#📱┃mobile

1 messages · Page 43 of 1

oak belfry
#

ok

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there s no normal

fiery condor
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the not-raw

oak belfry
#

there is hierarchy and raw hierarchy

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ok

fiery condor
#

Yup for Profiling code in update()
Playerloop -> Update.ScriptRunBehaviour -> BehaviourUpdate -> yourScript.Update()

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FixedUpdate is the same only then instead op Update the FixedUpdate.ScriptRunBehaviour version

oak belfry
#

its this thing

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stack trace

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stacktraceutility

fiery condor
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Check what it is in that stacktrace utily, Can also refer to something in your code

oak belfry
#

it is this

fiery condor
# oak belfry

Open as much as arrows left of the name to see where it has high 'Self ms'

#

Thats the bottleneck

oak belfry
#

what do you mean

#

?

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i visual studio?

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in'

fiery condor
#

In your profiler

oak belfry
#

ok

fiery condor
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like this

oak belfry
#

yes the percentage splits in too many small parts

#

wrong picture

fiery condor
oak belfry
#

so i search stacktraceutility?

fiery condor
#

The higher 'Self MS' the more you have to improve it on

oak belfry
#

ok

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is 0.29 a lot?

fiery condor
#

with 1 ms you have 1000fps

oak belfry
#

ok

#

i think thats the one

fiery condor
#

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 ;)

oak belfry
#

ok

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but what is stacktraceutility because ive never messed with it

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and the namespaces it uses are not unity.engine or like that

fiery condor
#

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

fiery condor
#

The easiest way is to look it up on the internet. They have a bigger overview

oak belfry
#

ok

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its garbag colllection

oak belfry
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@fiery condor

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is it normal for unity editor to consume 70%

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?

fiery condor
#

70% of what?

oak belfry
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total

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77%

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in profiler

fiery condor
#

That could be. But from what I know it's part 0 at builds

oak belfry
#

oik

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ok

fiery condor
#

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

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And the Profiler itself can also provide a bit of extra work for the editor 😅

hoary island
#

Is it possible to write into Downloads folder on iOS?

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Or in other words download / create a file which user can open?

fiery condor
hoary island
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I know you can, another way would be File.WriteAllText(), WriteAllBytes(), ...

I am wondering about the path to Downloads folder on iOS.

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Or not necessarily Downloads folder, but anywhere where the user can open the file.

oak belfry
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@fiery condor hey is it normal for urp to consume 37%?\

fiery condor
oak belfry
#

oh ok

fiery condor
oak belfry
#

look sth weird is going on

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im at 4 ms but on mobile the game runs at 6fps

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and the it uses the 99% of the phone's gpu but 20% of the phones cpu

rain leaf
iron acorn
# oak belfry im at 4 ms but on mobile the game runs at 6fps

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.

iron acorn
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Are you testing with unity remote by any chance..?

pearl sapphire
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i'm trying to build my android game

cerulean sapphire
#

Did you try the suggestion in the error description and reinstall the build tools?

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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?

cerulean sapphire
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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?

cerulean sapphire
#

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?

subtle cove
#

what does this tell me?

placid axle
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can someone help with this sdk problem?

neat pond
#

Hello I have a problem with admob in unity. I can only see test ads and not real ads

neon thicket
#

@mint pecan There's no offtopic media here.

hollow sluice
#

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

latent violet
#

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?

hollow sluice
hardy pawn
latent violet
#

@hollow sluice ok...i saw your app.... First off the first 4 screenshot needs to be changed

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Secondly, you need to avoid writing the name of the game in your app icon

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And thirdly, your game doesn't have a long description.... Which is strange and bad

hollow sluice
hollow sluice
hollow sluice
latent violet
#

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

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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

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It seems you're new to mobile industry... Right?

hollow sluice
spring current
#
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?

compact garden
#

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?

brazen birch
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I don’t use Xcode

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Except for libraries and packaging. I kind of hate working with Apple…

bitter wasp
#

Has anyone tried integrating Google Fit into their app?

undone geyser
#

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

dim osprey
#

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

dim osprey
dim osprey
rugged bough
#

Hey, i cannot connect my phone to my mac with usb c, nor with usb c to usb 3.1 adapter

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anyone else?

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I have an android, on my old mac it works,

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so while this is not a problem with unity rather my phone not being detected!

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I can charge the phone

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(Usb debugging is on)

sonic otter
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What's the minimum aspect ratio most commonly supported for phones?

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Like how often do people go below 1920x1080 (1.7777 or 16:9)

odd arrow
#

Aspect ratio greatly varies. You can skim through different devices in Window > General > Device Simulator

brazen birch
#

I recommend testing your UI to scale properly on wide screen, portrait and square. With that it is usually reliably robust

woeful comet
#

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.

sonic otter
#

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.

brazen birch
#

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

glossy sluice
#

Have someone know the reason about Xcode GPU Profiler Wait memory ?
The reason is bandwidth to large ?

olive seal
warm adder
#

Do you have AndroidSDK installed?

olive seal
#

I'm not sure

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I don't find it

warm adder
olive seal
#

Do you have a link to download it for Unity 2020.3.22 ?

warm adder
#

you can download it in unity hub

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click the 3 dots button, choose add modules and install it from there

olive seal
#

I have it in the 2019 version but I can't install anything on the 2020 version

warm adder
#

Ok, so try that: In Unity 2020 go to Edit>Preferences>External Tools and see what path is there in Android SDK Tools field

warm adder
#

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)

olive seal
#

Also there is nothing in AndroidPlayer

warm adder
#

Do the same with JDK and NDK

olive seal
#

@warm adder Thank you very much it worked !!

warm adder
#

no problem 😉

undone geyser
#

when i build my android apk this error occur help me

waxen dawn
#

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

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And when I use the touch.phase.Equals(TouchPhase.Began) I still get lots of inputs

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And an "Index Out Of Bonds" error

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Can someone help?

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Nvm, got it

split dew
#

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);   
        }            
    }
analog plover
#

For one you have < 0 twice, probably you meant one of them to be >

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but it won't help much because Input.mousePosition.x is always positive (or zero) so that won't do what you want

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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

split dew
#

Nothing is working, actually. None of those if statements!

split dew
sage canyon
#

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 ?

crude gorge
#

will on mouse down work if i clikc on mobile screen?

rain leaf
rain leaf
cyan harness
indigo condor
#

anybody using Testflight + Unity Diagnostics User Reports?

split dew
split dew
#

please help. I just wanted to build my game for testing 😢

glass holly
#

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?

analog plover
#

Play Store won't host the multiplayer server.

dire magnet
woeful comet
#

Whenever I build my 2019 LWRP project to android, the integrated post processing looks like this

brazen birch
#

Definitely don't do that, it looks terrible 😄

sonic otter
#

lmao

split dew
#

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?

split dew
iron acorn
split dew
#

its colliding (although glitching when colliding) but when do it forcefully, then it triggers itself and passes through lmao, wtf is happening?

iron acorn
burnt hatch
#

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?

split dew
#

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!

rain leaf
rain leaf
#

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?

rain leaf
#

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...

dusk barn
#

any android builders here?

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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.

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any help would be appreciated

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unity 2021.2.3f1

honest nova
#

Any tutorial about moving left and right when touch on these region?

#

my movementIndicator always show "No touch detected". Is there got any mistake?

rain leaf
honest nova
#

OH!!!

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thanks! i will try it now haha, how silly am i

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@rain leaf Sloved! Thankyou

tough fulcrum
#

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?

bold fern
#

All my materials turn pink when I switch to Android platform. WHY?

rain leaf
#

Most likely unsupported shader, there should be some error logs in the console, and the corresponding shader inspector too

glossy sluice
indigo condor
#

anybody with a little experience with appstore purchases?

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just a little doubt

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Im starting to play with the IAP's

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and i was wondering if for EVERY single purchase i have to declare a separated productID in apple store connect

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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$

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but i would add this product id to all my pistol weapons

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Is this possible?

spring current
#

Can someone tell me whats wrong here

woeful comet
spring current
#

@woeful comet api31 sdk Android sdk and ndk and Open jdk

woeful comet
#

Hmm

spring current
#

Shoud i try api30

woeful comet
#

I was using custom SDK

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No, try highest available

spring current
#

Ok i from unity

woeful comet
#

Then, toggle your SDK and ndk on and off, then immediately restart your project

#

That should work I think

spring current
#

How to i toggle them of

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Off

woeful comet
#

Click the check marks next to them

spring current
#

You mean im the external tool

woeful comet
#

Yes

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If anything, use a custom SDK from Android Studio

spring current
#

One last question shouf i change Target api level

woeful comet
spring current
#

I mean i need to change Target api not minimum target

woeful comet
#

Yes the target needs to be "highest available "

spring current
#

Ok

woeful comet
#

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

spring current
#

When i put api level to 31 it gives me this

woeful comet
#

Use highest installed

#

Or maybe update it

#

The play store doesn't like older apis

spring current
#

But when i update it nothing hapends

woeful comet
#

In that case you may need to install one from Android Studio

spring current
#

Aaa ok il try can i add you as a frend on discord

woeful comet
#

Uh ok--

spring current
#

@woeful comet I whant you as a frend if i stuck somewere els

woeful comet
#

Oki that's fine

#

Keep in mind I'm not exactly a reliable source tho...

spring current
#

Better anyone than Nowone

woeful comet
#

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?

grand tendon
#

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?

rain leaf
mild socket
#

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?

mild socket
#

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?

hollow coral
#

@mint frigate this channel is the right place to post your question. #archived-unitytips is not for questions.

mint frigate
#

ok thank you

#

sorry

#

i aam trying to build for android and i get this mesage

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any ideas y?

#

so there are these mising sdks

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but i am pretty sure i downloaded and installed them some time back

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at thaat time... the building process went forward but kept going on for hours

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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

#

😦

lucid ibex
#

Have you got Android Studio?

mint frigate
#

@lucid ibex i am not sure...wer can i find that pls?

#

is that aa unity asset?

lucid ibex
#

No it something you download on your desktop

mint frigate
#

u mean an independent prograam?

lucid ibex
mint frigate
#

and so how does that connect with unity?

#

@lucid ibex

lucid ibex
#

Trying to quickly find out for you

mint frigate
#

oh cool....thnx

#

🙂

lucid ibex
#

Try the Android Studio first and if that doesn't work, let me know

mint frigate
#

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

lucid ibex
#

Have you downloaded all the Android support and SDK, JDK and NDK for the Unity version?

mint frigate
#

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

ornate trench
#

quick question, if I turn on unity ads in my app, does this mean my app is collecting data and being shared ?

brittle gorge
#

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

split dew
#

How can I keep a track of the number of gameObjects i have with a certain tag? please ping!

grand tendon
brazen birch
#

Vanishing usually is shader or format compatibility - which would usually appear in the Unity logs

grand tendon
rain leaf
#

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

iron acorn
grand tendon
grand tendon
loud grotto
#

hi

#

guys

dark flame
#

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?

subtle cove
#

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.

glass pecan
#

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 😦

glass pecan
#

i have tried to remove everything from my scene (assets AND scripts), i still have 5FPS...

quartz kernel
#

What device are you running this on

glass pecan
#

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?

quartz kernel
#

Sounds like it. You can try cranking down the quality settings but if you need it to run on that it might be tough

glass pecan
#

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

quartz kernel
#

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

glass pecan
#

can i release a game on the android app store if it cant run on shit tablets?

quartz kernel
#

Absolutely

#

I work with AR and those features have a hard cap on required hardware

glass pecan
#

any way to test my game on older hardware? i only have old shit tablet... other phones are new and game run smooths

quartz kernel
#

Not really, this is why mobile game studios have whole cabinets with android devices to test on

glass pecan
#

thats what i feared. ok thank you for your time!

glass pecan
#

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 😄

quartz kernel
#

Things like settings might still make a difference

latent badge
#

Anyone that has noticed issues with iOS (dark/light) mode showing different graphics after Unity 2020.3.23f1 ?

grand tendon
haughty whale
#

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?

meager cloud
#

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.

lucid ibex
#

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 🥲

rain leaf
grand dove
#

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?

quartz kernel
hoary heron
#

I made anAR app for android. How much will i need to change to build it for ios?

sleek eagle
hoary heron
#

Went with ARCore - I think i've heard that it is android exclusive?

quartz kernel
#

That is correct. If you can port it to ARFoundation it should just work, but there are some feature differences

spring current
#

Does anyone know how to fix this problem in google console ```cs
java.lang.IllegalStateException: Cannot perform this action on a sealed instance.

vapid citrus
#

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

dark flame
polar nimbus
#

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 ?

boreal pike
#

I want to make a game on Android
Can someone recommend me an up-to-date or a recommended YouTube tutorial?

neon thicket
#

@grand garnet Ripping and decompiling is not allowed on this discord. You'll have to find help elsewhere.

grand garnet
#

Why? If its allowed then I can get help?

neon thicket
#

Not* edited.

grand garnet
#

o

#

Ok

weak yoke
weak yoke
#

Android Input Help

meager cloud
lucid ibex
limber parcel
#

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?

limber parcel
glossy sluice
#

Can someone please tell me how do I use Unity 2021.2 build setting like patching ?

heavy furnace
#

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)

fallow ferry
#

how do i hide the navigation bar on android devices when my game is opened?

sinful sage
#

Anyone here use polybrush for their terrains on mobile?

keen sequoia
#

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

fallow ferry
#
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
quaint ruin
#

do I need a mac or mac virtual machine in order to build & publish to ios?

neon thicket
quaint ruin
delicate flare
#

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?

iron acorn
mint frigate
#

hi.......i am building for android...but switching platforms takes sooo long?

#

is dat normal??

#

am at 1 hour 17 mins currently

haughty whale
#

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?

quartz kernel
mint frigate
#

@quartz kernel also can u pls tell me how do i change the unity version from inside the project??

mint frigate
#

there seems to be a function called TEXTURE COMPRESSION...

#

can i opt for OVERRIDE....will that be an issue??

quartz kernel
#

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

mint frigate
#

ok thnx

mint frigate
#

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..:)

#

🙂

oak belfry
#

hey does cinemachine cost a lot of performance???

neon thicket
#

It shouldn't, no.

spring current
#

How can i make game only horizontal not to be vertical and horizontal?

neon thicket
mint frigate
#

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?

neon thicket
#

Try a different version and see. However, I'm on that same version now and have no issue.

mint frigate
#

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

neon thicket
#

You can download those modules for any version you have.

mint frigate
#

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

neon thicket
#

It didn't have Android Build Support? 🤔

mint frigate
#

@neon thicket

#

see thats the drop down for 2021

neon thicket
#

Did you install that version through Unity Hub? :

mint frigate
#

yup

#

i guesss so

#

not sure

neon thicket
#

You might have not. Only versions installed via the hub have access to modules.

#

You could remove and reinstall it through the archive.

mint frigate
#

ok cool

#

so here i just click on unity hub and it leaaads to downloaad right??

bitter wasp
#

How to fix my video is strecht in some devices.

sleek eagle
#

Android builds are almost twice as big in 2020lts for me...

sinful sage
#

reduce your textures to 512, you cannot really tell a difference from 4k to 512 it will reduce the size by half at least

sleek eagle
#

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 (:

sleek eagle
#

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

quartz kernel
#

Does your build path have any spaces or non-unicode letters in it @sleek eagle?

sleek eagle
quartz kernel
#

And the oculus XR settings are the same?

sleek eagle
keen sequoia
#

the temp solution is to add
<key>Appearance</key>
<string>Dark</string>
to the info.plist file in the ios unity build

twin garden
#

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

glossy sluice
#

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?

north violet
#

Yo guys, is it okay to use windzone for mobile games?

iron acorn
north violet
#

thanks anyway

abstract bison
#

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?

sleek eagle
#

Looks like transparency is bugged

rain leaf
minor cave
#

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?

glossy sluice
#

hi , how do i rotate a 2d player by touching/dragging like in slither io game ?

glossy sluice
#

ok i wil try it

lament terrace
#

im trying to connect my phone to unity but it tells this : https://pastebin.com/yPvbqxMN and this https://pastebin.com/ns6t0psp

lament terrace
#

how can i fix that

lament terrace
#

nvm i got it

lament terrace
lament terrace
#

ok i got it

ivory scarab
#

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

ivory scarab
#

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

bitter wasp
#

How to implement google sign-in? Also is google sign-in with Firebase a different method? Im kinda confused about it

hollow coral
#

@glossy sluice there is no job posting here.

glossy sluice
hollow coral
glossy sluice
mild socket
#

has anyone tried the new Unity Mediation Ads?

#

Some of my users are getting black screens when the ad is supposed to load sometimes

dusk barn
#

if anyone has properly implemented unity game services, can you ping me?

odd arrow
#

!ban 826007935242993675 Scam

grand windBOT
#

dynoSuccess RaYaN#3824 was banned

dim dune
#

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

glossy sluice
#

My app didn't open when installed how do I fix this?

tacit monolith
glossy sluice
#

My app didn't open when installed how do I fix this?

glossy sluice
lost mesa
#

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??

neon thicket
#

Sure, it's possible.

rain leaf
glossy sluice
wispy bronze
#

What are the biggest factors for performance in mobile?

olive fjord
#

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?

rain leaf
glossy sluice
#

Ok

brazen birch
# olive fjord Has anyone made an App Clip with Unity? Can't seem to find much documentation ab...

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

sleek eagle
burnt hatch
#

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)

brazen birch
olive fjord
olive fjord
clever harness
#

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?

brazen birch
# clever harness Hi all, I have a tools-related question. Say I have a mobile app that requires ...

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

clever harness
# brazen birch Platforms, like playfab, let you run server side scripts. But they are restrict...

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.

storm bear
#

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?

brazen birch
#

It's intended for friend rankings, achievements, unlockables, score tracking, and easy account management and oath stuff

clever harness
brazen birch
# clever harness Okay, fair enough. In other words, this doesn't really seem all that useful beyo...

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

glad wing
#

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?

glad wing
sand thorn
#

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?

humble frost
#

Is it possible to sream live video from camera of one phone to another phone in two unity apps in local network?

wet vigil
#

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.

sacred creek
wet vigil
sacred creek
wet vigil
#

Alright I'll Google, thanks.

sleek eagle
#

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

digital estuary
#

Do I need to pay a licence or something to download my own app?

#

I use an iPhone*

true hearth
#

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)

fiery condor
dusk barn
#

anyone integrate admob? i have an issue where interstitial ads show up in editor but not on the final build

earnest crescent
#

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 ?

dim dune
#

guys is that true that rewarded ads are prohibited by Google Play if targeting in console is to children 3+?

dusk barn
#

if anyone has interstitial ads working on a game action, can you ping me? or should it only be on a button?

humble frost
#

Is it possible to sream live video from camera of one phone to another phone in two unity apps in local network?

gentle frigate
#

I am using Graphics.DrawmeshInstancedIndirect in android its working on my other 3 devices but not working on samsung galaxy s21

digital estuary
#

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

digital estuary
#

Yes xd

#

Imagine that being the problem XD

sacred creek
#

Been there 😄

sacred creek
digital estuary
#

Only the option of “any android device”

sacred creek
digital estuary
#

Yep

#

I pressed “switch platform” on the iOS section

sacred creek
#

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 😄

digital estuary
#

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

sacred creek
lost mesa
#

Is it possible to transform my 2d pc game to a mobile game?

digital estuary
#

wait, no D:

#

now I can select iOS, but when I press play, it doesn't work

digital estuary
#

sry, I don't know

#

im with my first serious project

lost mesa
#

how did you learn

odd arrow
lost mesa
#

oke thank you

digital estuary
#

XD

sacred creek
undone ermine
#

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.

sacred creek
undone ermine
#

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

timber slate
#

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

sacred creek
timber slate
#

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 😄

sacred creek
timber slate
#

@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

sacred creek
#

hm, weird test, try to set it to red and check on both

timber slate
#

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 🙂

sacred creek
#

Oh alright 🙂

timber slate
#

gonna try to pinpoint at which version this starts

#

now the only information I have is .28 is fine .33 not anymore 😄

sacred creek
#

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 😄

timber slate
#

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 😄 😄

sacred creek
timber slate
#

nope

digital estuary
#

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

neon thicket
#
  1. Create a counter variable
  2. Increment said counter when you press a button
  3. 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.

cedar pebble
#

Hi, is anyone else getting random crashes on iOS 15.1?

neon thicket
cedar pebble
#

hmm apparently also getting crashes on 14.8

west ice
#

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?

digital estuary
#

I will ask there, thx

neon thicket
digital estuary
#

Xd, a guy have just sent me a tutorial

#

XD

neon thicket
#

Case in point. 🤷‍♂️

digital estuary
#

Lets learn then :D

neon thicket
#

Any learning is good learning for a beginner. Do the tutorial and see if helps you on the problem. 👍

rain leaf
rain leaf
#

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?

timber slate
#

@rain leaf on top its total black without alpha others are with alpha

tribal ledge
#

Can you release to the apple app store without a mac which runs Xcode?

analog plover
#

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

tribal ledge
analog plover
#

yes

shadow nova
#

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

sacred creek
shadow nova
#

@sacred creek thanks you for the clarification

dreamy crypt
#

hi, I have a build problem for android, I have already watched a lot of videos but none solved my problem.

shadow nova
#

@dreamy crypt did you check the way to access to your jdk and sdk file in the setting ?

dreamy crypt
#

yes

sacred creek
storm bear
#

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

storm bear
#

It is working now, i forgot to change the build settings 😅

quartz kernel
steel mango
#

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?

fallen compass
#

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.

steel mango
#

the version of hub I have is a beta?

#

is that bad?

#

these are the errors

fallen compass
#

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
steel mango
#

I can't seem to find an uninstall button

fallen compass
#

I dunno if you can without removing the Unity install

steel mango
#

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

fallen compass
#

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)

steel mango
#

hm

#

ah screw it I'm re-installing unity version

#

few gigs of data down the drain

fallen compass
#

What version?

steel mango
#

version I had and what I was making my app on

fallen compass
#

I'm using that version and build Android all the time, so it's not a version issue

full gate
#

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

full gate
#

Im trying with android its the same problem

fiery jetty
#

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?

cinder epoch
#

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?

rain leaf
cinder epoch
#

But whats the limit i can lower to without the app being refused by android?

iron acorn
cinder epoch
#

Ok will change it then cause i want to allow as ma y players as possible

grim sable
#

If I make simple buttons in standard ui, will the button work for mobile too?

stable horizon
#

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

tough fulcrum
#

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.

sacred creek
quartz kernel
#

I agree. It's no biggie

hollow sorrel
#

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?

compact garden
#

what does this mean?

warm adder
#

Your bundle identifier is wrong, it is supposed to be the same as the one in app store connect

compact garden
#

it is

warm adder
#

well it looks like bundle identifier in this is com.unity3d.framework

#

do you have it the same in app store connect

#

?

compact garden
#

but thats not the identifier I set

#

no its not

warm adder
#

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

compact garden
#

it does look that way yea

#

but it is set to the correct bundle identifier in xcode

compact garden
#

Im missing something

#

cause the id looks right at every step

#

then changes itself at the upload step

fallen compass
#

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?

sacred creek
fallen compass
#

as I thought, just checking there wasn't something already available to use

sacred creek
glossy sluice
#

Hi, I've been trying to build apk and can't get rid of these errors, could somebody help?

glossy sluice
#

can someone tell me whats this saying?

twin garden
#

hrmm my game is over 150mb. i tried uploading the aab but it said too big

#

wtf do i do now

glossy sluice
fallen compass
fallen compass
# twin garden wtf do i do now

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

eager quarry
#

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.

dapper sorrel
#

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)
twin garden
#

I think dealing with the google play console is harder then making a fucking whole game

abstract shoal
#

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

twin garden
#

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

rain leaf
#

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

twin garden
#

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

abstract shoal
iron acorn
naive bloom
#

Can you Help me with optimize a lowpoly mobile game?

subtle cove
#

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?

subtle cove
brazen birch
#

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

iron acorn
abstract shoal
#

sorry for tag

iron acorn
abstract shoal
iron acorn
abstract shoal
#

ok

#

this is first

#

this is 2 error

#

and this is 3 error

iron acorn
#

I think you're missing a plugin:

package com.google.android.gms.games does not exist
abstract shoal
#

and you know how to resolve ?

iron acorn
#

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.

abstract shoal
#

ok thx

subtle cove
#

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.

subtle cove
iron acorn
#

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?

subtle cove
#

im getting constant 60 fps when i press the screen

iron acorn
#

Wdym?

subtle cove
#

im rendering a black screen

iron acorn
#

Okay

subtle cove
#

when i touch my phone it has 0 spikes

iron acorn
#

What are you doing on touch?

subtle cove
#

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?

iron acorn
#

Such spikes are not unusual. If you can't see a definitive culprit in the profiler, it's probably okay to ignore them.

subtle cove
#

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+

iron acorn
#

Because what you showed previously wouldn't be enough for you to feel any change in performance

rain leaf
#

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

iron acorn
#

Also, are you using vsync?

#

or target fps?

rain leaf
rain leaf
iron acorn
iron acorn
rain leaf
#

No, that's the URP

iron acorn
#

seems pretty light. What shaders are you using?

iron acorn
#

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.

rain leaf
#

let me try turning off vsync on all quality

iron acorn
rain leaf
#

After turning off vsync, it feels less stuttering, but the frame rate still no where near the built-in.

iron acorn
#

what shaders are you using?

#

Also try profiling without deep profiler

#

Also, are you using OnDemandRendering somewhere in your code perhaps?

rain leaf
#

the bike is using urp's simple lit

iron acorn
#

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)

rain leaf
#

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

iron acorn
#

Next you should try disabling the deep profiler

#

I think it will free up a few ms as well

subtle cove
iron acorn
#

wqhd?🤔

subtle cove
#

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

sharp lion
#

How do you overcome if NSFW pictures are being uploaded for a profile picture in your mobile game? Are there any existing solutions?

steady aurora
#

guys how do i set unity remote? it doesn t work now for some reason

#

can anyone help a bit?

odd arrow
#

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.

steady aurora
odd arrow
#

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.

steady aurora
#

i think i have it installed

odd arrow
#

It's not detected as recommended. It's corrupted.

#

Need to reinstall

steady aurora
#

how is it corrupted tho? i just installed it 20 mins ago

odd arrow
steady aurora
#

i might be on betta unity hub...

#

how do i check my hub version?

odd arrow
#

Some antiviruses also block modules installation.

#

Beta Hub is black

steady aurora
#

the only antivirus i have is windows defender :/

steady aurora
#

mine is just white

#

what s the keystores dedicated location for?

odd arrow
#

Could be problem with permissions. Install Unity into a non-system directory.

#

A cleanly created root folder or outside of disk C

steady aurora
#

i don t really want to reinstall the whole unity again :/

steady aurora
#

welp now it works

#

idk how i did it but it works

twin garden
#

hrmm my google services work when i build to my phone but not from play console internal builds

#

it was the stupid certs

shadow nova
#

good evening everyone
Is load Async still for the pro version or is it also available for the free version in 2021?

buoyant mural
iron acorn
shadow nova
#

Yes @iron acorn

iron acorn
#

I can't imagine hiding api behind money walls. Sounds weird...

shadow nova
#

I found some subject about that. And those subjects date from 2014

iron acorn
#

mind sharing a link?

#

Just curious

rain leaf
#

in fact to publish to android you need to use both unity pro and unity android which each cost 1500 USD, iirc

toxic nimbus
#

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.

warm adder
#

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

toxic nimbus
#

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

warm adder
#

Did you add Firebase just now? or do you have it for some time and it now came out

toxic nimbus
warm adder
#

Never worked with Firebase to be honest so hard to tell what is wrong

toxic nimbus
#

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

warm adder
#

Well thats weird

toxic nimbus
#

so weird

toxic nimbus
warm adder
#

Np, didnt really help but I'm glad you resolved this somehow

glossy sluice
#

hi

#

how can i swithc to build for android?

#

i cant swithc to

#

andorid

shut herald
glossy sluice
#

how?

#

and where

toxic nimbus
glossy sluice
#

oh yhanks

#

dosent work

#

also wath version of unyt shuldi use for android build

neon thicket
glossy sluice
#

oh

#

i downlaoded one from unity hub but stillcant add

neon thicket
#

What version of Unity did you install, and how did you download it from Unity Hub?

indigo condor
#

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 ?

fervent viper
#

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.

tiny zealot
#

do these sticks worth it?

spice frigate
neon thicket
#

Look at reviews and decide for yourself. 🤷‍♂️

tiny zealot
#

you are telling me there isn't even ONE channel in this server where I can ask that?

spice frigate
#

this is the unity discord server

#

a cheap tatty suction cup is not related to unity

tiny zealot
#

I supposed unity developers maybe have one of those sticks

spice frigate
#

Absolutely not

tiny zealot
#

and could tell me their opinion

tiny zealot
spice frigate
#

100% no one uses it

tiny zealot
#

bye

spice frigate
#

Because its dumb.

tiny zealot
#

I'm out of here

spice frigate
#

Innabit

tiny zealot
#

you spend more time telling me what I can not say than helping me.

spice frigate
#

True

#

Anything else?

tiny zealot
#

I envy people who doesn't know you

#

bye

spice frigate
#

innabit x2

fervent viper
normal python
#

what the

fervent viper
#

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.

fervent viper
#

So nobody had the same problem as me?

cobalt peak
rugged bough
#

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!

iron acorn
indigo condor
#

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 ?

toxic nimbus
toxic nimbus
fiery condor
#

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
fiery condor
#

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

fallen dock
#

How do i use the auto oriantate thing to only orientate to landscape left or right

cobalt peak
#

Where can I find the aspect ratio of my game? I can't seem to customize it to 1920x1080

fiery condor
fallen dock
#

No, i want to activate using scripts

fiery condor
fallen dock
#

I was hoping that there would be other ways because i've already tried that, and it autorotates to all sides

fervent viper
abstract shoal
#

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();
 }

}

sonic otter
#

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

abstract shoal
#

i search on youtube for some explication but nothing

hexed crescent
#

Hi, does anyone know where I can find helpful vids on how to rotate my 3d character?

abstract shoal
#

select the character and press e

hexed crescent
#

No sorry I meant rotate using the touch input

abstract shoal
#

wdym , touch input ?

hexed crescent
#

As in using touch as it will be an app

abstract shoal
#

aaa

#

idk , sorry

hexed crescent
#

Nw

sonic otter
abstract shoal
#

Why my appID is lock like this ?

fervent viper
stark dagger
#

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?

hexed crescent
#

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

granite compass
#

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

oblique drum
#

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
rain leaf
stark dagger
toxic nimbus
wispy bronze
#

I am having some serious performance issues. How heavy are humanoid animators on mobile? What about IK?

neon thicket
neon thicket
#

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.

storm grove
storm grove
#

j

silver current
#

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?

oblique drum
cursive inlet
#

Hello

#

If anyone could suggest some way either here or on the site it'll honestly be very helpful

queen ferry
#

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&)```
solemn field
#

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

winged quarry
#

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?

frozen vapor
winged quarry
#

Since it's only being unpaused?

winged quarry
#

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?

marsh cipher
#

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?

glossy sluice
#

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
glossy sluice
#

Have you installed the SDK manually or by Unity? I got the "same" error when I installed it manually

glossy sluice
#

manually

glossy sluice
#

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