#📱┃mobile

1 messages · Page 41 of 1

iron acorn
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Aaah

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yeah, that's test ads

spark cipher
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bruhhh im getting an error after fixing some problems

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this is annoying

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do i have to do something in android studio?

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idk what a gradle is

spark cipher
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Weird ig I figured it out

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Left and came back

obsidian yew
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is it required to use POT atlases for big png images like 1200x1600 or Unity handle this by itself when building?

iron acorn
obsidian yew
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I just reduced the sizes and it solved the issue, still not power of 2

iron acorn
#

What issue was there?

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You still can't compress your texture. At least not with crunch compression

buoyant timber
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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 ?

regal nimbus
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how can I make the screen size the same in the game

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on any mobile device

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can anyone help me

odd arrow
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@regal nimbus Do a basic research. There's plenty of articles on how to frame applications.

regal nimbus
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@odd arrow I dont talk about the Canvas or UI it about the Camera and how the game show in the Phone

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@odd arrow can you help me

languid orbit
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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

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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

wraith hull
#

any idea what's a good approach to continue my project?

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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...

▶ Play video
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on my android studio project i'm using firebase google authentication and realtime database,, on the database i use google id as unique identifier

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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?

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please tag or dm me if you have an idea,, thanks

rain leaf
pulsar pollen
#

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?

lone wind
#

So

pulsar pollen
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So what?

iron acorn
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If the real ads don't load, you'll probably see some errors in the logcat

alpine brook
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Hey guys im having problems with making a safe area for the ui and stuff

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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
deft ginkgo
#

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)

iron acorn
deft ginkgo
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Looks like it's terrain data - I'll see what I can do with it

steel tree
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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 ?

hollow coral
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I think it matters more about what your workflow/feature needs are and less about performance

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Because you can optimise with both

steel tree
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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 ?

wary heron
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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?

steel tree
analog plover
quartz kernel
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Yeah, and assuming you're working with source control/git somehow, you can both work on the same unity project with different build targets

rain leaf
rain leaf
steel tree
heavy furnace
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hi we are developing android game project

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but opening time is 40-45 seconds , any suggestions to decrease this time ?

civic fable
heavy furnace
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what is doing ?

tawny nexus
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I am trying to import the joistick pack,but it keeps deselecting when I select it

tawny nexus
iron acorn
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Take a screenshot of the whole window

tawny nexus
iron acorn
#

That's it? Is there nothing more on the right?

tawny nexus
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yes

iron acorn
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What if you tick them?

tawny nexus
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they untick

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and the all button doesn't work

iron acorn
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Weird. Maybe it's already imported?

tawny nexus
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nope

iron acorn
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Then no clue.🤷‍♂️

sacred creek
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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?

dusk plover
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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?

sharp anvil
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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.

normal valve
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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?

iron acorn
iron acorn
normal valve
sharp anvil
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You have to do a mobile upload for quest avatars. @iron acorn

iron acorn
mint needle
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hi

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can someone here dm me

neon thicket
tame flower
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Hi, i got this error wheni tried to build in iOS platform, can anyone help?

storm stream
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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?

robust blade
robust blade
sacred creek
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@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

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But I learned a lot from those videos yeah

robust blade
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@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?

sacred creek
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Issue was in blender

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But it got it now

untold tartan
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I am getting null Refrence when i use this code. GameObject thisbutton = UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject;

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how do i get the current clicked UI button on mobile

storm stream
untold tartan
storm stream
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ok thanks for the info

rain leaf
pale minnow
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from where can i get my Google Play store ID?

unkempt kernel
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Anyone know why my Unity Ads have this gray box over them even though they're not in test mode?

tame flower
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How to VALIDATE RECEIPT IAP for APPSTORE? iam using codeless Unity IAP

honest burrow
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Anyone here ever used the AnimationInstancing unity package?

nocturne lily
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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.

rain leaf
nocturne lily
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Thank for info.

arctic marlin
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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?

analog plover
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Isn't that the phone's own keyboard?

arctic marlin
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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");
}

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I think I need a string to get the information from the keyboard into my if statement

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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"

analog plover
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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

arctic marlin
analog plover
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yes

arctic marlin
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can I also make a own theme color for the keyboard like blue buttons on a black keyboard background ?

analog plover
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I don't know

arctic marlin
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ok thx, I give it maybe later a try

unique coral
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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?

glossy sluice
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Howdy folks.

#

I have encountered a strange issue.

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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.

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It (obviously) shouldn't be rendering like this.

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My concern is less about VRChat and more about the reason why it is turning Yellow.

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I mean, if it were Pink, I would know it was an issue with the Shader getting corrupted and/or blocked in-game

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But, its... yellow.

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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.

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Kudos y'all.

iron acorn
glossy sluice
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I'm 100% positive.

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Happened to one of my models too, actually.

iron acorn
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Well, yellow is not a default color anywhere related to unity, so...

glossy sluice
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Odd.

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This is quite a pickle..

iron acorn
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Unless you provide some details of what shader and material setup he's using, it's hard to say anything

glossy sluice
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The shader(s) in question are XSToon, Poiyomi, Shader Forge (Node builder but it counts), and Rero Standard.

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In that picture, however, the shader is Rero.

iron acorn
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What's Rero? Where did you get that?

glossy sluice
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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.

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But all in all it is essentially just Unity Standard.

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Now, Unity Standard works, but not Rero. And these other shaders have similar issues.

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My guess is that it has something to do with how shaders are being translated into the game.

iron acorn
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Then your best bet is to ask the developer of the shader

glossy sluice
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Will do.

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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.

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Thank you for your help regardless, my friend.

iron acorn
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@glossy sluice Maybe we could figure it out if you share the material setup.

glossy sluice
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How would I go about doing that?

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Just screenshot my material, or..?

iron acorn
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yes

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A screenshot of the material would do.

gaunt notch
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Hello! What can be the possible cause of such long vSync time?

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This is on android

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The issue somehow disappears when camera (looking on the ground) is a little bit higher

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I have shadows on the ground

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With shadows disabled there are no such issue

iron acorn
# gaunt notch

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.

gaunt notch
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It's on device

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Also, the problem somehow disappears if I disable MeshRenderer with material from StylizedWaterShader asset

iron acorn
gaunt notch
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Yes, I'm sure

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Maybe I switched to playmode after recording

iron acorn
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Okay

gaunt notch
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Here is another screenshot

iron acorn
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There doesn't seem to be a difference in the rendering cpu time though...

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Maybe try the GPU profiler module if your device supports it.

gaunt notch
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Unfortunately no, my device does not support it 😦

iron acorn
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Does it actually cause lag?

gaunt notch
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Yes!

iron acorn
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What if you set target framerate instead of vsync?

gaunt notch
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I tried a lot of different combinations of targetFrameRate and vSync

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Same stuff

iron acorn
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If I remember correctly vsync shouldn't be used on mobile. Either don't do anything or set targetFramerate to 30/60.

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remember that on mobile 30 fps is preferred

gaunt notch
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Bingo!

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I've found a reason. But don't quite understand it, though...

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The reason was the shader from StylizedWaterShader asset

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I've commented some lines in its code and the problem disappeared

iron acorn
gaunt notch
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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...

iron acorn
gaunt notch
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Interesting indeed!

modest scroll
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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

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any ideas?

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ping me if you think you know how to solve it please 😄

iron acorn
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If that doesn't work, try other solutions from the thread.

modest scroll
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will do tomorrow

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thanks

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I did see that thread and I didn't realize the á could be the problem

rain leaf
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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 UnityChanHuh
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

ashen marlin
#

Hi!

Anyone knows why the TouchPhase is never Began, but moved and ended working fine?

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Using Enhanced Touch System.

iron acorn
ashen marlin
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During Update()

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it responds to moving and ended

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but no stationary or began

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instead of those two, I just get "moving"

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even though the finger on the screen is not moving at all

iron acorn
#

share some code.

quartz kernel
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began is only true for a single frame, so if you keep printing something it will disappear

ashen marlin
#

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

ashen marlin
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I can work around with subscribing to the onFingerDown event and onFingerUp, but it would be nice to have it in one place

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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.

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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

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That's what I wanted to get rid offf

bitter wasp
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How do i make this show in my app? Cause its not showing whenever I ran my app

ocean quiver
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Why is my unity remote not working. i enabled all the developer mode and turned on usb debugging.

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It's just erroring Unity Remote requirements check failed

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also in build settings its not putting my phone as an option.

neon thicket
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I've never been able to get Unity Remote to work reliably. 🤷‍♂️

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Usually just build to the phone directly, also because that gives a purely accurate experience.

eternal shell
#

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.

frozen vapor
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@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.

eternal shell
frozen vapor
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Yes.

ocean quiver
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How do i make my game not get squashed if its on portrait mode

limber jasper
#

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?

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this is my code

whole condor
#

Does anyone know of an ad network that pays daily or weekly?

abstract bison
ocean quiver
#

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?

odd arrow
ocean quiver
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ive found the problem.

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Its because i automatically set the orientation to portrait

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But because it does that it changes my aspect ratio to portrait, but i don't want it to do that.

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Because my default aspect ratio is landscape

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How can i make the orientation not affect the aspect ratio.

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maybe i can set the aspect ratio in a script?

odd arrow
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There are guides for this in the manual

ocean quiver
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Ok thanks

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How do i view the manual?

odd arrow
#

You had something attached to UI and it rescaled, right?

odd arrow
#

Are you using Orthographic camera?

ocean quiver
#

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.

odd arrow
#

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

ocean quiver
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i know the problem

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Its just because the aspect ratio is controlled by the orientation.

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I just don't know how to fix that

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Code isn't involved.

odd arrow
#

And your object appears closer/farther

burnt sphinx
#

guys, what DB you use in your project?

simple pine
#

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?

sacred creek
#

If there is no private information in it and the server is save, why not.

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Not the best and professional solution, but workin

robust blade
tawny scarab
#

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

simple pine
wraith hull
#

anyone using firebase realtime database and authentication?

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any idea how can i pass GUID from my android studio app to unity? without having a separate authentication on unity

hallow talon
robust blade
robust blade
silver current
#
    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. 😦
robust blade
#

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

silver current
#

Ah, thx, will try

feral flame
iron acorn
feral flame
modest scroll
#

the error is in between those 2 scripts

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can anyone help me?

feral flame
quiet prism
#

Why does my enemy movement script break once exported to mobile

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It uses navmesh

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Script

iron acorn
quiet prism
iron acorn
quiet prism
#

ok, thanks i'll try that

quiet prism
#

Thanks for introducing me to this logcat, it's super useful

pearl radish
#

Anyone experience this or know why I might be getting this black screen

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It's not a loading issue either, I left it running overnight and it stayed black

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And it does have an active scene

rain leaf
pearl radish
rain leaf
#

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

pearl radish
rain leaf
pearl radish
#

The last thing in the logs is the Vsync

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It doesn't make much sense for that to be the culprit

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But may as well turn it off I guess

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Well, I turned it off but it's still in the logs

rain leaf
#

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

pearl radish
#

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

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Yeah I built a script patch and it removed that message, but noithing changed

rain leaf
pearl radish
#

Still a black screen with no sound or input

rain leaf
#

Maybe try to build using mono instead? Also, does full build and reinstall work?

pearl radish
pearl radish
#

But I've reinstalled countless times

rain leaf
pearl radish
#

Most of the builds where script only disabled

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And most of them I uninstalled first :/

#

IL2CPP did not fix the issue

rain leaf
#

Are you using Linear color space?

#

That 3rd and 4th line might also worth checking

pearl radish
#

Okay turns out it works on android phones - I had someone test it

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It just doesn't work at all on bluestacks

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Excellent

bitter wasp
#

why my text have this darkshadows ? Android version is fine im only having this in iOS devices. I use ProximaNova as my font

dim dune
#

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

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What should I do

quartz kernel
#

Are you running on your phone @dim dune?

dim dune
#

Yeah

iron acorn
dim dune
#

Bo

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No

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Every game is 60

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Only console players go 30 fps

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I need 60

iron acorn
dim dune
#

Pls leave

iron acorn
#

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

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And don't tell people to leave. I have as much right to be here as you.

dim dune
#

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?

iron acorn
#

Did you read what I said? You can set the target framerate to 60.

dusk terrace
#

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 ?

quartz kernel
#

Have you checked if your phone can run on 60 Hz @dim dune?

dim dune
#

yes it can

#

samsung galaxy a20

quartz kernel
dusk terrace
#

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

quartz kernel
#

So you set your game view resolution to 1440x3120?

dusk terrace
#

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

quartz kernel
#

And what parameters do you pass to SetResolution?

dusk terrace
#

1920x1080

quartz kernel
#

There you go then

dusk terrace
#

What I need to do there is so many aspect ratios and resolutions

quartz kernel
#

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

dusk terrace
#

yes true

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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 ?

quartz kernel
#

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

dusk terrace
#

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

quartz kernel
#

No I mean you can get the aspect ratio from those numbers

iron acorn
#

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.

quartz kernel
#

Either way

#

Do you know why your game is running poorly? Cause if not you're starting in the wrong end

dusk terrace
#

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

iron acorn
#

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.

dusk terrace
iron acorn
#

That's not profiling

#

Window - analysis - profiler

dusk terrace
#

It's way more important how many draw calls/batches/set render pass calls you have, not poly count. "batches ??"

iron acorn
#

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

dusk terrace
iron acorn
# dusk terrace

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

dusk terrace
#

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 ?

iron acorn
#

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.

dusk terrace
iron acorn
dusk terrace
#

Yes

iron acorn
#

Oh, so that's probably the cause of your lag.

#

Delete that shit immediately and build your game.

dusk terrace
#

What you said profile it and I was profiling it what you want me to do ? How I can profile with my phone ?

iron acorn
#

Did you actually build your game before?

#

Or did you ever only tested with unity remote?

dusk terrace
#

Yes I build many times

iron acorn
#

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.

dusk terrace
iron acorn
dusk terrace
#

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

iron acorn
#

Sorry, I meant development build:

dusk terrace
#

ok thanks

dusk terrace
#

There is results

iron acorn
#

In the middle

#

where it seems to spike

dusk terrace
#

Like that ?

iron acorn
#

Yes

iron acorn
dusk terrace
iron acorn
#

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.

dusk terrace
#

There is no target fram I think because I created fps counter and on my phone its around 80-90fps

iron acorn
#

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.

dusk terrace
#

Yeah it runs good on 1080p stretched version

#

but runs poor on native resolution 3120x1440

iron acorn
#

Oh, then set it back and profile again

dusk terrace
#

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 ?

iron acorn
#

Did you try setting the resolution scaling ratio?

dusk terrace
#

I dont know what it is I just used that

#

Screen.SetResolution(1920, 1080, true);

iron acorn
#

This should keep your aspect ratio.

dusk terrace
#

yeah it is 1

iron acorn
#

Well, try setting it to .5-.7 or something

#

It should scale your resolution while keeping the aspect ratio

dusk terrace
dusk terrace
#

ok let me try brb in 30 minutes 💩 pc

dusk terrace
dusk terrace
iron acorn
#

I guess your device refresh rate is around 90, since it tries to match that frame rate

dusk terrace
#

yeah its 90hz

iron acorn
#

I'd still limit the frame rate to 60

dusk terrace
#

vsync is closed in quality settings

iron acorn
#

or even 30, depending on how long you expect play sessions to be

dusk terrace
#

30 looks so bad 60 not bad tho

#

So I need to open vsync in quality settings ?

iron acorn
dusk terrace
#

Thanks so is there a problem about game ? it runs smooth

iron acorn
#

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.

dusk terrace
#

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

molten sun
#

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.

bright sandal
polar aspen
#

how do i make my aspect ratio, for an android game, the same for every device?

analog plover
#

What do you want to happen if the device's aspect ratio doesn't match the game's aspect ratio?

glossy trail
#

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.

dire magnet
bitter wasp
#

why is my text like this? Seems only to happen in iOS

coral wind
#

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.

zenith parrot
#

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

dim dune
#

I downscaled sprite resolution. The asteroid object spawns and despawns pretty frequently in my scene. Will this step develop optimisation in my game?

coral wind
#

128x128 is pretty small, so it might be overkill unless it's really small on the screen

dim dune
#

yeah cool

zenith parrot
#

I need help. I want to touch my screen on my phone and then the ball in the game starts rolling

sacred creek
sacred dome
#

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!

sacred creek
sacred dome
# sacred creek 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)
sacred dome
# sacred creek What are you using for achievements, any code to look at?
   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)
lucid helm
#

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);
        }
sacred creek
burnt heron
#

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. 🙂

glass tartan
#

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

burnt heron
glass tartan
quartz kernel
#

Can you describe what issue you're having @glass tartan? In my head it's these steps:

  1. Register touch on support device
  2. Convert that touch position to client screenspace coordinates
  3. Call instantiate on client device with that position as a parameter
glass tartan
quartz kernel
#

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

dim siren
#

Since there is no gpu on mobile, how does the shaders are going to work with it?

iron acorn
low tundra
#

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?

rotund breach
#

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?

latent violet
#

Anyone knows a way to do a Leaderboard system for mobile?... Like a custom Leaderboard In game (not Google Leaderboard)

sacred creek
latent violet
#

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

sacred creek
#

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

latent violet
#

Isn't there an asset that can handle it?

#

The Leaderboard stuff

left lily
#

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

lone osprey
#

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!

bitter wasp
#

How difficult would it be to add physical activity tracker to my mobile app?

quartz kernel
#

Does this happen on a clean project with the same unity version @left lily?

arctic nova
#

How do I put my file in streaming assets on Android?

latent violet
#

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

lone osprey
#

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

spice lion
#

hey , trying to use unity remote but whenever i test the game it doesnt do anything on my mobile phone any help?

iron acorn
silent wharf
#

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

neon thicket
silent wharf
abstract pumice
#

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

robust blade
latent violet
#

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

cursive plover
#

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?..

cursive plover
#

I mean, it just doesn't get saved and that is it, or the api throw some kind of error response

weak raptor
#

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

ancient prawn
#

hello im new who can help me for creating mobiles games (i tried i understand nothing)

neon thicket
latent violet
#

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

weak raptor
#

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?

latent violet
#

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

dense knoll
#

I'm getting errors when I build my android game. I've tried most solutions online but none worked so far.

quartz kernel
dense knoll
#

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

sturdy jasper
#

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 ?

dense knoll
#

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

iron acorn
glossy sluice
#

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.

dense knoll
iron acorn
dense knoll
#

yes

iron acorn
#

Can you run the game in the editor and take a screenshot of the whole window?

dense knoll
#

just the game screen or the whole unity program?

iron acorn
#

And how does it look when you launch the game on the device?

dense knoll
#

the unity splashscreen loads then nothing

iron acorn
#

Nothing like black screen?

dense knoll
#

wait let me screenshot it

#

just a black screen

iron acorn
#

Hmm

#

Take a screenshot of your camera inspector

dense knoll
#

this one?

iron acorn
#

Yeah

#

Hmm

#

Are you using logcat?

dense knoll
#

what's that?

iron acorn
#

a tool that shows you logs from the device

dense knoll
#

oh is that an android app?

iron acorn
#

look it up in the package manager, install, then make sure it connects to your device(plug it in via usb).

dense knoll
#

oh im using bluestacks atm

#

is that okay?

iron acorn
#

bluestacks?🤔

dense knoll
#

android emulator for pc

iron acorn
#

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?

dense knoll
#

i do but ive only done unity remote

iron acorn
#

Perhaps the whole issue is because of the emulator. Try running the app on your device.

dense knoll
#

ok hold on

#

when I press build and run it should run the app right?

#

my phone is not doing anything

iron acorn
dense knoll
#

yea it detects my phone

#

actually a notification popped up but i didnt see it clearly cuz it was gone so fast

iron acorn
#

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.

iron acorn
#

Maybe there's a way to disable it in the device settings, but I never bothered looking for that setting....

dense knoll
#

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

iron acorn
#

and click reconnect if it says that it's disconnected

#

You don't need to rebuild the game to reconnect the logcat.

dense knoll
#

what should i be looking here?

iron acorn
#

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

dense knoll
#

ok got it

#

ill try this out on the main project

#

thanks bro

dense knoll
#

I've started to receive these errors again, even downgraded to unity 2020

iron acorn
glossy sluice
iron acorn
glossy sluice
#

Yes.

iron acorn
iron acorn
glossy sluice
#

That is the reality.

iron acorn
#

Try it again and take a screenshot of the error.

iron acorn
#

No, I mean the path in the error. You might need to revert java_home as well though.

glossy sluice
#

The path in the error remains the same every time.

iron acorn
#

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.

iron acorn
#

@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?

glossy sluice
iron acorn
#

What does it look like?

glossy sluice
#

C:\Program Files\Unity\Hub\Editor\2020.3.20f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK

iron acorn
#

Not in the console

glossy sluice
#

I'll add it there.

iron acorn
#

It needs to be in path

tardy ravine
#

I searched google for it-

#

I set up a basic scene, but got this-

glossy sluice
#

still giving this exact error

iron acorn
glossy sluice
#

System Env Vars

iron acorn
#

If you mean that then I'm not sure if that's the correct way

#

Try adding the specific path

glossy sluice
#

It won't work, it's useless.

glossy sluice
#

rebooting

#

Creating a safe build before importing Facebook SDK

obsidian yew
#

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

latent violet
#

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

glossy sluice
# obsidian yew Why would Unity on output have textures of 10 MB size if they are much smaller i...

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>

glossy sluice
#

System Path

latent violet
#

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

glossy sluice
latent violet
#

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

glossy sluice
#

Can I try setting it to Unity's own one?

glossy sluice
#

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!

latent violet
#

@glossy sluice told ya😁... Glad it worked for you.... Now amma focus on my current issue 😭

glossy sluice
latent violet
#

It's a build error

#

I've tried and tried... My internet connection is stable but still

analog plover
latent violet
#

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. "

analog plover
#

That doesn't clarify it

#

Do you mean that there are 4 messages in the console?

#

Show what they are

glossy sluice
#

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.

latent void
#

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)

sturdy oracle
#

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?

iron acorn
sturdy oracle
#

I don't think that I have to make specific code but maybe can happend. Thanks.

latent violet
#

@glossy sluice @analog plover

glossy sluice
latent violet
#

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?

glossy sluice
#

You have to find it online a usual.

latent violet
#

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

glossy sluice
#

Yes, please go ahead.

latent violet
#

@glossy sluice what's the gradle version for 2020.3.9.f1?

glossy sluice
#

Think it's 6.1.1 😂
I saw this for 2020.3.20f1 though

latent violet
#

Am currently using 2020.3.9.f1

#

So I think my current gradle is 5.6.4

glossy sluice
#

This makes absolute sense because the last time I'd checked my Gradle version it was 5.6.4

latent violet
#

But Changing it 6.1.1......won't it have any effect?

glossy sluice
#

You should probably update to the latest.

latent violet
#

You should probably update to the latest.
@glossy sluice the gradle?

glossy sluice
#

It solved a bunch of compatibility issues for me, and it plays nicer if you're attempting to deploy to Play Store

latent violet
#

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?

glossy sluice
#

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.

latent violet
#

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

glossy sluice
#

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.

latent violet
#

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

glossy sluice
#

Are you using broadband or mobile data?

latent violet
#

Mobile data

glossy sluice
#

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.

latent violet
#

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?

glossy sluice
#

There is another method of course: getting a Unity Editor, creating a torrent and hosting that. Downloads are resumable.

latent violet
#

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

glossy sluice
#

That's right, you'll have to preload the modules. However, you can link to it from Unity Hub.

#

Using Locate

glossy sluice
#

Guess it's better to host that utility itself. It allows you to specify modules.

latent violet
#

Alright.... I'll try downloading the latest version of 2020

#

And by the way, what version are you using @glossy sluice

glossy sluice
#

The latest of course.

#

LTS.

latent violet
#

@glossy sluice is it 2020 LTS or 2019 LTS or 2021 LTS?

glossy sluice
#

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.

latent violet
#

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

glossy sluice
#

Sounds like a perfect use case for upgrading.

latent violet
#

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

glossy sluice
#

That would basically also be a solution for downgrading.

latent violet
#

That would basically also be a solution for downgrading.
@glossy sluice yeah

sturdy oracle
#

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?

rain leaf
sturdy oracle
#

I'll try. I appreciate your answer.

iron acorn
sturdy oracle
#

I'm installing all just one more time. Give me a moment.

sturdy oracle
# iron acorn Take a screenshot of the installed modules

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.

iron acorn
sturdy oracle
#

Okay, thanks.

latent violet
#

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?

latent violet
#

And can the new version of Unity hub pause download?

glossy sluice
#

Don't think so, not yet.

quartz ferry
#

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

#

Anyone know how to catch when a calling enters?? Because OnApplicationPause or OnApplicationFocus even with ios 14 are not get fired

teal canyon
#

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)

latent violet
#

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

normal valve
#

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?

timber ether
#

Hey folks, any one has an idea how i can fix this?

#

it won't let me build

timber ether
#

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

glossy sluice
#

Yeay it crashed again ^^

glossy sluice
latent violet
#

Help

#

@glossy sluice .....am still having build failure

#

I downloaded a new Gradle and but still didn't work

glossy sluice
#

Did you upgrade Unity instead? It should've gotten the latest Gradle then

latent violet
#

Wasted my data to download the new 2020 LTS version manually but I can't add modules

glossy sluice
#

You should've tried it from Unity Hub.

latent violet
#

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

glossy sluice
latent violet
#

😩

#

And I have a paid project to complete before on Monday

glossy sluice
#

Is it a contract or are you getting a salary?

latent violet
#

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

glossy sluice
#

Got it. Do you want me to set up a torrent for you?

latent violet
#

Got it. Do you want me to set up a torrent for you?
@glossy sluice what's that?

glossy sluice
#

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.

latent violet
#

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?

glossy sluice
latent violet
#

Have you ever used torrents before? Not likely I'm guessing.
@glossy sluice no

glossy sluice
#

@latent violet you have this setup file right?

latent violet
#

Yes

#

I have it

#

And Jeez... Is that your internet connection counting 25Mb per sec??

glossy sluice
#

Of course.

latent violet
#

Alright... Thanks

timber ether
glossy sluice
# timber ether

You'll need to provide details from your console, wherever that may be

#

Error logs too at that

timber ether
#

hang on

glossy sluice
#

@latent violet accept my friend request so I can send you the file.

timber ether
#

here @glossy sluice

glossy sluice
#

Are those files available at those locations?

timber ether
#

yes

glossy sluice
#

I have no real experience with XCode and iOS builds so I'll try to follow what I get online and the logs.

timber ether
#

this is the folder

glossy sluice
timber ether
#

it's in my desktop

glossy sluice
#

So I'm guessing it's Desktop/war

timber ether
#

correct

glossy sluice
#

I don't see those .storyboard files around, could you show them for me

timber ether
#

it's here

glossy sluice
timber ether
#

what do you mean?

glossy sluice
#

The file has .storyboard.xml as its extension. I'm asking whether that is how it's supposed to be or not.

timber ether
#

i think so

#

i haven't changed a single file

glossy sluice
# timber ether

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.

timber ether
#

ok, let me try that

glossy sluice
#

I can't guarantee that it'll work though.

timber ether
#

nope

#

this is really weird

glossy sluice
#

Those aren't the complete error logs. Try pasting the text here instead of a screenshot.

#

Do show me your files too.

timber ether
#
error: Build input file cannot be found: '/Users/bojan/Desktop/war/LaunchScreen-iPad.storyboard' (in target 'Unity-iPhone' from project 'Unity-iPhone')
glossy sluice
#

Just that one?

timber ether
#

they are the same error

glossy sluice
#

When did this problem start happening?

timber ether
#

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...

glossy sluice
#

I know, I tried finding this error there.

#

In this situation, you begin the thread.

timber ether
#

Apple just want's to make life very complicated

glossy sluice
#

But I want to confirm the status of your storyboard files

#

What exactly do they look like inside?

#

What is their extension?

bitter wasp
#

Has anyone have experience getting data from google fit to use for your game?

glossy sluice
#

You do use Git right?

timber ether
#

no, i don't

glossy sluice
#

Yikes

timber ether
#

i deleted the files

#

and it somehow builded

glossy sluice
#

welp, that's one way to do it 😅

timber ether
#

it said "build succeeded"

#

but nothing happend

#

i don't see the App on my phone

glossy sluice
#

did you also deploy it or is it just in package form?

timber ether
#

i just want to the test the app on my phone

glossy sluice
timber ether
#

no

#

i don't think so

glossy sluice
#

well if the build succeeds you get some built files, innit

bitter wasp
#

@timber ether are you running it on workspace?

timber ether
#

i think so

bitter wasp
#

Let me see the folder and what file you opened

timber ether
glossy sluice
timber ether
#

but i am pretty sure that those are not causing the errors

glossy sluice
#

they shouldn't, obviously

#

search for any app packages

#

anywhere

bitter wasp
#

I use workspace to build and deploy my apps

timber ether
#

it seems like those 2 things are causing the trouble

bitter wasp
#

Did you made it worked before?

timber ether
#

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

bitter wasp
#

Did you try generating a new xcode from unity?

timber ether
#

i don't think so

bitter wasp
#

Try generating a new one

timber ether
#

how can i do that?

#

i tried searching on google but found nothing

#

oh

#

you mean, like building the project again?

#

or?

bitter wasp
#

Yeh

timber ether
#

i have tried that

#

this is like the 6th build....

glossy sluice
#

Then your other option is to downgrade Xcode

bitter wasp
#

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

timber ether
#

sorry for asking, but how do i do that?

#

i am new to iOS development

#

i found this on google, but it seems outdated

bitter wasp
#

Try this

Assets --> Play Services Resolver --> iOS Resolver --> Settings.
I select from the drop-down list: Xcode Workspace - Add Cocoapods to the Xcode workspace.

timber ether
#

do i do this in Unity or Xcode?

bitter wasp
#

Unity

timber ether
#

Hang on

#

i don't see "Play Services Resolver" when i click on "Assets" in Unity

#

@bitter wasp

glossy sluice
timber ether
#

oh

#

where can i download that package?

glossy sluice
#

Use the package manager?

timber ether
#

yeah sure

#

but what's the package called?

glossy sluice
#

Play Services Resolver?

#

Try that. You will find the exact package name if you Google it too.

timber ether
#

i guess i will have to google it

glossy sluice
#

I know for a fact that the FB SDK uses it

timber ether
#

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

glossy sluice
#

Don't do that!

#

Use the latest 2020.3 LTS version.

timber ether
#

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"

glossy sluice
#

Try exporting a .unitypackage with everything you need, then create a new project in 2020.3 and import it there

timber ether
#

that would take a lot of time...

#

my game is quite big

#

this is really giving me a headache lol

glossy sluice
#

Just take this one last headache before doing anything

#

and for goodness's sake please use the latest LTS versions only

timber ether
#

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

bitter wasp
timber ether
#

i will check out the link

#

thanks

timber ether
#

IT WORKED

#

HOLY CRAP

#

thanks guys for the help!

latent violet
#

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

latent violet
#

@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

latent violet
#

@glossy sluice not possible

#

I'll have to do it manually

glossy sluice
stiff moat
#

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

iron acorn
stiff moat
#

dont use it at all?

#

is it just not a good app?

iron acorn
# stiff moat dont use it at all?

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.

stiff moat
#

thanks

iron acorn
#

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.