#📱┃mobile
1 messages · Page 43 of 1
the not-raw
Yup for Profiling code in update()
Playerloop -> Update.ScriptRunBehaviour -> BehaviourUpdate -> yourScript.Update()
FixedUpdate is the same only then instead op Update the FixedUpdate.ScriptRunBehaviour version
Check what it is in that stacktrace utily, Can also refer to something in your code
Open as much as arrows left of the name to see where it has high 'Self ms'
Thats the bottleneck
In your profiler
ok
like this
Yes, and you might find exactly what it is. Look up the profiler item name on the internet if necessary, then you know what you might need to adjust.
so i search stacktraceutility?
The higher 'Self MS' the more you have to improve it on
with 1 ms you have 1000fps
So it's not much. Only if you have 100 items with 0.29 ms, you are at 29 ms total. Then you are already much lower on FPS ;)
ok
but what is stacktraceutility because ive never messed with it
and the namespaces it uses are not unity.engine or like that
It's more like, if you want to run your app at a minimum of 60 FPS, and it's always over it, you can figure out exactly what it is
There's a lot under it. Strings creation, finding items in arrays etc
The easiest way is to look it up on the internet. They have a bigger overview
70% of what?
That could be. But from what I know it's part 0 at builds
So you shouldn't have much trouble with it. I think is through all the background parts like Inspector he has to update every time
And the Profiler itself can also provide a bit of extra work for the editor 😅
Is it possible to write into Downloads folder on iOS?
Or in other words download / create a file which user can open?
you can create a file with File.Create(). See the docs for usage, capabilities and limitations per device.
And maybe there's another way that I don't know
I know you can, another way would be File.WriteAllText(), WriteAllBytes(), ...
I am wondering about the path to Downloads folder on iOS.
Or not necessarily Downloads folder, but anywhere where the user can open the file.
@fiery condor hey is it normal for urp to consume 37%?\
um, no idea. I'm also kind of a beginner 😅
oh ok
But I recommend this. If you're at 200 FPS and consuming anything over 30%, I don't think it's a big deal. If it's at 20 FPS maybe it's better that it gets fixed
look sth weird is going on
im at 4 ms but on mobile the game runs at 6fps
and the it uses the 99% of the phone's gpu but 20% of the phones cpu
afaik, stacktraceutility is unity's tool/plugin to transfer adb logcat into unity's log, try to disable logs from playersetting
You should profile your game on mobile. And stacktraceutility is something that builds the stacktrace. For example for the profiler or the debug messages that you print. Deep profiling can cause it to do a lot more work, so profile without deep profiling first.
I'm sure that either your game is not really 6 fps or the Ms is way more than 4. You're probably mixing up numbers from PC and mobile.
Are you testing with unity remote by any chance..?
Did you try the suggestion in the error description and reinstall the build tools?
I am trying to send a http request to a server running in my local network from the unity application running on my android device. The code is as follows:
try {
request = (HttpWebRequest)WebRequest.Create("http://{someIpAddress}:{somePort}/");
HttpWebResponse response = (HttpWebResponse)request.GetResponse();
response.Close();
} catch (Exception e) {
...
}
Unfortunately an exception (only on android) is thrown with the Message: "Error: ConnectionFailure (mono-lo-layer error (10013))"
But I know my device and the server application are reachable. Sending the same get request to the ip and port within the browser works just fine
Anybody got an idea?
yes i did, still not working
Can you try to locate to C:\Users\Administrator\AppData\Local\Android\Sdk\build-tools\31.0.0\ and renaming the two files called "d8.bat" and "d8.jar" (or other value than 8) to "dx.bat" and "dx.jar" and try to build again?
Ok, I got my request working, but I encountered the strangest behaviour I've seen in a while. As my example did not work with the default System.Net package I tried the Unity Get Request suggested here: https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.Get.html which worked. I then tried my other solution with the default system net request and surprisingly it worked, too. I experimented a little bit and whenever I added the Unity Method definition from the docs WITHOUT EVER USING IT, my code works just fine. But as soon as I removed the definition it stopped working again. Got anybody an idea wtf just happens here, I am very curious?
what does this tell me?
can someone help with this sdk problem?
Hello I have a problem with admob in unity. I can only see test ads and not real ads
@mint pecan There's no offtopic media here.
Hey guys, is anyone here who is good in ASO and could take a quick look at my store listing? (google play store) 🥴 Also a few questions about it
Hey guys, is anyone here who is good in ASO and could take a quick look at my store listing? (google play store) 🥴 Also a few questions about it
@hollow sluice what's the name of your game?
Rust Clicker by ogstudiogames.
Looking for help with this (It's in beginner code) if this get's seen faster #💻┃code-beginner message
@hollow sluice ok...i saw your app.... First off the first 4 screenshot needs to be changed
Secondly, you need to avoid writing the name of the game in your app icon
And thirdly, your game doesn't have a long description.... Which is strange and bad
Any tips for the first 4 screenshots? What i should change? Should it be more eye-catching?
Why? Dont understand it.
So i should use the 5000 total words for each language?
Any tips for the first 4 screenshots? What i should change? Should it be more eye-catching?
@hollow sluice yes and it should be bright
So i should use the 5000 total words for each language?
@hollow sluice no... You don't need to use 5000 words for each language
It seems you're new to mobile industry... Right?
Right. It's my first published app
public AdsManager ads;
public PlayerMowement sn;
public void ExtraLifes()
{
PlayerMowement sn = gameObject.GetComponent<PlayerMowement>();
ads.PlayRewardedAd(rewardedAd);
}
void rewardedAd()
{
sn.speed = 30;
SceneManager.LoadScene(1);
}
How can i make this work from other scene i mean its working put its only working on player prefab?
I know this is more xcode related, but how do I use a bundle identifier that has been registered on app store connect in xcode?
I don’t use Xcode
Except for libraries and packaging. I kind of hate working with Apple…
Has anyone tried integrating Google Fit into their app?
my background music off when i click on pause button
it work in my laptop but not my mobile device
i called video ads when i press pause button
please help me
how do i make UI button movements for mobile touch, i never have had any experience with mobile development it's my first time, I don't want buttons i want to have joystick similation similar to pubg control scheme
it's simple touch on screen but i want to make movement through a fixed joystick UI button
Read the section 3
ohkm my bad
Hey, i cannot connect my phone to my mac with usb c, nor with usb c to usb 3.1 adapter
anyone else?
I have an android, on my old mac it works,
so while this is not a problem with unity rather my phone not being detected!
I can charge the phone
(Usb debugging is on)
What's the minimum aspect ratio most commonly supported for phones?
Like how often do people go below 1920x1080 (1.7777 or 16:9)
Aspect ratio greatly varies. You can skim through different devices in Window > General > Device Simulator
I recommend testing your UI to scale properly on wide screen, portrait and square. With that it is usually reliably robust
I'm using Unity 2019
Every time I try building to android, I keep getting an error that says "A failure occurred while executing com.android.gradle.internal.tasks.Workers$ActionFacade"
This never used to happen when I was using 2018 and 2017, why is it happening now?
I am using a custom SDK so I may build to Android 5.0 and a custom Gradle to fix a Resource Linking Error.
Here are the console errors:
Starting a Gradle Daemon
FAILURE: Build failed with an exception.
CommandInvokationFailure: Gradle build failed.
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.
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.
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.
I'm only working in a horizontal orientation, not both. The direction I've gone is to target a specific reference resolution that is the ideal one to play at and support kind of a minimum aspect ratio using the canvas scaler. The minimum aspect ratio is the point at which the UI buttons are squished together but not overlapping.
Canvas scaler is the right approach, try and keep it at 0.5. Or it may have unexpected issues on different widescreen configurations
Layout groups and layout elements usually take care of the rest, and then you don’t have to worry about the sizes nearly as much
Have someone know the reason about Xcode GPU Profiler Wait memory ?
The reason is bandwidth to large ?
I have the same problem can someone help me too ?
Do you have AndroidSDK installed?
Do you have a link to download it for Unity 2020.3.22 ?
you can download it in unity hub
click the 3 dots button, choose add modules and install it from there
Ok, so try that: In Unity 2020 go to Edit>Preferences>External Tools and see what path is there in Android SDK Tools field
Uncheck the Android SDK Tools installed with Unity and then you need to browse to find the ones installed with the 2019 version
it should be located in similar path (Unity 2019.4.32/Editor/Data/PlaybackEngines/AndroidPlayer/SDK)
I'm gonna try that thanks
Do the same with JDK and NDK
@warm adder Thank you very much it worked !!
no problem 😉
when i build my android apk this error occur help me
Hello.
So I have this script here (https://pastebin.com/r89weqdc) and it works perfectly. However, when I try to change from Input.GetMouseButtonDown(0) to Input.GetTouch(0), I get like a billion of bubbles at once
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.
And when I use the touch.phase.Equals(TouchPhase.Began) I still get lots of inputs
And an "Index Out Of Bonds" error
Can someone help?
Nvm, got it
Why is this not working? Below is the button script.
I want if i hold and drag the button, the Player should move accordingly. Please help!
public void OnDrag(PointerEventData eventData)
{
Debug.Log("OnDrag");
if(Input.mousePosition.x < 0)
{
Player.transform.Translate(-hspeed*Time.deltaTime, 0, zspeed*Time.deltaTime);
}
if(Input.mousePosition.x == 0)
{
Player.transform.Translate(0, 0, zspeed*Time.deltaTime);
}
if(Input.mousePosition.x < 0)
{
Player.transform.Translate(hspeed*Time.deltaTime, 0, zspeed*Time.deltaTime);
}
}
For one you have < 0 twice, probably you meant one of them to be >
but it won't help much because Input.mousePosition.x is always positive (or zero) so that won't do what you want
You need to save the mouse position in the OnBeginDrag event and then compare the current position to that in OnDrag to get the drag direction
Nothing is working, actually. None of those if statements!
btw your username and pfp is very cute!
Hi,
I am downloading a file and saving that file into android device and I am getting a error in android that - UnauthorizedAccessException: Access to the path "/storage/emulated/0/" is denied.
Anyone know how to fix this or how do i get access of any android device ?
will on mouse down work if i clikc on mobile screen?
you need to compare between the position when the player first touch the screen and current touch position
simply checking mousePosition most likely wont work, not to mention that you are checking if mouseposition below 0, which is practically out of the screen
afaik, an app only allowed to save to their own application folder, if you want to write to other folder, I think you'll need to ask WRITE_EXTERNAL_STORAGE permission first
Ok
mouse clicking is basically the same as touch screen tapping yeah
oh ok thx
anybody using Testflight + Unity Diagnostics User Reports?
can you please help me in how to do that? I am trying from 2 days but am confused. I am new to Unity
please help. I just wanted to build my game for testing 😢
anyone knows how would it work if i made a multiplayer game on android and published on play store, does google host my game or do i need to have my own server?
Play Store won't host the multiplayer server.
Google will distribute your APK/AAB file and updates to user(s) android phones. If you need a multiplayer server to host the gameplay, that's on you.
Whenever I build my 2019 LWRP project to android, the integrated post processing looks like this
Definitely don't do that, it looks terrible 😄
lmao
I am developing the clone of a famous play store game named "Join & Clash". For that, I need to replace a still gameobject with another gameobject, that is, my player itself with its properties, as they get triggered. How do it do that?
I cant give you the full source code
but these links could give you a good start
https://docs.unity3d.com/ScriptReference/Input.GetTouch.html
https://docs.unity3d.com/ScriptReference/Touch.html
https://docs.unity3d.com/ScriptReference/Touch-phase.html
Please help with this one now, the msg above yours.
this one!!!
Sound like a question for #💻┃code-beginner.
Did you even made an attempt?
its colliding (although glitching when colliding) but when do it forcefully, then it triggers itself and passes through lmao, wtf is happening?
This kind of bugs are often related to your movement system. Either way, it's not related to this channel. Ask your question again in #💻┃code-beginner and share the video + relevant code.
I'm getting a MissingMethodException for AddessableAssets.Initialization when building to iOS. I have already tried disabling "Strip engine code" as that was suggested online, but that has not fixed it. What should I do to fix this?
I have parented the black statues with the player as soon as they get triggered.
But this is the problem
why is the original player getting so biig and the clone is slipping away when stopped draggin mouse.
I just want the black statues to be destroyed when triggered by the player and instantiate the player there and they should move together after then. Please help!
why is the original player getting so biig
Check the scale
clone is slipping away when stopped draggin mouse.
because you are using rigidbody and forget to reset the velocity
And as said above, these are not mobile specific question, try asking in either #💻┃code-beginner or #archived-code-general
So, I have integrated GPS saved game, I make it so that when user doesnt have local save data (like fresh install), I get it from remote/cloud saved game. This works just fine I guess. (Though later I might add popup to let user choose to start new or load from cloud)
Then when I save progress, I also save to GPS saved game for some critical save point(like after In App Purchase), the problem is the save data doesn't get pushed to the cloud reliably.
I made a test that after the progress get saved to GPS, then I delete my local data (by clearing data storage), the loaded data are either old progress or one save behind.
Is there any way to ensure that the saved data get pushed to the cloud/remote GPS?
Gah, nevermind...
It turns out that I forgot to save after player watch ads to get additional in game currency, which I use to test the savedgames...
any android builders here?
been stuck on this access denied error for a couple days now and cant build - AndroidPlayer\SDK\tools\bin\sdkmanager.bat', CommandLine='--list', CurrentDirectory='C:\My project1', Native error= Access is denied.
any help would be appreciated
unity 2021.2.3f1
Any tutorial about moving left and right when touch on these region?
my movementIndicator always show "No touch detected". Is there got any mistake?
your script will always have "No touch detected" even if there is touch, you might want to use if-else instead of just if
Hi! I need to use Unity Remote 5 for my projects on Android and iOS. I managed to use it on Windows but my work's PC is running Ubuntu. Has anyone made it work in Linux and if yes how?
All my materials turn pink when I switch to Android platform. WHY?
Most likely unsupported shader, there should be some error logs in the console, and the corresponding shader inspector too
http://pastie.org/p/0OeubSy8CSxc4XStNa1piW (can someone help me to make the shoot funtion when button is clicked?
anybody with a little experience with appstore purchases?
just a little doubt
Im starting to play with the IAP's
and i was wondering if for EVERY single purchase i have to declare a separated productID in apple store connect
I find this quite strange since there are games with hundreds of purchases in them so I'm guessing internally the games will have some purchases that use the same purchaseID
for example if i have a purchase id that gets a weapon i would call 'GotWeapon101' for 0.99$
but i would add this product id to all my pistol weapons
Is this possible?
Can someone tell me whats wrong here
Lol just had this problem
What API are you building to? Which SDK modules are you using?
@woeful comet api31 sdk Android sdk and ndk and Open jdk
Hmm
Shoud i try api30
Ok i from unity
Then, toggle your SDK and ndk on and off, then immediately restart your project
That should work I think
Click the check marks next to them
You mean im the external tool
One last question shouf i change Target api level
Ok
Change it to highest available
I mean i need to change Target api not minimum target
Yes the target needs to be "highest available "
Ok
If the custom SDK gives you an error, use the built in unity on, but use gradle 5.6.4
Oh wait you're using 2020
Uh... it should still work I think
When i put api level to 31 it gives me this
But when i update it nothing hapends
In that case you may need to install one from Android Studio
Aaa ok il try can i add you as a frend on discord
Uh ok--
@woeful comet I whant you as a frend if i stuck somewere els
Better anyone than Nowone
Ahhh lol I feel that
Whenever I build the Android version of my game, the screen always looks like this. When I disabled Post Processing on my camera, however, the screen renders perfectly!
Why is this happening, and how can I fix it so my game can have Post Processing?
Hey, so I'm working on a game and I'm using the humanoid rig system in order to share animations. Mostly because the characters have different proportions.
I'm having an issue where building it works fine for my computer but on mobile the characters are missing, I know the prefabs are there because there is a fake shadow card that is still showing up.
I've set the rigs to use only one bone as well as to be game optimized. Animation seems to play fine when on the computer so I don't think they should be doing anything differently on mobile.
I don't think the materials are the issue either, tried swapping them with defaults and still nothing.
Is there some kind of issue with the humanoid system?
see the console for details
well? what the console says?
has anyone tried the new Unity Mediation package?
the instructions say to uninstall the old unity ads package, but then on the website the instructions say to implement Unity Mediation, you have to install the advertisements package?
Is Unity Mediation the same way to implement for developers, just different on the backend?
ok I found the documents for implementing mediation in code, but my unity adapter is still uninstalled. Is there an extra step i have to do?
@mint frigate this channel is the right place to post your question. #archived-unitytips is not for questions.
ok thank you
sorry
i aam trying to build for android and i get this mesage
any ideas y?
so there are these mising sdks
but i am pretty sure i downloaded and installed them some time back
at thaat time... the building process went forward but kept going on for hours
it was as though the process was going through every file on every aset folder for some reason
had to presss ctrl - alt- del and end unity....so yeah thats my history with publishing for android.....pls help....
aam a teacher....need to get this quiz app to my students soon
😦
Have you got Android Studio?
No it something you download on your desktop
u mean an independent prograam?
Trying to quickly find out for you
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Try the Android Studio first and if that doesn't work, let me know
so this mesage
Answer by JavierRuidoRosa · Jul 09, 2018 at 04:33 PM
The Unity Android extension provides the tools to compile Android APKs with no effort, but it needs access to the Android SDK, which must be downloaded separately. The easiest way to get and update this SDK is through Android Studio, and the other way is through command prompt and downloading the android tools package from the Android Studio download page. I recommend the first option.
@ The easiest way to get and update this SDK is through Android Studio,
can u tell me how that workss
so first i install Android studio and then?
am currently downloading it
Have you downloaded all the Android support and SDK, JDK and NDK for the Unity version?
so thaat wat i thot andorid tudio will help me with....or shud i download the sdk aaand jdk first?
and how do i downlod and install them?? i mean from wer
quick question, if I turn on unity ads in my app, does this mean my app is collecting data and being shared ?
Quick question
What's the expected result of calling QualitySettings.vSyncCount = 0?
in terms of what framerate the device will run at after you call this
How can I keep a track of the number of gameObjects i have with a certain tag? please ping!
Just want to bump this up, does anyone know how the humanoid system works with mobile, I'm pretty sure the quality settings don't remove any bone weights. I'm pretty stumped on this.
The humanoid system does have platform specific settings under quality.
I suspect something else is happening though. But it can't hurt to change the Android settings there to match desktop
Vanishing usually is shader or format compatibility - which would usually appear in the Unity logs
I'll dig around the logs and see, I'm not exactly sure how to view logs from the android build though. I don't think the material should be causing issues, it's used on the environment as well, I'll look for the humanoid quality settings as well.
I kind of doubt it has something to do with shader/material too, if its incompatible, it's usually goes pink.
It might be that the mesh bound is out of fustrum, but it should also happens on desktop. But you can try to set the skinned mesh renderer bounds larger and see if that's the case
Install logcat package to see the device log console at runtime.
Thanks, I'll be sure to install it when I get back onto my work computer.
Mmmm I'm not sure if the renderer bound would cause an issue. I'll check it out and see though.
hey any one know how to run a webgl using Tiny Mode in Mobile?
where we scanned the QR code and the game started in Mobile?
Hi. I want to make a portal which is made by a camera rendering the 2nd world inside the portal. The problem is that my fps drop from 60 to 30 fps on mobile. Is there any way to optimize this on mobile? Even when I make the portal camera render just a solid color it still gives me bad performance.
hello everyone. i need some help as i have no clue on waht to do next. i made a simple 3d game of some low poly decors and some fishes. camera view never changes. fishes swim in front of the camera.
performances are abysimal on an old tablet. i checked the "batches" as it seems to be the draw calls, i got them from 350 to 50 by changing the decor to static. i removed all my post processing effects. the performances are still abysimal. id ont know what to do next. even my fader screen is slow and laggy.... please. elp 😦
i have tried to remove everything from my scene (assets AND scripts), i still have 5FPS...
What device are you running this on
lenovo tb-x104f
i have made a new project, a plane, a cube => 20 fps
made a new scene, 2 planes with nice textures : 10 fps
is it really the tablet?
Sounds like it. You can try cranking down the quality settings but if you need it to run on that it might be tough
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
float fps = 1.0f / deltaTime;
fpsText.text = Mathf.Ceil (fps).ToString ();
this is how i calculate the fps
im not sure i understand how to lower the quality. simply set the default (green icon) on very low?
ok i can get 20 fps with my two planes, when on very low... lol
how come i can run other games with way more fps? thats what i dont understand
That would depend a lot on how the games are made
Either way I've never worked with specs like that so I can't tell you much else than search for optimization tricks
can i release a game on the android app store if it cant run on shit tablets?
any way to test my game on older hardware? i only have old shit tablet... other phones are new and game run smooths
Not really, this is why mobile game studios have whole cabinets with android devices to test on
thats what i feared. ok thank you for your time!
Here's a nice article though https://blog.unity.com/technology/optimize-your-mobile-game-performance-expert-tips-on-graphics-and-assets
thanks i will read it. but i fear there isnt much to optimise, its a VERY low poly game
and just have 2 planes im allready at 10 fps 😄
Things like settings might still make a difference
Anyone that has noticed issues with iOS (dark/light) mode showing different graphics after Unity 2020.3.23f1 ?
Finally figured it out. Turns out it was unity stripping out skinned mesh rendering. A game object with the class added to the boot scene fixed this. Thanks for the log tip.
I have been using CloudOnce to implement cloud save functionality in my game. Everything was working fine until recently. It's probably because I have activated Unity IAP and imported the Google Play Games plugin in order for it to to work. And now I have two GooglePlayGamesManifest.plugin files, one in the CloudOnce folder and one in the GooglePlayGames folder. I cannot build my game with both files as it complains that they have the same name. But if I delete or change the name of one of the two, I lose one of the two functionalities (cloud save & in-app purchases).
Is there a workaround to this?
When there is a touch on-screen object should move forward and move backward when there is no touch. But not working as intended. Nothing happens on touch worked fine on key input before.
Could someone help me on fixing these UI spacing issues so that I can have my different menus side my side to not have any void spaces so that it can be scalable and seamless across multiple different devices, I'm using clash quest menu as a guide
found the problem, sorry for the trouble 🥲
Why not? As long as it runs on recent hardware, I dont think google actually cares if it cant run on really old ones.
Hey guys, question -
I wanted to integrate FacebookSDK into my game for leaderboard etc
Can I integrate it while being on internal/alpha test phases?
Or does it require me to publish the app first?
Touchphase.began will only be true for a single frame
I made anAR app for android. How much will i need to change to build it for ios?
If you use AR Foundation it shouldn't need a lot of work (if any depending on the features used)
Went with ARCore - I think i've heard that it is android exclusive?
That is correct. If you can port it to ARFoundation it should just work, but there are some feature differences
Does anyone know how to fix this problem in google console ```cs
java.lang.IllegalStateException: Cannot perform this action on a sealed instance.
i have a question about the advertisement systom with google admob.
cuz now i only have test formats
but how do i get paid and put those ID's in my game?
also if anybody needs help with publishing a game on mobile i am here for you
how did you get the simulator panel?
hi, i have an issue with my controller, i ll use unity input systeme and a joystick ( i try to use 2 button too) to move a 2 d character but he was lagging / he move but not all time (i bind some input for testing on computer who work) i dnt understand, sm1 can help me ?
I want to make a game on Android
Can someone recommend me an up-to-date or a recommended YouTube tutorial?
@grand garnet Ripping and decompiling is not allowed on this discord. You'll have to find help elsewhere.
Why? If its allowed then I can get help?
Not* edited.
You can find it in Window > General > Simulator, then just move the tab wherever you like
Can you send me your snippets of code and script references? If you could record your screen showing all of this and what issue you're experiencing then maybe someone here can help. I have a few youtube tutorials that helped me with getting input for android/ios.
Android Input Help
Fixed Thanks
It's a Unity Asset Pack
Hi there, I have a strange problem with my app. The app is running for 2 years already on the stores, and after updating this year some of the users started reporting strange behaviour (the app won't work basically). We couldn't find a bug on the apps end, and eventually asked our client to send us his device. After checking logs we've got
E/Unity: Curl error 51: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_EXPIRED
We've got SSL set up on the apps backend, and also, this problem doesn't occur on devices we use for testing, both iOS and Android. The phone that doesn't work is Samsung S6 with Android 7.0.
As far as I googled, this is something on Unity's side, but why wouldn't this work on one device but work on the others?
Ok, I think I found it https://forum.unity.com/threads/curl-error-51-cert-verify-failed-unitytls_x509verify_flag_expired.1176929/#post-7548508
Can someone please tell me how do I use Unity 2021.2 build setting like patching ?
hi , is there any person that takes crash on ios 15 with firebase ?
i have ios app with firebase but on ios 15 or upper versions it crashes on 2nd times..(except first open)
how do i hide the navigation bar on android devices when my game is opened?
Anyone here use polybrush for their terrains on mobile?
I need to some help. I switched to the latest unity 2020 LTS from 2019 LTS and the latest iOS build is behaving differently. On a new iPad is looks like the colors are inverted while on a older iphone X, it looks how it should be.
I am not getting any relevant information via google searching
2019 LTS build worked fine on the iPad
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputSystem.OnScreen;
public class JoyStickController : MonoBehaviour
{
public GameObject JoyStick;
private OnScreenStick JoystickComp;
private Vector3 BasePos;
public Vector2 JoystickPos;
[Space(20)]
public Text ScreenText;
public Text JoystickPosText;
public void Start()
{
JoystickComp = JoyStick.GetComponent<OnScreenStick>();
BasePos = this.transform.position;
}
public void Update()
{
//teleports joystick to wherever first finger touch is detected
if (Input.GetTouch(0).phase == TouchPhase.Began)
{
Touch touch = Input.GetTouch(0);
//disabled and enabled the component so touch is detected after it teleports
JoystickComp.enabled = false;
//teleports joystick widget to new touch location
this.transform.position = new Vector3(touch.position.x, touch.position.y, this.transform.position.z);
JoystickComp.enabled = true;
ScreenText.text = touch.position.ToString();
}
//Returns joystick to its original position
if (Input.GetTouch(0).phase == TouchPhase.Ended || Input.GetTouch(0).phase == TouchPhase.Canceled)
{
this.transform.position = BasePos;
ScreenText.text = "No Touch Detected";
}
//converts joystick position from original position to be in a range of -1 to 1 for character controller reasons
JoystickPos = new Vector2(JoyStick.transform.localPosition.x / JoystickComp.movementRange, JoyStick.transform.localPosition.y / JoystickComp.movementRange);
JoystickPosText.text = JoystickPos.ToString();
}
}```
im having an issue where if i flick my finger on the screen, the joystick widget moves to where its supposed to but the On-Screen Joystick doesnt actually face towards where the finger is at after it flicks. any help please? been struggling with this for like 2 days now
heres an android APK if u wanna test for yourself
i meant this one
do I need a mac or mac virtual machine in order to build & publish to ios?
Yep, you need to run Xcode.
thx
I need help with the quality of my assets. For some reason it looks good on the unity editor but when I hook my phone up to see what it will look like its all very low quality and looks like shit. Any help please?
There are several things that could be influencing that: quality settings in project settings, individual asset import settings (for the right platform) of the assets with the issue, compression settings, something else.
Either way hard to say, without you providing more details/info/screenshots.
hi.......i am building for android...but switching platforms takes sooo long?
is dat normal??
am at 1 hour 17 mins currently
I'm receiving the following error from the Play Games Plugin.
DEBUG: Authentication failed - developer error
I've checked every setting and everything seems to be setup correctly:
- Enabled Play Games in the Play Console
- Added testers
- Correctly copied SHA-1
- App ID in AndroidManifest.xml
What am I missing?
It mostly has to do with how many textures you have in your project. It has to go through them all and change their compression format
so this kind of time line is normal???
@quartz kernel also can u pls tell me how do i change the unity version from inside the project??
is der any way to speed up this process??
there seems to be a function called TEXTURE COMPRESSION...
can i opt for OVERRIDE....will that be an issue??
Yes if your project is big it will take a long ass time. The only option is to do the same process when you build rather than when you switch platforms
You can change your unity version from unity hub
ok thnx
I m building a 3d android game - third person shooter.
Game seems choppy and difficult to play on my phone,
What wud the best compression settings in these areas on build ui??
a.Texture compresion
b. ETC2 fallback
&
under Asset import overrides
a.max texture size
b.texture compression etc
i tried these settigs and at 30 mins we dont seem to even hve started yet
wen with default settings we built in 30 mins earlier
guess i forgot to click on apply overrides
am a teacher with some students waiting for this quiz app.....all help appreceated muchh..:)
🙂
hey does cinemachine cost a lot of performance???
It shouldn't, no.
How can i make game only horizontal not to be vertical and horizontal?
In the player settings under Resolution and Presentation:
in unity latest version.....the text on top of some of the buttons seem to be missing
if you notice ...no play icon
no pause icon
etc
and many other buttons have their icons missinng
how do i fix this?
is this a BUG?
Try a different version and see. However, I'm on that same version now and have no issue.
No such issues in other versions
the thing is i hve my android sdk and jdk downloaded for this verion...wud hve beenn great if there was some way to fix it
@neon thicket
You can download those modules for any version you have.
i was unable to download for 2021.1....as in the hub.....the 3 dots next to 2021 version dint hve jdk...sdk module downlod option
It didn't have Android Build Support? 🤔
Did you install that version through Unity Hub? :
You might have not. Only versions installed via the hub have access to modules.
You could remove and reinstall it through the archive.
https://unity3d.com/get-unity/download/archive
Find your version and choose the Unity Hub download option.
How to fix my video is strecht in some devices.
Android builds are almost twice as big in 2020lts for me...
reduce your textures to 512, you cannot really tell a difference from 4k to 512 it will reduce the size by half at least
Oh yeah I got the max set to 1k in 2021 and 2k in 2020, nvm haha
And it's for the quest 2, so it is very noticable (:
If I build in 2020 lts for the Quest 2 I get the error:
A task failed. Check the tasks screen for more info. 1.6a 2020.apk: : /data/local/tmp/_stream.apk could not be installed [INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed to collect certificates from /data/app/vmdl1858644328.tmp/base.apk using APK Signature Scheme v2: integer overflow]
When installing the APK.
Android v23 is selected and Oculus Integration and XR plugin are to the latest
Does your build path have any spaces or non-unicode letters in it @sleek eagle?
Nope. It does work if I build with 2021 to the same folder
And the oculus XR settings are the same?
Yeah, not much to change. Android is on and xr on startup is on.
Just want to follow up on this in case someone else runs into this. The issue is related to the Light mode of iOS. When iOS is on dark mode then my app works correctly but when it is on Light mode then it shows all white (left).
the temp solution is to add
<key>Appearance</key>
<string>Dark</string>
to the info.plist file in the ios unity build
I have easy mobile pro. is this any good? compared to the ones that most people seem to be talking about for android and ios. i want to really only do leader boards
others being Gamesparks, PlayFab or ChilliConnect
Hey so in my game I have level importing but I want open with functionality for Android, how can I make it so Android knows my game supports the .rtnlvl format?
Yo guys, is it okay to use windzone for mobile games?
Sure, why not?
hey, i have this weird issue where there are artifacts on my sprites on iOS, but not in the editor or on andriod
any ideas?
What Unity version? URP or built in?
Looks like transparency is bugged
seems like iOS strips color information on transparent pixels, try removing compression or changing texture format
Hey guys. I am working on android 12 and trying to get the logs for when app is closed. The OnApplicationPause nor OnApplicationQuit seem to be being called. any suggestions what to try or to do here?
hi , how do i rotate a 2d player by touching/dragging like in slither io game ?
Maybe with LookAt?
ok i wil try it
im trying to connect my phone to unity but it tells this : https://pastebin.com/yPvbqxMN and this https://pastebin.com/ns6t0psp
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.
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 can i fix that
nvm i got it
i still get this 1 https://pastebin.com/yPvbqxMN
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.
ok i got it
Hey when I try to build to ios with the latest unity version i get this error
how do i fix it
I've tried using multiple different unity versions with no luck
cant seem to find anything online either
Ok just deleting those lines works
but from what i understand i can't run my games at 120fps
which is fine for the type of game im making
How to implement google sign-in? Also is google sign-in with Firebase a different method? Im kinda confused about it
@glossy sluice there is no job posting here.
Where i post them then?
On a server that is not this one
Oh rip
has anyone tried the new Unity Mediation Ads?
Some of my users are getting black screens when the ad is supposed to load sometimes
if anyone has properly implemented unity game services, can you ping me?
!ban 826007935242993675 Scam
RaYaN#3824 was banned
guys what icon will be displayed when my game is downloaded from google play if it is different in .aab file and in google play project
My app didn't open when installed how do I fix this?
check for your storage, sometimes that's the reason why
My app didn't open when installed how do I fix this?
I have storage but it didn't open
Is it diffecult when you have a 2d pc platform to transform that to a 2d iphone platformer everything the same? Just only changes in the controls, is this possible or do you have to make a whole new game when making it for iphone or android??
Sure, it's possible.
See the error in the logcat
Which ? In unity console? There's no error in unity console
What are the biggest factors for performance in mobile?
Has anyone made an App Clip with Unity? Can't seem to find much documentation about it. Is it possible? Is there a guide somewhere?
No, the logcat, either using Unity's logcat plugin or via adb logcat
Ok
Currently it isn’t, you could use Unity Tiny, as we do for Android App Previews, but it isn’t supported so you’ll need to really know what you are doing to make it work. You’ll essentially need to write some direct native code in tiny.
We do ours outside of Unity in swift but included in the project - the demand for it is pretty small though and it’s not something I want or enjoy doing.
But the other option is to just create it in swift and bring your game in using Unity as a Library
What is Tiny exactly?
Saw it on the forums but it wasnt too clear for me
how can I check if the user has said yes to my permission request on iOS?
Specifically permissions that are not webcam or microphone (which have a userauthorization constant)
It's a special version of Unity for creating very small games, so it can be compliant with Facebook ads games, small Android preview games etc. It's what you use to make a Unity game smaller than 10mb!
Tiny is yet another half baked Unity feature that will probably never reach production state.
Yes this is probably the only way, making a swift barebone and then pulling in Unity as a library.
Hi all,
I have a tools-related question. Say I have a mobile app that requires a backend for things like game state. But there is no multiplayer, just backend-assisted singleplayer.
For scenarios like that in the past, I used to roll my own backend server based on Python + SQL database or something like that. Recently, I've seen a lot of "backend as a service" solutions pop up that seem to perhaps simplify backend management and development.
That got me thinking - when working with something like a managed backend service, how can developers make changes to server & client-side code at the same time. In the past, with a manually written server, I would just run a localhost server and I could just make changes very quickly. However, with a managed backend, I don't think I could do that. I would like for many developers to work in parallel without needing to worry about what other people are doing. Is it possible to set things up so that every developer gets their own exclusive backend test version? How do people organize work with managed backend services like that?
Platforms, like playfab, let you run server side scripts. But they are restrictive and mostly focus on smaller indie projects.
Playfab is free during development - I'd encourage creating an account and exploring the features.
That said, there are a lot of other ones - gamesparks if you want something more expensive, or nakuma if you want something fully open source.
For anything bigger than a 2 person dev team I prefer to roll my own
I see. Basically, I think I couldn't live without being able to quickly make changes to the server side as I iterate on a new feature. As I indicated that's easy to accomplish for custom backend - I can run a backend server on localhost. However with a managed backend - not sure. When multiple ppl work on changes to the backend it would be easy for them to step on each other's toes with a shared test backend instance. Therefore I would prefer a setup where each developer has their own private version which they can mess with at will. But unless there is some support for such a workflow it seems like it would be a bit of a nightmare to manage.
I just started a project and got this error almost immediately. Is there any way to fix it?
Okay i found the problem behind this, but how do i know what android NDK to install?
Well, to be fair, there isn't as much to work on. They have their leaderboard, score etc systems in place already and you can't do much to manipulate those. The only code you can typically write is the additive layer stuff, so if AchivementX is reached, ScoreY is adjusted. Most BaaS, you don't usually write custom scripts for, as you are usually just using the built in stuff.
It's intended for friend rankings, achievements, unlockables, score tracking, and easy account management and oath stuff
Okay, fair enough. In other words, this doesn't really seem all that useful beyond very basic use-cases. Gotcha. I guess I had an image in my head of those services being more capable.
Maybe, I don't use them all that much. Only for sporadic projects. But check the feature set and make sure.
I think if you have a team of >2 working on a commercial game though, there isn't much benefit to using playfab etc except for ease of account systems and such.
Our studios pretty big (~20) but we only have 2 folks who touch anything backend / server related. It's just a low priority thing for where we operate and the 2 folks have it down pat. So playfab handles some of our projects where we need a quick score tracking account system - for example some of our language apps and some of our arena games.
I'm typically use something like playfab for client projects, as we need to deliver it over to them after and I don't want to teach them angular or react :R
But working on some of our multiverse or large large open world stuff, storing tile and zone information etc - it's just not a good use for that. And I don't want to give a third party company vendor lock over our data for big titles
Hey, not sure if this is the right place to write this one.
Im making a 2d game for steam and I currently work on an full hd 1920x1080 screen. I will definitely make the game for mobile as well. But Im not sure about the dimensions of the screen I currenlty use, nor for the ones that i will need for the mobile apps. What should I do?
Hey, I have an odd question about old Unity version 2017 and Android. I have to update an old project to have it running on new devices, but from what I can see there is no way to setup target api level to 30 or higher; 29 is the latest I have in display. Can someone tell me if it's possible to use newer levels, or maybe it's just impossible in 2017? Also, is there maybe some link where I can check what Unity version can build for what targets?
Is it possible to sream live video from camera of one phone to another phone in two unity apps in local network?
Hi, is it possible to sign a different Unity project with the same key for Android? Because I want to recreate my whole project but it seems like I can't sign my new project with the key I used for my old project.
I think as long as you reuse all your bundle identifiers and stuff and it has the same name, it should work
Thanks, any idea how I can do that?
I basically wrote what you gotta do, the rest is google
Alright I'll Google, thanks.
I see the android player for my oculus quest 2, but no data shows (not logs)
Does anyone know what this can be?
unity 2020.3
Do I need to pay a licence or something to download my own app?
I use an iPhone*
Hello guys , i have a problem with Unity IAP, basically , in editor it works but when i build it and test it it says that is not initialized. I used a codeless tutorial with automatically initialize UnityPurchasing (from IAP Catalog)
If all goes well just for free. I just don't know how to connect PC and iPhone. Android can simply be done with USB and then build and run
anyone integrate admob? i have an issue where interstitial ads show up in editor but not on the final build
nvm, works now no idea why
anyone using admob?
I have reward ads in my game and it just got approved in admob
but in the game it doesn't play the video, it only takes you to the end of the ad so you can skip right away
do I need to update something ?
guys is that true that rewarded ads are prohibited by Google Play if targeting in console is to children 3+?
if anyone has interstitial ads working on a game action, can you ping me? or should it only be on a button?
Is it possible to sream live video from camera of one phone to another phone in two unity apps in local network?
I am using Graphics.DrawmeshInstancedIndirect in android its working on my other 3 devices but not working on samsung galaxy s21
I have:
- The lastest version of Unity
- Selected IOS as platform
- iTunes installed
- Unity remote 5 on my iPhone
why can't I select "any ios device" as device to test my game?
i also restarted unity a lot of times and it doesn't work
help please
connected via usb ?
Been there 😄
What is showing in the Editor Setting of Devices?
Only the option of “any android device”
You are sure you are in iOS platform??
Yeah I just thought its only showing the platform specific devices as selection, my bad. Well, I can only think of wrong cable or port not working, maybe the cable is not transferring data but only power? Or some port blocking on your pc
Or unity 😄
Maybe I connected the usb to the wrong port
It might be that because there are different sections of ports
And the function for different things
I’ll try that when I get home
Ye that could be another issue. I would try a lot of combinations on hardware first to check. Maybe even install a blank unity on another pc and see if that is working.
Is it possible to transform my 2d pc game to a mobile game?
It was that :D
wait, no D:
now I can select iOS, but when I press play, it doesn't work
how did you learn
You can find learning materials pinned in #💻┃code-beginner
oke thank you
Great you got it working 😄
How can I get rid of sdk, jdk, ndk, gradle missing errors?
When I try to import android modules it says the modules are already there, also tried completely reinstalling editor version but I still get the same errors. I checked for the sdk, ndk,... modules in the editor version's files and they really aren't there.
More description please, how did you install it, whats the exact error?
I installed it from unity hub, also tried from the separate editor installer
when I open preference settings, it shows that sdk, jdk, ndk and gradle are missing
hey guys, anyone have problems with ios and 2019.4.33? some of our colors have changed, and I have no idea why, on ipad it's fine but on iphones like camera with black solid color is white?
any ideas maybe?
nothing is mentioned in release notes
Do you have the sdk and nsk installed with android studio I think it is
ok I tried building with 2019.4.28 (the last version we had before upgrading) and it's fine so it has to be something with unity 😄
Try to debug log the color, does it differ from the one on 2019.4.28 ?
@sacred creek em, it's white where it should be black (on camera solid color)
so yeah it differs a bit 😛
tho the strangest thing is, it is fine on ipad but not fine on iphone
very very strange
hm, weird test, try to set it to red and check on both
tried debugging if there's some missing shader and unity didn't complain
yeah I will try, but now I am going first to make a build and send it to appstore, as we have this version uploaded
over weekend 🙂
Oh alright 🙂
gonna try to pinpoint at which version this starts
now the only information I have is .28 is fine .33 not anymore 😄
So it is with .3 I guess. I would just try to set the color again or some weird color to check if that differs to/inverts, whatever 😄
well it's not just this, I can show you example
tho one image was taken with a phone not screen shot 😄
this one is correct:
taken on ipad, yeah I know but I don't have slack or anything on it and I was too lazy to plug in cable 😄
and this is wrong
(all iphones we tested on 6, XR and 11 I beileve)
tho I said, this looks now like a snow theme, so no panic 😄 😄
😄 well this really looks weird, yes. Do you have any OnAfterBuild stuff / scripts going on?
nope
How could I do this?:
2 buttons (one for each player) and whenever you click your button, it adds points to you
the first player who reaches certain amount of points wins
I don’t know nothing about C# right now so… help?
I have already done a main menu with a play button which leaves you in the play scene
And I made the buttons for each player already
- Create a counter variable
- Increment said counter when you press a button
- Check if counter is equal to some target value
If any of that is over your head, then you need to do some learning of the basics of programming. There's tutorials in #💻┃code-beginner.
You have to rebuild projects in the latest xcode after the iOS 15 update I believe.
hmm apparently also getting crashes on 14.8
Hi, i have a problem. If i build for mobile phone(android) some of my buttons which instantiate stuff are working and some are not. I read somthing that the prefabs that i want to instantiate must be in special folders. Anyone knows sth about this issue?
I understand that logic, but don’t know how to do it
I will ask there, thx
The point is, it's a beginner concept. You can ask, sure, but you're going to be directed to learn the basics through tutorials. As I said, there's tutorials available in the pinned section of the beginner channel. Use them to learn.
Case in point. 🤷♂️
Lets learn then :D
Any learning is good learning for a beginner. Do the tutorial and see if helps you on the problem. 👍
is your black color's alpha = 0?
Is there any IAP plugins for unity 2019.2 that use Playstore IAP Lib v3 ? Or I have no other option but to upgrade my unity version?
@rain leaf on top its total black without alpha others are with alpha
Can you release to the apple app store without a mac which runs Xcode?
You need a Mac to build the game, either your own or one in a cloud service
it's also going to be very inconvenient if you can't test the iOS build in any way even with an emulator
I have a 2012 mac that cannot run Xcode due to it being too old. It seems like I need Xcode for it, so I need to buy a new mac?
yes
Hello
I have an app that is ready to publish but I would like to add ads to it. I am not American nor do I work for Americans, I live in Europe.
But whether using Unity or admob, I have to fill out a W8 tax document ...
Can someone help me figure out if I'm going to pay American tax?
So let's imagine that the ads for my games bring in 10 € (I'm very optimistic but it's for the example ^^) there are 30% who go to Google because app on the play store + still xx% for the state American?
Sorry if my question is stupid but I have trouble understanding
The taxes should be added on the place where you live. So you might have to have a tax ID, so they know you live in whatever european country and do not tax you in their invoices. You still will have to pay tax when you hit a sweetspot with your income in your own country then.
@sacred creek thanks you for the clarification
hi, I have a build problem for android, I have already watched a lot of videos but none solved my problem.
@dreamy crypt did you check the way to access to your jdk and sdk file in the setting ?
yes
You need to send details, that the gradle build failed is not telling anything, why it is failin
For some reason Unity wont connect to the Unity Remote. Yesterday it worked perfectly fine, but now it doesn't and i have no idea why or how
It is working now, i forgot to change the build settings 😅
You are building to a location with non-unicode letters in the path. This break gradle.
unity says my android SDK etc is all installed from unity hub
but also this
and I'm unable to build my apk
what am I doing wrong?
Do you have more than 1 version of Unity installed?
Did you install the Android SDK/NDK/ etc for EACH version of Unity?
Have you tried not using the beta Hub?
"unable to build apk" -> give actual details on this, there's about a trillion reasons why it wouldn't build.
one version of unity
the version of hub I have is a beta?
is that bad?
these are the errors
it's a beta, beta's have issues..
I'd say either:
- uninstall the Android stuff via the Hub, and then re-install it
or - go to the live Hub (non-beta) and install via there instead
how do I uninstall the android stuff
I can't seem to find an uninstall button
I dunno if you can without removing the Unity install
and uninstalling the whole unity version isn't an option becausse I'm running on mobile data
I don't got the data to spare to re-install the whole dang thing
also have a google for the version of Unity you're using and Android. Some versions of Unity just won't build Android because reasons ¯_(ツ)_/¯
(So I've read, not experienced it myself)
What version?
I'm using that version and build Android all the time, so it's not a version issue
please help, its been days lmao
Im using IOS and the game plays through my phone
but it shows no touch inputs at all
and it only gives me that error message
idk what im doing wrong at this point
If anyone has any ideas pls ping
Im trying with android its the same problem
hey, i have a problem using ads in my game.When i put game id 1234567 it works but when i put real game id it does not work.Any ideas?
Good evening guys i have a question. How do you include more devices to the google play console. As just released my second game and it will only be available to 1300 devices out of 19000. Do you know how to fix it?
Log the reason why it failed, also try to enable test mode, but if your ads shown in test mode, then most likely no ads (from the ads provider) can be shown
lower minimum target api level
But whats the limit i can lower to without the app being refused by android?
There's no such limit. You can set the lowest possible.
Ok will change it then cause i want to allow as ma y players as possible
If I make simple buttons in standard ui, will the button work for mobile too?
Does anybody used Adaptive Performance? I have issue with my Mi8 device. AdaptivePerformanceManager doesn't spawn and always null on device. in windows its fine
Yes
Hello there, in my game I'm using OnMouse handlers to drag and drop gameobjects. Now this when targeting Windows and WebGL works fine, but when building for android I got a suggestion it may be detrimental to performance. Should I be concerned/ change anything? Mind we are talking about a fairly simple both logically and graphically 2D board game.
I guess not. I mean, you can just test it on a test device to be sure, but if you only do simple logic, I do not see any issue with it. Just speakin of my latest experiences
I agree. It's no biggie
Hi there,
What service should I be using for "Logging" purposes for post launch? For example Firebase Crashanalytics for crash reporting and Unity analytics for any errors happening inside unity app? Or is there a better approach?
what does this mean?
Your bundle identifier is wrong, it is supposed to be the same as the one in app store connect
it is
well it looks like bundle identifier in this is com.unity3d.framework
do you have it the same in app store connect
?
it looks like somehow xcode reads your game bundle identifier as com.unity3d.framework, then it tries to find game like this in app store connect and cant find one
it does look that way yea
but it is set to the correct bundle identifier in xcode
Im missing something
cause the id looks right at every step
then changes itself at the upload step
I'm looking for info on how to detect a swipe from offscreen, like how Snapchat does it, swiping from offscreen/edge of will change the page. Is it just detecting where the swipe starts and having a threshold to how close to the edge I want it to count for this swipe? Or does Unity have some easy to use API for this already?
I get as soon as you get the touch position at 0 or full width / full height, you can just check for the position while touchstate.moving and after your distance threshold do your stuff.
as I thought, just checking there wasn't something already available to use
Not that I know of at least. Unity just gives the info about positions and vectors, the rest is up to us 🙂
Hi, I've been trying to build apk and can't get rid of these errors, could somebody help?
can someone tell me whats this saying?
hrmm my game is over 150mb. i tried uploading the aab but it said too big
wtf do i do now
idk
then don't reply.
How far over 150MB? Look at the editor log after you've done a build, it gives you a breakdown of whats taking up space.. images/ textures/ etc are usually the main culprites, you could probably save a lot of space by optimising these
Hi! I want to have my game in the portrait orientation, but it doesn’t seem to be working when I change the Default Orientation.
Can someone help me? I can't compile my game for android:
Errors:
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
I think dealing with the google play console is harder then making a fucking whole game
Hello , i wanna build the game but i got this errors , and i dont know how to resolve them . If anyone can help me with this
split into aab + obb?
Yeah looks like I have to use Play Feature Delivery 😦
not the answer I was looking for at 1am this morning when I thought I had finally finished and was ready to release my first game!
I just removed a song and got it under 150mb and will figure it out later
ah right, it was apk+obb, seems like aab use new expansion data name, play feature delivery
maybe you can host the song somewhere and stream it from app? maybe be a bad idea, since your app will need internet connection to be played
haha
so this internal testing thing also seems pretty shitty. I have to wait for an update to roll out now lol fucking hell google is shit
I think what I might actually do is lose interest in the whole platform and just not use it
lets see how today goes
if anyone can help me with this , plsss dm me . Thx
Should probably be looking at the third error. That's the one that makes the build fail.
Ok , i will try
Can you Help me with optimize a lowpoly mobile game?
My game starts randomly having lag spikes from constant 60 fps to 30 fps spikes. Is it because the cpu of my phone gets hotter and then the fps start randomly dropping consistently?
2.5verts 1.7 tris, no lightning, no post processing only some shaders and particle effects already to much for my phone?
It isn't 2.5 verts and. 1.7 tris. Maybe 2,500 and 1,700. In which case it's probably your batch calls, code, lighting or performance. If it's 2,500,000 and 1,700,000 then yes your mobile game will run terribly because of the GPU
things to check
-profiler
-vertex count
-batches count
Once you figure out the bottleneck it's really just eliminating it, whether it's optimizing the assets, your code or reducing the graphics quality.
you can help me with this ?
sorry for tag
You've gotta provide the details of the first 3 errors.
i can dm you ?
Nope.
I think you're missing a plugin:
package com.google.android.gms.games does not exist
and you know how to resolve ?
You probably need to install the right plugins..?🤷♂️
I don't know what plugins you're using and how to set them up. You'll need to look it up yourself.
ok thx
is it normal to have some spikes even when i have literally disabled all objects except my camera and a script that sets timescale to 1 and framerate to 60.
What are they caused by?
How much does it take on other frames?
And are there any changes in the camera view or is every frame rendering the same thing?
im getting constant 60 fps when i press the screen
Wdym?
im rendering a black screen
Okay
when i touch my phone it has 0 spikes
What are you doing on touch?
i actually have one script active
its attached to the camera which normally moves with the player
but even without the script active it still has spikes
is it because i use a development build?
Could be many things. Could be the profiler, the dev build or just your CPU GPU being busy with something else on that frame.
Such spikes are not unusual. If you can't see a definitive culprit in the profiler, it's probably okay to ignore them.
I get lag spikes with all objects scripts etc. active after 3 mins of playing and i decided to start off with everything not active and already have spikes from the start. I feel like I shouldnt use urp or just target 30 fps which is not an option for my game.
im testing on a s8+ which shouldnt be a problem on rendering a black screen with 60 constant fps right? I even lowered the resolution to HD+
Well, did you profile the game after 3 min when you actually get the spikes?
Because what you showed previously wouldn't be enough for you to feel any change in performance
Not sure where did I go wrong, but URP is waaay slower on android. I make my prototype from URP template and while it looks good with bloom and stuffs, it lag so bad that it barely run at 5-10 fps on my device,
I duplicated the project and switched to built in pipeline and it run smoothly at 30 fps on the same device.
Then after some tinkering, turning off postprocessing and switching to URP low-quality setting, I managed to bump the fps to 15, but yet it still fall waay behind the built in pipeline
Here's the profiler capture on the URP
And this one on built in
What are the rendering stats on urp?
Also, are you using vsync?
or target fps?
Judging from the profiler, seems like the vsync is on, but I havent set any fps target yet
let's try disabling vsync
Do you mean this stats?
Yeah, although they might be more precise in profiler - rendering module
is that on the built-in?
No, that's the URP
Oh you mean this one?
seems pretty light. What shaders are you using?
yep
I think it's just vsync going crazy.
in general you shouldn't use vsync on mobile. Should use target framerate or nothing at all.
this one is after turning off vsync, but maybe I turned off the wrong quality
let me try turning off vsync on all quality
turn it off on all quality levels to be sure.
After turning off vsync, it feels less stuttering, but the frame rate still no where near the built-in.
Could be wrong, but it feels like you're gpu bound. wait for signal usually means that your cpu is waiting for the gpu to finish rendering the frame.
what shaders are you using?
Also try profiling without deep profiler
Also, are you using OnDemandRendering somewhere in your code perhaps?
I'm using a shader which blends 3 texture into one for the road parts, which in theory will cut batch count by 3
the bike is using urp's simple lit
Did you try testing without that shader?
it could possibly be too heavy for a mobile gpu
reducing precision to half might also improve it's performance(assuming that shader is causing the bottleneck)
This one using urp's simple lit, it's almost bump the fps to 20 fps
Seems like 30+ms is spent on RenderPipeline internal render alone
Well, I give up with URP for now... Better to focus on the gameplay itself first
Next you should try disabling the deep profiler
I think it will free up a few ms as well
i tested it with lower resolution on my phone and it didnt give me any spikes at all for about 20 minutes I then switched to wqhd on my phone and it started getting laggy very quick
wqhd?🤔
so if I set the resolution on start in the game it should fix the problem
2960x1440 is way to high vs 1480x720 the device gets hot quickly
for 60 fps
How do you overcome if NSFW pictures are being uploaded for a profile picture in your mobile game? Are there any existing solutions?
guys how do i set unity remote? it doesn t work now for some reason
can anyone help a bit?
Have not used Unity remote for a while. I think tried using it a year ago it didn't work for me. It's largely useless beyond touch controls testing, because does not reflect accurately actual device screen size or resolution or performance. It's just projected snapshots.
More valuable being able to build and push right away to device with Build and Run mode.
any clue how to set the android SDK?
Should be installed from the Hub. Make sure nothing security related prevented installation from finishing it properly. Also Beta Hub borked Android SDK installation in the past.
Probably can remove it manually to reinstall. I just reinstalled cleanly Unity version in that case.
i think i have it installed
how is it corrupted tho? i just installed it 20 mins ago
the only antivirus i have is windows defender :/
than it s not Beta
mine is just white
what s the keystores dedicated location for?
Could be problem with permissions. Install Unity into a non-system directory.
A cleanly created root folder or outside of disk C
i don t really want to reinstall the whole unity again :/
hrmm my google services work when i build to my phone but not from play console internal builds
it was the stupid certs
good evening everyone
Is load Async still for the pro version or is it also available for the free version in 2021?
Eyyyy...
You mean async loading scene?
Yes @iron acorn
Was it ever a pro feature?🤔
I can't imagine hiding api behind money walls. Sounds weird...
I found some subject about that. And those subjects date from 2014
Well, if its from 2014, most likely its unity3 or unity4, which iirc indeed have some features locked except using pro version
in fact to publish to android you need to use both unity pro and unity android which each cost 1500 USD, iirc
Hello, I just restarted my Unity project, and now when I am trying to build for Android it no longer works. I get this error message "CommandInvokationFailure: Failed to update Android SDK package list.". It worked fine before I restarted. I have tried to add my JDK to my environment paths on Windows, but still not working.
Two things to check: Check Preferences>External Tools and SDK/JDK paths etc i they are set correctly. Also if you changed any environment variables, you need to kill all Unity and Unity Hub processes for it to acknowledge the change
Yes they are correct, tried to uncheck and check them again, close unity and hub down. The problem still persist. The weird thing is that it worked fine, then I closed Unity and opened it again and now is not working
I'm starting to suspect, if it can be anything with the Firebase package, as it does a lot of auto configuration
Trying to do a system reboot to see if it can find the java PATHS
Did you add Firebase just now? or do you have it for some time and it now came out
Just rebootet same message: "Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8"
I added Firebase yesterday, everything worked fine and I could run the app on my emulator.
Closed Unity and opened again this morning and now it does not work
Never worked with Firebase to be honest so hard to tell what is wrong
Okay, I just selected some random target Api's and changed the settings back, now it works again...
Seems like, Firebase had a package dependency that only worked on API level 28 and above
Well thats weird
so weird
But anyway thanks for the help 🙂
Np, didnt really help but I'm glad you resolved this somehow
you need to install the module
You can only install modules for Unity versions which you installed via Unity Hub.
What version of Unity did you install, and how did you download it from Unity Hub?
Hello!, do you know any way to know when a native dialog is showing and when disappears?
I have an API to call the Rate US dialog but i need to know when it disappears and the API doesnt give me that info...
How could i find that ?
Hello, I got a problem hopefully somebody can help me. I'm trying to do a dev build of the project that I'm doing but It throws some issue about the gradle I tried to download the version and put it on the unity path but it didn't work.
do these sticks worth it?
This isnt Unity related
Look at reviews and decide for yourself. 🤷♂️
you are telling me there isn't even ONE channel in this server where I can ask that?
this is the unity discord server
a cheap tatty suction cup is not related to unity
I supposed unity developers maybe have one of those sticks
Absolutely not
and could tell me their opinion
YOU NOT
100% no one uses it
bye
Because its dumb.
I'm out of here
Innabit
you spend more time telling me what I can not say than helping me.
innabit x2
Can't somebody help me with my problem?
what the
Playing around now is giving me another error:
Could not find any valid targets to launch on for android. But my phone is connected to the computer.
So nobody had the same problem as me?
I have a problem with my app crashing at start. If anyone wants to help I submitted some logs on the forums. I don't understand the logs myself. Thank you kindly
https://forum.unity.com/threads/app-crashing-at-start-logs.1215237/
My Google Play services wont sign me in for the app i have published(alpha), i have added both sha-1 keys being my own and the one that google stored for me. I use cloudOnce asset, anyone else?
To add, CloudOnce has been removed from the asset store, but the version is still working as of last time i used it, that being the same version i use now.
I've read about people having the same issue but after adding both google and local sha-1 keys they have mostly gotten it to work.
Also, if you use any other affordable service, i very much welcome recommendations. What i like with cloudonce is that it stores data for me locally and syncs that data with GPS and other services. 🙂
EDIT: I used logcat to find a java error which was due to Proguard deleting some important files in the build!
These logs don't seem relevant. Configure your logcat to filter out anything aside from unity logs.
Hello!, do you know any way to know when a native dialog is showing and when disappears?
I have an API to call the Rate US dialog but i need to know when it disappears and the API doesnt give me that info...
How could i find that ?
The build is successful. It just that it cant find your connected Android phone. Alternative upload the APK file and download it trough your Android device instead.
If you are using a Emulator, the same error happens sometimes for me also. But it eventually plays on the emulator any way.
Is there a way to reset android/gradle settings to default?
Even with reinstalling Unity with the complete Unity SDK/NDK/JDK part and building an empty project isnt working:
- "A failure occured while executing 'com.android.gradle.internal.tasks.Workers$ActionFacade'"
- The option setting android.enableR8 is deprecated. It will be removed in version 5.0 of the Android Gradle plugin
- Exception failed for task ':launcher:packageRelease'.
- Exception while marshalling C:\..... Probably the SDK is read-only
Don't know exactly what I did, but it is working again. at least one of the problems was the keystore type. Had to be converted to JKS instead of p12
How do i use the auto oriantate thing to only orientate to landscape left or right
Thank you for your response. The error was with Google Ads plugin. Causing it to crash on start
Where can I find the aspect ratio of my game? I can't seem to customize it to 1920x1080
Project Settings -> Player -> Resolution and Presentation -> Orientation
No, i want to activate using scripts
Screen.orientation``` and
```cs
Screen.autorotateTo.... = true
I was hoping that there would be other ways because i've already tried that, and it autorotates to all sides
Why? Is connected to my PC, and also is USB debug is on.
Hello i have an error with Mobile Ads
This is the error : Assets\Scripts\AdManager.cs(45,13): warning CS0618: 'MobileAds.Initialize(string)' is obsolete: 'Initialize(string appId) is deprecated, use Initialize(Action initCompleteAction) instead.'
And this is my code : void Awake() { if (admanagerInstance == null) { admanagerInstance = this; } else if (admanagerInstance != this) { Destroy(gameObject); }
if (firstTime)
{
firstTime = false;
DontDestroyOnLoad(gameObject);
**MobileAds.Initialize(appID);** <= This is the error
RequestInterstitial();
admanagerInstance.RequestBanner();
}
}
You need to learn how to use Action(s). They're super easy to learn! https://www.tutorialsteacher.com/csharp/csharp-action-delegate
I'm guessing it was a string reference before because they were using reflection or something that did a string compare at runtime. Figure out how/where it uses appId and get that action to work instead
You could try MobileAds.Initialize(initStatus => {}); and make sure your appId is set within your IDE
Sorry for tag , but i dont understand what is AppID
i search on youtube for some explication but nothing
its working thx
Hi, does anyone know where I can find helpful vids on how to rotate my 3d character?
select the character and press e
No sorry I meant rotate using the touch input
wdym , touch input ?
As in using touch as it will be an app
Nw
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Why my appID is lock like this ?
Thank you
Yes, I had to do that in order for it to work. Thanks for the advice
Hi guys, I'm having trouble with touchscreen - I'm having two draggable sprites and when they are dragged close to one another they merge. Is there any way to prevent this?
Does anyone know how to fix the unity remote 5 issue on iPhone? It doesn’t work for me I’ve tried to reconnect, my iTunes was on too
Hello someone know new input system for mobile ?
When i swept my finger on the left my character moves on the left, the same on the right. What is the parameter in the input system to know if I swipe left or right on my finger?
I do a runner like game
I've tried literally everything (I think)
• I successfully installed all Android modules as well
^^^ I would greatly appreciate any help (:
- feel free to ping or DM me if you like
Do your phone get detected using adb devices?
Have you enabled developer mode?
on Windows the command might be .\adb devices
I am having some serious performance issues. How heavy are humanoid animators on mobile? What about IK?
@storm grove Job postings go on the forums. #📖┃code-of-conduct for links. Also please don't crosspost.
i judy need help
just*
As above, job postings go on the forums. Otherwise, you can use this discord as intended and ask for help from the community. Don't crosspost though, mobile goes in this channel.
ok where do i go for the job thing
j
Question. With Google internal testing, cloud save should work already? Because in my case it does connect and performs load function, yet after app restart it's empty save, is it normal?
No, thanks for that (:
Hello
I had been having Gradle build issues and I've posted this question on stackoverflow yesterday:
https://stackoverflow.com/questions/70459693/how-do-i-solve-r8-gradle-build-error-on-unity-2020-3
If anyone could suggest some way either here or on the site it'll honestly be very helpful
Getting this error when I try to export (android)
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <bbfbd5a71eea45d1a1354233c800516b>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <bbfbd5a71eea45d1a1354233c800516b>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
Hi! Does anyone know how this bar appears on the top and how to make it go away? Apparently it is triggered by tapping with 3 fingers on mobile?
It acts like a textbox
I just found out that on application quit doesn't work for mobile games does anyone know of any alternative that works for mobile that will produce a similar effect?
Afaik you generally assume OnApplicationPause is the last time you'll get to run code.
Does that mean on mobile the start function doesn't run
Since it's only being unpaused?
hey guys. I had a pop up screen pop up on start whenever i launch my app and it worked until i cleared appdata and retried. now the pop up doesnt come up even when i uninstall and reinstall it. it pops up in the unity editor but not my android device
any ideas?
So i tried to build an android game but i got these errors i'm using unity 2020.2.2f1
Is there a way to fix this?
i get these errors help me
JDK: C:\Program Files\Java\jdk1.8.0_311
SDK TOOLS: C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
NDK: C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\android-ndk-r19c
GRADLE: C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\gradle-7.3
It seems like the SDK hasn't been installed correctly, hence it can't find the directory \cmdline-tools\latest inside of the SDK's directory
Have you installed the SDK manually or by Unity? I got the "same" error when I installed it manually
manually
Hm, how did you solve?
Back then I solved it by installing it using Android Studio, as it was in another case, but I guess it should work if you install it using Unity
i have android studio
It might be, that Unity expects the SDK at a different location, but I don't know for sure
i don't have cmdline-tools folder in my sdk
i have these
Yep and that's what is missing
can i download it on google?
Maybe try installing it using Unity? If it doesn't work, you can always uninstall it again