#📱┃mobile
1 messages · Page 41 of 1
bruhhh im getting an error after fixing some problems
this is annoying
do i have to do something in android studio?
idk what a gradle is
is it required to use POT atlases for big png images like 1200x1600 or Unity handle this by itself when building?
If you want to compress them, then they have to be power of 2.
I just reduced the sizes and it solved the issue, still not power of 2
What issue was there?
You still can't compress your texture. At least not with crunch compression
Hello fellas ! I am having an issue on android builds where they are not compatible with multiple devices, such as Galaxy S7, Galaxy A50 etc.
The thing is that my mini level API is 22 but even on a simulated device throught android studio running on API 24, the app is flagged as incompatible. Any hints on where I shall look ?
how can I make the screen size the same in the game
on any mobile device
can anyone help me
@regal nimbus Do a basic research. There's plenty of articles on how to frame applications.
@odd arrow I dont talk about the Canvas or UI it about the Camera and how the game show in the Phone
@odd arrow can you help me
im trying to read how to get IAP working, and am wondering, if i check Automatically Initialize UnityPurchasing, then is there a way to setup a store listener OnInitialized,
My end goal is on startup to check if my game's only IAP was purchased
I was looking at running Initialize like thiscs ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); builder.AddProduct(accessID, ProductType.NonConsumable); UnityPurchasing.Initialize(this,builder);but i don't know if the "AddProduct" is necessary, since it was added in the IAP Catalog in the editor
any idea what's a good approach to continue my project?
i'm coding java natively on android studio but my project requires specific unity implementations - basically my unity project is integrated on android studio (something like this https://www.youtube.com/watch?v=2zQYrOeF1Ko)
With Unity 2019 LTS, we officially give creators the ability to insert features powered by Unity, including augmented reality (AR), directly into native apps. Attend this session hosted by Dan Miller, senior XR technical marketer, as he shares an overview of when to use Unity as a Library, how to use it, and factors to consider before getting st...
on my android studio project i'm using firebase google authentication and realtime database,, on the database i use google id as unique identifier
i also need to use firebase on my integrated unity project... how can i get or pass the google id from my android studio app to integrated unity?
please tag or dm me if you have an idea,, thanks
Research for pillarboxing (vertical letterboxing)
Hey guys, so my unity ads are working perfectly, but the problem is that production ads aren't showing up. The test ads did work both in editor and after build. Now the currency scenario is that test ads are showing up in my test device, but in other devices, any kind of Ad is not showing. Neither interstitial nor rewarded video. Any help?
So
So what?
Disable test ads and test.
If the real ads don't load, you'll probably see some errors in the logcat
Hey guys im having problems with making a safe area for the ui and stuff
on mobile
using System.Collections.Generic;
using UnityEngine;
public class SafeArea : MonoBehaviour
{
RectTransform rectTransform;
Rect safeArea;
Vector2 minAnchor;
Vector2 maxAnchor;
void Awake()
{
rectTransform = GetComponent<RectTransform>();
safeArea = Screen.safeArea;
minAnchor = safeArea.position;
maxAnchor = minAnchor + safeArea.size;
minAnchor.x /= Screen.width;
minAnchor.y /= Screen.height;
maxAnchor.y /= Screen.width;
maxAnchor.x /= Screen.height;
rectTransform.anchorMin = minAnchor;
rectTransform.anchorMax = maxAnchor;
}
}``` this is the code
Anyone here recently (ish) publish a game/app to Google Play? Curious how the 150 MB apk/aab limit is handled? I had a different game published built using Android Studio and was a 2D game - didn't have any issues with the file limit. My game built with Unity is over the 150 MB, no matter what I do (compression, build types, etc)
Check build report for file sizes and optimize the biggest assets in the list.
Looks like it's terrain data - I'll see what I can do with it
Guys, i found this. But I've tested sometime ago that switching to urp creates more lag than standard. Some other people also said empty scene with urp already lags more than standard. What do you guys think ? Disagree of agree with this article ?
I've not used the built-in render pipeline for many years
I think it matters more about what your workflow/feature needs are and less about performance
Because you can optimise with both
Yea, srp batcher seems very powerfull cause it just needs the same shader. When you said "haven't used built in render pipeline for many years", are those when you're making mobile game ?
Hey guys so how would I deal with this problem: my teammate and I are programmers who are looking to make a mobile game, but we both use different phones. I use Android, and he uses IPhone. Should we just develop the game for windows first and then change the platform later on? Or is this a bad idea?
Bad idea, if you do that you'll see a lot of dissappointment because of how weak mobile devices is. You'll have to do a lot of optimization
That's the opposite of a problem. Now you can make sure the game works on both platforms from the beginning.
Yeah, and assuming you're working with source control/git somehow, you can both work on the same unity project with different build targets
I think, meh (about the article, not your post :D)... Without seeing some data, I can only say the only benefit of switching to URP is shader graph, which I'm not really excited of
No, when you're developing mobile game, you should develop it with mobile game in mind from the start.
Whoa seems like we're both from the same country
hi we are developing android game project
but opening time is 40-45 seconds , any suggestions to decrease this time ?
it depends entirely on what it is doing during that time
what is doing ?
I am trying to import the joistick pack,but it keeps deselecting when I select it
What's on the right side?
Import and cancel buttons
I mean to the right of files. There should be an icon showing whether these are new files.
Take a screenshot of the whole window
That's it? Is there nothing more on the right?
yes
What if you tick them?
Weird. Maybe it's already imported?
nope
Then no clue.🤷♂️
Hey all. I've been making low poly models in blender for my game, but I can't seem to get past the solid color phase. Does anyone know a decent workflow they can share with me for getting a texture onto a model?
I want to make a 3d top down mobile game with a large map. would using 3d tiles work or is there another method for better fps/performance?
Does anyone here know a thing or two about vrchat avatar uploading? I need help with trying to upload an avatar through unity but its 1 MB above the requirement. Sending it through blender doesn't do well for the shaders even with the cat plugin and I was wondering what I can do for better optimization just through unity itself.
I'm trying to build for android, and I keep getting this error:
Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details
Configure project :launcher
WARNING: The option setting 'android.enableR8=false' is deprecated.
It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8
Any ideas on how to resolve this?
Give it a try. If you have performance issues, you can thing of a solution then.
Since when vrchat is available on mobile?
Is that the only error?
I figured out from the next error that my key password was wrong. Whoops... 😂 . Thanks for the direction.
You have to do a mobile upload for quest avatars. @iron acorn
The only way you could reduce the size in unity is with compression setting. If that's not enough, you're gonna simplify your model in external software.
#854851968446365696 on how to use this discord for questions.
Hi, i got this error wheni tried to build in iOS platform, can anyone help?
I have quite a weird question. I want to add ads to my game from Unity Ads because I want to publish it on Play Store, and I am shown the question, if the ads are targeted towards children under 13 years old. I personally think it can be as either one. So the question is, monetising wise which would be more profitable? Ads targeted towards children or adults?
Did you tried to find out the solution on YouTube.
Seems like there are a lot of solutions there
I think targeting adults is more profitable, because there are no so much restrictions as for the ads targeting children
@robust blade i did and I successfully painted a model. Working on how to get 2 textures onto my model now. Basically I think I need to do a lot more shenanigans with the uvs and combine my textures together into 1 image
But I learned a lot from those videos yeah
@sacred creek And you are having a problem getting the texture on the model in blender or when you import your model from blender to unity?
I am getting null Refrence when i use this code. GameObject thisbutton = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject;
how do i get the current clicked UI button on mobile
That's what I though at first, but maybe ads targeted towards children are more effective as kids are more likely to download a game from an ad
ads targeted with children earns far less compared to others. I have a game which is 3+ and ads i earn from that are far less inspite of having more downloads and impressions
ok thanks for the info
If your game is targeted for children and you show inappropriate ads (gambling, dating service, etc, etc) you might get your game removed.
from where can i get my Google Play store ID?
Anyone know why my Unity Ads have this gray box over them even though they're not in test mode?
How to VALIDATE RECEIPT IAP for APPSTORE? iam using codeless Unity IAP
Anyone here ever used the AnimationInstancing unity package?
Any good tutorial for unity ads and
Rewared video ads.. I want user to play a rewarded ads then user recive some points/gems.. then user uses the points/gems to unlock a level 1 with some points. I am making a story based game with side/extra story which user can use points/gems to unlock the level to play.
Have you checked the manual? You can actually copy paste the code from there
https://unityads.unity3d.com/help/unity/integration-guide-unity#rewarded-video-ads
A guide to integrating Unity Ads in Unity (C#)
Thank for info.
How to build such a keyboard into my android game?
is there a premade plugin to just download and attach into my game to let the player write things with such a keyboard or do I have to make the entire keyboard with Unity UI Buttons?
Isn't that the phone's own keyboard?
I want to make if statements into my game that checks, if that what the player wrote is the same like in the if:
´´´cs
if (name.equals("stop")) {
print("Player wrote = stop");
}
I think I need a string to get the information from the keyboard into my if statement
But I don't even know how this is called and what I even have to search for because I can't find nothing useful if I enter "unity android keyboard"
If you have a UI input field it'll automatically pop up the phone's keyboard when the player taps on the field to start writing
do you mean the android phone automaticly opens a keyboard if I click with my finger in a "UI Inputfield" ?
yes
can I also make a own theme color for the keyboard like blue buttons on a black keyboard background ?
I don't know
ok thx, I give it maybe later a try
How do i change the orientation of the camera to make it more like an iphone. Or maybe even change sizes to fit all iphones?
Howdy folks.
I have encountered a strange issue.
This is one of my friends 3d models he built into VRChat in Unity 2019 4.29f1 on a standard Android build. As you can see, the shader is yellow.
It (obviously) shouldn't be rendering like this.
My concern is less about VRChat and more about the reason why it is turning Yellow.
I mean, if it were Pink, I would know it was an issue with the Shader getting corrupted and/or blocked in-game
But, its... yellow.
I don't need help with the VRChat side of things. But any insight as to why the shader is rendering this piss yellow color would be greatly appreciated.
Kudos y'all.
Are you sure it's not just the color that your friend specified in the material?
Well, yellow is not a default color anywhere related to unity, so...
Unless you provide some details of what shader and material setup he's using, it's hard to say anything
The shader(s) in question are XSToon, Poiyomi, Shader Forge (Node builder but it counts), and Rero Standard.
In that picture, however, the shader is Rero.
What's Rero? Where did you get that?
Github. Rero Standard is a "mod" for the Unity Standard Shader that adds features like Fallback Cubemaps, Rim Settings, Ramp Settings, and Custom Specular Settings.
But all in all it is essentially just Unity Standard.
Now, Unity Standard works, but not Rero. And these other shaders have similar issues.
My guess is that it has something to do with how shaders are being translated into the game.
Then your best bet is to ask the developer of the shader
Will do.
I figured that I'd ask here anyways, considering that I've genuinely never seen anything for Unity turn into that weird piss yellow before.
Thank you for your help regardless, my friend.
@glossy sluice Maybe we could figure it out if you share the material setup.
Hello! What can be the possible cause of such long vSync time?
This is on android
The issue somehow disappears when camera (looking on the ground) is a little bit higher
I have shadows on the ground
With shadows disabled there are no such issue
It's not on the device, right? You should test on the device. The editor vsync can be funky at times and it's also affected by editor operation.
It's on device
Also, the problem somehow disappears if I disable MeshRenderer with material from StylizedWaterShader asset
Are you sure? I think it supposed to display the device name here:
Okay
Here is another screenshot
There doesn't seem to be a difference in the rendering cpu time though...
Maybe try the GPU profiler module if your device supports it.
Unfortunately no, my device does not support it 😦
Does it actually cause lag?
Yes!
What if you set target framerate instead of vsync?
If I remember correctly vsync shouldn't be used on mobile. Either don't do anything or set targetFramerate to 30/60.
remember that on mobile 30 fps is preferred
Bingo!
I've found a reason. But don't quite understand it, though...
The reason was the shader from StylizedWaterShader asset
I've commented some lines in its code and the problem disappeared
What did you comment?
I commented stuff related to the Depth information, which I don't have anyway. My camera has no depth flag enabled, so there is no depth info which usually utilised by FXs like custom fog or fancy water...
I see. Interesting. I wonder why it was showing as Vsync though.
Interesting indeed!
hey, im trying to export my game to apk and i get the following error
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i have tried fixing it myself but i havent been able to do it
any ideas?
ping me if you think you know how to solve it please 😄
Try removing non ASCII characters(like "á" in "Guzmán") and spaces from your project path.
https://forum.unity.com/threads/il2cpp-build-fail.982098/
If that doesn't work, try other solutions from the thread.
will do tomorrow
thanks
I did see that thread and I didn't realize the á could be the problem
😅
Question, does anyone know what timezone does playstore app bundle explorer use? I'm trying to upload my game and found that a bundle with the same version code is already exist, and when I check in the app bundle explorer, it says that it's uploaded at 3:48, which I most likely I'm still asleep 
It could be that it's the same apk I tried to upload a couple hour ago (about 10-11 GMT+7) when my browser crashed, which I thought it's failed to upload
Hi!
Anyone knows why the TouchPhase is never Began, but moved and ended working fine?
Using Enhanced Touch System.
Not sure about Enhanced Touch System, but where do you check the phase?
During Update()
it responds to moving and ended
but no stationary or began
instead of those two, I just get "moving"
even though the finger on the screen is not moving at all
share some code.
began is only true for a single frame, so if you keep printing something it will disappear
if(Touch.activeFingers.Count > 0){
Touch activeTouch = Touch.activeFingers[0].currentTouch;
if(activeTouch.phase == TouchPhase.Began){
Debug.Log("Touch has began!");
}
if(activeTouch.phase == TouchPhase.Moved){
Debug.Log("Touch is moving!");
}
if(activeTouch.phase == TouchPhase.Ended){
Debug.Log("Touch has ended!");
}
}
inside a void Update(){}
Moved prints, Ended prints, began does nothing
there is no "began" in the console at all moving and ended is there, so it's not even popping for a single frame
I can work around with subscribing to the onFingerDown event and onFingerUp, but it would be nice to have it in one place
What I wanna do is basically: If the user starts the touch on a UI panel, do not rotate the camera until they lift their finger and touch the screen somewhere else even if they are no longer on the UI panel with their finger.
The UI has sliders, and when the player uses the slider, if their finger goes off the panel, the camera will move a bit, even though they are moving the slider handle
That's what I wanted to get rid offf
How do i make this show in my app? Cause its not showing whenever I ran my app
Why is my unity remote not working. i enabled all the developer mode and turned on usb debugging.
It's just erroring Unity Remote requirements check failed
also in build settings its not putting my phone as an option.
I've never been able to get Unity Remote to work reliably. 🤷♂️
Usually just build to the phone directly, also because that gives a purely accurate experience.
Does the revenue you get from Google Admob ads depend on the player's country or the country of the developer? Because I've heard about different ecpms per country.
@eternal shell Developer's country is irrelevant when it comes to the advertising transaction. You get paid by the advertiser while the advertising network takes a cut. The relevant part to the advertiser is the region (and its economics) the ad is served in.
So even if the economy in the developer country is in a very bad state and the ad is displayed in the country with the best economy (only hypothetically speaking), then the revenue would be the same if the exact same ad was viewed to the exact same "good economy" country and the developer was in a country with better economy.?
Yes.
How do i make my game not get squashed if its on portrait mode
Hey guys, I integrated apple sign in into my application but for some reason it's not receiving the name of the apple account and returning an empty string?
this is my code
Does anyone know of an ad network that pays daily or weekly?
if you find one let me know. adsense payout system drives me crazy.
Whats adsense one?
Hey every time i build my game for some reason the size of the game objects just expontentially increase and fill the whole screen, but if i play it on the unity remote, it works perfectly, why is this happening and how do i fix?
Unity Remote is not using your phone to run the code. It's just a projector. Debug your build. Familiarize yourself with tools like Logcat.
ive found the problem.
Its because i automatically set the orientation to portrait
But because it does that it changes my aspect ratio to portrait, but i don't want it to do that.
Because my default aspect ratio is landscape
How can i make the orientation not affect the aspect ratio.
maybe i can set the aspect ratio in a script?
There are guides for this in the manual
UI manual moved now here https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/HOWTO-UIMultiResolution.html
You had something attached to UI and it rescaled, right?
No.
Are you using Orthographic camera?
no
i used the script to do it and it worked but when the game is loading (made with unity thing) its in that resolution and is really blurry.
You need to understand your code to debug. And in this case, debug to understand your code. There's debugging guide pinned in #💻┃code-beginner
its not the code
i know the problem
Its just because the aspect ratio is controlled by the orientation.
I just don't know how to fix that
Code isn't involved.
Field of view changes when orientation changes. https://forum.unity.com/threads/adjusting-fov-depending-on-device-orientation.500500/
And your object appears closer/farther
guys, what DB you use in your project?
Is there a problem in using a free website to host my app-ads.txt file? I have absolutely no knowledge in web development and I found this free website app-adstxt.dev , it seems to be working fine but I am wondering if I shouldn't?
If there is no private information in it and the server is save, why not.
Not the best and professional solution, but workin
absolutely not a problem
i'm using a free website made using beautiful jekyll, and hosted on github pages and uploaded app-ads.txt a 9 months ago, and everything works perfectly
Folks with experience with AndroidJavaObject: Is it OK for me to create an instance (6 to be precise) and reuse them throughout the app lifetime? Basically never dispose them, and have them static/reused (possibly by multiple threads)? It's representing a Java enum
thx. and wait, I can host the txt file in github as well ??
anyone using firebase realtime database and authentication?
any idea how can i pass GUID from my android studio app to unity? without having a separate authentication on unity
you are right, i often noted this
atomically one ad show gives you sum x in, for example, us and, for example, x/20 in brasil, russia, etc
Not github repo, but github pages.
When you create a github page you are actually making a website with a web address like this https://warmappgames.github.io/
Something like this?
https://github.com/inbgche/Unity-Android-Communication
void Update()
{
Move();
Fire();
}
private void Fire()
{
if (Input.touchCount > 0)
{
StartCoroutine(FireContinuously());
}
}
IEnumerator FireContinuously()
{
GameObject laser = Instantiate(laserPrefab, transform.position, Quaternion.identity) as GameObject;
laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);
yield return new WaitForSeconds(attackCooldown);
} ```
Need help! Im newbie and i think i got it all wrong. I want to have attack cooldown for my spaceship. But i also want to make it shoot and move just from touching a screen. It works, but the problem is... cooldown is not working and it shoots extremely fast, changing attackCooldown is not affecting fire rate. 😦
Put the yield return statement at the beginning of the coroutine and try
I would also suggest you to use object pooling pattern for firing, because Instantiating and destroying game objects is very expensive in terms of performance, especially on a low level devices as mobiles
Ah, thx, will try
does anyone know how to fix the flickering on the pipes? it only occurs on android (quest 2)
It's either z-fighting(the faces are too close to another surface) or the faces are too big(try subdividing them).
alright thank you, i'll try it tomorrow
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Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
the error is in between those 2 scripts
can anyone help me?
i subdivided the pipes and the glitches are gone now
Why does my enemy movement script break once exported to mobile
It uses navmesh
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Script
You mean "when you build to mobile"? Are there any errors thrown at runtime?
Yeahhh, when I build to mobile. How do I check for errors thrown at runtime
Use logcat while your device is connected.
ok, thanks i'll try that
Thanks for introducing me to this logcat, it's super useful
Anyone experience this or know why I might be getting this black screen
It's not a loading issue either, I left it running overnight and it stayed black
And it does have an active scene
Based on the log, unsupported post process shader I guess...
None of the shaders are used though, and more to the point the shaders failing to compile should display them as pink, not freeze the app on a black screen surely?
Maybe it doesnt freeze, maybe it just doesnt render anything to the screen due to post processing shader error.
Try to play an sound or maybe add a button onscreen that play a sound when tapped
Music should be playing from the get go
But it's not? Maybe it does freeze 🤔
The last thing in the logs is the Vsync
It doesn't make much sense for that to be the culprit
But may as well turn it off I guess
Well, I turned it off but it's still in the logs
the problem might due to script patching : patch files not available
But I'm not sure what causing it, did a quick google and cant find any fix yet
I think it's related to the scripts only build? not sure
It's also not unity freezing because the log has unity responding to opening/closing the app
Yeah I built a script patch and it removed that message, but noithing changed
Could be, the manual says that you cant use il2cpp script only build on android 7 (or above?)
Still a black screen with no sound or input
Maybe try to build using mono instead? Also, does full build and reinstall work?
I was already using mono, I'm actually gonna try IL2CPP as a staff member on the forums suggested not all devices support JIT
I haven't deleted the apk file from my builds folder before making a new build if that's what you mean
But I've reinstalled countless times
I'm thinking about doing a full build with script only disabled.
Also maybe uninstalling first before reinstalling
Most of the builds where script only disabled
And most of them I uninstalled first :/
IL2CPP did not fix the issue
Okay turns out it works on android phones - I had someone test it
It just doesn't work at all on bluestacks
Excellent
why my text have this darkshadows ? Android version is fine im only having this in iOS devices. I use ProximaNova as my font
My 2d game is 30fps no matter how many objects are running. It is locked. The game is potato phone graphics level omg. I also tried setting frame rate through the script but it didn't help
What should I do
Are you running on your phone @dim dune?
Yeah
30 is the default frame rate on most mobile devices and it's normal.
If you want to argue, then you're gonna lose.😅
30 is the default on mobile.
Pls leave
If you want to change it, you'll need to set target frame rate.
vsync doesn't work on mobile anyway. At least on android
And don't tell people to leave. I have as much right to be here as you.
My 2d game is 30fps no matter how many objects are running. It is locked. The game is potato phone graphics level omg. I also tried setting frame rate through the script but it didn't help
Can you please help?
Did you read what I said? You can set the target framerate to 60.
Hi I m currently making car game for android and I come across to problem .The problem is when I didnt change anything about game and build it for a phone apk and tried it .It was like getting low fps because of my phone has 2K display like 1440x3120 .So I looked google and found Screen.SetResolution method and made it to render 1080p but when I build and tried again on my phone game resolution worked but the car looks like its stretched and looks bad how I can fix that ?
Have you checked if your phone can run on 60 Hz @dim dune?
Set your game view to be the same resolution as your phone
No it doesnt work on editor I checked on editor its looks normal but when I build it and tried it on my phone it looks different and stretched
So you set your game view resolution to 1440x3120?
yes
I want my game to render at 1080p so my phone displays at 2k and it drops frames like crazy even it has good cpu
And what parameters do you pass to SetResolution?
1920x1080
There you go then
What I need to do there is so many aspect ratios and resolutions
You need to set it to the right aspect ratio
Your phone is 19.5:9 but you're setting the display to 16:9
yes true
but its not gonna made for just my phone there is phones like different aspect ratios can it detecs automaticly and do it or I need to set it manually ?
If you set the resolution manually you'll need to take the device's aspect ratio into account
So just use Screen.heigh and .width
if I use Screen.height and .width is it gonna render at 2k ?
because there is phones has 2k displays but have bad processors so it can be problem
No I mean you can get the aspect ratio from those numbers
I'd advice doing some profiling instead of messing with the resolution. And if you really want to, you can set the resolution scaling factor in quality settings.
Either way
Do you know why your game is running poorly? Cause if not you're starting in the wrong end
Yeah because it renders at 2k resolution
Car and map poly counts tottaly around 200k I dont think its much it is not low poly but not high
did you actually profile your game?
what commands do you see consuming the cpu time?
It's way more important how many draw calls/batches/set render pass calls you have, not poly count.
And that's only rendering. We're not even sure if that's the problem in your game.
It's way more important how many draw calls/batches/set render pass calls you have, not poly count. "batches ??"
349 batches is a lot
It might run okay on high end devices, but on others it will be terrible
I have an open world city and around 100 batches
Now connect your device and build a debug build. Editor profiling is not gonna tell you a lot.
But from what I can see already rendering and physics take quite a lot of cpu time
About rendering my cars around 100k 150k tris and verts .Also I m not using real time directional light or shadows only skybox and custom cubemap is at 1024x1024 quality
is 100k-150k tris and verts a lot for mobile ?
No. It's fine. As I mentioned, vertex count is rarely the cause of low fps.
Until you profile on your device, I can't make any recommendations. But I feel like there's a lot to optimize in physics.
I have connected and when I choose androidplayer adb in profiler it gives error Connection is no longer valid. Calling auto disconnect but its connected and I can see my phone screen displaying game
Wdym? Are you using unity remote or something?
Yes
Oh, so that's probably the cause of your lag.
Delete that shit immediately and build your game.
What you said profile it and I was profiling it what you want me to do ? How I can profile with my phone ?
"Build & run" your game when your phone is connected to the pc. Don't forget check "debug build" and "autoconnect profiler".
Did you actually build your game before?
Or did you ever only tested with unity remote?
Yes I build many times
Just for the info: unity remote doesn't actually run your game on the device. It projects it from the editor to the device screen.
Yes it doesnt unfortunately
Do I need to open unity remote when its building ?
No. You can remove unity remote. I'd recommend never using it at all.
haha ok let me try my pc slow gonna take 10-15 minutes
also there is no debug build but there is script debugging and I checked autoconnect profiler
is it script debugging ?
Sorry, I meant development build:
ok thanks
Yes
Start expanding stuff that takes most cpu time
this seems like vsync or target framerate
Which is good. It means that your application has the freedom to wait for the target frame rate.
There is no target fram I think because I created fps counter and on my phone its around 80-90fps
I wouldn't trust an fps counter. And judging by the graph overall it tries to stay around 60 fps
Anyways, there doesn't seem to be fps drop.
Yeah it runs good on 1080p stretched version
but runs poor on native resolution 3120x1440
Oh, then set it back and profile again
But I dont want my game to be 2k tho it looks too much is it possible to play 1080p I dont think anyone would see difference its just fps loss isnt it ?
Well, in general you want to get to the core of the issue and solve that.
Did you try setting the resolution scaling ratio?
yeah it is 1
Well, try setting it to .5-.7 or something
It should scale your resolution while keeping the aspect ratio
ok then I can delete that Screen.SetResolution(1920, 1080, true); and try what you said right ?
or comment that out.
ok let me try brb in 30 minutes 💩 pc
ok now its at native aspect ratio not stretched I set to 0.65 and it still gets 80-90fps range
I guess your device refresh rate is around 90, since it tries to match that frame rate
yeah its 90hz
I'd still limit the frame rate to 60
vsync is closed in quality settings
or even 30, depending on how long you expect play sessions to be
you can set it with Application.targetFrameRate
Thanks so is there a problem about game ? it runs smooth
Looks fine to me. I'm sure that there's stuff to optimize, but it's up to you whether you want to do it or not. Remember that if it runs smoothly on your device it doesn't mean that it will be so on other devices.
Yeah I assume so because my phone is top of the line like a I need to run at other devices aswell thanks for help
hi! I have a bit of an issue, I have tried to implement facebook's sdk, but it was throwing errors when building, then I tried to remove it, and now the build succeeds, but the app crashes on startup on android
it says it's missing a java class
related to facebook
Anyone encountered something similar before?
also, I was getting this build error when using the sdk: > Configure project :launcher WARNING: The option setting 'android.enableR8=false' is deprecated. It will be removed in version 5.0 of the Android Gradle plugin. You will no longer be able to disable R8
fixing this error would be ideal, but I have tried everything I could find.
Hello I'm encountering a weird linking error when trying to build for ios. I've been trying to resolve this for hours now with no luck. Can somebody please point me in the right direction? Here is the build error: https://pastebin.com/Lb47MFUc
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
how do i make my aspect ratio, for an android game, the same for every device?
What do you want to happen if the device's aspect ratio doesn't match the game's aspect ratio?
Wondering how to update the iOS SDK to 14 in your Unity editor. I was able to update the Android SDK pretty easily through the player settings of the editor, but not seeing the option of how to do this for the iOS build.
you'd have to use letterboxing
why is my text like this? Seems only to happen in iOS
Anyone ever run into a weird interaction between bluetooth headphones and timelines when building for Android? I'm working on a rhythm game for mobile that uses a timeline (the update mode is set to DSP so that it stays synced to a song).
Logcat gives me this error whenever the bluetooth device changes:
Error AudioSystem-JNI Command failed for android_media_AudioSystem_setParameters: -1
After this error occurs, the timeline playback speed acts strangely. The timeline plays faster than normal (not offset or desynced, actually faster in terms of timescale), even though the audio playback seems normal.
We also don't do anything unusual with the timeline playback speed or timeline.
I need help. I want to touch my screen on my phone and then the ball in the game starts rolling
To the right side
Anyware on the screen
I downscaled sprite resolution. The asteroid object spawns and despawns pretty frequently in my scene. Will this step develop optimisation in my game?
Lower resolution graphics help save some memory and rendering time. If you're getting slowdown from scripts, you should look at object pooling as well
128x128 is pretty small, so it might be overkill unless it's really small on the screen
yeah cool
I need help. I want to touch my screen on my phone and then the ball in the game starts rolling
Get into some unity basic tutorials first
Hi, on Android I'm trying to add Achivements to my game. I tried everything, joined every forum, but I still have a huge problem.
When I play my game on "Development Build" ON, everything works fine, the achievements are working, everything is good.
When I do a release (Development Build OFF), the achievements doesn't work anymore.
What can I do to fix that?
Thanks you!
What are you using for achievements, any code to look at?
Code is all right. As it works in development build.
I use the "Google Play Plugin 0.10.12"
Are there any other alternatives?
The problem is from the plugin.
Here is my logcat of the problem I found:
FATAL EXCEPTION: [com.google.android.gms.chimera.GmsIntentOperationService$ChimeraService-Executor] idle
Process: com.google.android.gms, PID: 4660
java.lang.IllegalArgumentException: Component class com.google.android.gms.wallet.ocr.CardRecognitionShimProxyActivity does not exist in com.google.android.gms
at android.os.Parcel.createException(Parcel.java:2092)
at android.os.Parcel.readException(Parcel.java:2056)
at android.os.Parcel.readException(Parcel.java:2004)
at android.content.pm.IPackageManager$Stub$Proxy.setComponentEnabledSetting(IPackageManager.java:8026)
at android.app.ApplicationPackageManager.setComponentEnabledSetting(ApplicationPackageManager.java:3038)
at m.bfw.j(:com.google.android.gms.policy_payments@213380802@213380802067.395552306.395552306:2)
at com.google.android.gms.wallet.common.ModuleInitializer.b(:com.google.android.gms.policy_payments@213380802@213380802067.395552306.395552306:2)
at m.apa.onHandleIntent(:com.google.android.gms.policy_payments@213380802@213380802067.395552306.395552306:6)
at com.google.android.chimera.IntentOperation.onHandleIntent(:com.google.android.gms@213017037@21.30.17 (120400-395706864):2)
at ufi.onHandleIntent(:com.google.android.gms@213017037@21.30.17 (120400-395706864):4)
at elw.run(:com.google.android.gms@213017037@21.30.17 (120400-395706864):5)
at elv.run(:com.google.android.gms@213017037@21.30.17 (120400-395706864):11)
at byvc.run(:com.google.android.gms@213017037@21.30.17 (120400-395706864):2)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1167)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:641)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1167)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:641)
at java.lang.Thread.run(Thread.java:919)
Caused by: android.os.RemoteException: Remote stack trace:
at com.android.server.pm.PackageManagerService.setEnabledSetting(PackageManagerService.java:26034)
at com.android.server.pm.PackageManagerService.setComponentEnabledSetting(PackageManagerService.java:25778)
at android.content.pm.IPackageManager$Stub.onTransact(IPackageManager.java:3774)
at com.android.server.pm.PackageManagerService.onTransact(PackageManagerService.java:5110)
at android.os.Binder.execTransactInternal(Binder.java:1021)
I'm having issues reading my sqlite database on mobile. It works in the editor fine, but once I build it on my phone, it doesn't read it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Data;
using Mono.Data.Sqlite;
using System.IO;
public class CallCharacter
{
public Character grabCharacter()
{
string conn = "URI=file:" + Application.dataPath + "/Database/plaintext.db"; //Path to database.
IDbConnection dbconn;
dbconn = (IDbConnection)new SqliteConnection(conn);
dbconn.Open(); //Open connection to the database.
IDbCommand dbcmd = dbconn.CreateCommand();
string sqlQuery = "SELECT * FROM characters ORDER BY RANDOM() LIMIT 1";
dbcmd.CommandText = sqlQuery;
IDataReader reader = dbcmd.ExecuteReader();
while (reader.Read())
{
unitID = (int)reader["unit_id"];//.GetInt32(0);
}
Did you read on how to read files on different platforms?
https://docs.unity3d.com/ScriptReference/Application-dataPath.html or persistentdatapath
Can someone dm me a link on how to create a mobile controller. Or tell me how you created it.
I'm trying to make a game like undertale (I mean the movement), but idk how to make a cross-platform controller and how to make the UI look nice. 🙂
Hello!
I've been working on remote assistant AR app with Unity. There's a client and support, I connected both of them with WebRTC video chat from the asset store, client's camera feed shown into support screen, and client can spawn cubes with ARRaycastManager also support can also spawn cubes but they will actually get instantiated on client's device so I'm trying to passing touch position through json but without any like..
Does anyone have any idea?
Any help is appreciated!
ping me
How does the support spawn the cubes? I mean when client toeches the screen and a raycast is calculated by the distance from the tapped target, but how does the client send the raycast?
c With AR Foundation (ARcore) basically I want to make something like vuforia chalk. And my problem is how to make support can spawn cubes in clients phone.
Can you describe what issue you're having @glass tartan? In my head it's these steps:
- Register touch on support device
- Convert that touch position to client screenspace coordinates
- Call instantiate on client device with that position as a parameter
The step 3 I think is my problem I don't understand how to do this. How to pass the position through the network and goes to clients screen..
That would just be a function call through your network API
If WebRTC is only video then you'd need a different plugin for doing this. Something like Mirror
Since there is no gpu on mobile, how does the shaders are going to work with it?
There is a gpu on mobile though. Ever heard of Adreno or Mali?
I integrated unity ads in my project. I ran it after building the game without test mode. Ads were working fine firstly. But after I watched 10-12 ads, the ads took ages to load and sometimes didn't even load. I tried restarting the app, ads were shown only once. Then again no more ads. In the dashboard the fill rate of the ads gone low as 50%. Any idea on what can be done to increase the fill rate?
anybody had problem with tmp text underlay on devices? Have tmp text/mobile version of shaders/ and correct patch to load in resources folder but when i building android version (example) all text w/o underlays (but in editor all ok )... Mb someone?
Anyone knows a way to do a Leaderboard system for mobile?... Like a custom Leaderboard In game (not Google Leaderboard)
What exactly are you struggling with? You need a server that holds the scores, a push and pull method, user registration at some point and your UI showing it.
What exactly are you struggling with? You need a server that holds the scores, a push and pull method, user registration at some point and your UI showing it.
@sacred creek yeah
There are tons of tutorials on how to do a highscore list, with php example files and stuff. I did them myself some years ago
Hello, anybody knows why I am getting this error when running on an iOS device from Xcode?
UnloadTime: 2.071167 ms```
Exported with Unity 2020.3.19
Using Xcode 13.0 running on iOS 15
guys how would you approach tackling mobile in-game timed events? I've checked asset bundles and it would be okay to download the art/prefabs etc, but you can't rly apply scripts. updating the whole game doesn't seem like an option because well you don't want to update the game everytime there's an in-game event. Wasn't able to find anything on this subject and how others tackle this. very welcome to ideas/tutorials/code anything really. thanks!
How difficult would it be to add physical activity tracker to my mobile app?
Does this happen on a clean project with the same unity version @left lily?
It does
How do I put my file in streaming assets on Android?
guys how would you approach tackling mobile in-game timed events? I've checked asset bundles and it would be okay to download the art/prefabs etc, but you can't rly apply scripts. updating the whole game doesn't seem like an option because well you don't want to update the game everytime there's an in-game event. Wasn't able to find anything on this subject and how others tackle this. very welcome to ideas/tutorials/code anything really. thanks!
@lone osprey use a remote config system
Like me... I use game analytics Remote config
The events are already pre-made in unity.... Then I'll set up the remote config, then when game is published, if it's time for the event, I'll just go to my Game analytics dashboard under remote config and set the value.... Let's say in unity I did it that if remote config int is 1, the events should be activated, so when game is published, in GA under remote config, I'll just set the value from 0 to 1 and the event will automatically be activated in game to the users
Okay so everything is in place right from the start. You mist account for a lot of planning if you don't want your users to update the game via stores all the time
hey , trying to use unity remote but whenever i test the game it doesnt do anything on my mobile phone any help?
The trick is not to use unity remote.
If someone ever created a clicker game can you dm me? I'm making me one and I need some ideas to add to it. I got the basic clicker and upgrader part done
I literally just said this a few hours ago:
#💻┃unity-talk message
Anyway, if you need ideas, use #archived-game-design and ask a question, not requests for DMs.
I asked for dms bc I don't receive notifications from servers for some reason but I do messages
I build the game for android and I got these errors after added admob. I searched but I couldn't find a way to solve.
and I'm working on Mac
You can't increase the fill rate.
It doesn't depends on you, but on the ad network and the country ads are showing
If you are not in tier 1 country you will probably have a fill rate issue most of the time
Oh I see
Okay so everything is in place right from the start. You mist account for a lot of planning if you don't want your users to update the game via stores all the time
@lone osprey yes
You'll have to plan the events for that particular version released
hum, not sure if is the correct place to ask, but...
I'm looking at google play games' save game feature. Doc says the save is stored in the player's google drive, but what happens if the user don't have any free space to store the saved game? Some kind of workaround is needed to handle this specific case?.. and any tip to do so?..
I mean, it just doesn't get saved and that is it, or the api throw some kind of error response
I am looking for a nice laptop to build games off of, since I travel a lot. Does anyone have any recommendations? I write music on my "free-time" but when I am not writing music, I'd like to develop my own game
hello im new who can help me for creating mobiles games (i tried i understand nothing)
You're free to ask questions in this discord with any problems you're facing. However it sounds like you need to keep learning, do the tutorials in #💻┃unity-talk and #💻┃code-beginner.
ok thanks
hello im new who can help me for creating mobiles games (i tried i understand nothing)
@ancient prawn YouTube and Google is your friend 🙂
I am looking for a nice laptop to build games off of, since I travel a lot. Does anyone have any recommendations? I write music on my "free-time" but when I am not writing music, I'd like to develop my own game
@weak raptor it's a matter of what's your budget to get a laptop, if you want a good laptop that can run unity very well mostly for 3D games.... Then you'll be needing a good laptop with a good graphic card
A core i5 and above laptop with a 8GB ram and a 500GB+ storage is good
I also plan on playing league of legends, and maybe star wars: squadron while on break from my "day-job" then work on a game when I get off work, lol, so i7, and 16gb of ram would be the go to for me?
I also plan on playing league of legends, and maybe star wars: squadron while on break from my "day-job" then work on a game when I get off work, lol, so i7, and 16gb of ram would be the go to for me?
@weak raptor yeah
I'm getting errors when I build my android game. I've tried most solutions online but none worked so far.
Do you have a non-ASCII character in your file path?
none
oh i managed to fix it by downgrading to unity 2020
but im having problems when I run it on an android device
it just shows a black screen
hello guys, anyone know how to unity game with IAP google play detect user where user refund the IAP consumable and then game acknowledge to server game that user was refund the product ?
for example , user buy 10 diamond -> purchase.pending -> acknowledge to the server -> purchase.complete , and then user want to refund that product. and whats next for refund ?
thanks
I got my test project to build but the problem now is the unity logo shows up but it doesnt load the game. I already have the scene when I built the apk
Take a screenshot of your build settings.
Having trouble integrating Facebook SDK 11.0.0 in Unity 2020.3.20: getting the error in the picture.
The logs look like this:
Job failed with exception: GooglePlayServices.JavaUtilities+ToolNotFoundException: jar not found, C:\Program Files (x86)\Common Files\Oracle\Java\javapath\java.EXE references incomplete Java distribution.
at GooglePlayServices.PlayServicesResolver.ExtractZip (System.String zipFile, System.Collections.Generic.IEnumerable`1[T] extractFilenames, System.String outputDirectory, System.Boolean update) [0x00130] in /Users/smiles/dev/src/unity-jar-resolver/source/PlayServicesResolver/src/PlayServicesResolver.cs:2437
...
I've tried changing JAVA_HOME to no avail, of course.
Has been posted in #archived-code-advanced but @sharp kiln suggested it should be here. If it's against the rules I'll remove the post on this channel.
Is that the correct scene?
yes
Can you run the game in the editor and take a screenshot of the whole window?
That's good enough
And how does it look when you launch the game on the device?
the unity splashscreen loads then nothing
take a screenshot
Nothing like black screen?
what's that?
a tool that shows you logs from the device
oh is that an android app?
look it up in the package manager, install, then make sure it connects to your device(plug it in via usb).
bluestacks?🤔
android emulator for pc
Not sure if it'll be able to connect to it, but you can give it a try.🤷♂️
Do you not have an android device to test on?
i do but ive only done unity remote
Perhaps the whole issue is because of the emulator. Try running the app on your device.
ok hold on
when I press build and run it should run the app right?
my phone is not doing anything
if the build is successful and your device appears in the device dropdown, yes.
yea it detects my phone
actually a notification popped up but i didnt see it clearly cuz it was gone so fast
You might get a prompt on your device asking if it should install the app. It only lasts for 10 sec or so and declines automatically if you didn't accept. At least on my device.
So you should keep an eye on your device on your first build closer to the end of the build process.
Yeah, you need to accept it.
Maybe there's a way to disable it in the device settings, but I never bothered looking for that setting....
i enabled install via usb on developer mode
lemme build it again
OH
it works
thanks duuude
although logcat disconnected
wait lemme try doing it again
You need to have the app running on the device and select it in the logcat
and click reconnect if it says that it's disconnected
You don't need to rebuild the game to reconnect the logcat.
Select your app in the No filter drop down and set the tag to Unity
Then scroll from the top down and look for errors(in red) or anything suspicious
Anyone?
I've started to receive these errors again, even downgraded to unity 2020
Did you try using the jdk provided by unity?
Yes, didn't work
What didn't work? Was it the same error?
Yes.
Can't be. At least the path would be different.
I think you need to install the latest Gradle version.
It wasn't.
That is the reality.
Then you didn't do it. Unity always installs it's jdk in the editor folder.
Try it again and take a screenshot of the error.
You mean JAVA_HOME?
No, I mean the path in the error. You might need to revert java_home as well though.
The path in the error remains the same every time.
If you want, you can check the messages below this one: #archived-code-advanced message
Perhaps you'll need to set it in the environment variables. Never did it via the console.
Let me check what it points to on my machine.
@glossy sluice Hmmm... Guess I was wrong. I actually did change it at some point.
@glossy sluice can you check what path you have in the environment variables?
Multiple times after setting it, yes
What does it look like?
C:\Program Files\Unity\Hub\Editor\2020.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
It needs to be in path
I searched google for it-
Rewarded ads button: https://pastebin.com/qUjiFLpE
Adsmanager: https://pastebin.com/VkvVH0Lj
I set up a basic scene, but got this-
Can you take a screenshot of where you added it?
System Env Vars
If you mean that then I'm not sure if that's the correct way
Try adding the specific path
It won't work, it's useless.
I'll try it though
added
rebooting
Creating a safe build before importing Facebook SDK
Why would Unity on output have textures of 10 MB size if they are much smaller in the project?
I can also see the 10 MB mentioned in the preview window
Altogether this resulted in 9 GB build while on disc our art is less than 200 MB
Hey guys
So am having this issue in unity version 2020.3.9.f1
When ever I try to build, am having this error of "Compilation failed"
And when I check the console.... The errors are just 4
Do I need to have a stable internet connection before I can build successfully?
See the error message when build fails
Just in case, make sure the dimensions are either multiples of 4 (1080, 420, 1856, etc) or powers of 2 (512, 1024, 2048, etc), depending on the warning you get. Then, even setting the Max File size to higher values may reduce the total size displayed as Unity compresses files if they have the correct dimensions. Finally for immense savings (albeit with some quality loss I'm guessing) you can use Crunch compression.
In Unity, POT means Power of Two and NPOT means Non Power of Two.
You may even get some savings if you change the Format field, but you need to be careful with that of course.
<ISSUE>
Btw guys I'm trying to create a mapping file for my builds but each time I try to upload that to Play Console I get an error saying it couldn't upload.
The mapping file contains this:
# compiler: R8
# compiler_version: 2.0.88
# min_api: 19
# pg_map_id: b8138aa
# common_typos_disable
com.google.androidgamesdk.ChoreographerCallback$1 -> com.google.androidgamesdk.ChoreographerCallback$a:
com.google.androidgamesdk.ChoreographerCallback$a -> com.google.androidgamesdk.ChoreographerCallback$b:
com.google.androidgamesdk.SwappyDisplayManager$1 -> com.google.androidgamesdk.SwappyDisplayManager$a:
com.google.androidgamesdk.SwappyDisplayManager$a -> com.google.androidgamesdk.SwappyDisplayManager$b:
java.util.concurrent.locks.Condition d -> c
java.util.concurrent.locks.Lock c -> b
I have turned on R8.
</ISSUE>
Still getting this error.
@glossy sluice you have to install Java and set up a path for it manually then copy that path to the Unity directory jdk path
Tried all of that, didn't work.
It worked for me tho
Try uncheck the default unity jdk path in your unity settings
And use the manual path you created for java
Can I try setting it to Unity's own one?
Which Unity version?
Okay so I did exactly that and it worked. Whew, talk about hidden issues!
It was Unity being bad all along! Might need to report a bug!
@glossy sluice told ya😁... Glad it worked for you.... Now amma focus on my current issue 😭
what errors do you get?
It's a build error
I've tried and tried... My internet connection is stable but still
What does "the errors are just 4" mean
What does "the errors are just 4" mean
@analog plover the messages in the console are only 4
The main one is saying something like "Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details > Configure project :launcher WARNING: The option 'android.enableR8' is deprecated and should not be used anymore. It will be removed in a future version of the Android Gradle plugin, and will no longer allow you to disable R8. "
That doesn't clarify it
Do you mean that there are 4 messages in the console?
Show what they are
Exactly, @latent violet please copy the full error text and send here. If it's too long just get the first 15 lines or so.
Yo, I'm looking for a way to install applications from a self created playstore on android. These applications should be installed and then automatically hidden ( in a secret folder). Is there any way to achieve this with Unity or is it even possible on android. Hopefully someone can tell me more because I can't find the right documentation about it (bewerkt)
Hi, I have a dumb question. I want to develop a game for Android and iOS. Do I have to make different code for each one or can only one work on both?
Unless it's platform specific code, it should work on both platforms.
I don't think that I have to make specific code but maybe can happend. Thanks.
@glossy sluice @analog plover
Get Gradle 6.1.1 and attempt to change the default gradle path in Unity
Get Gradle 6.1.1 and attempt to change the default gradle path in Unity
@glossy sluice how do I get Gradle 6.1.1?
You have to find it online a usual.
You have to find it online a usual.
@glossy sluice oi... I thought so😂
I really hope it works
Cuz I've wasted alot of MB just to try build
Yes, please go ahead.
@glossy sluice what's the gradle version for 2020.3.9.f1?
Think it's 6.1.1 😂
I saw this for 2020.3.20f1 though
This makes absolute sense because the last time I'd checked my Gradle version it was 5.6.4
But Changing it 6.1.1......won't it have any effect?
You should probably update to the latest.
You should probably update to the latest.
@glossy sluice the gradle?
It solved a bunch of compatibility issues for me, and it plays nicer if you're attempting to deploy to Play Store
Unity
It solved a bunch of compatibility issues for me, and it plays nicer if you're attempting to deploy to Play Store
@glossy sluice so I should update my unity version to the latest version of 2020?
I was talking about Gradle for that one but yes, if it's for Unity, get the latest patches if you're on LTS, they're all usually bug fixes.
I was talking about Gradle for that one but yes, if it's for Unity, get the latest patches if you're on LTS, they're all usually bug fixes.
@glossy sluice ahh.... And I recently downloaded this current version 2020.3.9.f1
Downloading unity again can be a pain in the brain for me
Because if am to have any slight shake in internet connection, it'll restart
And that will cost me GB of Data wasted
It looks like you have a lot of trouble with internet. I am nobody to judge by what you can afford but I'd usually advise people to improve their internet connections, it's a quality of life upgrade.
That and using ethernet.
It looks like you have a lot of trouble with internet. I am nobody to judge by what you can afford but I'd usually advise people to improve their internet connections, it's a quality of life upgrade.
@glossy sluice from where I come from... Internet is terrible but manageable
I don't if there's any other way to enhance it
Since am using a service from telecommunication companies
Are you using broadband or mobile data?
Mobile data
Then I insist that if you can afford it, switch to a broadband connection. Mobile data is something I use for my workstation only in dire emergencies.
Then I insist that if you can afford it, switch to a broadband connection. Mobile data is something I use for my workstation only in dire emergencies.
@glossy sluice what's a broadband connection?.... You mean like a wifi router?
There is another method of course: getting a Unity Editor, creating a torrent and hosting that. Downloads are resumable.
Yep, that.
There is another method of course: getting a Unity Editor, creating a torrent and hosting that. Downloads are resumable.
@glossy sluice if i use torrent, I can't link it to unity hub and I won't be able to download modules
That's right, you'll have to preload the modules. However, you can link to it from Unity Hub.
Using Locate
That or using an an Editor Installer utility.
Guess it's better to host that utility itself. It allows you to specify modules.
Alright.... I'll try downloading the latest version of 2020
And by the way, what version are you using @glossy sluice
@glossy sluice is it 2020 LTS or 2019 LTS or 2021 LTS?
2021 doesn't have an LTS yet. I have 2019 and 2020 LTS.
Gradually moving over to 2020 but I'm still keeping 2019 for some of my older projects which use the older asset serialisation version.
I had to switch to 20202 because of major issues from 2019
Like ẹ.g admob issues
I wasn't able to build in 2019 if admob SDK is implemented in project
Sounds like a perfect use case for upgrading.
I went online and found the solution... According to Google and others... They said using the latest unity version (2020+) will solve the issue
So that's why I upgraded
Now am in 2020.3.9.f1.... Which of course.... Is also giving me issues but it fixed like 90% of issues I had in 2019
At first... I was able to build if I have internet connection enabled...... But now... I have internet connection enabled but still isn't building
Gradually moving over to 2020 but I'm still keeping 2019 for some of my older projects which use the older asset serialisation version.
@glossy sluice and concerning this.... I was told a method.... It's what helped me and my project.... Instead of switching from 2019 to 2020, in your project, export everything as a package and then create a new project in 2020 and import package.... It won't have any scripting issues compared to when changing directly
That would basically also be a solution for downgrading.
That would basically also be a solution for downgrading.
@glossy sluice yeah
I have the Android module installed but when I go to Build Settings Unity says that 'No Android Module loaded' but I already uninstalled Unity Hub and Unity Editor and Installed again multiple times. What am I doing wrong?
happened to me a couple of days ago, but it says that my license doesnt support android platform. I solved it by simply logging out and log in again.
I'll try. I appreciate your answer.
Nothing works
Take a screenshot of the installed modules
I'm installing all just one more time. Give me a moment.
I think I found the solution. I just downloaded the editor and the Android Build Support without the Android SDK, NDK Tools and also OpenJDK. In the download always NDK Tools stop downloading so I just removed that. Does that affect the final result?
And sorry if a have a bad english. I'm typing without a translator.
As long is you have everything in the end and the game builds successfully, sure.
Okay, thanks.
Quick question
So I downloaded unity 2020 LTS editor latest version from unity site manual.... But there's still some components I saw too.... If am to download those components... Should it be installed in the same folder of the editor?
And can the new version of Unity hub pause download?
Don't think so, not yet.
Hi guys,
When iPhone gets a call our game gets freeze. The event OnApplicationPause or OnApplicationFocus are not fired.
Someone knows what is happening here?
On Android works well it pause and it resumes
Just found an issue, it is because ios15
Steps to reproduce: 1. Open any Unity project (attached project can be used as well) 2. Switch to iOS and make a build 3. Deploy the...
Anyone know how to catch when a calling enters?? Because OnApplicationPause or OnApplicationFocus even with ios 14 are not get fired
Hey, does anyone know how to get the Facebook SDK to accept the JDK installed with Unity? It can't find the keytool even though Unity has the JDK set up (and actually produces an apk)
Hey, does anyone know how to get the Facebook SDK to accept the JDK installed with Unity? It can't find the keytool even though Unity has the JDK set up (and actually produces an apk)
@teal canyon 🤔 Facebook SDK works fine with the JDK installed with unity for me
I'm having trouble with my in-app purchases on Google Play Store. When I try to buy them I get the message "Error: The item you requested is not available for purchase." I know the correct call is being made, I'm using a different gmail account than my developer account that has been added to license testing, the build I'm testing has been uploaded to closed testing and approved, the products are published and active, and I've waited a few days with no change. Does anyone have any ideas what the problem(s) might be?
that screenshot is from Xcode
i am generally new to Xcode and i am not sure why it's giving that error
please @ me if you can help me out, thanks
Yeay it crashed again ^^
Step 1: Copy the default Unity JDK path, uncheck the box and paste that path back in.
Step 2: Profit
Anyone?
Help
@glossy sluice .....am still having build failure
I downloaded a new Gradle and but still didn't work
Did you upgrade Unity instead? It should've gotten the latest Gradle then
Wasted my data to download the new 2020 LTS version manually but I can't add modules
You should've tried it from Unity Hub.
Am just sick😩
You should've tried it from Unity Hub.
@glossy sluice it kept failing and restarting
That's why I downloaded it manually
But no luck
show me a screenshot of the installer dialogue box
Is it a contract or are you getting a salary?
Is it a contract or are you getting a salary?
@glossy sluice like a freelance
The client already paid
Now I just need to finish the job
Got it. Do you want me to set up a torrent for you?
Got it. Do you want me to set up a torrent for you?
@glossy sluice what's that?
I can try and get the LTS with modules installed
You'll need a torrent client and my magnet link so you can connect to my PC and download it.
It's basically going to download using Torrent protocol.
You'll need a torrent client and my magnet link so you can connect to my PC and download it.
@glossy sluice how....I don't quit understand
Like... You'll download it then after that, you then give me a link which I can download the Unity which you downloaded manually?
Have you ever used torrents before? Not likely I'm guessing.
Yes
Have you ever used torrents before? Not likely I'm guessing.
@glossy sluice no
@latent violet you have this setup file right?
Yes
I have it
And Jeez... Is that your internet connection counting 25Mb per sec??
Of course.
https://unity3d.com/get-unity/download?thank-you=update&download_nid=65239&os=Win
This is the installer which allows adding modules. However, I'm preparing a torrent for you.
Alright... Thanks
anyone?
You'll need to provide details from your console, wherever that may be
Error logs too at that
hang on
@latent violet accept my friend request so I can send you the file.
Are those files available at those locations?
I have no real experience with XCode and iOS builds so I'll try to follow what I get online and the logs.
this is the folder
What is the path to this folder?
it's in my desktop
So I'm guessing it's Desktop/war
correct
I don't see those .storyboard files around, could you show them for me
are you sure the .xml extension is necessary?
what do you mean?
The file has .storyboard.xml as its extension. I'm asking whether that is how it's supposed to be or not.
In this error, the .xml part is not part of the path being requested, which is why I asked.
If it isn't supposed to be that way, try removing the .xml extension.
ok, let me try that
I can't guarantee that it'll work though.
Those aren't the complete error logs. Try pasting the text here instead of a screenshot.
Do show me your files too.
error: Build input file cannot be found: '/Users/bojan/Desktop/war/LaunchScreen-iPad.storyboard' (in target 'Unity-iPhone' from project 'Unity-iPhone')
Just that one?
they are the same error
When did this problem start happening?
i updated to the newest Xcode
this is really annoying...
there is literally no documentation
and even if you search on google
you will find nothing...
I know, I tried finding this error there.
In this situation, you begin the thread.
Apple just want's to make life very complicated
But I want to confirm the status of your storyboard files
What exactly do they look like inside?
What is their extension?
Has anyone have experience getting data from google fit to use for your game?
Well there's one other thing you can do. Downgrade back and restore all files.
You do use Git right?
no, i don't
Yikes
welp, that's one way to do it 😅
did you also deploy it or is it just in package form?
do you have the app package anywhere?
well if the build succeeds you get some built files, innit
@timber ether are you running it on workspace?
Let me see the folder and what file you opened
what's that yellow warning icon for?
it's just warnings that i am using some deprecated plugins
but i am pretty sure that those are not causing the errors
I use workspace to build and deploy my apps
Did you made it worked before?
yes, it was working before
i am not sure what happened
i deleted those 2 files, and it builded, it said "build succeeded", but nothing happened
no notification on my phone to approve the profile
nothing
Did you try generating a new xcode from unity?
i don't think so
Try generating a new one
how can i do that?
i tried searching on google but found nothing
oh
you mean, like building the project again?
or?
Yeh
Then your other option is to downgrade Xcode
Try generating a workspace file.
I think ive run into the same issue before with xcodeproject I just use workspace and I dont encounter that issue
sorry for asking, but how do i do that?
i am new to iOS development
Describes concepts developers must understand to use Xcode effectively.
i found this on google, but it seems outdated
Try this
Assets --> Play Services Resolver --> iOS Resolver --> Settings.
I select from the drop-down list: Xcode Workspace - Add Cocoapods to the Xcode workspace.
do i do this in Unity or Xcode?
Unity
Hang on
i don't see "Play Services Resolver" when i click on "Assets" in Unity
@bitter wasp
you need that package
Use the package manager?
Play Services Resolver?
Try that. You will find the exact package name if you Google it too.
I know for a fact that the FB SDK uses it
what's weird is that if i build something from my mac (which runs Unity 2020.3.19f1) it works, i can build the Xcode project into my phone, but when i try to build an Unity project that runs 2020.1.0f1 it doesn't work
i get the "LaunchScreen" issue
well i can't because the game that i have made is running on Unity 2020.1.0f1
and i tried switching to the newest version
but i am unable because i get a lots of compiling errors
and i get the "Error: Microsoft (R) Visual C# Compiler version 2.9.1.6553"
Try exporting a .unitypackage with everything you need, then create a new project in 2020.3 and import it there
that would take a lot of time...
my game is quite big
this is really giving me a headache lol
Just take this one last headache before doing anything
and for goodness's sake please use the latest LTS versions only
i love how i can just literally drag and drop an apk file to my Android phone and have the game running in no time
i will
Quick question
@glossy sluice can I use the SDK and NDK path of a different unity version for another unity version?
This is the reason I asked cuz I can't download the SDK or NDK.... It will just take ages
@glossy sluice am not talking about project....am talking about using of SDK path
Why?
I don't use android studio
I thought I can use the path of the SDK installed on another unity version
just install the android tools with unity and your fine
@glossy sluice am not using hub
unity is doingt by itself
@glossy sluice how?
I just want to get the SDK and NDK path
when you install the editor via hub
@glossy sluice I don't use hub...am downloading unity manually
then you need the android tools also
@glossy sluice I have hub... But when I put in the Unity version in hub... It won't allow me add modules
I can't add the SDK and NDK modules because I didn't download the Unity from unity hub
I downloaded it manually from site
then you need to download the unity android tools manually (1.4 gig and not the sdk)
@glossy sluice pls give me link to this unity android tools
at your own risk though
you'll need the installer
all my game is so far is a blue dot that travels to where i touch the screen
but for some reason the game doesn't run smoothly and has a delay in unity remote 5 even though the fps is always at 60
I'm tired of saying that, but don't use unity remote. Build the game and test on the device.
There's no app that would allow you to test you game magically on the device. What unity remote does is simply sending your editor view to be displayed on the device which causes the lag. It's only useful for testing device input/screen sizes.
For anything else(like performance) you should build your game to test it on the device.
thanks
wdym?
I explained what unity remote does. Did I say something wrong?
And I don't see a problem in building 20 times a day.
Besides, you might not need to test on the device after every small change. If you do, then your workflow is wrong.
How is that related to unity remote?
Command?😅 I don't get what you're trying to say.
I recommended the guy to build and test the game on the device.
logcat would only log stuff if the game is actually run on the device, not via unity remote.
Ah, you mean running it on an emulator?
Yeah, you connect your profiler to the build. That's what I meant all along
the conversation was not about how to debug/profile a build. It was about whether you should or shouldn't use unity remote.