity ads should cause issues for abmob plugin.
But you can simply implement your ads and see what happens. Last time I used admob was 2018 and on another engine, so I'm a bit curious myself.

bitter wasp
#

Is it possible to make a ListView but its on the 3D environment instead of the Canvas UI? My problem is that my 2d sprite object does not match the scale of the contents in the scrollview. So im thinking that it would be better if i get all my 2d sprite objects to behave like they are on on scroll view.

clever kelp
#

Hey you lovely community! ☺️ anyone here publish for iOS? Have a spare Mac to pop my project through Xcode - just wondering if I can test on my iPhone without an Apple dev account? Can I test profile without paying the year fee (yet 😅). Want to change my controls to use the accelerometer. Anyone who knows - appreciate it!

tall helm
#

For what's it worth, in our game we're using App Lovin MaxSDK for Ads and with Unity Ads used, Unity Ads also appears enabled too

tall helm
tall helm
clever kelp
tall helm
#

You mean adjusting Accelerometer values through XCode, or testing without a devs account in XCode ?

clever kelp
tall helm
#

Building from XCode requires the App to be signed if I recall correctly, let me search I'll get back to you in a bit!

clever kelp
tall helm
quartz kernel
#

@clever kelp You don't need a paid developer account to test. That's just for publishing. You can make a personal one for running your own stuff

clever kelp
#

Huzzah! Thank you!!

minor musk
#

Hello, how can I make camera that rotates using swipes for Android?

sacred creek
#

yes

tall cedar
#

hi i need help i have been trying to do a swipe feature for my mobile infant runner but i could not find a tutorial that works with my code one even made me redo the controls for my pc to test it

sacred creek
#

@tall cedar show us some code

tall helm
tall helm
tacit mural
#

Hi guys 🙂 I have a simple question: does turning off vsynch on mobile devices work? I'm currently working on a project and set the target frame rate to 30 and disabled vsynch in the editor. It works on the computer, the FPS is capped at 30, but if I run the same build on my android phone it still shoots over the target.

#

Is it possible that vsynch is just forced on on my mobile device?

dire magnet
#

Android I know forces vSync IIRC at 30 or 60 (or more depending on device)

cosmic valve
#

Hi everyone, i have a simple question. When we release a new version of a game on the AppStore or google play, does the entire game redownload? Or do they have a system in place that only modifies the existing game, similar to steam.

cosmic trail
#

Where can i get some explanation about the new AAB features in Unity 2021.2b?

#

about this

amber wedge
#

If i load a assetsBundle of 200 Textures when this texture are decodes? at the load of the asset bundle or when i call LoadAsset<Texture2D> one by one?

open trellis
#

Execution of the command buffer was aborted due to an error during execution. Caused GPU Address Fault Error (IOAF code 11)

#

how to solve

#

help

#

it’s in xcode

#

i don’t know what’s wrong

bold fern
remote basin
#

hey all
I've been trying to set up Unity Cloud Build for iOS
However it seems like you have to add the device ID for all iPhone that you want the link from the Cloud Build to be able to work on.
I remember a company I worked at (not a gaming company) used something called TestFlight for their beta testing - and this didn't require a UDID.
I can see some threads online about attempts to set up Cloud Build to automatically upload to Test Flight.
But before I go down that road... Is it possible to do this for games that aren't yet on the app store?

remote basin
#

@quartz kernel

quartz kernel
#

no

remote basin
#

aw

quartz kernel
#

I use testflight but I build locally

naive dawn
#

Hello kind people

#

Does anyone have any idea why I'm getting this error message on unity? I've installed the mobile notifications package and now Im getting this error message every time I open the package manager window

gilded ocean
#

Anyone else having issues with Unity Ads recently? Created 2 new fresh projects and they just refuse to initialize. Even tried it with a VPN, test mode enabled of course. No errors, nothing, just failing to initialize

#

Never mind fixed it

sick dome
#

Hey, did anyone here ever published a game on Play Store? Im asking because im curious about the game veryfing/publishing time. How long does it take?

quartz kernel
sick dome
#

ok thanks 🙂

sick dome
quartz kernel
#

I have not

sick dome
#

Im asking because idk should I initialise the google play API on every scene or only on game startup

#

oh ok nvm then

quartz kernel
#

It's a location based experience for a museum so it's not really made for the public

bold fern
#

Anyone here have any experience embedding a unity app into React Native?

fast olive
#

@sick dome only initialize on startup and do your log in, it will persist between scenes.

sick dome
#

ok thanks

#

but now I have a question

#

If it is being initialized in a different script in a different scene, how am I able to get the "platform variable"?

#

i need it in order to unlock achievements and other GPGS stuff

fast olive
#

I have to go back to look at my own scripts. one sec

#

it’s static so doing Classname.platform should get it from anywhere. Where ”Classname” is the name of your class.

sick dome
#

oh ok thanks

fast olive
#

Looking at my scripts now and I don’t think you need to access it to post or retrieve scores actually

sick dome
#

So how to post without platform?

#

I've seen something like Social.somefunction() but this for example has no .UnlockAchievment() function

fast olive
#

I have an achievment that is for the player reaching a certain score in a single round, that one I have a function for that sets achivement to 100%. with

sick dome
#

hmm

#

good Idea

#

ill try it out, thanks

fast olive
#

A bit more complicated for total kills. I count the kills in a variable and then send the value of that variable every 30 seconds with a coroutine, or when the player dies

#

good luck!

fierce arch
#

Hello, I'm making a small single player game which has a level editor. I want to be able to share custom levels between android phones. I basically want to send a string of less than 100 characters from one andorid phone to another. How can I do that? I tried looking for a way to do it via bluetooth, but I only found paid plugins and no tutorial or something on the code I need to write in Unity to do it. Even if it is not bluetooth, is there another way to do it without having a server?

wise rune
fierce arch
glossy sluice
#

Hi, I build many tested version files aab or APK in Google Play Console. I have been using all the time the same key and now I have a problem. If I want to upload file aab it shows me "The Android App Bundle was not signed.". Another way if I want to upload APK file it shows me "You uploaded a debuggable APK or Android App Bundle. For security reasons you need to disable debugging before it can be published in Google Play. "

#

I didn't change any settings.

quartz kernel
fervent geyser
#

Hey guys, does anyone know if Application Quit works in quest 2 build?

rugged pecan
#

Hello :), i'm the biggest beginner in Unity5, i want to test my game with my phone with Unity remote 5. i watch many videos about this but it still doesn't work. can i have some help please?

glossy sluice
#

@quartz kernel My settings

quartz kernel
#

Turn off development build. I assume that's what is the issue

glossy sluice
#

I'll it 😄

glossy sluice
#

@quartz kernel Thank you 😄 it works 😄

sharp axle
#

Showing All Messages
Could not reparse object file in bitcode bundle: 'Invalid bitcode version (Producer: '1205.0.22.9.0_0' Reader: '1200.0.32.29_0')', using libLTO version 'LLVM version 12.0.0, (clang-1200.0.32.29)' for architecture arm64

Im getting this error while archiving my project, builds fine.

#

I have xcode 12.4 and probably there is a 3rd party lib compile on 12.5 ? How can I fix this?

quiet cipher
#

is normal map common in mobile game nowadays?

bitter wasp
#

How do i adjust my UI when the keyboard shows up?

bitter wasp
scarlet ocean
#

Im getting this error when I try to use unity remote 5. ```CommandInvokationFailure: Unity Remote requirements check failed
C:\Program Files\Unity\Hub\Editor\2020.3.12f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe forward tcp:7201 tcp:7201

stderr[
error: device unauthorized.
This adb server's $ADB_VENDOR_KEYS is not set
Try 'adb kill-server' if that seems wrong.
Otherwise check for a confirmation dialog on your device.
]
stdout[

]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
UnityEditor.Android.ADB.RunInternal (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)
UnityEditor.Android.ADB.Run (System.String[] command, System.String errorMsg) (at <2c6e9a95f1dd4e06ad71afcd2684dcb7>:0)

remote schooner
#

Is it possible to see unity ads without running the game on mobile device?

vernal wing
#

hello
i want to make life system like candy crush
what's it's name to search about it ?

faint iron
#

Why can't my script detect orientation? My simulator is already set to landscape but I can't see the debug log that should be displaying.

    {
        if (Input.deviceOrientation == DeviceOrientation.LandscapeLeft || Input.deviceOrientation == DeviceOrientation.LandscapeRight)
        {
            DataPanel.SetActive(true);
            Debug.Log("orientation in landscape");
        }
        if (Input.deviceOrientation == DeviceOrientation.Portrait)
        {
            DataPanel.SetActive(false);
            Debug.Log("orientation in portrait");
        }
    }```
#

I tried debugging the device orientation, and it outputs "unknown"

glossy sluice
#

Hi, I try to build an ios file with Xcode but all the time I have a very popular error with GoogleMobileAds. I tried many options and nothing works. I paste files and change the code. Somebody know how to solve it>?

remote schooner
#

Does vertex shaders work for mobile?

rain leaf
lyric crystal
#

So I’m working on a mobile game for a final project and idk if I’m just not looking in the right spot. Can someone point me in the right direction for detecting touch on an object in a 2d game? It seems like everything is using 3D physics I find

#

I’ve implemented controls for moving with a joystick before, etc. but, I need to destroy a gameobject via touch and nothing I’ve found is working

quartz kernel
lyric crystal
#

I was trying to do a raycast, but I guess I’m not doing it right?

#

I’m using a raycast in my 3D game on PC and it works perfectly lol. Mobile is already pissing me off

#

Does IPointerDownHandler work as a touch? @quartz kernel

quartz kernel
#

With raycasts you still need colliders on your 2D objects and you need to perform a 2D raycast I believe

bitter wasp
#

anyone have method to deal with keyboard covering the UI?

quartz kernel
#

IPointerDown is cross platform

lyric crystal
#

Okay so if I just use an IPointerHandler and call the pointer down to remove a game object with a tag it’ll just know if I hit it?

#

@quartz kernel

#

I’m reading the documentation though and it’s saying IPointerDown is only for UI elements

quartz kernel
#

Well, you would attach the IPointerDown script to any objects you can click on, and then when you tap it, it will call its method

#

I believe I've used it on objects with colliders as well

lyric crystal
#

Okay. I gotcha. I’ll try it out

quartz kernel
#

You need a bunch of things in place for the interfaces to work. Here is the list:

  • You need a GameObject in the scene with an EventSystem attached. This is created automatically when you create a Canvas, but you can also create one manually.
  • You need a PhysicsRaycaster attached to the appropriate camera.
  • You need a Collider attached to the GameObject
  • Your script implementing the interface must be attached to the GameObject.
remote schooner
#

I checked in this tutırial

#

Is it possible to publish for IOS from windows machine?

quartz kernel
#

No

#

The only alternative to building on a mac is to use a cloud build service like the one unity provides

remote schooner
quartz kernel
#

Mac Mini is a usual recommendation for a cheap build machine, it's what I use at work

silent cliff
#

hi! it is worth using the saved games feature from google play services if I will release my game for both Android and iOS?

remote basin
#

Would love some pointers

#

Are there any checklists of things I need to do. The Unity documentation only explains how to deploy directly from Cloud Build to a phone via a link, and only for a build that works on pre-registered devices. Changing them is a nightmare - I have to go through the signing / provisioning profile generation / uploading that file every single time I want to make a change - and who I can send it to is really limited.

quartz kernel
#

If you want unregistered people to run the app you'll need to go through testflight either way

#

Even if you manage to build a standalone IPA file it will still only run on your defined devices @remote basin

#

At least this is my impression, there might be solutions I don't know

remote basin
#

i want to go through testflight

#

for some reason it says my credentials have expired today in Cloud Build

#

I'm not sure which set of credentials its referring to?

#

Do I need to generate a new certificate? p12? I'm confused

#

@quartz kernel I created a different kind of provisioning profile this time - An App Store one so that it doesn't require device IDs

bitter wasp
#

is it possible to show the touchscreenkeyboard on the editor?

remote basin
#

@bitter wasp Have you managed to get the output from Unity Cloud Build to upload directly to TestFlight?

lyric crystal
#

Okay I need some help from someone who has used touch controls in a mobile game. I talked with someone last night, but nothing is working for me.

frosty flame
#

Hi All,

I am working on dart throwing game.
In this, I am trying to move dart with respect to mouse position but it is working not right.
Dart position is not following the mouse properly . If mouse is moved upwards dart is moving in different direction.
How to move properly with mouse direction.

lyric crystal
# dire magnet what are you trying

I’m good now thanks. I had an error on another script that was disabling my script causing it not to run which is why it wasn’t working. Got it fixed

remote basin
#

anyone here use Unity Cloud Build?

23: prebuildstatus finished successfully.
24: ! platform service error: read timeout reached
25: Build failed. Please check the log for further details.

#

Do you know what it means?

arctic ruin
#

Does anyone know how to remove unwanted permissions from the AndroidManifest.xml? I tried supplying a custom manifest inside of the Plugins/Android folder, but it appears that the manifests merge and the permissions appear again. The permissions that I am trying to remove are microphone and record audio.

deft dock
neon thicket
quaint briar
#

hi, I'm using the UnityEngine.Social library for the first time, and it seems that Game Center leaderboards return a very large (and incorrect) value for maxRange. Has anyone experienced this? I did find this from... 7 years ago... but it doesn't offer any direction to look: https://answers.unity.com/questions/816464/wrong-values-for-ileaderboardmaxrange.html

arctic ruin
# deft dock Hey pico , can u help me out please that how can i use any ui Buttons to do any ...

Try not to bother people, BUT
If you haven't figured it out yet, do this:
Create a C# script with public functions for each action (move left/right etc). Public means public void FunctionName(){} Make sure to add the script to a gameobject in the scene
Then, each button will have a Button component and there will be a little events box. Click the plus to add an event, drop in the GameObject that your script is on, and select your script name then function name in the dropdown. Now the function will run whenever the button is pressed.

rugged bough
#

Im looking for mobile friendly nature environments. Preferably realistic looking but still low poly-ish / performant

bitter wasp
#

why is the material tint of my sprite renderer alway transparent? This is a sprite renderer generated at runtime

late sinew
bitter wasp
#

ok i manage to make it not transparent but no matter what color i set its always white

silk kindle
#

Hello !
I'm building a mobile (iOS and android) game (only UI pretty much) for a client, and my game lags like a lot when i go from portrait to landscape or the other way around
I have 0 idea of how i could solve that, any idea ?
By lag, i mean if you don't have a decent enough phone, it takes time to go to the other disposition, and elements doesn't scale immediatly to fit the orientation

sonic otter
silk kindle
sonic otter
#

use the resource profiler in Unity to identify unnecessary jobs waiting on things to finish. Check for CPU spikes, check for memory leaks too

silk kindle
sonic otter
lone osprey
#

Guys Id like to make in-game events in mobile games, like you download new stuff on game load and new stuff appears in the scene, new functionality etc. I saw asset bundles mentioned a lot but it said you can't use scripts along with it and I got confused. Wasn't able to find a proper tutorial at all, any ideas?

sonic otter
lone osprey
#

Well that doesn't seem very helpful tbh

sonic otter
#

In my head I'm thinking you want the app to request data from a server and load it in, maybe like a banner or just new text, or maybe a whole new level?

#

so that client has to go out into the interwebs and find the server you point it to--now I'm thinking about server security and my palms start gettin sweaty

lone osprey
#

I'm more worried about how can the changes be loaded in the game and if asset bundles don't allow code then how can this be achieved at all o_O

#

Found nothing on the subject :/

chilly fog
#

Hello! so I dont need hand holding just someone that can NAME stuff for me. by naming i mean, there are things i want to do in a mobile game but i am aware of the tools used to achieve the goals i want.

#

So. what tool do i use for things like, live events? i have seen "live code" in unity and done some "networking" with photon. but I am not getting anywhere with that, I want a system that I can start events, and have a way to check player data. Also is i am using mapbox to create a geomap for world interaction but I cant find a way to move the camera with swipes instead of hidden boxes serving as a button.

#

something like "tool" > "system" > "resource". like response would be super appreciated. i just need a place to start.

undone nexus
#

@chilly fog

And have a way to check player data
Unity services offers analytics
I am not sure how to fix the rest but analytics of unity is good

chilly fog
#

thank you!

glossy sluice
#

hi! when i upload and download my game on google play console, my game does'nt start and gives this error : cause: null pointer deference 0x ....... ve backtrace : #00 pc ...../data/app/company name ...... , any suggestion?

haughty whale
#

My game is running in full screen mode on iOS even if I unchecked the Requires Fullscreen option.
How can I tell Unity or Xcode to never run my game in full screen mode?
I don't want full screen mode because the area on top where the front camera is located and the line on the bottom cover my game.

sonic otter
shadow talon
craggy orbit
#

@sonic otter is nice compared to having to buy a mac, but cloud solution is still better. It has bugs and is as not beginner friendly.
Great plugin, but needs to match the reliability, and ease of xcode.

undone hedge
#

Has anyone had any problems not being able to clear Android cache? I supposedly cleared it, yet when i reinstall there are artifacts remaining from the previous install 🤔

undone hedge
#

Turns out if you have GoogleDrive installed, it has a feature that auto backup's your PlayerPrefs data... Good to know

undone hedge
# haughty whale My game is running in full screen mode on iOS even if I unchecked the Requires F...

i think that Fullscreen refers to something else and not what you're thinking. Maybe disabling that allows the game to be played side by side with another app like you can do with iPads? If you don't want the notch on the top of the screen to cover your game, I think you gotta work around it. Move your UI around. You could also create two black borders to and place it on the top and bottom of the screen (if its portrait view game), though Apple doesn't like that 😄 but I don't think they'd reject you for it :think:

deft dock
#

Please help me solving this when i am building my project to apk then its showing GRADLE BUILD FAILED SEE IN CONSOLE FOR DETAILS , and when i unchecked my gradle path then its showing this ⚠️ YOU ARE NOT USING RECOMMEND GRADLE 😭

Pls help me fix this,am suffering this form yesterday

#

Please

undone hedge
deft dock
undone hedge
deft dock
undone hedge
#

lemme check, i have a simliar version installed

deft dock
#

Okyy

undone hedge
#

Check
C:\Program Files\Unity\Hub\Editor\2019.4.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle

#

or hey, why not check the checkbox?

deft dock
undone hedge
#

ok

celest carbon
#

Im having massive problems building for android. "Gradle Build failed". Can somebody help me?

mossy echo
#

I cant build android game. I have downloaded all what it need(NDK, JDK...) But it dont builds it. even an empty project. How can i fix it?

#

Text: Gradle Build failed

celest carbon
#

Same xD

rain leaf
#

@celest carbon& @mossy echo , check the log, it usually contains information why Gradle Build failed

bitter wasp
#

have anyone done a carousel wheel but its on the 3d environment rather than in the UI?

molten belfry
#

guys , when i build my game (including admob to it) the game crashes , but when using test ads , it works
how can i fix that ?

bitter wasp
deft dock
brittle pilot
#

hey any1 able to hel

#

help*

#

so i am making a little game where u can just run around with a character but my joystick isnt working it doesnt take any imput

#

input*

#

its really weird i can send a picture and a video

#

the jump was from the spacebar just ignore it

#

sec

#

thanks already

#

so frustrating been at this for the whole day

silk kindle
#

could you show the code where you call your jump func ?

brittle pilot
#

yeah i can for now i just want to get it to move

#
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{

    public CharacterController2D controller;


    float horizontalMove = 0f;

    public float runSpeed = 40f;

    bool jump;
    public Joystick joystick;
    public float JumpSpeed = 0f;
    




    // Update is called once per frame
    void Update()
    {
        
        if(joystick.Horizontal >= .2f) {
            horizontalMove = runSpeed;
        
        }
        else if (joystick.Horizontal <= -.2f) {
            horizontalMove = -runSpeed;
        }
        else
        {
            horizontalMove = 0f;

            }
            if (Input.GetButtonDown("Jump")) {
                jump = true;
            }




        
    }

    

    void FixedUpdate() {
        //move character
 {
            controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
            jump = false;
        };
        

        }



    }

silk kindle
#

Mh, is your game done for the phone ?
Maybe unity doesn't recognize spacebar when using android or iOS layouts

Also couldn't you make a jump function outside update this way

void Jump()
{
                jump = true;
}

and assign this function as an onPress to your jump button ?

brittle pilot
#

no my problem is with the moving i want to implement the jumping with the button later but ill implement this

silk kindle
#

ah yeah, you followed a tutorial or smth ?

#

There must be tons of those on youtube, you could work it out this way

brittle pilot
#

yeah brackeys

#

it worked earlier but when i tried to implement the button jump it stopped

#

i delete everything from the button jump and its still bugged

silk kindle
#

Well can't tell what happened, you should delete jump references and stuff in your code/game to make movement work again
and then test step by step reimplementing the juimp button to see where it makes your movements bugged

brittle pilot
#

so basically start over

buoyant field
#

this says to make a placement. and there is no add legacy placement

brittle pilot
#

damn man it still doesnt work

#

i quess ill just make the game for pc

#

not worth spending 3 Hours getting 0 results

celest carbon
craggy orbit
#

@low maple unity is not supported on bluestacks or any emulator.

#

That's using the build version

#

There is a work around, but is not worth the trouble. I find that testing on my own mobile phone is better.

#

Cause even if it does work in an emulator, it won't give you the best results in terms of troubleshooting. You will find mee issues in emualtors that don't exist in mobile devices.

#

So if your fan base request emulator support then keep in mind that's it's its own category. It might as well be a diff platform.

coral fable
#

Some of my UI elements are cutting off / overflowing when i build he APK

#

but theyre fine in the editor

#

THe build

#

the editor

#

i am not sure what is causing this

limpid wagon
#

Hey

#

Does somebody know how to Constantly rotate a gameobject while a UI button is pressed?

graceful cradle
graceful cradle
boreal pawn
#

Why am I getting almost 1000 fps in Editor but 6-7 fps on my android device?

graceful cradle
#

Application.targetFrameRate = 30; there is short video in code monkey YT

boreal pawn
#

Which code monkey video?

#

The one two years ago?

graceful cradle
#

i cannt find right now

boreal pawn
#

That's ok

#

I just don't understand why my Galaxy Note 5 is having such trouble running this build. The game seems to be way too graphics-intensive looking at the profiler...

#

...but the game doesn't have to render very much

graceful cradle
#

go to "project setting --> quality " you can try with low setting

boreal pawn
#

Yep

graceful cradle
#

so optimize your game for frame rate and idk about your texture

boreal pawn
#

I've spent most of my time lately optimizing both fps and storage

#

The game used to run at 200 fps, now it runs close to 1000 on PC.

#

It still runs at the same 6 fps before and after optimization (on Android)

#

Also forgot to mention I tested a build on iphone 6, where the fps stayed at 60, before I locked it to 30

dire magnet
#

that will show you all the things being rendered and how long each thing took to render

toxic grail
#

has anyone run into any of these when building for android? also getting a "repositories.cfg could not be loaded" on starting the editor, but no solution on google seems to have worked.

edit: i fixed the repositories thing but the build is still failing. notably im also getting a Script attached to '!ftraceLightmaps' in scene 'Assets/Scenes/MainMenu.unity' is missing or no valid script is attached.

glossy sluice
#

i have an app with 100k active users on the play store and it crashes on all devices on start
i have no clue why please help.... i have crash messages if anyone can figure out a solution that way
i've tried almost everything in build settings
Please help! ping me if you have a clue on how to fix it

odd arrow
#

@glossy sluice Don't cross-post, pick a channel and post the problem.

tulip marsh
#

Hello do you is it possible to export my game on My iphone wxithout xcode on from a windows computer

#

So if somoene knows 🙂

dire magnet
tulip marsh
#

That's why I don't like apple

dire magnet
tulip marsh
#

They just make your life harder so u buy their shit

dire magnet
#

Ok I have a weird Android problem.

I'm trying to make a production build for my app so I can publish on Google Play.
I made the build, all signed with my keystore etc...
If I take the APK and install it directly on my device either via ADB or copying the APK and installing it from the device, the game works fine.
If I take the exact same APK, upload it to google play console and create a release for internal testing, and download it from Google Play, the game crashes immediately after the splash screen

#

The crash log from LogCat is... useless frankly.

#

It's just IL2CPP and native stuff

neon thicket
#

Make sure you clear your data on the app on your device before opening the new one off the store.

dire magnet
neon thicket
#

Or better yet, full uninstall the app before replacing it.

#

Hmm, I've encountered that issue twice and both times that was the solve. 🤷‍♂️

#

Add a tester and have them try the store version?

dire magnet
#

I'll try my wife

#

Ok it works on my wife's phone from google play

#

idk what's up with my phone

#

thanks @neon thicket

#

Another google play question:
I have Unity creating a native debug symbols zip file, so I can get readable stack traces. But the zip it creates is always like 500+ MB.
Google play only allows a max symbols file size of 300MB

#

How can I shrink the file?

#

nvm I was able to reduce the filesize by just unzipping the contents and rezipping them with a stronger compression level

neon thicket
#

You can also try using one of the compression settings in the build window. I think it's set to none by default?

buoyant field
#

<@&502884371011731486> can someone help me when i get a new version of unity my android SDK and my OPENJDK are all messed up can you please help

hollow coral
buoyant field
#

ok

hollow coral
#

You don't ping anyone not in conversation with you

#

if someone has an answer they will respond if they want to

sly bane
#

Anyone know what this error message is referring to and/or how to fix?
CommandInvokationFailure: Unable to remove reverse socket connections. Please make sure the Android SDK is installed and is properly configured in the Editor.

#

Not seeing any results for this on Google.

#

I do have the SDK installed, and all paths are showing.

#

To provide more details: This is when attempting to do Build & Run while on an Android phone, connected via USB.

#

It's even more odd because it is saying the build was complete, but nothing pops up...

#

Ah, I turned off "Development Build" and now it worked!

#

Does anyone know, is using Build and Run while connected via USB accurate performance?

sly bane