#đ±âmobile
1 messages · Page 44 of 1
how no đ
really not did someone upload
Why should someone upload a folder...? nvm...
for ppl who is like me
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
where is it
the sdk manager
Dude it's uploaded in android studio official page
Oh, well
it has no latest folder
@glossy sluice
I don't know, actually
i just read an article it says i need to run a bat file. It's like setup
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
Try updating java, never know lol
it is on the newest one
and also i had to downgrade jdk
wtf?
so ig nobody has a solution to this?
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
All of your stuff on mobile starts just fine, the difference is more about how they kill applications
So i fixed some of the old errors but i got new ones is there a way to fix these?
I had the same issue, what I did was use the default paths that Unity provides
Looks like it's something about incompatibility with gradle and Java
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'.
help
NO SOLUTION ON GOOGLE BRO
so did the unity ones work or did it like give the issue because of the unity ones?
uhh so i retried it without changing anything and the game somehow built?
idk how it worked but ig this problem is done now
using unity hub, locate your Unity version and update / add the android package. Those this error happens when your trying to build the APK?
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.```
How long should I expect my app to be processing in iTunes connect
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.
want to make turned based world war game not sure where to start like should I make the map first?
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:
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?
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?
I'd say make the battle system first using placeholder assets
Yes it happens when I'm trying to build
there were a lot of errors i fixed all of them
just this thing remain
It worked with the default Unity paths, but now I see you don't have the problem anymore so hurray!
I got issues with Mirror and Android LAN. I can Host just fine, but Joining others is impossible. Is there a fix for this?
What is the ideal state for small mobile game with few models and sprites ?
Ideal state of what?
I mean stats like draw call, batches etc.
As low as they can be within the time and knowledge constraints you have đ
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?
i think my tools folder is wrong
could you guys send me a link to download the contents of "AndroidPlayer\Tools" folder please
there're missing files
Use canvas so it resizes for different screen resolutions/sizes
or just set it to a static resolution and watch it get tiny or huge depending on the screen
Maybe your unity version needs to have build for android installed for that version
Tanks
!warn 919126781812944906 Don't spam the channel.
Nassty#1824 has been warned.
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
Threatening people wont get you help faster
by extreme measures I meant going onto the second page of google
but i dont need help anymore becasue it worked!!
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?
it is my first android build and i don't know how deal with these errors
Heeelps pls
:/
What does it print in the Unity Console?
Also can you translate the message to English?
They should be dowloaded from the Unity Hub
How do i solve this error for notifications?
mark this checkbox in your texture
Okay thanks
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
hi, im having trouble with the advertisment package
after a rewarded ad is completed it rewards the player one more time each time it watchs an ad
the first time it completes, it rewards one time; the second time ir completes, it rewards two times, and so on
do i have to unload the ad or sth?
I only have 1 scene even
check if the listener is added everytime you show the add, it should be added once, usually after ads initialization
this is the script:
i dont get why it gives more rewards each time
its driving me crazy
You didn't check the thing that rakyat mentioned đ
Do you have your listener set more than once?
Or are you calling a setup function over and over, like in OnEnable or something?
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.
Does unity always take a long time to load
thats what im doing
i shared the code bc i cant find the error,
Define "long"
You don't have two copies of the same script somewhere @ocean spindle ?
One object has it, then another has it?
seems like OnUnityAdsShowComplete is called from somewhere else
put a Debug.Log inside this OnUnityAdsShowComplete
and see which script is calling it
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?
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
Just remember, doing it too often will often cause complaints
Unity has notification package, I use that to push daily/scheduled notification in my game
ok
how do i fix this?
someone please help me
System can't find specified file
is it impossible to do that sht manual?
Is it is possible to do âthat shitâ manually
Google Unity change Java Sdk path
Or jdk path
bro
i've already changed them
probably my gradle is invalid
do you have link to download unity gradle
default gradle has no "AndroidNativesLink.xml" file
Any idea if development builds run slower than non-development builds on Android?
Does anyone have an Idea on how to show a keyboard on IOS
im using unity remote 5
maybe I need to build it instead?
@patent merlin yes, you need to build it, Unity Remote 5 is only just a remote input feed and delayed video feed iirc
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
It's debatable but the general rule of thumb is that a development build has more things running in the code hotpath as it's got debugging support and built-in mechanisms to catch and report errors (ie. Development Console popping up), as well as deep profiling support. Use development builds for troubleshooting, do not use them to ship your game or public demos.
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
Install it via the Hub. It's under Android Build Support module and SDK/NDK modules
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 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.
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.
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.
That said, your mileage will vary.
If you're gonna do iOS development, I would recommend you use Mac to deploy and test on iOS devices.
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".
Or one of my friends has a Mac
If they clone my Git repo and build it on their Mac
will that work?
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
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
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
Even better, ask them to loan you the mac
do what you need to do
return it
i installed it without hub
i need to add
modules
Not possible
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.
Install a new copy from the Hub.
Hi, i have problems with build my game and im hopeless
please help me
I can normally run the game inside unity, no errors. But when i try to build it, it gave me this.
Thanks, very much u will try my best đ
Is it a bad idea to use Terrain on mobile?
I have just 1 flat Terrain in my scene and I already have only 30 FPS
rather than 60
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?
Canât the camera grid be done with UI?
Thatâs normal. If you donât have anything then youâd most likely be running at VSync which is 60Hz for most mobile displays.
The fact that it drops to 25 - 30 FPS means the GPU actually has to render and skin things
Also see if you can have a optimised shader for terrain for mobile.
For example, my splash screen on mobile runs at the screen refresh rate of 90
But then when it goes to the title, it drops
Lowering the resolution helped to get 60 FPS back
I think I just have to render at a lower resolution
Also, 60 FPS on mobile burns battery. Keep that in mind.
It's barely noticeable too
You should target 30 as a reasonable target
Anything above 30 is a bonus, but 30 is a good number for a balance between power and visuals
Yeah
You will need to profile your battery consumption too.
You donât want to be releasing a game that burns through batteries because itâs maxing out frame rate. Most mobile games offer 30 or 60 toggle.
It's hard to target 30 FPS when a almost empty scene has less than that though đ€Ł
Didn't expect resolution to have such a big effect
At least on my phone
I use MadGoatâs older SSAA and Resolution Scaling toolkit
The new version is like $30 and the old version still works but probably is less performant
It adapts to frame rate, an example of what it does is like Fortnite on the switch
It will get blurry at long distance but then comes right
It attempts to keep the frame rate high
Meh
I heard it's actually common on mobile to render the game at like half res and UI at full res
That is one viable tactic too
I have heard of that
Like render at 720p but scale up to 1080
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
No. The camera dialog is a native thing and you can't overlay anything on it
Yeah, but couldn't you get the camera feed into a raw image and then overlay it that way?
That's kinda a cheating way of doing it
Not live, no
What do you mean "not live" ? You mean just not realtime?
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
Can't get the profiler to run on my Oculus Quest 2 (Android).
ADB does not do anything and I get disconnected via IP
Was a unity bug. Opening a profiler in 2022.1 worked (even tho the project works in 2020)
Is there any way i could know if my game is not being run on a device but in a simulator?
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 ?
btw im building for iOS
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
There any simply no ios emulators, so that's easy (:
well there's the xcode one for example
I'm 90% sure there's someone or something executing my game and there's the possibility this someone or something belongs to TestFlight
from the moment i uploaded the game to testflight i get logs from a device which system language is in chinese
and this device throws strange cloudkit errors
like the device has no icloud available
which cant happen on a normal iOS device
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?
You can maybe check for icloud support to counter it?
Not that experienced with ios dev sadly
right now we are in closed beta we know all the betatesters personally
i think it might be an automated test as you suggested
But if you can get logs just log everything you can at startup
i wrote severaltimes to testflight to know if this could be the case but no answer
To check what is not like a 'real' device
but i do not know what to check to know if its a real device or not đŠ
any ideas?
Try to log every ios related info you can I guess
I will, thank you!
How would you display a touch joystick? Use UI Toolkit or something else?
Unity UI can do it.
Some stuff like Control Freak/InControl/Rewired have touch control integrations
anybody working with cloudkit?
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 ?
just happens on build? on editor all works fine?
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
and if you change back to the platform you were using before it works?
yea when i change back to windows it works perfectly fine
i read on few forums where they told to delete previous tags i did that but still not working
;-; 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
none of the colliders work
but they are detected you said
it doesnt work in 2d either
the physical collision is what is not working, correct?
yes exactly
do the objects have rigidbody?
yes i used oncollision enter and debuged a string if it collided and it worked
yea i have rigid body on body the moving object and static object
kinematic==false ?
yes
2020.3.24f1
i tried on an earlier version too it wasnt working so i switch to the new version
ahhh atleast thanks for cooperating đ
no prob
XD i will either never make android games ever again or switch to godot
try iOS and you will know pain
i once did bruh never trying again
hey i figured out the problem actually i was using transform.position which works like a teleportation thats why it wasnt working
but then why was it working with windows build ?
Thatâs weird.
It shouldnât be like that, you write the game code and it works on any supported platform
how do i fix this errors ? iam using admob, firebase messaging, firebase analistics,and firebase dynamic Links. Pleasehelp me?
Has anyone used ENet with android? I am getting missing DLL errors from the Uniyt netcode transport package for android
Yes, I have @sturdy stream
DllNotFound can be a few things
Wrong architecture, ie. loading ARMv7 on ARM64 and vice versa
The DLL didnât get copied
The Library is named incorrectly
I need to know your setup, and we might need to dig inside an APK of the built android project
Find the .so file that is the android plug-in file and show me itâs inspector.
Okay, and what is your device youâre trying to run it on?
Samsung S20+ I also have the ARM64 compiled
Iâve used ENet with my Ignorance transport for Mirror and had zero issues.
Okay, so⊠show me the inspector for the arm64 version of ENet?
Looks good. Hmm. Then that begs the question why isnât it being loadedâŠ
Okay, in your build settings, are you using Mono or IL2CPP?
IL2CPP
both of them
I have also logcatted the connection issue and it seems to arise when attempting to create the hose in the ENet.Host.Create method
Letâs try unticking ARMv7 so itâs building only ARM64 code. Then run a build and see if it breaks.
It sounds to me like theyâre using a ENet CSharp binding file
Which basically wraps things
my only thought is that maybe the ENet-CSharp binding is looking for DLLs when it should be looking for the .so
Are you able to see the source code of the binding?
There was a gotcha I believe, something to do with prefixes
Unity looks for .so on Linux based systems, more so âshared objectsâ
It may be looking for enet.so instead of libenet.so
I had some pain with that
Oh hey, thatâs from my fork of ENet-CSharpâŠ
Hmm. Okay, so walk me through this, how can I replicate this issue? Is there a example scene I can compile to test it?
Like I assume this is using the new unity networking system and the community ENet transport
You could put a else if to check if itâs UNITY_ANDROID and set it to libenet
Oh, important question I forgot
What version of unity are you using?
I remember some versions of unity had intermittent problems with Plugins
oh awesome! I am using 2020.3.21
Ok, good job, using 2020 LTS
Iâm using 2020.3.25f1 locally here so possible chances are I can replicate
sure thing I can do that, the thing I am unsure of after that is building the dll for the enet-csharp to use..
You already built it right?
it is from this project https://github.com/Unity-Technologies/multiplayer-community-contributions
Ahh.. OK
I am working on a port from a PC to android IOS project for context
Lol i'm enjoying it :)
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
sounds interesting ... but a lot of work to do on your side... if you use something like zendesk its because you want to forget how to implement this custoomer support platform to my understanding no?
youre talking about creating your own support platform using uniwebview
but these companies are already offfering this platform... what do they win by offfering it to you using webview?
to me looks interesting but we are a team of 2 and we have no time to create a customer support platform
btw we have none for the moment
would you recommend zendesk or helpshift?
@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.
I understand, you dedicate yourself specifically to that.... very interesting.... so you're looking for a way to wrap all the communication channels through UniWebView.... you would embed Discord, Twitter and whatever channels the game company uses inside
btw is uniwebView a relatively new asset? never heard of it
@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.
that looks certainly cool, creating your own platform in it
if you have the know-how.... you could create it and provide other dev studios with it đ
This is the plan)
maybe you could use an existent free cms
there must be tons of cms for comunities i guess
no?
well as a startup developer i find it amusing, thats all I can say
and yeah taking out the players of the game sucks so....
I think its a great idea
No idea lol
Using proj settings from the other project with 1gb file size did not fix it
can someone help me
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
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?
Unity ads
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?
No then you just pay any ad company to host your ads
Ye I'm looking for a good one
Facebook app installs looked good but they want me to install some creepy api
There are plenty more than just fb, that won't make you install an sdk
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
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 ?
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
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?
Thank you
I tried the same build on my actual phone worked. Not sure what the difference is
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!
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 đ
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?
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
It's normal. I also have bad quality on remote
Try loading the ad before showing it
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?
Initialize Unity ads before loading the ads.
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.
Hi there
does anyone know how to properly debug an iOS app with unity?
Getting crashes on startup on simulator but not on device
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
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.
"When using Unity 5.6 and above, an xcworkspace is generated that includes the required dependency libraries. Use the generated xcworkspace instead of the standard Xcode project."
Are you using the xcworkspace ?
Doesnt show up
@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
Some of the answers might help you
i have tried that, that how i got it installed manually, guess i have to do that every time i export, such a hassle
however the solution to reimport package to get it fixed did not work
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
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
Hey does any1 knows about this new Data Safety play console policy?
ping me if you know
Technically, yes. Mobile devices are usually limited by memory size, so you should profile your game and optimize memory consumption.
Some times I experience that it just don't work. Then I need to close down Unity, close down the remote. Then connect the phone, open unity and then open the remote.. Something like that, maybe in a different order usually ends op working.
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.
help me i stuck at black screen whenever i build and run
download it with unity hub
or download it manually on google
@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
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
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
Could it he that you are affecting the performance. This means you are calling the function as an update instead of a fixed update.
From my understanding of the new Input System, I believe since it's event driven, you don't have to mess about with either update or fixed update
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
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.
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
Use firebase authentication
@bitter waspIm using PlayFab for the Authentication process.
I still havenât managed to fix my rewarded ad. I canât get it to initialize and how to fix the placement part.
Does anyone know how to fix this?
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!
Initialize Unity Ads and wait for completion before loading any ads
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?
https://docs.unity3d.com/ScriptReference/SystemInfo-operatingSystem.html
Something like this?
More like this. đ (info, it seems installed with Hub)
Oh, did you add Android build support to your Unity Version without the JDK/SDK tools?
sorry what?
they seem to be added through the hub yes
you just have to delete all the app bundles first
thanks. luckily, the file was in one of my Git pushes, so I was able to retrieve it after all
yeah dont lose that lol
Yea no doubt. I actually dont even see a way to delete an app bundle in the Google Play Console
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 đ
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?
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>
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
Hi guys i wanna create my own 3d game on android, anyone knoe where i can look for tutorials?
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
Discord can be just as good a sesrch engine as google lool. Argueably even better sometimes.
You'll be better off using google
Or reading the stucky notes
Especially if it's something like finding a tutorial
Google is usefull yes.
However someone else might know of a link that isnt easily found on a google search. Though in this situation this appears to not be the case.
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.
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 whatâs possible with Unity and unlock free assets to support you in creating your best ...
Ive always wanted to create a game ever since i was young. I know for certain that if i don't make a game now, then i will later on at some point in my life.
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:
- Create new project using AR template
- Switch platform to iOS
- Build and Run (this kicks to Xcode, which is where the rest of the steps take place)
- Using Xcode's breadcrumb bar at the top-center of the screen, switch to my iPhone
- 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.
I'm 40 and here for the exact same reason. đ Start right where I linked you. I just finished that same program and I am not scared off yet!
do you have an apple id set up? I strongly recommend you let xcode manage the signing for you. There's an option in player settings -> ios, or enable it in signing and capabilities for the iPhone target in xcode
I have an AppleID and I had (years ago) paid the $99/year to be a developer. That has since expired. I have my AppleID added to Xcode via Xcode > Preferences > Accounts. Is there more needed?
did you enable automatic signing in xcode? it'll create the required certificates for you if needed
I am not sure. It sounds like you know what I should have setup. If you point me in the right direction, I can check each setting
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
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.
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"
Go into preferences -> External tools -> Deselect everything as in the image, close preferences open it up again and select all again
^
@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
For your own sanity I would just download a new version of Unity and be sure that iOS and Android are selected
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?
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
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
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)
Hope it will fix it
No, that did not help. Even after unistalling and reinstalling Unity (and downgrading to 2020) I still get the same Gradle error
Hello. Iâm 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 (:
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
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 đ
Ok thank you I think I probably need to do the same
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?
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.
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.
if its a game that is your own and not planned for public use id suggest no as this can violate privacy laws.
is there any other monetization system rather than ads in game and in game purchase
can always mine crypto 
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?
@zinc flicker You can check if the touch input is inside a recttransform with RectTransformUtility.RectangleContainsScreenPoint
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
thanks, đ
what
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
I a getting this error - Null reference.
reference = null (this is the code which was exactly in this tutorial https://youtu.be/PnJceSI2gcU but i am getting this error)
In this Unity Series, we will be creating Chess from the ground up. This will be playable on an Android phone once it is complete.
Completed Project: https://github.com/etredal/Chess_App
Art Assets: https://devilsworkshop.itch.io/pixel-art-chess-asset-pack
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
i watched an tut but still dont work
idk
Anyone knows why this error is showing up?
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).
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
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.
Is there a good reason for not just using Unity Hub?
(and if so, a reason to not use android studio)
YES! That was the problem! I've never touched the fps limit before, that's new for me. Thank you very much, now it looks so much smoother. I wish you have a long and happy life đ
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!
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.
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
Thanks, any such platform comes to mind you may be able to point me in the right direction of for these type of hosting services? I'm tempted to look into even something like google drive which seems to have api for Unity etc given it's just simple txt files. Could you elaborate on business rules and what mine field I may wander into without realizing it?
Hello, my remote 5 is not working
I keep on getting an error
not sure what it means
@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
problem solves from above
another probme
my screen is stretched when I play on remote 5
(android phone)
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?
how are you managing your third-party dependencies? Cocoapods? If so, depending on how you've configured it you might just be opening the wrong thing. Use the workspace (xcworkspace) instead of the generated xc project
@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?
Are you seeing any errors when building the project? Try running a terminal on the build dir and running pod install
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
theres no pod file generated when you build?
and Pod is installed. When I type Pod in the command prompt, it shows as being installed
pod install executes the podfile, doesn't install cocoapods ;)
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?
in the folder your xcode project is in, yes. You should see a podfile there
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
OK, I found the Podfile in the root folder of the Xcode project
@dusk barnsorry, was that directed at me?
yeah
oh, I am not sure what you mean?
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
yes
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?
i usually build first to make sure it works
archive is what you use to send it to your app store connect
Archive still failed with the same error
Different aspect ratios. You need to alter the camera, and use proper UI anchors to work with various resolutions.
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
I also installed unity using Unity Hub and tried to add Android modules. But when downloading, unity hub raised error and said simply : something went wrong !
I've spent 4 day on this problem . . .
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.
Using a VPN? If so, disable it.
And if it still happens send the log here. Should be generated in the unity hub folder in appdata
If you select sdk and ndk you should be fine with hub
I had to use vpn because of sanctions. But I'm realy intereseted to know how unity be downloaded but sdk tools can't.
Try another vpn, with many you can't even start the editor properly.
Heard good things about openvpn for unity
I tried windscribe and hotspotshield. I don't think it's related to vpn .
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
If you don't believe it's the vpn (there still is a decent chance with unit), send the logs from hub
Ok. Thanks for help. I'll send log tomorrow.
Is there any specific reason I'd get product unavailable error even if product ids are correct?
Unity IAP in ios
from where can i download these besides unity hub ? coz unity hub keeps messing up and not installing anything.
@wicked olive if you install (or edit) the editor check the sdk and ndk inder6 android support
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.
Why don't you just install it using unity hub? @wicked olive
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?
Unity Hub does not work. I tried reinstalling hub & unity from scratch but hub just refuses to install any unity version.
Using a vpn?
the problem is not downloading... it's the installing
it downloads all files and when it comes to installing, it keeps saying Validation Failed
Are you using a vpn?
no
Reinstalled unity hub already?
Just filtering out basic issues first
And is it unity hub 2 or 3?
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...
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? :/
I think i managed to set it all manually...checking the build...
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;
}
}
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
Thank you. You right. I notice that my ISP has problem with vpns. Also my friends that uses another ISP has no problem with installing sdk tools.
It also depends a lot on the VPN itself and how they're installed
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?
Remote is just a stream to the device. If you want to truly see the game on the device, build to it.
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
If you're looking to hire or collaborate with someone, you can use the forums. #đâcode-of-conduct for links.
Not really looking to collaborate with someone more just anyone that has any recourses to help
Well, then feel free to post your question about it and anyone available can answer.
does anyone have any ideas on how to share with some friends (two or three people) a unity iOS mobile game for free?
You've already been told that it's not possible
it remains to be impossible no matter how many times you ask
The only way without a paid developer account would be to build the game directly onto their device, which would expire in 24 hours
sorry, i thought that maybe this was the right channel, so I tried again here... btw that's a shame, there isn't even a way to turn my build to an APK so that i just share that APK through WhatsApp?
You can share an APK, sure. And you can easily sideload that APK onto any android device.
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
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.
okay, i understand. There is no way.
Btw, Apple sucks đ
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. đ€·ââïž
Hello, working on iOS I have the following orientation settings.
However the IAP window shows up in portrait mode for some reason still.
Does 2022.1.0b4 not work with Unity Remote?
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:
Aha, fixed it!
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!
Either will work for mobile, really.
Is there anything better (for mobile or in general) in 2021 to consider it instead of an LTS?
You can check the 'whats new' in 2021 online and see if anything would be useful for your project.
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.
Can anyone explain me this Steering Wheel code? Please!
My questions:
- Why is LastWheelAngle and NewAngle variables for?
- What is DeltaAngle?
- Why this line -
LastWheelAngle = NewAngle;? - Why is OnDrag() function called in OnPointerUp?
- 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?
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
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?
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
Unity builds an xcode project for you. Now you need to compile the project with xcode. You'll need a mac
You'll need a Mac to build an app file you can run
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?
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.
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 â€ïž
Haha I just ran into the same issue. My apk was 149mb and then I baked the lighting and now its like 250mb đŠ
I dunno what to do
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?
And you followed the directions?
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.
this is the path that is in
hmm. I assume it's not empty đ
maybe you should try to get the SDK via Android Studio and select that one instead (I configured my environment by this approach)
https://docs.unity3d.com/Manual/android-sdksetup.html
https://developer.android.com/studio
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?
It think it's normal in Unity Remote. Is it also lagging if you run the apk directly on your device?
Unity remote is very laggy for me regardless of whatâs on it. I have an iPhone 11 so ik itâs powerful enough to handle a simple 2d game.
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.
@half sentinel No job/collab offers on this discord. Don't crosspost.
can't seem to find my apk on my android device?
searched through google couldn't find anything either
nvm was able to do it
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.
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?
I changed my ISP and now problem has gone. Thanks again for your helps !
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
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?
android NDK won't download says install failed :validation failed
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
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?
Here is the video link of my game running in the editor. And here is the snap of the game When I run it on phone it is just stops there in phone and nothing happening . How is that possible can anybody guide what could be the reason of this super weird unbelieveble thing?
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
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?
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?
google play dashboard -> select your app -> 'Release' section -> Device Catalogue
Thanks man! also do you know why my unity ads are showing up in the editor but not on the phone? GameID is correct
nope
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
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 ;/
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?
You would procedurally generate the level at runtime instead.
afaik you'll need to use JDK 11 if using Gradle 7
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
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...
@untold zenith Don't crosspost in the future.
Updating Unity to version 2021.2.9f1 and using Gradle autoinstalled via Hub (SDK & JDK still old at custom dir) fixed it.
#EDIT problem still occuring when i try to build project from Mobile 3D template, URP and Default 3D builds apk with no errors.
SOLVED by setting target API to 31
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
I would store some enemy-or-other-things-spawn-locations-and-stuff-info either in a collection gameobject set to "DontDestroyOnLoad" or in a static class, then fetch such data when loading particular scene
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.
Hi guys, how are you logging and receiving any exceptions in your mobile game/app?
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.
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
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
hello anyone?
Still need help with this problem ^^
Just a sanity check. you are using the UnityEngine.Random when you're generating your level right? not the System one.
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
why is my game running like at 35 fps when i play it on mobile
Do you have a phone that has a higher refresh rate than 30?
If yes, youâd still need to set target framerate manually. And youâd also need to optimise the game to the level where it can run faster
how do i do that
If you are doing it through remote play it will look and run terrible
How would I call it when the button is clicked?
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
Alrighty sounds pretty simple one more question in my SetRandomSeed script what would I do with the Random.InitState(CurrentSeed);?
You'd move it from the Awake method to the new callback method that you want to be called when you click the button
Hey all, with android manifests, do the permissions have to be in application, or can i just insert in root manifest foldout?
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>
thank you! I always end up second guessing myself when a weird bug pops up đ
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
You definitely want to use sprites, but yes, scaling the ortho camera is always a challenge.
Thank you that was informative. Scripting it to make it dynamic makes a lot of sense
So i shall build it?
If everything looks fine on your computer then yes it should be all good to send over to your device
i had this error while building the app
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
hey anyone here?
Hello, How many vertices are optimal in a scene for mobile in Unity?
I guess Unity Editor codes should be commented or removed for building.
I DONT understand
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.
so if i just delete that line it shall work?
wouldnt it give me alot of errs
btw all my scripts use just using unityEngine
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
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.
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?
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?
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
try running pod update or pod install in the xcode workspace directory
sometimes that works
i try to build the game and i get alot of errors how can i fix it
and i get this file https://hastebin.skyra.pw/tipoyeliju.diff
how cani fix it
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?
does anyone have experience with extreme large videofile playback from external drives on android? it seems to refuse reading the larger files
Hello
Search the errors on google see what comes up
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?
there are over 50 in total tho
They all look to be kinda the same error so search the first one up and try to fix it
thx
what does this mean tho https://pastebin.com/SSgHhiWv i didnt find it
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I have no idea
google dont have either
Might be worth uninstalling and reinstalling unity
but i can do builds for windowss tho
Did you install the android packages?
I was recently investigating AndroidManifest as well and I found it is called UnityManifest or something like that. Important thing is that you have to make a build and then don't close Unity because after closing Unity, this file dissappears. It was there for Unity 2020.3.21
i restarted unity hub but still doesnt work
Not sure then
i even have instaled android sdk
Try to build your game, if there are errors, find your Editor.log file and upload it somewhere so we can see all errors
already did
it opens empty hastebin page for me
hmm
maybe the file expired?
Is this the whole editor log found in AppData\Local\Unity\Editor\Editor.log?
unity console file is also empty\
this the editor.log
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
is this a big project?
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
well it never corrupted anything for me
and this https://www.reddit.com/r/Unity2D/comments/aflmix/is_it_safe_to_delete_library_folder_in_a_project/
3 votes and 11 comments so far on Reddit
so i dont know what to do xd
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
im gonna back up the libary folder so if it doesnt work i can fix it
nice theres another libary
what do you mean there another library?
still got some errors
its still not there
why
I'd say just completely uninstall unity and reinstall it all again
Obviously stuff that was supposed to be there isn't
This post saying "dont touch the library folder" is from 12 years ago. It's ok to delete the library folder, Unity will regenerate it completely. We know it's fine to do this because you ignore the library folder on git. It's far too big to push and isn't needed to be versioned.
"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
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
could anyone here help with unity for nintendo switch
@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
Hm alrighty got no idea about any of that but I'll do some research, thanks!
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
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!
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
does anyone here have experience with unity with nintendo switch
no
Info about Unity for Nintendo Switch or any other big console is confidential, so nobody will probably help you on public discord. You should look for help on official Nintendo Switch sites and forums
ohh alright
So I've been doing a bit of research but it's a bit confusing do you know any good articles or videos that can help my case?
your search shouldn't be for anything to do with locking/unlocking levels.. just saving data
idk what bee is
thats the dir.
afaik, you can directly connect bluetooth mouse to android device
you can also connect mouse usb port to android if the device support otg
Okay, so if I just released my game, as long as the player connects a bluetooth mouse or uses a usb- to usb adapter, they'll be able to play with no changes made, even my setCursor sprites?
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
basically yeah, but only mouse left button works I think (not sure)
The whole reason my game cantbe ported regularly is due to the rmb
how do I make the right mouse button work
not sure, never tried
maybe you can test it and see if rmb is actually working right off the bat
I can't because I don't have a bluetooth mouse or a usb-c to usb adapter
I want to get one though
Hello
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.
Hey guys i got this error after an android build anyone can help me?
Iâm 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?
Guys, does someone has experience using Xcode?
posting a screenshot or two might help others help you
See the Console for details
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.
Is this a mobile specific problem, if not youâll get more answers in another section
no it is general, but the game i am making, is of iOS
@unique rock Once again, what do you mean by this. There is no Unity Editor available for mobile.
Who?
His his link mediafire am become pro unity on mobile masterđ€€
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.
Ok give me website link
What stuff is needed for making a game on android using unity
Yep, I have experience having problems in Xcode ;d
Hey
Hello everyone, I'm new at programming and I'm trying to pinch to zoom, can I have some help pls
hey when i try to build the game i get this file generated
idk if i understand what u mean but try to change the fov
in 2D its size i guess
and like 100 errors
The thing is Iâm trying to build my unity game into my iPhone but apparently I need a Mac to do it
So Iâm thinking in getting a cheap old MacBook to do it but Iâm wondering if older versions of Xcode can support building apps to newer iPhones
Do you know something about that?
Like it itâs possible to build an app in Xcode 12.4 to an iPhone 11 with iOS 15
i can post the debug log too if anyone wants
Screenshot of what?
i guess screenshot of your unity while your playing the game and screenshot of your mobile when u playing the game
Is that really necessary tho
All you need to know is that one is low resolution while one is normal
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.
Hi. The game looks blurry and bad on mobile. I increased the quality in Project Settings, lowered the quality but it didn't change.
Are the assets themselves large enough? Youâd be surprised how jacked up the resolution is on phones nowadays
16x16
Thatâs 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 âpointâ not âBilinear â
point
Are you using the untiy remote connect thingy when you test the game?
yes
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
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;
}
}```
try forcing software cursor. Apparently some platforms only support one hardware cursor
what do you mean by that?
how may i do that
CursorMode.ForceSoftware
Like this?
Cursor.SetCursor(GreenCursor, Vector2.zero, CursorMode.ForceSoftware);
my cursor is gigantic now
<shrug> I've never done what you're trying. Do you at least get different cursors?
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
I really, REALLY do not want to remake this menu
click whichever camera you think is rendering the canvas and make sure it's there.. Could be UI layer isn't included
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
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
in the game it doesnt appear either
