#đŸ“±â”ƒmobile

1 messages · Page 44 of 1

glossy sluice
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No, at least, as far as I know

glossy sluice
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really not did someone upload

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Why should someone upload a folder...? nvm...

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for ppl who is like me

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I think

In the SDK Manager there should be a checkbox for "Command-line Tools", it might be unchecked, so you need to check it and apply

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where is it

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the sdk manager

glossy sluice
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Oh, well

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it has no latest folder

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@glossy sluice

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I don't know, actually

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i just read an article it says i need to run a bat file. It's like setup

marsh cipher
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So i got these errors while trying to build a game for android
Is there a way to fix them? i've already searched online but i didn't find anything

sly lichen
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Try updating java, never know lol

glossy sluice
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i almost solved everything

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Exception: Gradle install not valid

marsh cipher
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and also i had to downgrade jdk

glossy sluice
sly lichen
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lol

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wth

glossy sluice
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which version gradle even i use

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lol

marsh cipher
frozen vapor
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Well Start is less about your application starting and more about your objects in the application starting. Start only runs once for each object during their lifetime

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All of your stuff on mobile starts just fine, the difference is more about how they kill applications

marsh cipher
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So i fixed some of the old errors but i got new ones is there a way to fix these?

fervent viper
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Looks like it's something about incompatibility with gradle and Java

glossy sluice
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IOException: Failed to Copy File / Directory from 'C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\AndroidNativeLink.xml' to 'Temp\StagingArea\Data\platform_native_link.xml'.

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help

marsh cipher
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uhh so i retried it without changing anything and the game somehow built?

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idk how it worked but ig this problem is done now

icy inlet
quaint spear
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Anyone have any experience with using sqlite in Android? My code works fine on my computer, but when I push to my Android device, I get an error that says: DllNotFoundException: sqlite3 assembly: type: member:(null) at (wrapper managed-to-native) Mono.Data.Sqlite.UnsafeNativeMethods.sqlite3_libversion_number() I have these files in my Plugins folder: ```

-Plugins(folder)
Mono.data.dll
Mono.data.sqlite.dll
sqlite3.def
sqlite3.dll
-DLLs (folder)
Android (folder)
ARMv7 (folder)
libsqliteX.so
X86 (folder)
libsqliteX.so
Mono.Data.SqlClient.dll
I had to remove System.Data.dll from the DLLs folder otherwise I get this error: error CS1703: Multiple assemblies with equivalent identity have been imported: 'D:\UnityProjects\MyApp\Assets\Plugins\DLLs\System.Data.dll' and 'D:\Program Files\2021.2.7f1\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Data.dll'. Remove one of the duplicate references.```

winged quarry
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How long should I expect my app to be processing in iTunes connect

glossy trail
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For anyone with games being used on both Android and iOS that use the built in Video Player, what have you found to be the most optimized format across both devices (resolution and FPS) of the video itself? I'm testing currently on Android, and on my Pixel 3a, it seems to be working properly at a video that has an exported format of 1080p at 30 FPS. It won't play if I export it at 4k, and it will start skipping in the video if the frame rate is 60 FPS.

dapper chasm
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want to make turned based world war game not sure where to start like should I make the map first?

tribal ledge
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I'm debugging in Android, hitting an error when downloading asset bundles (randomly on the 9th out of 14, where it works on a re-start no problem)
With my error log being:

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There is no line number here, and even though I attached the VS debugger it did not break on the error. Any suggestions on what to do to find where the issue is?

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Also, is there a way to skip the build step when clicking "build and run" If I want to just re-install the app on the device from the previous build?

rain leaf
glossy sluice
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there were a lot of errors i fixed all of them

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just this thing remain

fervent viper
wispy bronze
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I got issues with Mirror and Android LAN. I can Host just fine, but Joining others is impossible. Is there a fix for this?

dawn sorrel
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What is the ideal state for small mobile game with few models and sprites ?

neon thicket
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Ideal state of what?

dawn sorrel
frozen vapor
west pasture
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how can I fix that?

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I did enable it in the Unity Hub

scarlet goblet
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hello, i want to make a game for ios and android but i have the problem of the screen size. I would therefore like to find a way to define that for all platforms the screen is the same size. Did you have any idea how to do this?

glossy sluice
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System can't find specifed file

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when i try to build apk file

glossy sluice
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i think my tools folder is wrong

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could you guys send me a link to download the contents of "AndroidPlayer\Tools" folder please

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there're missing files

sonic otter
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or just set it to a static resolution and watch it get tiny or huge depending on the screen

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Maybe your unity version needs to have build for android installed for that version

odd arrow
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!warn 919126781812944906 Don't spam the channel.

grand windBOT
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dynoSuccess Nassty#1824 has been warned.

icy pewter
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Okay how in the world do I upgrade my api to level 30? Please help me. I'm begging you I'm desperate and will soon move on to more extreme measures

storm kelp
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Threatening people wont get you help faster

icy pewter
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by extreme measures I meant going onto the second page of google

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but i dont need help anymore becasue it worked!!

vivid acorn
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Hello guys how are you doing, I hope you are doing well. So I want to ask about something. I have used the new input system with cinemachine and I have made the joystick of the movement. But for rotating the camera I used an image and On-Screen Stick and set the control path to Right stick and the cinemachine Input provider with the input action with action type to value, control type to Vector 2 and blinding path with Right stick. But the problem that when I test it with my phone, the right joy stick acts like a right joy stick so If I pressed and hold the camera will be spinning for ever until I release it and the camera movement isn't accurate. So do you guys have any ideas on how to solve this problem?

fringe root
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it is my first android build and i don't know how deal with these errors

glossy sluice
glossy sluice
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:/

toxic nimbus
toxic nimbus
toxic nimbus
glossy sluice
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How do i solve this error for notifications?

unkempt spear
glossy sluice
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Okay thanks

glossy sluice
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Hi, I have added firebase messaging SDK and analytics SDK in my game. After that my game crashes before loading or open. How do I fix this? Iam using Google admob

ocean spindle
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hi, im having trouble with the advertisment package

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after a rewarded ad is completed it rewards the player one more time each time it watchs an ad

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the first time it completes, it rewards one time; the second time ir completes, it rewards two times, and so on

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do i have to unload the ad or sth?

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I only have 1 scene even

rain leaf
ocean spindle
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i dont get why it gives more rewards each time

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its driving me crazy

proper perch
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You didn't check the thing that rakyat mentioned 🙂

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Do you have your listener set more than once?

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Or are you calling a setup function over and over, like in OnEnable or something?

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Ideally, initializing advertisements should be a one-shot. Displaying them should also be the same, attempt to display one, wait until wahtever, close it, reward.

shrewd vigil
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Does unity always take a long time to load

ocean spindle
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i shared the code bc i cant find the error,

proper perch
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You don't have two copies of the same script somewhere @ocean spindle ?

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One object has it, then another has it?

rain leaf
# ocean spindle this is the script:

seems like OnUnityAdsShowComplete is called from somewhere else

put a Debug.Log inside this OnUnityAdsShowComplete
and see which script is calling it

glossy sluice
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can some help me to send notification when a specified time comes or in every 23 hours. I have a script for daily rewards and one for notifications. someone please help me?

proper perch
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Off the top of my head I think Easy Mobile Pro or something had a scheduler library that allowed you to hook into Android's notifications, etc. I am not 100% fluent in that but I know many games do it for the Free 2 Play "energy" recharge things and whatnot

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Just remember, doing it too often will often cause complaints

rain leaf
glossy sluice
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how do i fix this?

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someone please help me

glossy sluice
glossy sluice
toxic nimbus
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Google Unity change Java Sdk path

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Or jdk path

glossy sluice
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bro

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i've already changed them

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probably my gradle is invalid

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do you have link to download unity gradle

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default gradle has no "AndroidNativesLink.xml" file

azure jungle
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Any idea if development builds run slower than non-development builds on Android?

patent merlin
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Does anyone have an Idea on how to show a keyboard on IOS

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im using unity remote 5

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maybe I need to build it instead?

proper perch
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@patent merlin yes, you need to build it, Unity Remote 5 is only just a remote input feed and delayed video feed iirc

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If you tap a OnGUI text box or a Unity UI text box, you will get Android/iOS keyboard pop up. Beware that some jank can go on, like either the keyboard overlaps the game render surface, the keyboard can spasm, or the game may be "pushed" beyond the top the screen to fit the keyboard on it. When closing the keyboard then the game should return to normal

proper perch
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You may not see performance implications directly, but sometimes if you call X it may be slower than non-development X call because it's gotta run through a bunch of extra things

proper perch
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Note that if you installed Unity manually (ie. outside the hub) you will be unable to add modules to that install via the Hub.

patent merlin
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Can I build and IOS app to my iphone?

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from a windows unity system?

proper perch
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@patent merlin In theory, you could.
Out of the box, you can export a iOS Project that can be taken to a Mac with XCode installed on it to compile and run on the iOS target device.
There is a iOS Builder thing on the Unity Asset Store, but from what I understand it requires some specific files from a SDK that is only licensed for use with Apple products and on MacOS systems. Copying the files from the iOS SDK to your Windows development environment is (IANAL, so take it with a grain of salt) a potential apple developer license violation.

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I do not know if that Unity Asset Store asset can install the application it compiles the package for, it may require a jailbroken device which I will not discuss here since that is a topic that is very grey area, but using the legit XCode way does everything correctly and by apple's books.

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In short, if you're going to develop for iOS, get a Mac. Even a second-hand/refurbished one will work, as long as it can run at least Catalina. XCode has some great features too, including near-realtime profiling of RAM, CPU and GPU stress that work really well, as well as estimated power consumption so you can determine if your game is gonna guzzle battery or be conservative.

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That said, your mileage will vary.

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If you're gonna do iOS development, I would recommend you use Mac to deploy and test on iOS devices.

proper perch
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Protip: When you have anti-aliasing enabled and UI Canvas elements stacking on top of each other, you can get a FPS drop that is hard to debug. Here I was thinking I'm experiencing shader issues but one line in the unity build window saved the day: "Using anti-aliasing on a mobile device might severely hurt performance".

patent merlin
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If they clone my Git repo and build it on their Mac

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will that work?

proper perch
# patent merlin Or one of my friends has a Mac

They'll need Unity with the iOS build module and the latest version of XCode. You will need to be physically there to install the application onto your iPhone, because you have to sign the application with either a Personal Evaluation certificate (expires every 7 days) or use a proper license which is 1 year subscriptions

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So you'd export the project via the iOS Build Export in the Unity Build Window, open XCode project, change a few settings, tell it to sign it with the license, and then build

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If you go the personal route, you will have to tell your iDevice that you trust the code signing certificate (which is easy, since XCode even tells you what to do) and off you go

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Even better, ask them to loan you the mac

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do what you need to do

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return it

glossy sluice
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i need to add

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modules

proper perch
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Not possible

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I've tried, unless you can copy paste the same version from a PC that has it installed via the Unity Hub, you're bust.

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Install a new copy from the Hub.

summer coyote
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Hi, i have problems with build my game and im hopeless

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please help me

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I can normally run the game inside unity, no errors. But when i try to build it, it gave me this.

patent merlin
azure jungle
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Is it a bad idea to use Terrain on mobile?

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I have just 1 flat Terrain in my scene and I already have only 30 FPS

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rather than 60

azure jungle
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I literally have 25 FPS when this is all that's rendered

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Why???

olive fjord
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Does anyone know of an asset that allows me to capture a photo on **iOS ** with native resolution, and also control the flash and add a grid on the camera view?

proper perch
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Can’t the camera grid be done with UI?

proper perch
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The fact that it drops to 25 - 30 FPS means the GPU actually has to render and skin things

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Also see if you can have a optimised shader for terrain for mobile.

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For example, my splash screen on mobile runs at the screen refresh rate of 90

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But then when it goes to the title, it drops

azure jungle
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Lowering the resolution helped to get 60 FPS back

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I think I just have to render at a lower resolution

proper perch
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Also, 60 FPS on mobile burns battery. Keep that in mind.

azure jungle
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It's barely noticeable too

proper perch
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You should target 30 as a reasonable target

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Anything above 30 is a bonus, but 30 is a good number for a balance between power and visuals

azure jungle
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Yeah

proper perch
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You will need to profile your battery consumption too.

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You don’t want to be releasing a game that burns through batteries because it’s maxing out frame rate. Most mobile games offer 30 or 60 toggle.

azure jungle
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It's hard to target 30 FPS when a almost empty scene has less than that though đŸ€Ł

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Didn't expect resolution to have such a big effect

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At least on my phone

proper perch
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I use MadGoat’s older SSAA and Resolution Scaling toolkit

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The new version is like $30 and the old version still works but probably is less performant

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It adapts to frame rate, an example of what it does is like Fortnite on the switch

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It will get blurry at long distance but then comes right

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It attempts to keep the frame rate high

azure jungle
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Meh

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I heard it's actually common on mobile to render the game at like half res and UI at full res

proper perch
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That is one viable tactic too

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I have heard of that

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Like render at 720p but scale up to 1080

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Which probably is a sane idea because on phones with huge resolutions like 4K there is very small chance you can get a stable framerate on a mobile GPU at 4K

azure jungle
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Ye

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My phone has 2400x1080

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It's ridiculous how high the DPI is

olive fjord
proper perch
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Yeah, but couldn't you get the camera feed into a raw image and then overlay it that way?

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That's kinda a cheating way of doing it

olive fjord
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Not live, no

proper perch
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What do you mean "not live" ? You mean just not realtime?

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Pretty sure I have seen Unity poll stuff in realtime (ie. 60 times a second) from webcams for use with OpenCV, like VTubers where OpenCV looks for facial reignition, eye and mouth etc

sleek eagle
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Can't get the profiler to run on my Oculus Quest 2 (Android).
ADB does not do anything and I get disconnected via IP

sleek eagle
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Was a unity bug. Opening a profiler in 2022.1 worked (even tho the project works in 2020)

indigo condor
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Is there any way i could know if my game is not being run on a device but in a simulator?

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I'm receiving some logs from something that im prretty convinced is not a device, i'd say its a emulator of some type... is there any way I could know that by code ?

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btw im building for iOS

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i know there are some directives in unity but im not sure if those are able to detect other simulators than the unity device simulator

sleek eagle
indigo condor
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I'm 90% sure there's someone or something executing my game and there's the possibility this someone or something belongs to TestFlight

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from the moment i uploaded the game to testflight i get logs from a device which system language is in chinese

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and this device throws strange cloudkit errors

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like the device has no icloud available

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which cant happen on a normal iOS device

sleek eagle
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Not sure about xcode if you use unity, did you try it and see if it runs?
It can also be an automated test from testflight maybe? Or maybe the chinese characters cause issues?

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You can maybe check for icloud support to counter it?
Not that experienced with ios dev sadly

indigo condor
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right now we are in closed beta we know all the betatesters personally

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i think it might be an automated test as you suggested

sleek eagle
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But if you can get logs just log everything you can at startup

indigo condor
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i wrote severaltimes to testflight to know if this could be the case but no answer

sleek eagle
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To check what is not like a 'real' device

indigo condor
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but i do not know what to check to know if its a real device or not 😩

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any ideas?

sleek eagle
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Try to log every ios related info you can I guess

indigo condor
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I will, thank you!

azure jungle
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How would you display a touch joystick? Use UI Toolkit or something else?

proper perch
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Unity UI can do it.

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Some stuff like Control Freak/InControl/Rewired have touch control integrations

indigo condor
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anybody working with cloudkit?

fast bronze
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Hey so i was developing an android game and ran into a problem whenever i am android build none of my colliders work not even box or sphere collider i checked collision and it seems the collision are detected but the moving body passes through it ( yes trigger is turned off ) anyone knows any solution ?

indigo condor
fast bronze
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i mean when i change the build setting to android its doesnt work anywhere not in the editor nor if i try to build the app and try on my phone

indigo condor
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and if you change back to the platform you were using before it works?

fast bronze
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yea when i change back to windows it works perfectly fine

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i read on few forums where they told to delete previous tags i did that but still not working

indigo condor
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no idea mate

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you have the same layers and everything?

fast bronze
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;-; i think i will need to switch to godot for android games then . Unity is super good when i make windows or pc games but whenever i try android there is always a problem

indigo condor
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is it just meshcolliders?

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you said it was all colliders right?

fast bronze
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none of the colliders work

indigo condor
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but they are detected you said

fast bronze
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it doesnt work in 2d either

indigo condor
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the physical collision is what is not working, correct?

indigo condor
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do the objects have rigidbody?

fast bronze
fast bronze
indigo condor
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kinematic==false ?

fast bronze
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yes

indigo condor
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yeah then its quite strange

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don't get it

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which unity version are you using?

fast bronze
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2020.3.24f1

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i tried on an earlier version too it wasnt working so i switch to the new version

indigo condor
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thats the same im using, well im on .21

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i dont know what might be the problem

fast bronze
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ahhh atleast thanks for cooperating 😄

indigo condor
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no prob

fast bronze
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XD i will either never make android games ever again or switch to godot

indigo condor
fast bronze
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i once did bruh never trying again

fast bronze
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hey i figured out the problem actually i was using transform.position which works like a teleportation thats why it wasnt working

indigo condor
proper perch
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That’s weird.

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It shouldn’t be like that, you write the game code and it works on any supported platform

glossy sluice
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how do i fix this errors ? iam using admob, firebase messaging, firebase analistics,and firebase dynamic Links. Pleasehelp me?

sturdy stream
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Has anyone used ENet with android? I am getting missing DLL errors from the Uniyt netcode transport package for android

proper perch
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Yes, I have @sturdy stream

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DllNotFound can be a few things

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Wrong architecture, ie. loading ARMv7 on ARM64 and vice versa

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The DLL didn’t get copied

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The Library is named incorrectly

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I need to know your setup, and we might need to dig inside an APK of the built android project

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Find the .so file that is the android plug-in file and show me it’s inspector.

sturdy stream
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I am using the Unity Community Transport package as well for context

proper perch
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Okay, and what is your device you’re trying to run it on?

sturdy stream
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Samsung S20+ I also have the ARM64 compiled

proper perch
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I’ve used ENet with my Ignorance transport for Mirror and had zero issues.

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Okay, so
 show me the inspector for the arm64 version of ENet?

sturdy stream
proper perch
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Looks good. Hmm. Then that begs the question why isn’t it being loaded


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Okay, in your build settings, are you using Mono or IL2CPP?

sturdy stream
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IL2CPP

proper perch
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Okay, what build targets?

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ARMv7 and ARM64 or just one or the other?

sturdy stream
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both of them

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I have also logcatted the connection issue and it seems to arise when attempting to create the hose in the ENet.Host.Create method

proper perch
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Let’s try unticking ARMv7 so it’s building only ARM64 code. Then run a build and see if it breaks.

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It sounds to me like they’re using a ENet CSharp binding file

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Which basically wraps things

sturdy stream
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my only thought is that maybe the ENet-CSharp binding is looking for DLLs when it should be looking for the .so

proper perch
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Are you able to see the source code of the binding?

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There was a gotcha I believe, something to do with prefixes

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Unity looks for .so on Linux based systems, more so “shared objects”

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I had some pain with that

sturdy stream
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I dug all the way down and I found this defining segment

proper perch
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Oh hey, that’s from my fork of ENet-CSharp


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Hmm. Okay, so walk me through this, how can I replicate this issue? Is there a example scene I can compile to test it?

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Like I assume this is using the new unity networking system and the community ENet transport

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You could put a else if to check if it’s UNITY_ANDROID and set it to libenet

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Oh, important question I forgot

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What version of unity are you using?

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I remember some versions of unity had intermittent problems with Plugins

sturdy stream
proper perch
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Ok, good job, using 2020 LTS

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I’m using 2020.3.25f1 locally here so possible chances are I can replicate

sturdy stream
proper perch
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You already built it right?

sturdy stream
proper perch
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Ahh.. OK

sturdy stream
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I am working on a port from a PC to android IOS project for context

proper perch
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That sort of project is always fun

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(No sarcasm intended)

sturdy stream
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Lol i'm enjoying it :)

knotty sierra
#

Hello everyone! I am not sure if it's a right channel to ask this question but I hope someone here can help me. There are several solutions on the market offering in-game Support, like HelpShift https://www.helpshift.com/ and Zendesk SDK https://assetstore.unity.com/packages/add-ons/zendesk-sdk-for-unity-184352 that commonly used by game developers. I know that HelpShift for example use Android and IOS plugins for their in-game integration, Zendesk does it in a bit different approach. My question is why don't they just use something like UniWebView https://uniwebview.com/ and don't create a webapp using React for example to deliver the same user experience? Seems like UniWebView can render any webpage inside Unity and also have access to the native Android, IOS features, so basically I can create Customer Support platform using web technologies and then display it directly in the unity if needed. What are the advantages of using native plugins in such a case? Thank you

indigo condor
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youre talking about creating your own support platform using uniwebview

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but these companies are already offfering this platform... what do they win by offfering it to you using webview?

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to me looks interesting but we are a team of 2 and we have no time to create a customer support platform

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btw we have none for the moment

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would you recommend zendesk or helpshift?

knotty sierra
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@indigo condor I have been working in gaming Customer support and Community management field for over 7 years and I see a lot of problems related to the solutions that are available on the market at the moment. E.g. Helpshift and Zendesk provides only customer solutions for game companies but not integrated community service (like social media/forum inside the game) where players can jump and start conversation with others without leaving your game. Usually for CS they go with HelpShift or Zendesk but for community they use Discrd, Facebook, Instagram, etc. So this is why I am wondering if it's possible to do such a new platform that will cover all the needs in one place using regular web technologies and then wrap it in UniWebView to let players instantly access it.

for your other question, I would prefer Zendesk because of the flexibility they provide and open API you may use to automate things for your CS team. But at the moment their Unity SDK is very limited and raw as they released it several month ago. It's not perfect for CS but it's very easy to set up and also pricing is convenient comparing to HelpShift as HS will charge you based on your MAU and ZD has regular subscription plans.

indigo condor
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btw is uniwebView a relatively new asset? never heard of it

knotty sierra
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@indigo condor Not exactly) I want to have a completely new platform that will allow game developers to have community and support inside the game (not pushing players to leave the game if they want to talk to each other or contact customer support). On the other hand players just click a button and have everything there: news about the game updates, ability to share feedback, repost a bug, etc. Such an approach should have very positive impact on engagement and LTV. There is one Chines company offering similar solution: https://www.ktplay.com/en/
I used it with my CS team but the product is very low quality and seems like they are not providing it for US/EU countries any more.

Seems like uniwebView is not new as they have version 4 available at the moment but I cannot figure out why companies like Zendesk and helpshift don't use webview approach but go with native plugins.

indigo condor
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that looks certainly cool, creating your own platform in it

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if you have the know-how.... you could create it and provide other dev studios with it 😄

knotty sierra
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This is the plan)

indigo condor
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maybe you could use an existent free cms

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there must be tons of cms for comunities i guess

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no?

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well as a startup developer i find it amusing, thats all I can say

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and yeah taking out the players of the game sucks so....

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I think its a great idea

fast bronze
sleek eagle
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Tried upgrading the same project in the main branch, why does it double in size!?

sleek eagle
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Using proj settings from the other project with 1gb file size did not fix it

split niche
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can someone help me

tribal ledge
#

How should I go about trying to identify an issue one of my users have on their device with an app versions downloaded through google play? They seem to run into some sort of error but I do not get an error report sent to me like I should

twin garden
#

well facebook are high off their asses if they think i'm going to install their api in my game just to use their ads lol. any other good ad networks i can use?

storm kelp
#

Unity ads

twin garden
#

ooo let me start a new branch. "proto-greed"

#

jk my game is free

#

wait I don't want to show ads in my game. Just advertise my game in other places.

#

Unity ads still good for that?

storm kelp
#

No then you just pay any ad company to host your ads

twin garden
#

Ye I'm looking for a good one

#

Facebook app installs looked good but they want me to install some creepy api

storm kelp
#

There are plenty more than just fb, that won't make you install an sdk

twin garden
#

i decided to try out reddits per install ads

#

omg it's cost per click

#

lol

toxic nimbus
#

Hello I have a XML file I want to load on Android/iOS, right now I am getting the file with HTTP request from my server, but there must be some kind of way it can be loaded locally? Or am I missing something here

glossy sluice
#

hi, i have a problem building my game. when i try to build my apk it shows an error name 'Fatal-error' . how do i fix this ?

sonic otter
# toxic nimbus Hello I have a XML file I want to load on Android/iOS, right now I am getting th...

When it builds, it strips out unused resources. You can either create a Resources folder (google how to make one) and in that one folder Unity won't delete things. Then you can use Resources.load to get the things inside there. You could also embed the xml as an embedded resource and get it from the embedded resource using the Assembly class. ```cs
var assembly = Assembly.GetExecutingAssembly();
string resourcePath = name;
resourcePath = assembly.GetManifestResourceNames().Single(str => str.EndsWith(name));

using (Stream stream = assembly.GetManifestResourceStream(resourcePath))
using (StreamReader reader = new StreamReader(stream))
{
    return reader.ReadToEnd();
}```
#

name is the filename of your xml

primal cove
#

Hi I am trying to just build a very simple scene with just a camera light and cube for Android, but when I load the apk on an android emulator and open the app it is just a black screen. Any ideas what is going wrong?

primal cove
sturdy stream
#

Addressables question here: I am on a project that has addressables working for PC builds (stored in Azure blob) and I am working on the Android version and seem to have a situation where I have addressables built and stored in the azure blob but the Addressables.LoadContentCatalogAsync call does not finish so my addressables do not load?
Any experience or advice with Android and Addressables would be great!

robust bolt
#

Hello
I have a small problem implementing Ads into my game. Its regarding the rewarded section. On my dashboard, under Monetaization, there is no placement section. I have followed every tutorial there is and even read the manual on what to do but i cant figure it out. does anyone have any idea to what i am doing wrong?

Thank you 🙂

eager tangle
#

Ok trying to build my first android game (messed with pc stuff before) when I test using unity remote I notice assets being kinda squashed out of shape. For example joystick looking more oval than circle. I imagine fix is simple but any ideas?

sleek eagle
#

If I add a second URP pipeline asset and add it to my quality presets the apk of my game gets 2x the size. Is there a way to change this?
Unity 2020 LTS

last stump
robust bolt
#

Yo
I still need help 😅
This is what it says:

#

How can I solve this issue?

cinder epoch
#

Try loading the ad before showing it

gloomy wing
#

my game is using assetbundles on ios

#

so the assetbundle is stored in a file called __data but

#

theres also a file called __info

#

im not sure what it does?

#

in notepad it just looks like this

#

its always
-1
NUMBER SPECIFIC TO ASSETBUNDLE (unsure what?)
1
and then the name its looking for for the assetbundle

#

whats creating these? and where does the long number come from?

fiery condor
#

If it's not initialized, it won't load ads either.
The loading ads debug logs only indicate that it wants to try to load the ads, not that it actually succeeded.

void relic
#

Hi there
does anyone know how to properly debug an iOS app with unity?
Getting crashes on startup on simulator but not on device

crimson kestrel
#

Does anyone have a solution to this? https://answers.unity.com/questions/1735956/unity-google-admob-xcode-when-i-want-to-run-my-gam.html

Got the exact same issue, and have google all day and no solution have worked

toxic nimbus
toxic nimbus
crimson kestrel
#

@toxic nimbus The thing is i found a solution but its extra work each time i export the project from unity. What i did was install pods via terminal in the project folder and then i got the xcworkspace file. Why doesnt it show up automatically?

#

Install pods takes like 10-15 minutes each time

toxic nimbus
#

Some of the answers might help you

crimson kestrel
#

however the solution to reimport package to get it fixed did not work

abstract shoal
#

Hello i get error when i try to open the game on my phone

chilly zinc
#

Hey, trying to get unity remote working. I've enabled developer settings and USB debugging on my android, done the whole edit project settings bit, still not working.

#

Phone is plugged in via USB

sleek eagle
azure jungle
#

Does anyone know if big scenes will make your app go OOM because Unity loads everything into memory even if it's far away?

#

I enabled Texture Streaming but I dunno if that helps much

void sentinel
#

Hey does any1 knows about this new Data Safety play console policy?

#

ping me if you know

iron acorn
toxic nimbus
quaint spear
#

Does anyone have experience with Android? When I installed Unity 2021, I included support for Android devices, but in my projects preferences, the links to JDK, SDK and NDK all point to

D:\Program Files\2021.2.7f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
D:\Program Files\2021.2.7f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
D:\Program Files\2021.2.7f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK

But the OpenJDK, SDK and NDK sub folders do not exist in my AndroidPlayer folder.

glossy sluice
#

help me i stuck at black screen whenever i build and run

glossy sluice
#

or download it manually on google

quaint spear
#

@glossy sluiceHow do I download it with unity hub? It should already be installed and it doesnt seem like I can edit the modules. In Unity Hub, I go to Installs, and select the gear on the version of Unity I am using. I then select Add Module, and I can see that I already Have Android SDK tools installed. And it does not give me the option to install anything else.

#

and I tried to download and install the JDK manually, but then Unity complained it was not the correct version

hoary niche
#

Hello is there a way to remove unity's entire light system to reduce package size? (except if it is already done during export) Thanks

sonic otter
#

I have a weird issue with handling touches with the new input system. Using the delta X on the touchscreen as an axis, it seems when I make a drastic change (like dragging quickly from left to right) it seems to slow down the speed I would like it to be. Once the delta x drops to a smaller threshold everything goes back to normal. It feels like traction control on a car, where you want to move fast but it takes away throttle power from you

cinder epoch
sonic otter
#

Under the hood I think it maintains a queue of inputs that is added to in the update loop and popped out in the fixedupdate

#

I did find the menu for input, it did in fact default to process in Update, so I changed it to fixed

#

Still seeing the same behavior

bitter wasp
#

Have you guys manage to integrate google sign-in into your app? Im confuse there seems to be many ways to do it(firebase,play services,etc..) and some tutorials I found are outdated and causes errors when i try to update to the latest version. I just want a simple sign-in authentication to let user login into my app.

dusk barn
#

if anyone can help me with my interstitial ads, please ping me

#

it works in editor, but when i make a build the ads never show

#

im using test ads, so i know its not because the game is published etc

#

banner works perfectly fine in final build too...its just interstitial that refuses to work

quaint spear
#

@bitter waspIm using PlayFab for the Authentication process.

robust bolt
#

I still haven’t managed to fix my rewarded ad. I can’t get it to initialize and how to fix the placement part.

#

Does anyone know how to fix this?

indigo sierra
#

Hi, I just got back to unity and wrote a small app, I wanted to compile the android version but I am again getting that issue with the sdk etc being missing of the wrong version. How are we supposed to fix this? Thanks!

fiery condor
quaint spear
#

Does anyone have experience with Google Play Store? I uploaded an App Bundle to a Closed Testing release. I didn't realize that you had to keep the same signing key for every new release. I lost the original signing key so I created a new one. Now, when I upload my .aab file, I get an error stating: Your Android App Bundle is signed with the wrong key. Ensure that your App Bundle is signed with the correct signing key and try again. Your App Bundle is expected to be signed with the certificate with fingerprint: Is there anyway to fix this or do I have to create a whole new App in my Google Play Console?

indigo sierra
fiery condor
indigo sierra
#

they seem to be added through the hub yes

dusk barn
quaint spear
#

thanks. luckily, the file was in one of my Git pushes, so I was able to retrieve it after all

dusk barn
#

yeah dont lose that lol

quaint spear
#

Yea no doubt. I actually dont even see a way to delete an app bundle in the Google Play Console

dusk barn
#

they make it a little tricky but you can delete them

#

are there any mobile ad experts here, help me figure out this problem ive had for weeks 😂

rancid lichen
#

I'm trying to add a native library to our android build. The library filename includes its version number: libpinmame.so.3.5. The inspector won't show plugin attributes. It will if the native library is just .so. Unfortunately the managed cs loads the library with the version number in the name. Anyway around this?

hasty pivot
#

Hey guys. Unity is asking me for permissions to record sound, even if my android game doesn't use microphone, I do not need any permissions, it just looks strange.

<?xml version="1.0" encoding="utf-8"?>
<!-- GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN-->
<manifest
    xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.unity3d.player"
    xmlns:tools="http://schemas.android.com/tools">
    <application>
        <activity android:name="com.unity3d.player.UnityPlayerActivity"
                  android:theme="@style/UnityThemeSelector">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
            <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
        </activity>
    </application>
</manifest>
sonic otter
#

you can create your own custom manifests in unity

#

if you're using a plugin or some unmanaged code that requests microphone access though it will still request the access

edgy geode
#

Hi guys i wanna create my own 3d game on android, anyone knoe where i can look for tutorials?

keen shoal
#

Yes there's a great place for that but I can't recall the name

#

Just give me one minute to search for it

#

Ok found it, it's Google

edgy geode
#

Discord can be just as good a sesrch engine as google lool. Argueably even better sometimes.

keen shoal
#

You'll be better off using google

#

Or reading the stucky notes

#

Especially if it's something like finding a tutorial

edgy geode
twilit abyss
# edgy geode Hi guys i wanna create my own 3d game on android, anyone knoe where i can look f...

Did you check out https://learn.unity.com/pathway/unity-essentials ? It will give you a taste for what game design using Unity is like. From there you have a LOT more to learn (as do I) but at least you'll know if this is "for you" or if you want to hire out the work.

Unity Learn

Designed for anyone new to Unity, this guided learning journey is your first step toward gaining the background, context, and skills you need to confidently create in the Unity Editor and bring your vision to life. Experience hands-on learning as you discover what’s possible with Unity and unlock free assets to support you in creating your best ...

edgy geode
twilit abyss
#

Greetings all, beginner looking for some, "Hello, World!"-level help with Unity iOS AR. Due to the number of different domains at play, I am not sure what isn't working or where to start researching to find the answer. Here is my environment:

Hardware:

  • MacBook Pro 13-inch, M1, 2020
  • iPhone 12 Pro Max
    Software:
  • MacOS Monterey 12.1
  • Xcode 13.2.1
  • iOS 15.1.1
  • Unity 2021.2.8f1 (also tried this is a few 2019 builds, same issues)

Steps to reproduce:

  1. Create new project using AR template
  2. Switch platform to iOS
  3. Build and Run (this kicks to Xcode, which is where the rest of the steps take place)
  4. Using Xcode's breadcrumb bar at the top-center of the screen, switch to my iPhone
  5. Click Product > Run from the Xcode menu, which fails with this error:

"Unity-iPhone" requires a provisioning profile. Select a provisioning profile in the Signing & Capabilities editor.

twilit abyss
tired lily
twilit abyss
tired lily
#

did you enable automatic signing in xcode? it'll create the required certificates for you if needed

twilit abyss
tired lily
#

try enabling it in unity first, it's a real pita to remember things if you try and do it manually. Build Settings -> player settings -> ios -> other settings -> under identification, enable automatically sign

#

otherwise in xcode, select Unity-iPhone project, click iPhone target, select signing & capabilities tab and ensure "automatically manage signing" is checked

twilit abyss
#

All good now. Issue was my real AppleID had been a paid developer account eons ago. Now I am no longer able to switch back to being a free account. Stupid and not documented anywhere. I made a throwaway AppleID and signed up for Developer access and everything worked great. All good to go now. Thank you for your guidance.

quaint spear
#

Can someone please assist with this? I've been struggling with the issue for a week now. I am trying to build my app for the Google Play Store. It has the Google SDK (and Facebook) installed. When I run it locally, it is fine. But, when I try to build it as an apk or aab, I get an error that says "Failed to update the Android SDK package list. Se the console for details" Can anyone help with this?

#

And when my app first loads, in the console, I get an error that says "Gradle failed to fetch dependencies"

toxic nimbus
#

Go into preferences -> External tools -> Deselect everything as in the image, close preferences open it up again and select all again

quaint spear
#

@toxic nimbusThanks. I tried that but it did not work. In my setup, even though the installation of Unity includes Android support, the folders for Unity's JDK, SDK and NDK are missing. So, I have them pointing to installations I did for those packages. But, what did work was adding a "" to the end of all the paths. That at least fixed the bulk of the issues. But, I am still seeing an error for : Gradle failed to fetch dependencies. Failed to run 'D:\UnityProjects\myprogject\Temp\PlayServicesResolverGradle\gradlew.bat --no-daemon -b

#

and I also see a message that says: ```
Unable to determine which Android packages are installed.
Failed to run 'D:\NewAndroidSDK\tools\bin\sdkmanager.bat --list --verbose'
stdout:
stderr:
Exception in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchema
at com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)
at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)
at com.android.sdklib.repository.AndroidSdkHandler.<clinit>(AndroidSdkHandler.java:81)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:73)
at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48)
Caused by: java.lang.ClassNotFoundException: javax.xml.bind.annotation.XmlSchema
at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:641)
at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:188)
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:520)
... 5 more

toxic nimbus
quaint spear
#

I have the newest version of Unity!

#

lol

toxic nimbus
#

But obviously there is something wrong with the Android install if you have to manually point your folders to a separate download. Are you sure that Android is installed correctly trough Unity hub?

quaint spear
#

I believe so.

#

But, if I have JDK unchecked, the path Unity uses is "D:\Program Files\2021.2.7f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK" which OpenJDK folder does not exist

#

and the same is true for SDK and NDK

#

I guess I'll try to unistall and reinstall it

#

I was using Unity 2021.2.8 but the Unity Hub installer says the recommended version is 2020.3.26f1. Is 2021 just a beat version or something?

#

*beta

toxic nimbus
#

2021 is beta, 2020 is long term support so more stable.
Copy your path and at a \ at the end after OpenJDK in the custom path field

quaint spear
#

Well, I already unistalled 2021 lol. I'll try to see how 2020 does. Maybe it wont have these issues with the Google and FB SDKs (thats when these issues started)

toxic nimbus
#

Hope it will fix it

quaint spear
#

No, that did not help. Even after unistalling and reinstalling Unity (and downgrading to 2020) I still get the same Gradle error

toxic void
#

Hello. I’m not sure if this is the proper place do to this and if not feel free to delete the message mods. A friend and I bought an fps framework and it has been dream of our to make a community driven game on mobile. We used to be limited to the fps games on mobile and wanted something more. We have put a lot of time into the project but our in experience has lead to a couple of stumps. I would like to expand the team possibly with someone more experienced. If anyone is interested or would like more information just send me a dm (:

kind adder
#

Anyone know how to install the SDK and ndk

#

I have installed the jdk

#

But even though I have installed the SDK and I have read that you only need one of two unity still gives me errors and says it also needs the ndk

dusk barn
#

i had to download unity LTS from another computer then copy it over to mine

#

for some reason my computer refused to download all of the files (ie. android support)

#

that fixed all my android issues

#

wasted a week trying 😂

kind adder
#

Ok thank you I think I probably need to do the same

thorny crane
#

I have a little question, is it possible to login into your game with face recognition by using the camera on your phone? If not, does anyone know an alternative?

grim remnant
#

hi, when building my app i suddenly am getting this error. i did install visual studio 2022 today and installed it with xamarin support. so i am not sure if my unity is screwed now because of it? else i might just try and delete unity and reinstall it all together and see if it helps.

sterile gull
#

Anybody ever had their GameAnalytics config file wiped, w/o updating GA?

We're trying to pinpoint the reason why this happened. Any insight would be great.

glossy sluice
hushed wigeon
#

is there any other monetization system rather than ads in game and in game purchase

keen shoal
#

can always mine crypto PepeLaugh

zinc flicker
#

Heya peeps, need a little help, so i'm making an android port for me game and it's almost done, the ui looks like poo but it works for the most part. Originally i was tickled pink to realize that the touch to look around worked without me needing to recode anything. But it turns out to be more of a curse than a blessing. Now i need it to NOT work on the whole screen and also not trigger my left mouse click whenever the screen is touched. So need to restrict it to this white box on the right and remove the click. Any clues?

lethal beacon
#

@zinc flicker You can check if the touch input is inside a recttransform with RectTransformUtility.RectangleContainsScreenPoint

real surge
#

Hey, maybe this question is a little bit stupid but im working on a guitar hero style game as a learning project and its been a few days since im stuck on the smoothnes of the musickey moving down. I even did a new empty project with only one script with one lerp function, and it stills dont look good on mobile (on game view it looks perfect, is when i make the build and install on the mobile that it looks bad)... can someone give me any clue please?

#

i can show you the code if you ask, i just dont want to flood so much the chat

#

is just a lerp function

#

im using simple sprites, and the official "mobile 2d" template

glossy sluice
#

if you mean the FPS, Mobile by default is capped to 30 FPS (depending on the platform) you can change that by changing the Application.targetFrameRate value to something like 60 within the code

split dew
lament terrace
#

hey

#

i have an problem with conneting my phone to pc

#

its connected throught usb and usb debugging is on

#

and i have unity remote aswell

lament terrace
#

i watched an tut but still dont work

lament terrace
#

idk

mild pasture
#

Anyone knows why this error is showing up?

quaint spear
#

Anyone have experience with Google SDK and/or PlayFab? I am trying to authenticate with Google Play Store. But, authentication fails with just an error saying "Error Authenticating with Google" and a debug message that says "Authentication Cancelled". I have my app deployed to Google Play Store (In alpha only to testers).

abstract swallow
#

I need help using unity remote

#

I am getting an error

CommandInvokationFailure: Unity Remote requirements check failed
/Applications/Unity/Hub/Editor/2020.3.18f1/PlaybackEngines/AndroidPlayer/SDK/platform-tools/adb forward tcp:7201 tcp:7201

stderr[
error: no devices/emulators found
]
stdout[

]
exit code: 1
UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)
UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)
UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)
UnityEditor.Android.ADB.RunInternal (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)
UnityEditor.Android.ADB.Run (System.String[] command, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)
UnityEditor.Android.ADB.Run (System.String[] command, System.String errorMsg) (at <c8b3b39837d14a59b516963b78bf9032>:0)

#

I watched a few video but still confused

turbid flower
#

Hello friends. I'm trying to download android SDK using cmdline-tools. But I can't. Here are the screenshot. I just tried installing build tools but it's failed.

sleek eagle
real surge
quaint spear
#

Anyone have experience with porting Unity to IOS? My code builds fine on Windows and Mac. When I build in Mac, it creates the XCode project. But, when I try to build that (Product->Archive) I get an error saying 'FBSDKShareKit/FBSDKShareKit.h' file not found I have the Facebook SDK installed in the project. I have very limited experience with Mac computers and almost no experience with XCode. Any help would be appreciated!

ruby vector
#

Hey all, hope this is the right place to ask the question instead of VR because an Oculus Quest is basically an android device which may be more relevant to this question.

I have made an app that allows users to create custom scenes, it's a very basic json txt file that stores all the object ID and transform info for the game to respawn them accordingly on load. These txt files are just stored in the Application.persistentDataPath folder under a name the user decide (with certain prefixes for the loader to identify).

I'd like some advice for ways which users will be able to share the things they create and allow others to download them, which will automatically put the txt files into said directory. Instead of the alternative which is plugging the headset into a PC, and manually sharing / placing these files, while it works, clunky is an understatement. Thanks in advance.

quaint spear
#

I am not sure this is even specific to Mobile. You would need an external hosting platform, where these files could be stored. Your application would read/write from that location, based on the business rules of your app

ruby vector
abstract swallow
#

Hello, my remote 5 is not working

#

I keep on getting an error

#

not sure what it means

quaint spear
#

@ruby vector Well, it just depends on the volume of traffic, number of users, resources, etc. I would look at Azure or AWS for an enterprise level solution. For a proof of concept, maybe Google would work.

#

But, it wont be secure

abstract swallow
#

problem solves from above

#

another probme

#

my screen is stretched when I play on remote 5

#

(android phone)

dusk barn
#

i have ads banner in my game scene, but when i transition to main menu, the ads are still showing

#

how do i remove banner from the main menu scene and only have it so it is displayed in the game scene?

tired lily
quaint spear
#

@tired lilyThanks, I was looking into that. Is IOS Resolver, I changed "Cocoapods Integration to XCode Project - Add Cocoapods to the Xcode project" but that didnt seem to help. I also dont see a folder being created, in the XCode project folder, called FBSDKShareKit. Should Unity be creating that?

tired lily
#

Are you seeing any errors when building the project? Try running a terminal on the build dir and running pod install

quaint spear
#

No, when I build the project in Unity, it is fine. It is just when I go into XCode and try to Archive it that I get the error

dusk barn
#

theres no pod file generated when you build?

quaint spear
#

and Pod is installed. When I type Pod in the command prompt, it shows as being installed

tired lily
#

pod install executes the podfile, doesn't install cocoapods ;)

quaint spear
#

Im sorry, I have never worked with Macs or XCode before so this is all new

#

when I type Pod Install, I get an error saying "No pod file found"

#

Do I need to run that command in the XCode project folder?

tired lily
#

in the folder your xcode project is in, yes. You should see a podfile there

dusk barn
#

if you do it right, it'll create the xcworkspace file which you then can open with xcode

#

should be good to go after that

quaint spear
#

OK, I found the Podfile in the root folder of the Xcode project

#

@dusk barnsorry, was that directed at me?

dusk barn
#

yeah

quaint spear
#

oh, I am not sure what you mean?

dusk barn
#

it'll create a workspace once you install the pod properly

quaint spear
#

oh, yes. I have that already. My issue is that when I build in Mac, it creates the XCode project. But, when I try to build that (Product->Archive) I get an error saying 'FBSDKShareKit/FBSDKShareKit.h' file not found I have the Facebook SDK installed in the project. I have very limited experience with Mac computers and almost no experience with XCode. Any help would be appreciated!

#

OK, so I ran Pod Install in the root folder of my xproject. so. I should re-run Project->Archive?

#

again

dusk barn
#

yes

quaint spear
#

OK, this usually takes like 45 minutes. In XCode, whats the difference between Archive and Build? And should the Archive process really take that long for a small game?

dusk barn
#

i usually build first to make sure it works

#

archive is what you use to send it to your app store connect

quaint spear
#

Archive still failed with the same error

abstract swallow
#

Why does my game stretch alot?

#

when I play on mobile

neon thicket
#

Different aspect ratios. You need to alter the camera, and use proper UI anchors to work with various resolutions.

cold marsh
#

Hello folks,

I try to debug my code on the device (android), but Its not working... Who already did this trick ?

#

On VSCode I only find this when I launch the "attach to process" debugger

#

My device is connected through USB

#

No problem for build and run onto it

turbid flower
#

The problem is not SDK itself but it's missing build-tools. I think Unity Hub faces with this issue when downloading sdk related tools.

sleek eagle
#

If you select sdk and ndk you should be fine with hub

turbid flower
sleek eagle
#

Try another vpn, with many you can't even start the editor properly.
Heard good things about openvpn for unity

turbid flower
#

It says archive is not zip . . .

#

If it was vpn related it couldn't even connect or download. It appears while downloading.

#

Maybe unity hub also faces with this problem while downloading sdk tools

sleek eagle
#

If you don't believe it's the vpn (there still is a decent chance with unit), send the logs from hub

turbid flower
#

Ok. Thanks for help. I'll send log tomorrow.

mild pasture
#

Is there any specific reason I'd get product unavailable error even if product ids are correct?

#

Unity IAP in ios

wicked olive
#

from where can i download these besides unity hub ? coz unity hub keeps messing up and not installing anything.

sleek eagle
#

@wicked olive if you install (or edit) the editor check the sdk and ndk inder6 android support

wicked olive
#

I'm on OSX btw...

#

i installed unity manually from the unity download assistant, checked android support but it doesn't install these folders

#

they're missing and the documentation i found they all say, download using unity hub... which even the latest version doesn't work for me...keeps saying Validation Failed (and on OSX there's no such thing as run as admin like the forum suggest for windows)

#

Also, In unity hub i have to locate the Editor manually. As a result, it doesn't give the option to add extra modules when you click the "3-dots" button.

sleek eagle
#

Why don't you just install it using unity hub? @wicked olive

sleek eagle
# turbid flower

Hate to say it, but I still expect this to be a vpn issue since the URLs can't be reached. And maybe reinstall unity hub?

wicked olive
wicked olive
#

the problem is not downloading... it's the installing

#

it downloads all files and when it comes to installing, it keeps saying Validation Failed

sleek eagle
#

Are you using a vpn?

wicked olive
#

no

sleek eagle
#

Reinstalled unity hub already?

#

Just filtering out basic issues first

#

And is it unity hub 2 or 3?

wicked olive
#

yes i reinstalled unity hub... tried both versions

#

both of them have the same issue

#

i tried installing jdk, ndk, sdk manually and set the paths in the preferences and now...

#

the sdk installed in the system (via android studio) is 32...

heavy hare
#

Why does Force-Resolving deps via EDM4U a second time just delete all my Android Plugins and then Building fails even if the plugins are there, with an Error Message in the Console that just errors out the entire console? :/

wicked olive
#

I think i managed to set it all manually...checking the build...

broken mauve
#

I am making a game like snake vs blocks and i have the movement script made but the problem is when i am not touching the screen the player still moves right and i dont want that i want it to just stay there until the player presses down on the screen

here is my code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMove : MonoBehaviour
{
 
public float forwardSpeed = 5f;
public float sideSpeed = 5f;

private void Update()
{
    Vector3 deltaPosition = transform.forward * forwardSpeed;
    if (Input.touchCount > 0)
    {
        Vector3 touchPosition = Input.GetTouch(0).position;
        if (touchPosition.x > Screen.width * 0.5f)
            deltaPosition += transform.right * sideSpeed;
        else 
            deltaPosition -= transform.right * sideSpeed;
    }
    else {
            deltaPosition.x = sideSpeed;
    }
    transform.position += deltaPosition * Time.deltaTime;


  }

}
quartz kernel
#
if (Input.touchCount > 0)
    {
      ///
    }
    else {
            deltaPosition.x = sideSpeed;
    }
#

It's doing what you're telling it to

#

If there's no touch, move to the side

turbid flower
sleek eagle
abstract swallow
#

Hello! Is there anyway to make my Remote 5 look more crisp

#

my graphic looks semi fine on my laptop

#

but awful on my phone

#

anyway to fix it?

neon thicket
#

Remote is just a stream to the device. If you want to truly see the game on the device, build to it.

abstract swallow
#

ok

#

another question

#

I kinda mesed up big

#

but my font is all messed up

broken mauve
#

does anyone know where i can find some help making a game like snakes vs blocks? i want to put my own twist on the game but not sure where to get the help

neon thicket
broken mauve
#

Not really looking to collaborate with someone more just anyone that has any recourses to help

neon thicket
#

Well, then feel free to post your question about it and anyone available can answer.

winged peak
#

does anyone have any ideas on how to share with some friends (two or three people) a unity iOS mobile game for free?

analog plover
#

You've already been told that it's not possible

#

it remains to be impossible no matter how many times you ask

quartz kernel
#

The only way without a paid developer account would be to build the game directly onto their device, which would expire in 24 hours

winged peak
neon thicket
#

You can share an APK, sure. And you can easily sideload that APK onto any android device.

quartz kernel
#

the iOS version of an .apk is an .ipa, and they can not just be downloaded and installed like on android. You would need a paid developer account to use this

neon thicket
#

Well, technically they can be downloaded and installed, it just won't work unless you've set it up as Ad Hoc deployment, which as Ole said, requires a paid developer account to add the UDIDs to the certificate.

#

But that's just technicalities lol. Regardless, you need an account.

winged peak
#

okay, i understand. There is no way.

Btw, Apple sucks 👍

neon thicket
#

If you're serious about mobile development, you're going to need to do it eventually.

#

Apple has no interest in developers/apps that can't make them money. đŸ€·â€â™‚ïž

proud temple
#

Hello, working on iOS I have the following orientation settings.

However the IAP window shows up in portrait mode for some reason still.

worldly furnace
#

Does 2022.1.0b4 not work with Unity Remote?

thorny maple
#

Hello, I am trying to develop a mobile game for Android, but when I test my game on mobile, the quality is like lost because of the screen resolution I think. Can someone help me with this? Thank you!

#

This is the good one

#

But on my phone it looks like this:

thorny maple
#

Aha, fixed it!

viral pollen
#

Hello everyone! I am planning to do a mobile game, but I don't know which version to use. Is 2021 version worth or I should stick to 2020 LTS? Thanks!

neon thicket
#

Either will work for mobile, really.

viral pollen
neon thicket
#

You can check the 'whats new' in 2021 online and see if anything would be useful for your project.

viral pollen
#

I'll do that

#

Thanks!

neon thicket
#

Personally, I'd use 2021 though. One new thing released was the built in object pooling, which is a common thing you need for mobile games. Saves making your own.

split dew
#

Can anyone explain me this Steering Wheel code? Please!

#

My questions:

  1. Why is LastWheelAngle and NewAngle variables for?
  2. What is DeltaAngle?
  3. Why this line - LastWheelAngle = NewAngle;?
  4. Why is OnDrag() function called in OnPointerUp?
  5. Why this -
            WheelAngle += NewAngle - LastWheelAngle;
            else
            WheelAngle -= NewAngle - LastWheelAngle;```

6. Will the 38th line (```Wheel.localEulerAngles = new Vector3(0, 0, -WheelAngle);```) execute an animation whenever the wheel is moved as in the eulerAngles?
7. Why is OutPut variable there for?
split dew
#

What is the use of LastWheelAngle?
I have seen it by commenting all the line wherever LastWheelAngle is there and the animation is getting very fast and weirdly but still I dont' understand the actual reason what lastwheelAngle is doing

glass pecan
#

hello everyone. got a good site to start with mobile advert? im only working on android. but its not clear how to start, as i know unity has its own add thingy?

lethal silo
#

So I made a small game, changed my platform to IOS and chose a folder to build the game in, I built it but shouldn't there be like an IPA file? How do I install the game on an IOS device, it is currently in a folder on my windows pc

tired lily
#

Unity builds an xcode project for you. Now you need to compile the project with xcode. You'll need a mac

quartz kernel
void vessel
#

Anyone had issues with Google Play saying your Android app bundle is not signed even though you setup a key in the Android publishing settings before you built your bundle?

hollow sluice
#

Hey, is there any way to send UnityWebRequest GET in OnApplicationPause event? It looks like my coroutine with request is not sended if pause = true. Probably because main thread is frozen while the game is suspended.

bitter summit
#

Hi I want to publish my app to the ios and android store, and I have around 10k textures in my project, which are around 300mb, after built it is way bigger than the limit (150mb) how can I solve the problem? Thanks in advance, need your help ❀

twin garden
#

I dunno what to do

broken mauve
#

I have been trying to fix this error for hours, i have reinstalled android studio but nothing works and im confused on what i should do next, any help please?

tired lily
#

And you followed the directions?

broken mauve
#

Yup

#

I have absolutely no idea what's happening to it

tame glacier
#

It seems like you didn't set the path correctly. If you find the SDK but you selected an incorrect subfolder it can cause this error too.

tame glacier
supple umbra
#

my game
lags a lot
when i put the resolution to normal
is there a way to have the quality of my UI good without making it lag?

tame glacier
#

It think it's normal in Unity Remote. Is it also lagging if you run the apk directly on your device?

toxic void
neon thicket
#

Unity Remote isn't meant to be a proper representation of the application on the device.

#

The only way to actually do that is to build and run it on the device.

frozen vapor
#

@half sentinel No job/collab offers on this discord. Don't crosspost.

supple umbra
#

can't seem to find my apk on my android device?

#

searched through google couldn't find anything either

sonic otter
#

what do you mean?

#

are you uploading the apk from android studio to your phone?

supple umbra
#

nvm was able to do it

hollow sluice
#

Hey, I'm coming with a question related to Google Play Store. I want to add in-app purchases to my app but since 2014 Google require you to set up physically address which will be displayed on app page. I'm solo developer and also i don't want to share my home address to everyone. Is there any way to bypass this or use PO box or something else? Also i seen a lot of apps with in-app purchases without Physical Address on app page.

cosmic trail
#

Hello everyone.
I have problem - My app is fine in APK, but when i compile it in AAB format it seems like it cant find the resources.
I'm using latest unity (2021.2.8). The app compiled successfully, but i cant get pass the first screen because every button i touch launches an error (NotFoundExeption).
Any tips?

turbid flower
wet edge
#

hey can wee add libraries to the unity.framework in xcode via command line? im having issues adding it through unity in my build pipeline and wondering if anyone knows if its possible just through xcode cmd itself

#

i cannot get Unity.XR.ARKit included through my build pipeline

umbral venture
#

I'm trying to install my game onto my phone, I used to use app bundle installer but now my game is more than 75mb, is there a way to do that?

verbal breach
#

android NDK won't download says install failed :validation failed

sonic otter
#

haven't used arkit before but did you check the installation readme

wet edge
#

yeah so that does work.t he issue is im doing this manually through a ci/cd and for some reason when i activate it through script it does not work

ivory scarab
#

For anyone who has published an app on the app store and submitted a self classification report because they use Unity Ads and analytics, what did you use for ECCN, Authorization Type, and Manufacturer?

meager cloud
tame glacier
# meager cloud https://youtu.be/6udkRNtiLeI Here is the video link of my game running in the e...

I've had something similar, when I referenced some asset from a singleton's field which is not loaded by default. In the editor if you view/edit that asset (even scriptable objects) it is automatically loaded into the context.
You can check the error details if you follow the instructions from this tutorial
(the timestamp in the link starts from the LogCat usageirrelevant):
https://www.youtube.com/watch?v=eI2GOuEMGfQ&t=327s

warm adder
#

Anyone here already completed Data Safety Form on Google Play? I got the data that is collected and shared by Unity Analytics and Crash Diagnostics, however I found out that in Unity Privacy Policy there is a "Information that you or others actively provide" part and data like Name,Gener, Age or date of birth etc are mentioned there. Should this be included in this Data Safety Form as well?

keen smelt
#

Hi! I've uploaded my first app to the play store, and on every device i've checked it says "Not available on your device", how do i add more app compatibility?

fallen compass
keen smelt
fallen compass
#

nope

nova swan
#

hey do you guys have issues saving data like player's highest score in unity because of the sdk 30 changes or not? considering coming to unity if you guys have a solution for that

patent glen
#

Which version of Gradle do you use? I've just installed the latest 7.3smth... and building apk fails. Some people claim that gradle 7+ is incompatibile with android, is it true?

#
  • What went wrong:
    -Execution failed for task ':unityLibrary:compileDebugJavaWithJavac'.
    -Failed to calculate the value of task ':unityLibrary:compileDebugJavaWithJavac' property 'options.generatedSourceOutputDirectory'.
#

trying make dev build for testing purposes

#

im on unity 2020.3.16f1

#

using gradle 6.9.2 still causing Execution failed for task ':unityLibrary:compileDebugJavaWithJavac'. error, and also have problems with some variables. idk what else could fix this issue ;/

broken mauve
#

hey i am making a game that will have a ton of levels, i have already made it randomly generate but how would i make like 999 levels? because im sure i wouldnt make that many Scenes, is their any way to make it with just 1 scene?

neon thicket
#

You would procedurally generate the level at runtime instead.

rain leaf
untold zenith
#

Hello, complete noob on unity for Android but good dev, how would I go about having multiple scenes that I could switch to but keeping the whole game running, kinda like antimatter galaxy but one screen has the dimensions producing antimatter, while in another one I can find my character's stat and in another I could craft items

#

Sorry I have no idea what to google

neon thicket
#

Literally unity multiple scenes in google results in this video:
https://www.youtube.com/watch?v=zObWVOv1GlE&vl=en

Improve your workflow when working with multiple scenes! Learn how to create a loading screen to go from the main menu to a specific level, and split a level into different scenes so you can load it faster.

More tips & code examples on working with multiple scenes: https://on.unity.com/3ihRqtP
Demo project used in this video: https://github.co...

▶ Play video
#

@untold zenith Don't crosspost in the future.

patent glen
sonic otter
#

One thing that isn't really focused on in that multi scene video is that you will need to be aware that loading in a scene will bring everything in that scene back. So if you put enemies in a scene they'll respawn

patent glen
sonic otter
#

yes I'd have to separate enemies and other things so that they aren't dependent on the scene. I'd have to make some kind of manager that keeps track of enemies in the entire level and spawns/despawns each enemy. I'm thinking enemies would have to have an IsDead bool, but I don't like the idea of keeping track of enemies if they're dead. Maybe have the spawn manager maintain a List of enemies and when one dies remove them from the list entirely. OR a List of Lists, each sublist containing the enemies in a given scene.

night basalt
#

Hi guys, how are you logging and receiving any exceptions in your mobile game/app?

broken mauve
#

So I am making a game like snake vs blocks and I have a endless mode already but I also want a levels mode that will have like 999 levels and I want each one to have a seed for it so everyone that plays it gets the same level generation for that level, it shows up as the seed is different but doesn't change

My first thought was oh maybe because it uses the same scene but nope I made a brand new scene and it did the exact same thing and I also just want to use a single scene instead of tons, so I am kinda stuck on what the issue is... if anyone could have that would be great if more info is needed let me know below.

glossy sluice
#

hi i need a help. I can't integrate UDP sdk in my project. i installed the package but its not working. Iam using firebase sdk for messaging. please help me

scarlet sleet
#

hi

#

im having trouble building my project to android

#

with il2cpp

#

ive done all i can but it doesnt work

#

i get exit code -2147024809

#

and it says i have 3 build errors

#

and it also warns that UnityEngine.TestRunner.dll wasn't foudn

scarlet sleet
#

hello anyone?

broken mauve
undone hedge
#

Oh, oh! i know why! You are reassigning the random's initstate from each Awake of each of your SetRandomSeed Monobehaviour instance.

#

The random seed is going to be set to the last executing Awake method. This means no matter which button you press, all the levels will be using the same seed

#

To fix, only call the Random.InitState when you click the button you want to play

lament terrace
#

why is my game running like at 35 fps when i play it on mobile

quartz kernel
#

Do you have a phone that has a higher refresh rate than 30?

#

If yes, you’d still need to set target framerate manually. And you’d also need to optimise the game to the level where it can run faster

lament terrace
#

how do i do that

broken mauve
broken mauve
undone hedge
#

Just add another callback here on each button. Create a public method in your button monobeheaviour class and have the callback reference it. The callbacks probably run in the order the list is in, so make sure to add the callback before the level load call

#

@broken mauve

broken mauve
undone hedge
vague flame
#

Hey all, with android manifests, do the permissions have to be in application, or can i just insert in root manifest foldout?

undone hedge
# vague flame Hey all, with android manifests, do the permissions have to be in application, o...

It can be outside application

<manifest
        xmlns:android="http://schemas.android.com/apk/res/android"
        package="com.unity3d.player"
        xmlns:tools="http://schemas.android.com/tools">
    <application
            android:label="@string/app_name"
            tools:replace="android:label">
        <activity android:name=....
                  android:label="@string/app_name" 
                  android:screenOrientation="sensorLandscape">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
</manifest>
vague flame
#

thank you! I always end up second guessing myself when a weird bug pops up 😛

unique delta
#

Hello,

I'm developing a mobile card game for android that will be primarily portrait. I want the game to scale well on both tablet and phone but I'm struggling to decide whether it makes sense to make everything split into canvas's, or if I should make the main portion of the game primarily sprites.

My worry is that if I make the main portion of the game all sprites they won't scale well horizontally for all resolutions (too much empty space or the potential for the sprites being too lengthy and being cut off), but at the same time making everything inside canvas's could have performance issues down the line.

The game will be stationary with the main section being a grid you can place cards on.

Thank you.

#

It's my first time working within confined boundaries that essentially need to look the same on every resolution, and I've read mixed things about how to approach it. But I guess there really isn't a "best" way for stuff like this. But recommendations are always welcome

neon thicket
#

You definitely want to use sprites, but yes, scaling the ortho camera is always a challenge.

unique delta
lament terrace
broken mauve
lament terrace
#

i had this error while building the app

lament terrace
#

hey anyone here?

latent granite
#

Hello, How many vertices are optimal in a scene for mobile in Unity?

latent granite
lament terrace
#

I DONT understand

latent granite
#

Scripts that you have used this
"using UnityEditor "
throw an error when building.

#

"using UnityEditor " this is meant for only use in unity editor not in the build.

lament terrace
#

it works for pc tho

#

errors

lament terrace
#

wouldnt it give me alot of errs

#

btw all my scripts use just using unityEngine

charred eagle
#

How can I test my game in an iOS build from windows? (Unity remote 5 does not work with new unity input system.)

#

Is there some way to simulate or something?

#

I can't find concrete answers and UR5 doesn't seem to accept input w/ new input sys

still surge
#

Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite) does not seem to actually be working for me correctly. I'm trying to wait until that's been granted by the app, but the code seems to be running anyway.

#

I'm going to try to get around it by loading a dummy scene. Fingers crossed.

wet edge
#

my arkit is not generating when i build

#

it is checked under xr-plugin-managment

quiet cipher
#

Hi guys, I got question about the odd for the loot box on apple store, should we specify the odd within the game or in the game description will do?

upbeat marten
#

hi, i'm making a mobile app, and unity ads seems unable to fill banner ads. Everything is set up correctly. Does anyone have similar problem or know how to solve it? Should i just use admob as mediator?

mortal meteor
#

I am getting this error when integrating firebase and building on my project in XCode. Any ideas?

Unity version: 2020.3.5f1
XCode version: 13.2.1
Cocoapods version: 1.11.2

undone hedge
#

try running pod update or pod install in the xcode workspace directory

#

sometimes that works

lament terrace
lament terrace
#

how cani fix it

subtle cove
#

if i set force ads in the unity dashboard on the browser but have ad test mode enabled during development in unity. Does it activate ads for players then?

slim quiver
#

does anyone have experience with extreme large videofile playback from external drives on android? it seems to refuse reading the larger files

umbral lynx
#

Hello

broken mauve
shadow kernel
#

guys where is the android manifest in the staging area

#

it doesn't show up here ;_;

#

unity 2021.1

#

I want to see the resulting androidmanifest.xml, everyone says it's in the temp/stagingarea but it's not ;_;

#

Is it the LauncherManifest.xml? The AndroidLauncherManifest-main.xml?

lament terrace
broken mauve
lament terrace
#

thx

lament terrace
broken mauve
#

I have no idea

lament terrace
#

google dont have either

broken mauve
#

Might be worth uninstalling and reinstalling unity

lament terrace
#

but i can do builds for windowss tho

broken mauve
lament terrace
#

yes

warm adder
lament terrace
broken mauve
#

Not sure then

lament terrace
#

i even have instaled android sdk

warm adder
#

Try to build your game, if there are errors, find your Editor.log file and upload it somewhere so we can see all errors

lament terrace
#

already did

warm adder
#

it opens empty hastebin page for me

lament terrace
#

hmm

warm adder
#

maybe the file expired?

lament terrace
#

yeah

#

theres new

warm adder
#

Is this the whole editor log found in AppData\Local\Unity\Editor\Editor.log?

#

unity console file is also empty\

lament terrace
#

umm

#

sec

#

i cant paste it anywhere

#

heres the file

lament terrace
warm adder
#

yeah as you can probably see there are a lot of errors like this "System.UnauthorizedAccessException: Access to the path 'C:\Users\User\Desktop\Programing\unityProjects\Projects\swift balls\Library\Bee\artifacts\Android\Features\System.Xml-FeaturesChecked.txt' is denied."

#

maybe that is the problem

#

I would look on the internet for cause of that

lament terrace
#

thx

#

theres only this

#

and didnt find anything on google

warm adder
#

is this a big project?

lament terrace
#

not that much

#

you mean mb?

#

1.25 GB

#

the whole project folder

#

why

warm adder
#

As this file is in a Library folder, maybe closing Unity and deleting Library folder would help. It is usually harmless and it will recreate after reopening the project again.

#

But I am only guesiing

lament terrace
#

are u sure its not gonna corupt something?

#

hey

warm adder
#

well it never corrupted anything for me

lament terrace
#

so i dont know what to do xd

warm adder
#

Yeah it can be risky I guess after reading those posts. It's your choice tbh but I won't guarantee it will work or help, it just something I thought about after seeing that error

lament terrace
#

im gonna back up the libary folder so if it doesnt work i can fix it

#

nice theres another libary

warm adder
#

what do you mean there another library?

lament terrace
#

i delted old one

#

and opened the project and its creatig new one

warm adder
#

yeah

#

thats ok

#

it's normal

#

it is basically reimporting your files again

lament terrace
#

still got some errors

warm adder
#

when trying to build?

#

same ones as before

#

?

lament terrace
#

its still not there

lament terrace
#

why

broken mauve
#

Obviously stuff that was supposed to be there isn't

fallen compass
#

"System.UnauthorizedAccessException: Access to the path 'C:\Users\User\Desktop\Programing\unityProjects\Projects\swift balls\Library\Bee\artifacts\Android\Features\System.Xml-FeaturesChecked.txt' is denied."

  • What's Bee?
  • Run Unity hub as Admin?
  • Don't build into that folder (if you are), build to something like C:\Users\User\Desktop\Programing\unityProjects\Builds\swift balls
broken mauve
#

I doubt anyone will have an answer to this but its worth a shot

How do i lock and unlock a level if every level uses the same scene?

So basically I'm using the same scene for every single level because I am going to add a ton of levels and they are all procedurally generated with a seed attached

But my question is how do I add a lock on say level 2 to level 999 and when I finish level 1 it unlocks level 2, all the tutorials I've watched on YouTube use the build index and then just call the next index number for the next scene but of course I'm using a single scene so I can't really call the next one

high lion
#

could anyone here help with unity for nintendo switch

fallen compass
#

@broken mauve you need to save that info as data

#

You need to use your own level ID's

#

json/ xml/ serialized data saved to the disc

broken mauve
#

Hm alrighty got no idea about any of that but I'll do some research, thanks!

wet edge
#

hey all currently getting a gradle out of date error. any idea on how to update gradle in unity? Minimum supported Gradle version is 6.1.1. Current version is 5.6.4. If using the gradle wrapper, try editing the distributionUrl in

hollow flume
#

So im trying to upload my vr avatar on the android build (for quest) and i keep getting this error. Note im a huge beginner!

glossy sluice
#

I just need to know, if I have keyboard or mouse controls for my game, that absolutely NEEDS a mouse and cant be ported otherwise, do I need to do anything extra for the mouse to work on the android device if someone plugs it in

high lion
#

does anyone here have experience with unity with nintendo switch

quaint galleon
#

no

warm adder
high lion
#

ohh alright

broken mauve
fallen compass
#

your search shouldn't be for anything to do with locking/unlocking levels.. just saving data

rain leaf
# broken mauve So I've been doing a bit of research but it's a bit confusing do you know any go...
freeCodeCamp.org

Project tutorials are a very popular way to start building your first few projects. But unfortunately most people go about it in the wrong way and don't end up learning very much in the process. In this article, I will provide some tips on how to properly learn from

rain leaf
glossy sluice
#

At the very minimum, I just want the mouse to work for android, and then if possible I want my custom mouse sprites there aswell

rain leaf
#

basically yeah, but only mouse left button works I think (not sure)

glossy sluice
#

how do I make the right mouse button work

rain leaf
#

not sure, never tried
maybe you can test it and see if rmb is actually working right off the bat

glossy sluice
#

I want to get one though

unique rock
#

Hello

split dew
#

Please help! ~
In a 2D square game, I want the square to move in the direction I swipe, which I am able to do. I want the square to go to an obstacle or border and then stop, which I am able to do with colliders. But I only want the square to be swiped when it's at rest, i.e. when it has collided with an obstacle and come to rest. Not when it's in the middle of its moving from one border/obstacle to another. How to do that?
I used ...

        {
            transform.Translate(0, speed, 0);
        }```
```if(rb.velocity.magnitude > 0)
        {
            isMoving = true;
        }```
...but it didn't work idky.
final flame
#

Hey guys i got this error after an android build anyone can help me?

obtuse furnace
#

I’m making a game for iOS and when Im on the computer the graphics look good but when I play the game on my phone it looks low quality

#

I changed the resolution to normal in project settings but it still looks a bit worse than it does on the computer screen

#

Is there anything I can do to fix this?

kindred nexus
#

Guys, does someone has experience using Xcode?

rain leaf
rain leaf
split dew
#

Help!~
My square, whenever colliding with an obstacle submerges a little into it, how do i fix it? My box collider is nicely adjusted but whenever I swipe my square more towards the obstacle, it gets inside it a little.

fleet crow
split dew
#

no it is general, but the game i am making, is of iOS

unique rock
#

Hello

#

Give me unity on mobile version pls give me link mediafire

#

Pls😔

neon thicket
#

@unique rock Once again, what do you mean by this. There is no Unity Editor available for mobile.

unique rock
#

Why

#

His am not Windows editionđŸ˜€

#

His give me mobile version

neon thicket
unique rock
#

His his link mediafire am become pro unity on mobile masterđŸ€€

neon thicket
#

Stop wasting my time. This is spam, stop asking about it. There is no Unity Editor for mobile, and any way if installing Unity that isn't officially from the unity website or Unity Hub is a scam.

unique rock
#

Ok give me website link

neon thicket
#
Unity

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.

unique rock
#

Thanks

#

Wait where is this in unity 3d on mobile?

river iron
#

What stuff is needed for making a game on android using unity

warm adder
bronze oasis
#

Hey

lilac wharf
#

Hello everyone, I'm new at programming and I'm trying to pinch to zoom, can I have some help pls

lament terrace
lament terrace
#

in 2D its size i guess

lament terrace
kindred nexus
#

So I’m thinking in getting a cheap old MacBook to do it but I’m wondering if older versions of Xcode can support building apps to newer iPhones

#

Do you know something about that?

#

Like it it’s possible to build an app in Xcode 12.4 to an iPhone 11 with iOS 15

tired lily
#

In a month, you'll need xcode 13 and ios 15 sdk

lament terrace
obtuse furnace
lament terrace
#

i guess screenshot of your unity while your playing the game and screenshot of your mobile when u playing the game

obtuse furnace
#

Is that really necessary tho

#

All you need to know is that one is low resolution while one is normal

sharp axle
#

Error SwappyVk Failed to wait for fence 2
Im getting this error in android build , testing on a pixel xl, on an old moto e works fine.

#

did you find a solution? in my old moto e works fine, but in a pixel xl the app is killed when entering the scene.

obsidian pollen
#

Hi. The game looks blurry and bad on mobile. I increased the quality in Project Settings, lowered the quality but it didn't change.

undone hedge
#

Are the assets themselves large enough? You’d be surprised how jacked up the resolution is on phones nowadays

obsidian pollen
#

16x16

undone hedge
#

That’s really small for showing something that big on a smartphone. Do you want pixelated look? And if so, Did you set the texture import settings to “point” not “Bilinear “

obsidian pollen
#

point

broken mauve
obsidian pollen
#

yes

broken mauve
#

That's why then

#

It's because it's streaming from your laptop to your phone

#

From what I've heard it should be normal when you build the game on the phone

obsidian pollen
#

Thanks I will try that.

#

Thanks. It was like you said

glossy sluice
#

I bought an adapter for my mouse to my android, but I can't seem to get custom cursors to work, is it possible to have custom cursors on android? Because setCursor doesn't seem to apply there, curors are one of the only few things you can buy with money in my game so I need them to work

#

code btw

public Texture2D BlueCursor;
    public Texture2D PinkCursor;
    public Texture2D GreenCursor;
    void Update()
    {
        int cur = PlayerPrefs.GetInt("CurrentCursor", 0);
        switch(cur)
        {
            case 0:
                Cursor.SetCursor(BlueCursor, Vector2.zero, CursorMode.Auto);
                break;
            case 1:
                Cursor.SetCursor(PinkCursor, Vector2.zero, CursorMode.Auto);
                break;
            case 2:
                Cursor.SetCursor(GreenCursor, Vector2.zero, CursorMode.Auto);
                break;
        }
    }```
tired lily
#

try forcing software cursor. Apparently some platforms only support one hardware cursor

glossy sluice
#

how may i do that

tired lily
#

CursorMode.ForceSoftware

glossy sluice
glossy sluice
tired lily
#

<shrug> I've never done what you're trying. Do you at least get different cursors?

glossy sluice
#

not sure, havent exported to android but its huge\

#

and for some other reason my menu is disappeared and now i probably have to remake it

#

it happened befor

#

So like, my canvas just doesnt show and when I click onm the components in it theyre invisible too, even if I switch the canvas and the move tools shows them being in the bottom left corner

tired lily
#

click whichever camera you think is rendering the canvas and make sure it's there.. Could be UI layer isn't included

glossy sluice
#

should be one camera rendering it

#

it happened before and i had to remake the canvas, when i move the ui componenets into a new canvas it still doesnt show

tired lily
#

other possibility is your ui is just super small and you need to focus on it. If some of your ui is in overlay and some is in screen space camera, their scales will probably be wildly different

glossy sluice
#

in the game it doesnt appear either