#📱┃mobile

1 messages · Page 45 of 1

glossy sluice
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was working earlier

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went to playtest my game and the ui didnt appear and now im really worried because i have to remake it now

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i can craete a new canvas with the same settings, with all the same ui componenets with the same values and sttings and theyll appear

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but nothing from that canvas will show anymore

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it did that twice

tired lily
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show camera and UI

glossy sluice
#

wym

tired lily
#

look at your camera settings and the settings for UI. And try focusing on your play menu (f) because it might just be very small if you have a mismatch

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just do this exactly: select PlayMenu, enable it, right-click in scene, press f

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I have a feeling it'll zoom you into your menu

glossy sluice
#

I recreated one of the ui components with the exact same properties with a canvas, with the exact same properties and it shows up

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what is wrong with it

tired lily
#

well one has a canvas scaler and the other doesn't, although that should only matter for the root canvas

glossy sluice
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I fixed it, the canvas JUSt said the scale was 0.99999 or smth like that but it just reset to 0 and when I set it to 1 it showed up

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i have no idea why it was 0

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i havent touched my ui at all

glossy sluice
tired lily
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what is the size of your cursor texture?

glossy sluice
tired lily
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yep that would be why they're large. Auto resizes them to 32x32

glossy sluice
#

at least i get to change small details when downscaling

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ill export to android now

wicked olive
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Does anyone have any tips, tutorials, blogs or a proper solution for unity to be able to handle ui resizing with device orientation, specifically for UI? Spent 4 hours playing around with Canvas Scaler and Screen/device/input orientations and it feels so hacky.

glossy sluice
rain leaf
#

"One picture is worth a thousand words"

native gazelle
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im trying to use unity remote 5 with my iphone, my pc has detected my phone and i can select it in the unity project settings but when i press play, the game doesnt appear on my phone. What should I do?

glossy sluice
obtuse furnace
rain leaf
quartz kernel
#

If your issue is visual of course it's gonna help to attach a picture

unique rock
#
Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

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Wait where is this in unity on mobile download

neon thicket
#

@unique rock Are you looking to get removed from this server? If you're not going to explain what you mean by this, or accept the fact the Unity editor cannot be used on mobile, then I'm just going to assume you're trolling.

#

You've already been muted once for spamming this question without context.

unique rock
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Am not troling,😥

neon thicket
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Then your question has been answered, Unity editor is not available for mobile. Use a computer.

unique rock
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Why

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This not Windows

visual swift
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Hello there does anyone knows how to make zoom and pan (on mobile) in two different images in canvas? I managed to do the pan, but in the images by separate with the “Scroll Rect” and “Rect Mask” components

I was thinking to call the components a and b and connect them so what is done in the img1 will be the same in the img2 and viceversa but don’t know how… I have the idea but don’t know from where to start

wicked haven
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With Unity 2018.1, am I able to build APK that will support all modern androids? Or should I try to upgrade my project?

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Because I saw this...

warm adder
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Maybe you only need to update your sdk manager

wicked haven
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I updated unity so solved anyway hehe. How do I find all androidmanifests that affect my APK build though? I seem to have multiple in project and I keep getting errors

latent violet
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Concerning mobile, does anyone know any good ASO tool to use?

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I've got two ASO tool in mind "Appfigures" and "Appfollow" but I don't know which is more accurate

frail gate
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HI does anyone know how to sign my andriod game google play?

neon thicket
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Look up how to create a keystore in Unity, in Player Settings. You need to create one that you use each time you make a build you upload to Google Play.

glossy sluice
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I am having Command Invocation failer error. Please help me

sharp lion
glossy sluice
#

Ok

glossy sluice
# sharp lion Share the complete error log under that log entry (CommandInvocationFailure)

CommandInvokationFailure: Gradle build failed.
D:\Program Files\2021.2.10f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "D:\Program Files\2021.2.10f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"

stderr[

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':launcher:checkReleaseDuplicateClasses'.

1 exception was raised by workers:
java.lang.RuntimeException: Duplicate class androidx.arch.core.executor.ArchTaskExecutor found in modules androidx.arch.core.core-runtime-2.0.0-runtime.jar (:androidx.arch.core.core-runtime-2.0.0:) and androidx.arch.core.core-runtime-2.0.1-runtime.jar (:androidx.arch.core.core-runtime-2.0.1:)
Duplicate class androidx.arch.core.executor.ArchTaskExecutor$1 found in modules androidx.arch.core.core-runtime-2.0.0-runtime.jar (:androidx.arch.core.core-runtime-2.0.0:) and androidx.arch.core.core-runtime-2.0.1-runtime.jar (:androidx.arch.core.core-runtime-2.0.1:)
Duplicate class androidx.arch.core.executor.ArchTaskExecutor$2 found in modules androidx.arch.core.core-runtime-2.0.0-runtime.jar (:androidx.arch.core.core-runtime-2.0.0:) and androidx.arch.core.core-runtime-2.0.1-runtime.jar (:androidx.arch.core.core-runtime-2.0.1:)Duplicate class androidx.arch.core.executor.DefaultTaskExecutor found in modules androidx.arch.core.core-runtime-2.0.0-runtime.jar (:androidx.arch.core.core-runtime-2.0.0:) and androidx.arch.core.core-runtime-2.0.1-runtime.jar (:androidx.arch.core.core-runtime-2.0.1:)
Duplicate class androidx.arch.core.executor.DefaultTaskExecutor$1 found in modules androidx.arch.core.core-runtime-2.0.0-runtime.jar (:androidx.arch.core.core-runtime-2.0.0:) and androidx.arch.core.core-runtime-2.0.1-runtime.jar (:androidx.arch.core.core-runtime-2.0.1:)

lament terrace
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hi i have an problem when i try to build my game(export it)
it just give me like 100 errors

glossy sluice
neon thicket
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@glossy sluice Use a bin to share large code blocks.

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The bot is going to auto mute you if it keeps having to auto delete your stuff.

sharp lion
lament terrace
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i guess open your project folder and find it there

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or just copy the path and paste it

glossy sluice
sharp lion
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unity

lament terrace
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explorer*

glossy sluice
lament terrace
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idk if u can serch the unity files in unity

glossy sluice
lament terrace
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dont ask me idk what the problem even is

sharp lion
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Do you see any results?

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The error says that you have two library files resolved with different versions. You need pick older version and delete or disable it for android platform from inspector

lament terrace
glossy sluice
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so i actually need to delete older right?

lament terrace
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makes sense

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but idk

sharp lion
glossy sluice
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ok

neon thicket
latent violet
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@neon thicket ok, sorry 😊

glossy sluice
#

Why this in my own game ? Please help me. I want it to publish on galaxy Store. But because of this reason my game didn't pass.

neon thicket
untold wraith
#

using Unity Remote, I connected my phone to the PC and the option to select the iPhone appeared in the player settings. I selected that one and press Play according to instructions, but the game starts inside the editor anyway instead of the phone.

glossy sluice
neon thicket
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Google will pop that warning if it's an APK not installed directly from the store.

glossy sluice
glossy sluice
neon thicket
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Probably have it turned off

sonic otter
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allow from unknown sources is the developer option

glacial plank
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how do i fix this, its with a samsung galaxy j3 6

frail herald
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Have been having major issues building for android on mac with gradle

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> Failed to apply plugin [class 'org.gradle.api.plugins.BasePlugin']
   > Could not create service of type OutputFilesRepository using ExecutionGradleServices.createOutputFilesRepository().```
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This is one of the errors that I see usually

frail herald
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Cannot create service of type ReservedFileSystemLocationRegistry using ProjectExecutionServices.createReservedFileLocationRegistry() as there is a problem with parameter #1 of type List<ReservedFileSystemLocation>.

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New error

sharp lion
frail herald
sharp lion
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  1. Cross check if you are on Java SDK 1.8
  2. Kill any gradle process from your process manager if any and try making again.
frail herald
sharp lion
frail herald
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All of the externals are set to default Unity installation so JDK, JRE, NDK and all that are defaulted it says it requires 1.8

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I'm running 1.8 on system

sharp lion
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I see

frail herald
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This is the output of my java version

frail herald
# sharp lion I see

I made sure to kill all "java" and "gradle" processes in activity monitor, I can try to restart my computer again just to ensure there is none running

frail herald
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I've given up on building for Android on my mac, I'll use my pc to do that when I get home

sharp lion
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@frail herald Can you send me a sample project to see if I can reproduce?

frail herald
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I chose the LTS for the project expecting it to be stable

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I don't really think it's anything in the project causing it as I don't have any plugins

sharp lion
frail herald
sharp lion
frail herald
rain leaf
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Have anyone encounter android build black screen after unity logo, but only on android 12 ?
I'm using Unity 2019.2 and using this workaround to fix android 12 exported flag issue, but the result apk only shows black screen on android 12.
https://forum.unity.com/threads/game-doesnt-install-on-android-12-from-playstore.1222065/#post-7794402

neon thicket
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You could try running logcat and see if there's a bug. The package manager has it available so you can run it from the editor.

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I will say that I've seen this before myself, and each time I just needed to clear the existing data of the app on my phone first (or uninstall it before building to the phone for testing).

sharp lion
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@rain leaf If its exported flag issue, you can't even install the apk on Android 12. Share complete logcat log.

rain leaf
sharp lion
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Got it! Share the log to see if any info related to dark screen. The script shared only adds the missing flag alone and not actually related to the black screen to confirm.

(I'm the one who wrote the script :))

rain leaf
rain leaf
sharp lion
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I see. Unfortunately, I can't test either as on my emulator it crashes instantly(unity issue) but on my friends device it works fine though.

glacial plank
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how do you fix this?? I have a 2018 samsung tab a and a 2016 samsung j3 6, and they both have dev options on and remote 5 installed. Im using 2019 unity

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the tablet is on latest android

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the phone, i dont know

sterile gull
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halp, I'm trying to diagnose a crash on android devices. For some reason, the reason of this crash does not show up on logcat. It just seems to fail silently as far as the console is concerned

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Any alternatives?

cobalt peak
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Why is edgecollider2d so unreliable in collission? I have drawn a line around the camera edges for looping my player around to the other side..sometimes it decides to use the collider and sometimes just goes out of bounds

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should I be drawing boxcolliders?

lament terrace
pallid wasp
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try to run editor using administrator

spring magnet
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anyone able to help me get Unity 5 remote to work, im unable to after googling, and i have been strugling for a good year on and off

rain leaf
arctic spindle
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How can i make my Canvas Static?
Cause if i turn my phone its turning with it, but i dont want that xd

ocean flint
ocean flint
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I know this is a difficult question to answer because it depends on a lot of things, but I'm hoping someone with mobile game development experience is willing to attempt an answer regardless. I'll start off with some context.

**This is what I've already done to try and increase my budget: **

I have optimized my models to use as few vertices as possible, drawing details whenever possible. I'm reusing parts of my models and I'm mirroring parts of them so I need less texture space. I'm also removing covered planes. I have my 4 groups of models (props, enemies, vehicles, buildings) in 4 separate 1024x1024 squares in a 2k texture atlas. Everything (lights, shadows, ao) is baked. I use a single material. It's all instanced and most of it is static.

But now I want to do terrain and sky and I don't know what my budget is. I only own an iphone 11 pro right now and that is hardly a fair base device.

So: what's a rough estimate of a texture budget? Could I use another 2k texture? Is the 2k texture too much already?

As a bonus question: how do you handle terrain for a flat surface with some dirt and grass drawn (so not meshes) on it , 80x80 meters, static camera. Should I just use a plane with a single big texture? I feel like that's better than splat maps in terms of size and performance but I don't know what the options are.

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Sorry for the wall... I tried keeping it short but I might have failed :p

tawny geode
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Is it possible to ask for build errors here? I'm having problems building for Android after adding Firebase Firestore package to an empty project

broken mauve
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So I've gotten the level lock script to work so players cant click onto a button/level if its after level 1, but I am not really sure how unlock the levels once completed

I have had a look online but I haven't really been able to get it to work for me and some use other methods which I am not using

all i am trying to get to work is when a player crosses a finish line the UI pops up saying completed level and then a button which will take them to the level selection screen and the next level will be interactable and can proceed, but I appreciate any help that is given i will also provide the lock script if needed, Thank You!


    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    
    public class LevelSelection : MonoBehaviour
    {
        public Button[] lvlButtons;
    
        void Start()
        {
            int levelAt = PlayerPrefs.GetInt("levelAt", 2); 
            for (int i = 0; i < lvlButtons.Length; i++)
            {
                if (i + 2 > levelAt)
                    lvlButtons[i].interactable = false;
            }
        }
    
    }
slim quiver
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Hey all, super basic question but i tried everything now. Trying to build an android apk for 4k device, but when i read the app resolution withScreen function it is at 1920x1080. How can i force this?

lament terrace
lament terrace
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still get like 100 errors

sharp lion
tired lily
ocean flint
indigo gazelle
#

Does anyone have "sound" problems when deploying to iPhone? I mean, I can hear it all in Unity, but on the iPhone it's muted it seems... But the volume is on max, it has to be my audio source...

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my sounds are not playing on the devices, only on the computer... I ran it on Mac and on Windows and they are fine... but on iPhone, no sound... just changed the audio to PCM on unity, no result...

indigo gazelle
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something to do with the iphone.... deployed on an ipad and it's playing... weird...

night basalt
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"Your app currently targets API level 29 and must target at least API level 30 to ensure it is built on the latest APIs optimized for security and performance. Change your app's target API level to at least 30"

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So I can't build and publish apps for any older phone? Heck my own galaxy s8 is running on Android 9 (API 28)

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Or am I looking at this wrong?

finite garden
#

Hello I would like to add an embedded Unity app inside my Android native app, I tried with an aar file and I tried to import directly my Unity project but it didn't work. Do you know what is the best way to do this ? And do you have any tutorial on how to do this ?

tired lily
uncut yarrow
#

Hello, In my project I am using unity service Authentication. In editor is everything working fine (log in to unity database is succesfull) but when I build project to my phone Honor 7 lite I am getting this errors:

[Authentication]: Well-known keys request failed (attempt: 2): 0, SSL CA certificate error
[Authentication]: Request completed with error: SSL CA certificate error
Curl error 60: Cert verify failed: UNITYTLS_X509VERIFY_FLAG_USER_ERROR1

Do you have some ideas how to fix it? Thank you very much 🙂

sharp lion
rain leaf
# uncut yarrow Hello, In my project I am using unity service Authentication. In editor is every...
glossy sluice
#

Can i post a question here for android?

warm adder
#

Try, maybe someone will be able to help

glossy sluice
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Ok so when i export my game now, i need to give play protect permission to install it and i can't even install it because "cant overwrite package because it conflict with another package"...

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It's the same game only difference is i am using post processing now

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i tried re-installing it and it worked, but all the data is gone... And isn't coming back even after i re-install the older version

warm adder
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what data is gone? how do you save your data?

glossy sluice
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I save it in PlayerPrefs

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no fancy json's here haha

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And ALL the playerprefs are gone

warm adder
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maybe playerprefs are removed when you uninstall the game, im not sure

glossy sluice
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No because when i deleted and installed an older game on mine everything was saved... That's why i'm so confused

rain leaf
glossy sluice
#

mm, but why can't i just update a newer version of my game? I even uninstalled post-processing??

rain leaf
#

usually, updating(without uninstall) retains the saved playerprefs, even using different unity version, but I read here that there are cases where the app read the wrong playerpref file if the androidmanifest is modified
https://forum.unity.com/threads/save-file-gets-deleted-when-updating-on-android.388043/#post-4169326

glossy sluice
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i cant even update the game, because my phone thinks its a different package no matter what i do

rain leaf
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so, you cant update your game on the phone without uninstalling it first?
what is the error message?
did you build to apk or directly build to phone?

glossy sluice
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i build to apk

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i got the same errors as before "using anti-aliasing..."

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but after i downloaded post processing my phone got messages with play protect and i coudn't even install it because my phone thinks its a different game

light kernel
#

hey all. does anyone know how I can use native UIPickerViews on iOS via Unity? Is there already a component which uses it or do I have to write one myself?

slim quiver
#

I discovered I can manually set resolutions but I can not go beyond 1920 x 1080 in android, anyone know why? It plays natively in 3840x2160

broken mauve
#

How to make an unlock levels?

So I've gotten the level lock script to work so players cant click onto a button/level if its after level 1, but I am not really sure how unlock the levels once completed

I have had a look online but I haven't really been able to get it to work for me and some use other methods which I am not using

all i am trying to get to work is when a player crosses a finish line the UI pops up saying completed level and then a button which will take them to the level selection screen and the next level will be interactable and can proceed, but I appreciate any help that is given i will also provide the lock script if needed, Thank You!

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    
    public class LevelSelection : MonoBehaviour
    {
        public Button[] lvlButtons;
    
        void Start()
        {
            int levelAt = PlayerPrefs.GetInt("levelAt", 2); 
            for (int i = 0; i < lvlButtons.Length; i++)
            {
                if (i + 2 > levelAt)
                    lvlButtons[i].interactable = false;
            }
        }
    
    }
fallen compass
#

player prefs are for preferences/settings.. not really for unlocking levels, as they're super easy to open and edit

tawny marten
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Is there a way to chose which android device to run my game on automatically with BuildPipeline.BuildPlayer I have multiple android device connected and the one by default is not compatible and I can't disconnect it before running the game.

lament terrace
latent violet
#

Hey guys

#

So am currently doing a questionnaire on this two game icon and wanting to know, if you saw the two at a list, which would you prefer to play based on the game icon? : (first pic is A, second is B)

night basalt
rain leaf
rain leaf
sharp lion
sharp lion
night basalt
latent violet
acoustic rock
#

AndroidManifest is missing, anyone had the same trouble? I'm using 2020.3

slim quiver
#

just to confirm, no android apps possible that are running in 4k?

fallen compass
orchid fjord
#

Yo i need some help with the obb on a mobile build

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The game can't seem to read it

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On either SD card or Internal Storage

fallen compass
#

It's probably named incorrectly?

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the Play store uses .abb now anyway.. don't think you can upload .obb's anymore with them?

orchid fjord
#

All i need to know

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Is how to name it

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Pls

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How do i name the obb for the game to read it properly?

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Because at the moment my computer isn't available to make another build

fallen compass
#

I cannot remember, it's been over a year since I did it.. have a google

orchid fjord
#

We'll i googled it and im not sure if its outdated or not

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But its not working

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I will make an APK only build once i arrive home

glacial plank
#

How Do I Fix This??? I am on a samsung gallaxy tab a 2018

broken mauve
lament terrace
lament terrace
fallen compass
#

I reckon.. it doesn't like being on Desktop

lament terrace
#

so where shall i put it?

#

like program files?

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or documents?

fallen compass
#

No, not program files.. a project is not program

#

Got more than one drive? -> Put it not on C in somewhere like D:\Development\<project name> ... or if not another drive, then I guess C:\Development\<project name>

rain leaf
glacial plank
#

its pluged in properly, as my computer recognises it, just not unity

gusty pagoda
#

is there a way to include different versions of a library - or perhaps exclude features - based on the device android version? I have a library which has a minimum version of 24, but I have to make the minimum version of the app 23.

rain leaf
glacial plank
#

both done

glacial plank
#

might be becaouse its windows 7

brazen wolf
rain leaf
bitter summit
#

Hi everyone, I currently finding a way to load my assets remote, because of the limit of the google store (150mb), I think addressable is a good way, so my question is, I can make my assets (textures under Resources folder) as addressable assets and then in the app download the assets, and I can still use "Resources.load" to load my assets as usual?

velvet plaza
#

has anyone ever encountered an issue in android builds where their native libraries are only being included for one target abi? i have the same libraries, compiled for both armv7 and arm64, with the proper import settings applied in-editor. but when i build the apk and inspect it, only the arm64 .so files are included in the app's jniLibs. if i export the project instead of building the apk, the same issue applies. i've triple-checked my import settings, but unity seems to just be arbitrarily skipping the libs for one of my platforms.

mental wyvern
#

Hello, I was wondering if anyone could help me out. I have an app. It works 100% as intended on Android, Windows editor, MacOS editor, but on iphone, at a very specific points, it crashes with EXC_BAD_ACCESS. But it does so only when I try to reach a specific array of int that is clearly initialized. Can it be the consequences of some larger memory issues ? How to know where the memory problem is really coming from ? I would really appreciate some help on this as I have been trying things for a lot of hours.

fallen compass
glacial plank
brazen wolf
#

I got windows 10 on my 4gb i2 duo old laptop

#

Never tried windows 11

#

Cause i got my new one

glacial plank
# brazen wolf Ah fair enough.

its the famillys, and my dad will not let me. He says it will probably break. Anyway, it is of no use, as my unity broke

wild fjord
#

Hi

hushed garnet
#

Hello I have a problem where my wprld space canvas is rendering on top of my overlay one. Is there a work around for this? This problem is only happening on the mobile version. I cannot replicate this error on the editor

#

I could probably use the stencil buffer but I want to fix the core of the problem first

grand dove
#

Hey, I need to fill in PlayStore App Policy Data types that are collected.
anyone knows what datatypes does facebook SDK collects?

north bridge
#

Was testing a build with the Unity Remote 5 (URP 2021.2.7) and when I touched a random set of fingers I got this menu pop up! Anyone know what it is??? I think it came up when I touched the 4 corners of the screen in a particular way as I can get it appearing and disappearing when I randomly press them. (Nailed down the steps: 2 or more fingers pressed and then 3 taps with a finger toggles it)

lament terrace
fallen compass
#

Folder

#

Name the folder whatever you want

lament terrace
#

ok thx

#

works

cosmic trail
#

Is anyone else having mesh read/write bug on latest Unity's?

odd arrow
#

use mp4 container to get embed

lament terrace
#

Why does thhis pop up

glossy sluice
fallen compass
# lament terrace Why does thhis pop up

it's a warning for users that are installing things outside of the Play store... if it's your game, and a test build.. you can ignore it. It won't be there for people installing it from the Play store

lament terrace
#

nice thank you

#

btw if i want to publish a game in future
do i need to pay?

#

to publish it

fallen compass
#

It's $24.99 one off fee for Google

lament terrace
#

thats 22 euro

#

ok cool

#

thanks

shadow nova
#

Hello,

I published a game on Android with Admob's system for ads.

I would like to configure my App-ad.txt file but no application appears in the "app-ads.txt" tab

However, my application has been verified, I did the identity check, I entered a payment method and everything is "checked OK"

But still no application in app-ads.txt tab. It's been more than two weeks

Does anyone have an idea why my app is not appearing in this window so when the "Apps" window the approval status is "Ready" ?

toxic void
#

Anyone know any good character models with fps arms optimized well enough for mobile?

sonic otter
#

maybe some of the synty stuff?

brisk helm
#

does anyone know if apps get a search boost when first released in the apple appstore?

south goblet
#

How do I build it as an apk in version 2020.3.24f1

#

unity check marked export

brazen birch
#

There are googlable instructions on how to do that

shadow nova
tired lily
#

You're supposed to host that file on your own website. You are doing something shady/wrong if this is not the case

heady spindle
#

hey guys Why is it that the effects I packaged are different from the ones I see in the Unity window? Specifically, it seems to be stuck in a version that retains a bug from the previous version but it doesn't matter how I repackaged it

shadow nova
#

And some people on the google communauty forum use app-txt.com website to host their files too

tired lily
#

Are you hosting your privacy policy etc elsewhere then? The whole point of app-ads is to prove you own the domain. Are you being paid by tappx? Are they displaying any ads on your app?

shadow nova
#

@tired lily I don't know ... That's the purpose of my question ^^

tired lily
#

How are you loading ads?

shadow nova
#

I've implemented amob for ads in my game (interstitiel)

tired lily
#

If you aren't serving any tappx ads, I'm not sure why you'd think they are taking any revenue from you? It looks like the hosting site you're using is affiliated with tappx, so they're probably trying to get you to serve their ads too

old cypress
#

Is there a way to get the audio running on iOS even with the mute switch on?

fallen compass
#

Why would you want to piss off your users like that?

#

Apple will probably fail an app that does that too

tawny abyss
#

Is there some documentation about controller support for Android in Unity?
I've been informed that controller support is very limited for Android platform

mortal meteor
#

I'm looking to remove the first character capitalisation that happens on iOS keyboard? I didn't find any way through the TouchScreenInput class and can't find any options in Text Mesh Pro text box options

tired lily
mortal meteor
#

Thank you @tired lily !

#

How does one go about communicating with the xcode project post build

#

I'm only looking for references of material at this point

#

my google is showing up all sorts of stuff

#

a little guidance on what I should be looking at would be hella useful

tired lily
mortal meteor
#

You literal star, THANK YOU

slim quiver
#

anyone got 4k video playback on android? (not just decode)

sullen folio
#

After playing around with it pretty much all day, I was finally able to write an Android Service that plays Unity audio in the background. I'm so happy lol. Only problem is I need to actually stop and restart the Service when I tell it to play again. Right now it just creates a new media player so the audio tracks layer on top of each other, building into a terrifying cacophony lmao

brazen birch
#

4k yes but that's because we work in XR and 360 videos need to be 4K plus if you don't want them looking horrible on the quest, focus & pico

pallid wasp
#

I need help with the mobile shader graph

#

it works fine in editor

#

but when i built it and installed it on my phone

#

all of the materials that use shader graph are not showing properly

#

it just pink

#

i need help with this asap

#

thanks

brazen birch
#

I'm assuming the shaders incompatible. You should see an error in the unity log on your device.

slim quiver
#

Its like the entire surfaceview on android is stuck in hd

#

Im getting desperate, thinking I will make a movieplayer in android and have that as a layer under unity

#

I see the quest 2 has 2xHD views so that is about half of 4k

pallid wasp
slim quiver
#

you might wanna check your graphics settings on your mobile platform in your build?

pallid wasp
#

and what should i check exactly??

#

i dont understand what these graphics settings do

#

thats why im looking for help

slim quiver
#

well you must have built it, so in the player settings you can see some graphics api, maybe set that to auto, or whatever your android platform supports specifically

pallid wasp
#

i set the auto graphics true already

slim quiver
#

i usually have mine set up to what it can specifically handle, but i guess i cant help you more

rugged forge
#

hi

#

i want to make a ar face filter app like snapchat without the text, so you open the app and you camera opens, u can choose filters to apply to your face and click a picture of urself.......

#

i cant code and want to spend 2 days on this as a learning expierience(maybe upload it on playstore). How do i go about making this?

#

note- i cant code, am new to unity and havent done this before

slim quiver
#

youtube plenty of tutorials you can follow

#

or just use the snapchat platform lol its sooo easy as is the instagram one

rugged forge
#

no i wanna make my own app

pallid wasp
#

then you should learn how to code first

slim quiver
#

you will need to know how to read it at least

rain leaf
pallid wasp
#

even when i built it for windows platform

#

it just not working on mobile

rain leaf
#

then, remove the most right node (before the output), then build and run on mobile, if it's still pink, remove another one then build again, repeat until it doesnt get pink

#

dont forget to plug the last node to the output node

pallid wasp
#

yeah that might work

#

sure ill try it

rain leaf
#

Or you can try to set graphics emulation in the editor if you havent tried it

#

edit > graphic emulation iirc

pallid wasp
#

its still not working

#

i tried to install my apk to an emulator, it does work

slim quiver
#

man this is driving me nuts the only way i can get 4k video playing on android is with handheld.playfullscreenmovie()

mortal meteor
rugged forge
#

hi

rugged forge
fallen compass
#

Don't crosspost.

tired lily
brazen birch
#
  • for Android that is
slim quiver
#

its like everything goes through a unity HD downscaler

slim quiver
#

I think it is because the particular activity unity is stuck in, is for UI and all the ui in android is hd

tawny geode
#

Why and how does unchecking and checking JDK, Gradle, Android SDK & NDK again fixes the Failed to update Android SDK package list. See the Console for details error? Do I need to do this every time I open the project again and want to build the game?

slim quiver
#

def. not normal, i never have to do that

brazen birch
#

To me it sounds like it is trying to update the min SDK and failing. Some of the Unity to Android SDK stuff is quite buggy. In my case I had to manually open the Android SDK and install the right packages

brazen birch
#

Or, you could also write out a random frame of the render texture to a JPG mid operation. Then look at the JPG quality. Assuming the render texture was set to 4K etc etc

#

Basically, it's either the videoplayer rendering low. The texture image it's outputing rendering low. Or the UI rendering low. Or the OS capping textures.

slim quiver
slim quiver
#

this is running on a pretty high end smb with android

#

sbc sorry

brazen birch
slim quiver
#

yes but they can decode 4k video

#

and display it, while the ui is overlayed in hd

brazen birch
#

Oculus has a pretty good breakdown on how they got around that (on Android) for 8k video output

slim quiver
#

oh nice

brazen birch
#

Anytime we have over 4k, I split it to multiple textures to be safe. So I haven't seen the issue myself

#

But we also don't render to a UI, so I probably am not much help from this point forward :)

slim quiver
#

ah weird, i get it working when i do handheld.fullscreenvideo in unity

#

well as long as i can get it full screen in some way i dont mind

#

where might i find that oculus breakdown?

#

I think I might just do a hack, building a player in android loading it up as a plugin and interfacing from unity to control it

rugged forge
#

hi did you figure out how to do this?

brazen birch
#

I'd check if their touch starts near the edge, and compare it to where they ended. It should give you a swipe direction

fallen compass
# rugged forge hi did you figure out how to do this?

First - don't send random friend requests, it's against server rules and unwelcomed.
Secondly - yeah, there isn't a built in way that tells you. You have to get the screen position of the first touchdown and the postion on touchup, then that distance the touches are within the zone you want to do the swipe

slim quiver
#

The profile pic is a good indication tbf

cobalt pasture
#

Hi all, any to tips to lots of content to mobile game, even for potato phones?

#

Big maps, racing game

#

Multiplayer, let's say 4 players max. Each has abilities, like Mario kart, crash team racing

#

I'm not very experienced with mobile dev, so even with the game type context, any obvious tips are welcomed

#

Like if we're aiming for potato phones, can i assume that gpu will be bottleneck? Many verts are ok, more than textures? Whats a minimum vert limit anyways, for potato phones
Should i invest effort to full vertex color style?

#

And physics wise?
We shouldnt be using wheel colliders etc, and I guess making sure dynamic rbs are low count, and scene are static. No destructible stage

#

And lastly, even with addressables, what's some tricks to fit as much offline contents for the actual build size/cache?

upper frost
#

hi!

#

Anyone know how to make a store with skins?

brazen birch
brazen birch
#

For example, say you use some asset pack for a multiplayer player game.

You need to include or asset bundle all the skins and store them in your server.

You need to use a store purchase framework - unities or some direct google play store framework. That lets you make external payments and let them store or recover their inapp purchases which triggers a success or failure script you use to change everything in the game.

If it is multiplayer though, in order for others to see your skin, everyone needs to be able to download it. So it's best using asset bundles so they don't have to download 10,000 skins where they will only ever see 5 in that instance.

bitter summit
#

Hi I am facing a strange problem. I build a .apk file(AR APP) and install it on the phone, everything works fine, but when I publish it on the google store, I build the .aab file and upload, and normally I can download the .apk file from google console, which is automatically generated from my .aab file by google, and it just does NOT WORK....why ....I am so sad, can someone help me

rain leaf
ionic coral
#

i am facing a error
when i try to build my game
it throws 4 error
Error 1
UnauthorizedAccessException: Access to the path "Library/BuildPlayerData\Editor" is denied.
System.IO.Directory.Delete (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.Directory.RecursiveDelete (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.IO.Directory.Delete (System.String path, System.Boolean recursive) (at <695d1cc93cca45069c528c15c9fdd749>:0)
UnityEditor.VisualStudioIntegration.DirectoryIOProvider.Delete (System.String path, System.Boolean recursive) (at <55729f52d042492e9efc384182ae2feb>:0)
UnityEditor.Build.Player.BuildPlayerDataGenerator.CreateCleanFolder (System.Boolean isEditor) (at <55729f52d042492e9efc384182ae2feb>:0)
UnityEditor.Build.Player.BuildPlayerDataGenerator.GenerateForAssemblies (System.String[] assemblies, System.String[] searchPat
Error 2
Error building player because script class layout might be incompatible between the editor and the player.
Error 3
Build completed with a result of 'Failed' in 3 seconds (2975 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Error 4
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <55729f52d042492e9efc384182ae2feb>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <55729f52d042492e9efc384182ae2feb>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
how to fix this
plz help me

acoustic rock
# ionic coral i am facing a error when i try to build my game it throws 4 error Error 1 Unaut...

If this is still relevant. You see, there are these methods:
System.IO.Directory.Delete (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.IO.Directory.RecursiveDelete (System.String path) (at <695d1cc93cca45069c528c15c9fdd749>:0) System.IO.Directory.Delete (System.String path, System.Boolean recursive) (at <695d1cc93cca45069c528c15c9fdd749>:0) UnityEditor.VisualStudioIntegration.DirectoryIOProvider.Delete (System.String path, System.Boolean recursive) (at <55729f52d042492e9efc384182ae2feb>:0) UnityEditor.Build.Player.BuildPlayerDataGenerator.CreateCleanFolder (System.Boolean isEditor) (at <55729f52d042492e9efc384182ae2feb>:0) UnityEditor.Build.Player.BuildPlayerDataGenerator.GenerateForAssemblies (System.String[] assemblies, System.String[] searchPat
Add [NonSerialized] attribute to the fields.

bitter summit
rain leaf
#

maybe instead of switching to second scene, you can try showing all the textures (using canvas image maybe), see if everything is downloaded properly. Also if you havent done it already, show some error popup whenever there's error encountered during download.

bitter summit
rain leaf
#

did you install it by directly downloading the apk and install it manually, or using the playstore app? I'm not sure but maybe there's some security/sandbox issue

bitter summit
#

Now I am thinking if the issue because of the ar foundation, some google sdk or what kind of thing, I am not sure, I guess the conflict is between ar foundation and google

true hearth
#

Hello , i have a problem with google services , it returns [Play Games Plugin 0.10.12] 02/25/22 20:31:48 +02:00 DEBUG: Authentication canceled System.Action:Invoke() GooglePlayGames.OurUtils.PlayGamesHelperObject:Update() in older version published in playstore authentification it works

native hinge
#

is it possible to pass unity classes to android plugin?

#

i am actually want to pass unity Geofire to android plugin but i get this error

grand drum
#

hello

verbal bay
#

Hi, I’ve just a watched a quick tutorial about exporting a build of my game to iOS and have been informed to use Xcode to complete this process, as I am not a Mac user what is the best work around to either access Xcode or use a different service all together?

merry gust
#

Can someone bulid Send real time phone imu data through network to pc then to 3d objects with greenscreen. HIMUServer (open-source) and hyperimu app on phone app to 3d phone. Option to increases sensitivity but it might increase data errors gyroscope sensor so having reset positions button or hotkey will make work ez. Mobile devices also got all types of sensors

dawn raven
#

hi I can't find my phone in the editor

versed eagle
#

Im following a tutorial where i need temp/StagingArea but i cant find Staging Area in my temp file
Anyone know why?

twin moss
#

I'm making a mobile game, my Cinemachine camera for some reason goes along with my joystick when pressed

#

Any way to fix this?

#

eg if I swipe my joystick up the camera also looks up

twin moss
scarlet gust
#

I want to play a unity-made mobile game. If anyone made a game I'll be happy trying it

neon thicket
#

Just download any game off the store and there's a good chance it was made in Unity.

brazen birch
brazen birch
merry gust
#

I mean like this most steamer use gyroscope

brazen birch
#

Rather *tracking

#

Which is pretty easy, you shouldnt have any issues with that

brazen birch
# merry gust Like this if its with green screen

I'm not sure what the question is, there doesn't seem to be anything complex there. But the answer of can I track an IMU, position, GPS, gyro, etc and display something on a screen that is green - then yes you can

merry gust
brazen birch
merry gust
#

But no video on YouTube abut imu

brazen birch
#

Ok

#

Well, when you have a question, let us know :)

merry gust
brazen birch
#

But probably better to just post it in the chat, you don't need to tag me, this way other folks might be able to help with the question

#

And good luck :)

merry gust
#

Maybe its its a 5 line of code but i don't shit about programming

brazen birch
#

Yes, well, good time to learn :)

dawn raven
#

hi, I need to set some buttons instead of wasd, anyone knows how to do it?

cobalt pasture
#

Is it this complicated to build to phone?
SDK tool not accepted license, gotta download SDK manually, gradle error, gotta install android studio, and so on

brazen birch
#

Not really, no

#

I installed the latest 2019 and 2020 last night on our build server, no issues.

Installed 2019 latest to a desktop lat night, no issues.

All 3 building to Android with no customizations

#

Now if you find Android difficult, just wait until you move to iOS games

glossy sluice
#

hello, is it possible to develop games on android?

undone hedge
#

no. is it possible to develop games for android? yes

#

@glossy sluice

glossy sluice
#

Ok, sorry for the bad translation I don't speak English

cobalt peak
#

Is it possible to use Letterboxed area for mobile? I'd like for the player in the game to move even if I have input in the letterboxed area

versed pilot
alpine jay
#

When running on editor i get a constant 60fps
After building it for Android fps drops to around 30
Can anyone help?

alpine jay
#

Thanks

sterile gull
#

Hey all, we're in the process of scaling a game and a decent fraction of our users are experiencing a black screen on launch on android. Our analytics are not picking up on the cause, working theory is that this issue occurs before their initialization.

The project is using URP.

From what I've gathered from forum threads, I've tried :

  • disabling multi threaded rendering
  • forcing openGL3
  • using 32 bit display buffer
  • blit type set to always
  • disabling AA

I wrote all the shaders in the project, nothing that is known to cause such an issue afaik.

I'm open to any and all ideas. Seems most of the stuff I find dates 2014-2016.

neon thicket
#

The one time I've seen this, it was resolved by reinstalling the app completely. I think manually clearing the cache helped too.

#

I never really knew the cause. Just that something in the update made it incompatible.

sterile gull
#

Thanks for the hint. Unfortunately I'm 95% sure this isn't our problem. I think users are getting this on fresh installs, or at least if it's after an update then they aren't very vocal about it.

neon thicket
#

Well, unless you can get the same device they're using, I'm not sure how you would even begin debugging.

#

Unless you have a tester who can logcat it.

unreal flint
#

hi, i have a question. the question is if I can put links to youtube in a game that will be uploaded to the play store

brazen birch
brazen birch
loud agate
#

I have a problem importing admob plugin. it always says resolution failed, but somehow the manual resolution works, but force resolution fails. Also, no matter how much I put in my android ID, it always says its missing/not valid, even though I pasted in my admob id. Also, is google mobile ads settings supposed to look like this?

twin moss
#

My mobile game seems to be locked on 30 FPS

#

it literally has no content whatsoever (just moving objects)

twilit yacht
#

hello everyone, I was wondering if I could ask some advice? I'm pausing developing my videogame for Lent, and would like to know if anyone could help me fix the code? I have it built to Android, however I'm using the MicroFPS asset, and it's using too many scripts. I need someone to help me take out the unneccesary code so it will run at a higher framerate on my dev phone

#

Mobile devices default to 30fps, you can change it in code

neon thicket
#

And yes, "free" work (ie, collaborations) go there as well.

tawny radish
#

Hello, I am wondering if there is a way to save images on the device (android/ios) outside of the gallery, somewhere hidden and if no, what plugin would you recommend me (i was going to sue https://github.com/yasirkula/UnityNativeGallery)

alpine jay
#

On mobile platforms the default frame rate is less than the maximum achievable frame rate due to the need to conserve battery power. Typically on mobile platforms the default frame rate is 30 frames per second.

twin moss
#

Yeah I actually found out sooner

#

I put it on 120

#

Sooner or later when I finally do the graphics settings I'll add the ability to change the frame rate

alpine jay
#

good luck

#

my game is running fine but sometimes it doesn't take input (swipe up and down). Can anyone help?

twin moss
#

How do I make move zone and aim zone using the the new input system for mobile?

rain leaf
#

click on each error message, there should be some details on each one, most likely in the last error message

neon thicket
#

Once again, a reminder not to bother people.

neon thicket
#

!mute 559007455154143263 3d I have no time to wonder what that means. You can come back in 3 days and ask your question again. Taking this to DMs will be an immediate ban.

grand windBOT
#

dynoSuccess GymBois#0332 was muted

dim dune
#

how much performance does URP kill for a mobile game? I want to make shader graphs but thing is URP is necessary so I wonder if my game is gonna lag

neon thicket
#

It's the universal pipeline, which includes mobile. So ... as much as it needs to while also being the thing you should be using for mobile.

brazen birch
steady silo
lament terrace
#

How can i make it so my game is only like this

#

And never like this

#

It happens when i rotate my phone 90 degress

quartz kernel
#

Under project settings > Resolution and PResentation @lament terrace

lament terrace
#

Thx

old cypress
#

Anyone knows why i can't download the iOS build from the Unity cloud build anymore?

#

It worked all the time, now whenever i scan the QR code it tells me to install the profile over and over again, installing leads me to the unity website to login in, then it sends me to the dashboard

#

Scanning the QR code again will then let me install the profile again and it repeats over and over again

fallen compass
#

Why does the platform make a difference for weapon sway?

#

right.. so "weapon sway" to me, means when you move, it sways left/right ... what are you using it to actually mean?

#

Input.GetAxis() is just returning a float .. so however you turn with your mobile input, use the same float for that

#

sure, try it

broken rapids
#

What are the best build settings for mobile apps?

brazen birch
#

It depends on the game and the platform

alpine jay
#

can anyone recommend a video tutorial for integrating mobile ads?

lament terrace
lament terrace
fallow aspen
#

Does an Android build only include the scene and its contents or the contents of the whole project?

#

If I have a project with numerous scenes how can I build only one scene and not include the whole project?

#

Some unused scripts of the included scene are getting in the way.

wild niche
#

Does anyone here use an alternative method to Test Flight to send and upload test iOS builds?

maiden kernel
#

Hi! So I'm trying to solve some errors preventing my project from building to Android. I got an error about dex sizes, which I fixed by adding some extra code in launcherTemplate.gradle, but now I'm getting an error where my project has AndroidX dependencies but AndroidX isn't enabled.

This project uses AndroidX dependencies, but the 'android.useAndroidX' property is not enabled. Set this property to true in the gradle.properties file and retry.
  The following AndroidX dependencies are detected: androidx.multidex:multidex:2.0.1

I opened gradle.properties and couldn't find any values pertaining to AndroidX. I read some info saying I need to enable Jetifier to enable another thing called Jetpack in order to make AndroidX stuff work with my project, but when I looked in the Android Resolver settings I found that Jetifier was already enabled. I'm at the stage where I don't want to touch anything in case I break it, because I don't fully understand what's happening here.

fallen compass
#

Anything that is used / referenced at runtime will be included in the build.

broken rapids
#

Can I upload apk or abb file to Unity?

fallen compass
#

no

fallow aspen
fallen compass
unreal flint
#

hi, i have a question. the question is if I can put links to youtube in a game that will be uploaded to the play store

unreal flint
#

okay thanks

vestal gust
#

Is it possible to run a game I made in Unity on an iphone?

brazen birch
#

Yes

#

But you need to install the iOS build target and build it on am apple device or with unity cloud

#

Although you can cheat with websites and web builds

vestal gust
#

Do I need to be a registered apple developer

brazen birch
#

But yeah they usually want money for anything with apple

cobalt peak
#

Can anyone help me with letterboxing? I don't understand why it I can't get it to work on my phone

alpine jay
#

can anyone help me with the swipe inputs. Left and right swipe works fine but up and down swipe works only 6 or 7 out of 10 times.

keen tulip
#

Can someone write to me if they make an application with Unity, add admob ads and publish play store?

odd arrow
#

@keen tulip Don't spam channels. If you have a question ask it.

cursive roost
#

Does anyone here build to ios before??? I have some questions

#

I have a unity project with some third party libraries and plugins in it such as playfab, facebook sdk and photon and now i wanna build to ios but crashes when i try to build it in xcode

#

The errors say cant build module "foundation" and "core foundation" "ulkit"

#

Appreciate some helps with this

fervent viper
#

Hello, for some reason when I tried to build in unity a release version of my project, with the scripting backend IL2CPP and with ARM64 this error appeared any clue of why this is happening?

fringe arch
#

I have metal and arm64 in my Info.plist Required Device Capabilities. iOS 12 as the target. I am getting rejected at review because of this. Is this because of the target version? Should I remove metal as suggested by forum posts?

tired lily
#

What does your rejection letter say exactly?

fringe arch
#

@tired lily We were unable to install the app on iPad. The UIRequiredDeviceCapabilities key in the Info.plist is set in such a way that the app will not install on Ipad.

tired lily
#

hmmm did you try to install it yourself on a test device? I just checked an app I got approved literally wed and it has the same in its plist

fringe arch
#

Here is mine

#

Yes I installed on 2 newish ipads in test flight

#

congrats on the approval, hopefully this will be the last rejection after I get this resolved. What Unity version?

tired lily
#

2020.3.18f1

fringe arch
#

hmm 2020.3.28f1 here

tired lily
#

was the bundle rejected automatically or was that a reviewer note?

fringe arch
#

I think it is a review note, went through Waiting for review, then In Review

tired lily
#

Yes I thought so. Did you try setting up a sim with the reviewer's device type and ios version? Maybe it's not installing for a different reason and this is a red herring

#

I target the same iOS version as well

fringe arch
#

I haven't tried that, i will test that out

#

is supported platforms correct?

tired lily
#

yes, but your architectures is different. I'm building for arm7

#

oh that's your iphone target, okay same there

fringe arch
#

hm

#

i am only building for ipad

tired lily
#

I target both ipad and iphone so not sure there. We don't have any problems installing to ipad with the required device capabilities you have so I assume the problem is elsewhere and the reviewer note might not be accurate

fringe arch
#

ok thanks -- I'll try building with the simulator, hopefully that will uncover something

alpine jay
#

I can't understand how these colliders are colliding. Can anyone help?

fallow aspen
#

I have a script that has 'public MonoScript attachScript;' in the project but not in the scene. The Android build keeps failing because of this reference. It looks like the Build includes all scripts in the project folders regardless if they are not in a scene.
This is a GameObject script that attaches a script to the GO through an automation process. Is this allowed in Android?

tired lily
#

MonoScript is from Editor namespace, it can't be in a build. You're doing something wonky

#

your description tells me something is wrong with how you've done your automation. Otherwise, the standard suggestion of putting this script containing the MonoScript field into an Editor folder or conditionally using it with #if UNITY_EDITOR would apply

fallow aspen
#

I found I could assign a script to a generated Go. So that is what I am doing.

tired lily
#

is your automation happening in the editor or can it happen in a build? You can't have any references to anything inside UnityEditor in a build

fallow aspen
#

I can happen in play but I never tried Android build. I could switch to Pc windows platform and try. But I see your point. I could leave things in place to create the hierarchy in the editor or play automation then remove that script from the hierarchy. But in this case the script is not being used. Is just sitting an a project folder.

#

I should add that This script has no need in a build which is why I am having trouble trying to exclude it from the build. So how does one go about excluding it from a build while needing in editor menu or Go component in play?

#

....because I have a script that references Editor type items in this build. I was thinking that scripts not in the scene would be excluded but that doesnt seem to be the case here.

tired lily
#

Maybe that script is being stripped already by UnityLinker. Relying on it is probably not a good idea though

fallow aspen
#

Its looking like I would have to have two projects then. One for automation and export the packages to the second project.

#

I smell pain.

tired lily
#

What is your automation doing? Your "needing in editor menu or Go component in play" makes no sense. You can make editor menus with scripts in the Editor folder. If it's an actual component, why is it a component at all? You have a script that can never exist on a real GO in a build

fallow aspen
#

I found this technique where the editor creates the GOs by parameters and then attach that script to the Go so it documents itself. Then I can change the parms in the menu and create another Go without losing the prev settings.

#

It works really well until trying to build. I think I have to rethink my strategy or project configurations.

#

Its late. I have to rest on this convo we had.. Thanks. I am open to more strategy suggestions.

plush tapir
#

Hi all. Have anyone read this ? https://developer.apple.com/news/?id=i71db0mv

In order to provide more time for you to update your apps, we’ve changed the following requirement deadlines to June 30, 2022.Online group event in-app purchasesIn 2020, we chose to support apps and developers that needed to adapt services from in-person to digital as a result of the COVID-19 pandemic. Specifically, we deferred App Store Review ...

#

" all apps that allow for account creation must also allow users to initiate deletion of their account from within the app. "

#

Does this also include games that link account with FB/Google/Apple ?

fallow aspen
#

I get the:
The option 'android.enableR8' is deprecated and should not be used anymore.
...and can not find gradle anywhere on my system except FileExplorer %user% .gradle. But not other info.

#

I am searching and some posts say to create one but should that have been done by an install? Not sure is creating one from scratch is the way to go.

brazen birch
#

Is it a warning or an error?

fallow aspen
#

I got past it with the Android SDK upgrade. But there are permission errors:
Arguments are "C:\Program Files\Unity\Hub\Editor\2020.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\bin\sdkmanager.bat" "platforms;android-30" "C:\Users\phyzx\Documents\UnityProjects\XxxxxSpace\Temp\AndroidSDKTool"
WARNING: WARNING: Administrative privileges required
Command finished with exit code: 1

keen tulip
#

As part of the families program, I uploaded my game to the play store, the admob ad still did not come, could it have something to do with it?

fair ruin
#

Could anyone help me with this please? I can't manage to build any app into android

#

I get this message and when I click all the error messages appear

#

And when I click Use Highest installed I get all these errors

rain leaf
fair ruin
#

I tried, but still nothing. I reinstalled the whole version and now it seems to be working fine

#

So if anyone ever has that problem, just uninstall and reinstall that unity version I guess

fallow aspen
fair ruin
#

Hope it helps

worldly grotto
#

Hi, does anyone had a problem with capturing and playing sounds from microphone on android?
I created empty project with button on the UI, which starts recording sound and plays it from AudioSource.
It works in the editor, but when I build apk on the android it doesn't work.

What's more if I get device caps of each microphone, it says that each one of them has min and max frequency equal to 16000

ToggleMic method is invoked when the button is clicked

{
    private AudioSource _audioSource;
    private bool micRecording = false;
    private int sampleRate = 48000;
    
    void Start()
    {
#if PLATFORM_ANDROID
        if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
        {
            Permission.RequestUserPermission(Permission.Microphone);
        }
#endif

        _audioSource = GetComponent<AudioSource>();
        
        int minFreq;
        int maxFreq;
        Microphone.GetDeviceCaps(null, out minFreq, out maxFreq);

        sampleRate = Mathf.Clamp(sampleRate, minFreq, maxFreq);
        Debug.Log($"Min freq: {minFreq}, max freq: {maxFreq}");
    }

    public void ToggleMic()
    {
        if (!micRecording)
        {
            _audioSource.clip = Microphone.Start(null, true, 20, sampleRate);
            _audioSource.Play();
            Debug.Log("<color=#FF0000>Recording Start</color>");
        }
        else
        {
            Microphone.End(null);
            _audioSource.Stop();
            Debug.Log("<color=#FF0000>Recording Stop</color>");
        }
        micRecording = !micRecording;
    }
}```
unborn sandal
#

can i test my mobile game on iphone without having a macbook?

#

unity remote 5 is total outdated trash

#

also i need to know how the game works on a phone xd

neon thicket
#

You need to use xcode, which requires a mac.

unborn sandal
#

damn that sucks xd

#

having iphone as a gamedev is a mistake then

#

im not gonna buy mac just to check if the game is working lol

neon thicket
#

You could pay for cloud build services as well, if you want.

shadow nova
fleet crow
#

Im trying to get unique identifier of an iOS device but this doesn't really help

#

Oh wait, is this just an explanation of what SystemInfo.deviceUniqueIdentifier does or do I need to call UIDevice.identifierForVendor?

rain leaf
tough fulcrum
#

I'd like someone experienced with iOS development to point me in the right direction with testing and publishing my app from Unity to an iPad. I DO NOT have a mac, but I COULD use a friends or my professor's for about an hour or so.

keen tulip
rain leaf
#

if you want to publish it to itunes, I dont think a day or so will be enough, the review process itself takes days, and it's a rare occasion to see 1st submission pass the review

old cypress
#

Can someone try and help me understanding how XCode works with Unity? Everytime i want to build something from Unity i have to close XCode completely, else it just won't compile. I also have to select the provision file every time - can i change set the one file i have and use it everytime?

fallen compass
#

Dunno why you have to close XCode/ Unity to work with the other.. I keep both open all the time (quite often multiple of each)

#

Add the team ID in Unity's player settings and it'll add that info the XCode build, you won't need to select the team/ profile stuff then

rain leaf
#

It's Append build, you're most likely using Replace build

old cypress
#

All i want is it to compile while XCode stays open

#

And for it to build faster since it doesnt has to clean build everytime anymore

#

And since (sadly) time is running fast, i won't probably have the time to read a guide for it :/

quartz kernel
#

That's how it behaves for me when I choose the append option. Just runs and updates xcode when done

past quail
#

I am having issues building/testing for android. Has any1 tried that the build buttons are gray and no devices are detected?

rotund knot
past quail
#

ok, ill try gamma over linear! thanks

rotund knot
past quail
#

yea just got that solved! thanks

rotund knot
old cypress
quartz kernel
#

There's no setup, I just have "build xcode project" checked and then choose append instead of replace

marble sinew
#

hey, I'm trying to add google play games services to our app, I configured both the Unity side of things and Google Cloud/Google Console. I'm getting a "UISignInRequired" as the status code when I try to authenticate the login.
what are the known problems that lead to this ?
I also added the emails to the testing section

fallen compass
left lily
#

Hello, I have an issue when building for iOS.
Whenever I build the project again and I select "Append" It will still override my signing configuration.
I have different profiles for debug and release but Unity will set the same for all of them.
Is there any way in Unity to define which profile to use for each scheme?
Thanks

arctic lichen
#

Having issues building to an android phone. I'm able to just build and then copy the apk into my phone's downloads, but I can't build and run using the unity editor build settings and selecting my device like most tutorials show. I get an error that my device isn't responding and to make sure its plugged in and usb debugging is on. Both these are true

old cypress
fallen compass
#

I never use build and run, so dunno

old cypress
#

So whats the best way? I change something in Unity, open the project in XCode and just compile again? Does it even get the changes then?

fallen compass
#

yes, it'll show a pop saying there's been changes

old cypress
#

I'll try, might take some time with my old Macbook

rain leaf
autumn parcel
#

Hello everyone. Im having an issue building for android, from a very specific source.
My project uses the unity-integrated mobile notifications package, installed before this issue as version 1.0.3 through the package manager.
After updating it to 2.0.0 to comply with the new android 12 security whatnots, the build fails with error: lambda expressions are not supported in -source 1.7 as the only cited error. anybody else encountered something similar? i wish to add that im 100% that the package is the one causing the error, as if i downgrade back to 1.0.3 it works without issues.

rain leaf
old cypress
autumn parcel
#

@rain leaf i figured, but then again its auto installed through unity hub and it seems to be 1.8, not 1.7 like the error is claiming

#

or am i looking at the wrong numbers here

rain leaf
#

try typing 'java -version' just to be sure

autumn parcel
#

typing it where XD

rain leaf
#

in the Command Prompt / CMD if using windows

autumn parcel
#

doesnt seem to work from root, gotta move CD to somewhere else?

rain leaf
#

thats weird, I can simply type it in any directory

#

maybe you havent add it to system path

autumn parcel
#

yeah, checking google also shows that it should work anywhere

#

@rain leaf figured it out, heres the output :

openjdk version "1.8.0-adoptopenjdk"
OpenJDK Runtime Environment (build 1.8.0-adoptopenjdk-_2018_05_19_00_59-b00)
OpenJDK 64-Bit Server VM (build 25.71-b00, mixed mode)```
#

again, this was auto installed through the unity hub, came packaged with the android build tools

twilit gulch
#

@everyone

odd arrow
#

!warn 770727112633876530 Don't spam on the server.

grand windBOT
#

dynoSuccess iburtum#9160 has been warned.

autumn parcel
#

nobody else here had any issues with the mobile notifications package at 2.0.0?

#

i have tried reinstalling every single external tool and im getting the same error

arctic lichen
limber jasper
#

Hey guys, I have a colour picker in my game like so

#

But I can't seem to get it work universally for all mobile devices

#

setColor = colorPicker.GetPixel(Mathf.FloorToInt(a), b);

#

This is my code

#

What happens is when the colour picker, which is the small pencil thing on it, goes on blue it works for say iphone

#

so it presents the blue colour

#

but on samsung, when the picker on blue, it chooses purple instead

#

Is there a universal solution for this so it works for all mobile devices?

limber jasper
#

I can't show the actual pic, but in my game it looks something like this

#

The black line is the colour picker

arctic lichen
#

@rain leaf what did you mean by adb devices? did u time that into command prompt?

rain leaf
#

yes, in the command prompt.
also try to reconnect the usb cable while the phone is unlocked, there might be an "Allow USB debugging" popup on your phone that wont be visible if the phone is in locked state

fervent viper
#

Hello, can somebody tell me how do I create a privacy policy for an app that doesn't collect data from the user. I only show ads for the app, but don't think that is data collection (Hope I'm not wrong)

#

I'm trying to deploy my game to the google store but that's blocking me

hard blaze
#

greetings. On a Mac OS cloud build, I can download from the cloud and play without issues (sent to cloud from windows computer, downloaded to my old mac laptop that I can't even run unity on). But, when others download the app from the link I give them from unity cloud build, the file shows as damaged and they can't open it. I'm using Unity 2020.3.29f1

rain leaf
# fervent viper Hello, can somebody tell me how do I create a privacy policy for an app that doe...

unity ads indeed collect data (by default)

Unity Ads has probably collected device information, like IP address and device identifiers, and information regarding the delivery of ads and your interaction with them, all of which may be shared with ad publishers and attribution companies.
https://unity3d.com/legal/privacy-policy

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

fervent viper
tired lily
hard blaze
wary marten
#

Hey, what ad providers do you guys use in your games?

lunar lake
#

Hey. I was building my android unity project, and it says "Failed Building Gradle Project"
This is the main error in console:


FAILURE: Build failed with an exception.

* What went wrong:
A problem occurred configuring project ':launcher'.
> Could not resolve all artifacts for configuration ':launcher:classpath'.
   > Could not download fastutil-7.2.0.jar (it.unimi.dsi:fastutil:7.2.0)
      > Could not get resource 'https://jcenter.bintray.com/it/unimi/dsi/fastutil/7.2.0/fastutil-7.2.0.jar'.
         > SSL peer shut down incorrectly

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

* Get more help at https://help.gradle.org

BUILD FAILED in 3m 12s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
#

does anyone know how can I fix this? sorry I'm not very familiar with gradle and android projects

arctic lichen
glossy sluice
#

Hi, can someone please help me. My app closes after the unity splash screen. Please help

neon thicket
#

Don't be annoying, your problem isn't so important that it needs trying to ping an entire discord server.

rain leaf
arctic lichen
# rain leaf I'm not sure if unity also install android developer tool when it install androi...

Allow usb debugging popped up the first day i was trying and i said yes and still got the error. It was really frustrating seeing all the answers on forums be so condescending like "this is a pretty simple error and it tells you what to do. Turn on debugging in developer options" as if anyone who got to the point of forum posting didn't think of that already.
I ended up factory restting the phone and that did the trick. I can build and run now to the device. Not sure if there's anything else i can do with that. It was the main thing i needed but i also would like to actually debug things like touch detection on there

hazy kiln
#

Guys, I'm working on a mobile app, where I integrated sentry in my project . In sentry I'm getting following exception. Anybody have any idea

Error libunity in 0x125650
New Issue
Unhandled
FATAL EXCEPTION [UnityMain] Unity version : 2019.4.13f1 
past quail
#

Has any1 ever had Build and Run for android not launch the game all of a sudden?

brazen birch
#

Sure but I usually use adb unless I'm trying to breakpoint debug

hollow sluice
#

When my app launches Interstitial Ad (Unity AD's) users can skip the ad immediately by simple pausing the app and coming back and the AD is gone. It's not working with Rewarded Ad's. Is there any way to block this? So users wont be able to skip the Interstitial AD by pausing the game and coming back? (By pausing the game I mean "click the home button on the phone" and then "open the game again because the game is not closed)

worldly vault
#

try this , i don't know work or no 😐

glossy sluice
#

Can some one tell me how do I get hash key for Facebook in unity. The settings.asset doesn't have the code

alpine jay
#

which package should i use for multiplayer as a beginner?

toxic nimbus
glossy sluice
#

How do I fix that error

glossy sluice
signal anvil
#

how do i fix this

#

when i click retry it keeps showing this

odd arrow
#

Probably can be fixed removing all vestiges of the android module. In the past reliably fixed reinstalling Unity version completely and installing cleanly.
But first might try restarting the Hub.

glossy sluice
#

Hi, can someone help me to fix a problem with my game that closes after unity splash screen. Please

pearl lintel
#

I have a problem related to first-time prefab instantiating. On mobile, there is a small lag when I instantiate a prefab for the first time (the prefab is very small, it's just a text object used for damage numbers). I implemented an object pooling system hoping that it would alleviate this issue, but it still lags for a short time the first time I activate one of the prefabs that I instantiated on the object pool. What should I do?

odd arrow
pearl lintel
odd arrow
#

Also especially relevant for UI objects, do not deactivate them, instead use canvas group component to just not render them and remove from raycasting

pearl lintel
#

The text is not a UI object, it's a TextMeshPro rendered on the world (not on any canvases).

odd arrow
#

Still, just like anything else you can turn off render.

pearl lintel
#

Okay, I will try disabling the renderer instead of the object itself. Thank you!

split dew
#

Please help me a little by hinting how to clone this game: https://youtu.be/bf0w7mImwR8

Download now for free: https://saygames.by/play/housepaint
Follow us for more content:
Instagram: https://www.instagram.com/estoty_games
Facebook: https://www.facebook.com/estoty
Twitter: https://twitter.com/EstotyGames
Web: https://estoty.com

#housepaint #estoty #saygames #mobilegames

White houses are boring. Bring the colors in and paint eve...

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quartz kernel
#

Which part are you struggling with?

split dew
# quartz kernel Which part are you struggling with?

I have the model but how to make it work like that? How to make the cube paint and then stop on the borders and then how to detect if every part is painted and then rotate the house? I am totally confused how to do this one, so please if you could help!

fallen compass
#

shaders

quartz kernel
#

It's a very broad question. When approaching a very big task you should split it into smaller chunks and tackle one issue at a time

upper frost
#

If anyone wants mobile game ideas, I have many

#

😉

fallen compass
#

..everyone does

upper frost
#

ok

#
  1. platformer game where the player progresses forever, and you control the direction in which he progresses by skating
#

Now I thought about it

fallen compass
frosty sluice
#

I need help with setting up IAP purchase for android app. I'm getting error "Purchase failed because Purchasing was not initialized correctly" I can put a link to a full question in stackoverflow if it is allowed.

delicate needle
#

Hello, I am kinda new to Unity, been using it for only 2 months.

For my final university assignment I will be making an android mobile game which I would also like to publish on IOS Apple Store later, not only on Google Play.

That being said, does Graphics API matter? If it does, which Graphics API should I use for both of them? Do I have to use Vulkan for Android Phones , and Metal for IOS Phones? I'd like to hit two birds with one stone if possible, so that there does not have to be any reshading for the other one.

rain leaf
#

Anyone has any idea in declaring Ads ID for playstore requirement? The deadline is April, 1st, but I don't think I've found the solution yet. It's mentioned in the forum a couple of times but I dont think there's any legit answer or solution yet

polar leaf
#

Any up to date guide on how to add iOS frameworks (not xcframeworks)?

#

I found a few build processor scripts but they all seem outdated and need tweaking to work, which I'm not sure if I'm doing it right.

maiden kernel
#

So I'm trying to build a game to Android but am running into a problem where some major objects in the scene are almost completely black, even with a directional light shining directly on them. They're perfectly fine in the editor.

The objects are from an asset pack, I tried both the 'regular' and 'mobile' versions of the materials and neither are working. I'm sure there's some really obvious solution to it but I've been reading over info and documentation about lighting and haven't found any helpful info yet.

I also posted in #archived-lighting but nobody's responded yet

fallen compass
#

There's no "reshading", whatever that means. When you switch platforms, Unity reimports everything to be how it needs to be for the platform being loaded

limber jasper
#

Hey guys, we are trying to do capturing/auto-capturing, it works for ipad and android but for some reason it does not work for iphone.

#

We are using the latest version of xcode.

fallow aspen
#

I am building an android apk through Unity.
Has anybody found a solution to this:
2022/03/15 13:43:51.106 3900 3900 Error AndroidRuntime java.lang.RuntimeException: Unable to get provider androidx.core.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "androidx.core.content.FileProvider" on path: DexPathList[[zip file "/data/app/
Unity v 2020.3.30f1. Does it have to with an asset in the project or build configuration?

brazen birch
#

If I remember correctly it's cause by your SDK level and you need to change ethe android SDK

#

I hit that a while ago it was a pain, it was because they moved FileProvider at some point in the SdK

fallow aspen
fallow aspen
upper frost
#

my problem is- ads. It seems I have a limited inventory.
I can only see a certain number of commercials a day

celest tinsel
#

does unity already have something for detecting swipe left or swipe right?

haughty trellis
#

Hey does anyone know a good resource for learning mobile game dev?

fallow aspen
# haughty trellis Hey does anyone know a good resource for learning mobile game dev?

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Make Awesome Effects with RenderTextures! (M...

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#

Code monkey

glossy sluice
#

Hi, Can someone help me to figure out why my game is crashing before opens ?

tired lily
#

not without a lot more info than that

fallow aspen
#

I got same crash on Android.

glossy sluice
tired lily
#

attach a debugger and see where it's crashing

glossy sluice
glossy sluice
#

i fixed it

sudden solar
#

I'm having issues since around February 2022 on my Samsung Galaxy S20+ (Android 12) with Unity 2019.4.12f1.
My scripting backend is already IL2CPP and target architecture ARM64 is checked.
Unity Augmented Reality apps crash on launch, this even occurs with some of my existing AR apps. I'm using ARFoundation 4.0.9.
The weird thing is a colleague of mine can use the app just fine. He's using OnePlus 9 with Android 11.
This is my Logcat from a real device:

upper frost
glossy sluice
#

No

still sparrow
#

Do I need to edit androidmanifest.xml file to set game version, game name, organization name and description of the game? Or just use the unity projects settings for android build?

dapper musk
#

Does anyone know how to do an RemoveAdsButton?

still sparrow
wicked zealot
sacred creek
still sparrow
dapper musk
knotty cedar
#

Hello everyone

I am working on an android app which works perfectly on the Unity editor but when I build the app and try it on an android phone, it just turns pink, I’ve tried checking “Auto graphics API” but same thing. Please what can I do to solve this?

Thanks

rain leaf
knotty cedar
#

I’m not really using any shaders

rain leaf
rain leaf
knotty cedar
#

hey @rain leaf I just created a new project project, no setting or anything extra, just a text but still got the pink screen

knotty cedar
#

no

fallow aspen
#

I pushed super sensor asset scene to phone an it works. No text mesh pro

knotty cedar
#

when I install the app and try to open it, it shows me something about not being incompatible with the phone...

fallow aspen
#

You get more than I do. I get a thick white line like its the Unity logo then closure

knotty cedar
#

hmm, I get this before the app opens though more like a pop up, maybe you have to fix some shader issues?

fallow aspen
#

Ya know I do have shaders... Just Unity materials and textures but with other asset images. This looks like its gonna be a tough one to crack or a lot of asset manipulation.

#

... and it was such a simple project too.

knotty cedar
#

yeah, understand how it feels, maybe try resetting the player setting?

rain leaf
#

btw, which unity version, and device type?

fallow aspen
#

@knotty cedar The previous one worked in Unity 2020.3.4f1 with JDK 28.0.3. The failure happens in 2020.3.30f1 with JDK 30.

knotty cedar
#

@rain leaf okay i will try that

#

version 2021.2.0f1 @rain leaf

fallow aspen
#

Because there is only one gradle the different sdks cause problems. A 2020.03.4f1 project that launched before now wont rebuild after a 2020.3.30f1 upgraded gradle recommendation.

upper frost
#

I can only see a certain number of commercials a day

#

Can someone help me?

#

unity ads

still sparrow
#

What about Unity keystore Manager. Is it necessary to setup keystore custom key for play store upload or can we upload it without setting up keystore?

fallen compass
#

why wouldn't you do a keystore?

fallen compass
glossy sluice
#

Does unity allow iOS and android apps to run in background? and what if the app is closed? Does it allow background processing and fetches eg. location updates?

Thank you 🙂

fallow aspen
#

My prev post is missing some terms. There is one gradle per Unity version. A new project in 2020.3.30f1 some how clobbered the building in 2020.3.4f1. The 2020.3.4f1 used to compile but now it doesnt.
These kinds of failures are costing many developers time and money.

fallow aspen
#

Forever Unity and beyond. Does Unity support ever look in here or is this just developers trying random fixes?

neon thicket
keen tulip
#

When will my app reviews and stars start appearing in the Play Store phone app?

rain leaf
#

Could take days, especially if it's 1st time publishing. It can also take hours to propagate to all playstore's servers from the time the review is completed/approved

lavish mantle
#

@keen tulip So i just put one up on the playstore(android) a few weeks ago and it took 5 days for the review to allow it to go to the store, there there are other steps you have to take before you can fully publish it.

#

But I do have a question if anyone is open for me picking their brains on an Issue I am running into with the game I am developing. I have a script "Round Ending" which simply checks a few bools/Ints and it populates the correct end Screen(just Ui Images) while building in the editor it works flawlessly (there are 0 errors or warnings) I have tried the default execution order of scripts as well as playing with them a bit- However the only 1 of my 3 screens that populates when being played (in closed testing) is my win scenario, the TryAgain and GameOver Panels do not trigger at all

keen tulip
#

I was talking about comments and stars

lavish mantle
#

exactly, once you get it fully published and it shows as a public app/game on the playstore it will allow feedback(reviews/stars) which like Melata said can take a while (i believe the Playstore says 3-7 days)

keen tulip
#

There are 5 comments and they have not been seen on the phone for 3 weeks, I guess we need to wait a little longer

#

thank you

lavish mantle
#

I would say reach out to Google Support (assuming you are on android) if not Apple if on IoS.. there may be something on their backend that is preventing the comments OR there is something else that needs to be done on your end in the developer console.

#

Good Luck

keen tulip
#

how can i reach google play store support it is very difficult

tawny geode
#

I'm getting these errors when I'm trying to build Android apk. I assume it's caused by Firebase, whenever I remove the Firebase plugin and re import, it works fine. But I'm sick of removing folders and importing again every once in a while to be able to build the game. Can anyone give me a pointer about what might be causing this and how I can prevent it?

brazen birch
#

Most likely your Android SDK is trying to install a newer SDK because of a build requirement, and failing

celest tinsel
#

So i have published a lot of builds to Google play store (100+) I changed how some of my objects are handled by making better scripts for everything, and when i press play, It loads fine, when i start from splash screen it loads fine, but when i build the app is breaking when it runs on phone, which it has worked previously, specifically it is starting not on the main menu, it is starting a few layers deep, but I have a code that sets an integer right at the start, and that integer makes the main menu appear first. the layers are simply controlled with the set active state. anyone know what this error could be arising from? Im not sure where to even start looking as i have no errors, warning, etc

brazen birch
#

I'd pull the logs off the phone, if it's crashing, it logged something

rain leaf
tawny geode
# brazen birch Click on the errors and Expand the message. There is more detail underneath
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
Exception in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchema
    at com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)
    at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)
    at com.android.sdklib.repository.AndroidSdkHandler.<clinit>(AndroidSdkHandler.java:81)
    at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:73)
    at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48)
Caused by: java.lang.ClassNotFoundException: javax.xml.bind.annotation.XmlSchema
    at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:581)
    at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:178)
    at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:522)
    ... 5 more

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

If you can help me understand what should I understand from here I would be very glad as I can't. Sending the second one as image since text is over 2k characters

brazen birch
echo stirrup
#

I need someone who has worked and experienced on ummorpg

limber jasper
#

Hey guys, so the app I am working on uses voice recognition, but the app is still able to access the voice of the user. How can you make it so that if the user denies permission to use the voice feature for the app, the app cant access that feature?

whole veldt
#

when i have a mobile joystick with a third person camera, the camera rotates when i move the joystick

#

anyone know how to fix

sonic otter
#

if the user denies access then the app shouldn't have access to that functionality

#

if you've run the app before though and already enabled it, it will work

sudden solar
brisk furnace
#

I wanted to build a test APK but I encountered this "No Android module loaded". I have clearly installed the module and checked that it exists in my editor folder. I tried to restart the editor but it did not work. Tried to google for answers but so far nothing came up. Has anyone else solved this problem before?

undone hedge
#

try making an empty project and see if goes away

celest tinsel
#

Anyone have exp with the google play store IAP? Does google handle the subscription being true or not true? if i update do i have to redo something or does google handle this? If anyone knows how i can get started on getting my app all correct for this sort of thing any help would be much appreciated

celest tinsel
#

i see that there is a receipt validation but i am not understanding very much how to use this.

celest tinsel
#

what im looking to do is have an if statement that is grabbing the subscription, and allowing player to continue or not, i really dont see in any of unities example what it is even that i am grabbing, i have the subscription in my internal testing pulling up the google play subscription, with the dollar amount, and the recurring fee, and the purchase and all that, but how can i check that they have that subscription ?

wind kayak
#

How can I make my game look the same on all phones

ionic cargo
wind kayak
#

yes

ionic cargo
#

Making games resolution independent can be a challenging thing especially in android where you have a lot of resolutions
First step would be always identifying which aspect ratio are you targeting 16:9, 16:10, 4:3 etc
Based on that you should set your camera size and place your objects such that the game works for your targeted aspect ratio
For us it was the ipad aspect ratio so all the necessary things which we needed in the scene were visible to ipad users but there were some extra things which were visible to iphone users because iphone has a bigger aspect ratio so you can fit more things
In unity you can switch to game mode and change the resolution from top dropdown and then see how your game will look like on different resolutions
Also if you use canvas UI elements then you can make use of different types of canvases to experiment which one works the best on multiple resolution

wind kayak
#

ok ty

celest tinsel
celest tinsel
#

how big is the app

#

you might just need to optimize it, like instead of using a million instantiate for repeated objects have object pooling

#

online people are saying to Try disabling Stacktrace Logging in Player Settings

fallen compass
#

do a developer build, and connect the profiler to the device and see what's causing it

celest tinsel
#

have you used android studio? you can emulate a bunch of phones

#

i do not understand how all the architecture works so i can not say, you can at minimum try it and see if it works, if it doesnt you at least know what the problem is not

#

you can ctrl + f, then type debug.log, and click on the "find all" button

#

you can just comment them out

#

no you have to do it on each one, in Visual studio on mine i saw a reference all in project but it was not grabbing debug so it might not be a thing

celest tinsel
#

depends on what you need to know

#

i have my own mobile app on google, so i know a bit

#

by chance do you know iap ?

upper frost
#

hi

celest tinsel
#

looks like a mobile game

upper frost
#

Someone here is using Unity Ads?

upper frost
celest tinsel
#

i did

upper frost
#

ok, i have problem

#

It looks like I have a limited inventory of ads per day

#

In this editor it displays excellent, but in the app itself it displays only occasionally

#

Do you have a solution?

celest tinsel
#

i have not worked with unity ads, in the editor i would imagine that you are not getting the ad count limit, but in the game it would start tracking

celest tinsel
#

i have never even seen dpi come up in my application so i am unsure, where is the dpi located? main camera or?
I think you should test your app on the larger screen size, you can download android studio and use the emulator to test the different screen sizes

upper frost
#

😭

celest tinsel
#

@glossy sluice do you have your app scaling with the phone size?

#

Gotcha, mine is set to disabled, and my project looks fine across all my devices so i can not really help on this

#

i have a reference screen size thats about it

#

and the reference pixels

#

canvas

#

all my stuff is ui

#

sorry, that i can see now that i was disconnected from the issue here

#

i saw unity has a check dpi function

#

you might be able to check the screens dpi at run, and make a method that compares the screens dpi that unity reads to set your own dpi?

#

might be able to make these two things to work

#

i dont see why you cant, you just have to build it and run it.

#

you will have limited feature depending on the gameplay because you only have one mouse rather than two fingers

#

as long as you are happy haha im not using it 😛

#

im just a wall to bounce ideas off of

#

i have messed around with both, my current app is 2d

#

im almost at full launch, but iap is confusing me for two days, and i just got my last update pulled for a policy issue, which i didnt even know could happen in google internal testing, i thought that was the point of the testing part

#

which?

#

i went 119 updates without pissing them off, you just kinda fix things as they come up

#

the issue was one of the text on the button that handles a purchase got crushed, so it was no longer readable and that violates the rules on making sure everything about a purchase is laid out clearly and not hiding anything

#

which kinda sucks, i didnt realize that, so everything i thought i was testing was actually the previous update, and i just rewrote everything, which all my stuff may have been correct

#

ya, they gave me a survey asking me how clear was the error, so at least they know they are not clear

#

its all automated

#

pretty sure yes, because i get back reports on the application update with screen shots of potential issues within seconds

#

their algo im sure has "eyes"

#

much like how there are programs that read text on the screen to you if you are blind

#

so the button text was smashed into a tiny little box, i also have one button that it said it can not read the text and has a box on where the issue is, and the text is clear as day, so im pretty sure it is not a human testing

#

i honestly cant say, im sure this last submission for me will be a person because it said it will take up to 7 days

celest tinsel
#

that is unfortunate

#

i always try and isolate what the problem is

#

just start removing things i think it could be it

#

when i find it then i remove components or script etc to find the problem deeper

cinder geode
#

I'm pretty new to mobile dev, but have shipped a PC title so I'm not new to game dev. For testing mobile compatibility, does anyone here successfully use emulation? (i.e. Android Studio, etc.)? I'm running into a bunch of crashing/issues. Same question for iOS development.

Things run fine on my actual device, though, so I'm wondering if it's better practice to just buy all the hardware I need and just use hardware to test rather than emulation. Wondering what other folks do...

sonic otter
#

Emulation used to run great, but with the dropping/limiting of support for arm device emulation (which android phones run on) in android studio, it makes it waaaay easier to just get a cheap phone and run builds on the phone instead.

#

As for iOS, well you're probably aware they have their own annoying clause that requires that you develop iOS apps on an apple device. (I've heard it's possible to emulate MacOS and run xcode + the iPhone emulator within the emulator, but I've also heard that it still runs like crap frame wise even with a beefy PC)

cinder geode
# sonic otter As for iOS, well you're probably aware they have their own annoying clause that ...

thanks so much, this is basically exactly what I needed to know. I kept running down rabbit holes trying to figure out either how to build a Unity x86 build, or how to emulate ARM, and I couldn't figure out either.

Great to know for iOS as well. I wasn't aware of the annoying clause, but I hadn't done any research at all yet.

Will just go with the cheap phone approach! I guess we just cross our fingers that running well one phone ==> runs well on most pohnes

celest tinsel
#

idk i use android studio and emulate stuff and it works fine, i also have blue stacks on my pc that i can run from too, its not a phone but still gives you an apk build

cinder geode
#

hmm do you emulate ARM or export to x86, or do you somehow have ARM builds run on x86 emulation?

celest tinsel
#

you can publish to google and just have your friends/family download through your internal track

#

i have unity build it in apk and android app bundle and it does the rest for me

#

o very nice, what was it dexitma

#

its cool you did not have to redo much

#

such a odd ball thing

cinder geode
#

what is cloud application testing? I'm currently using Cloud Build (well, I have it set up, but haven't really made use of it)

#

ohh, that's epic. So it's sort of like all the benefits of emulation (not having to own the device), but none of the downsides (except $ cost). Thanks for sharing 🙌

sonic otter
#

Mac in cloud is a solution for iOS (which sidesteps their requirement for YOU buying a mac, and you just rent a remote connection to one)

cinder geode
#

as long as it's a reasonable price, I'm not going to pinch pennies over this

sonic otter
#

I have emulation setup for both my work and home pc's for android studio, but like I said their decision to dwindle support for arm emulation has turned me off and I think it's way faster for me to just run builds on the physical phone

#

helps me benchmark builds too

cinder geode
#

yeah that makes sense, this is perfect, thanks everyone 🙌

sonic otter
#

The mac pro is $135/month

cinder geode
#

yeah most likely I'll take the approach of

  1. use my personal android phone, buy a cheap iphone, and use my personal old mac laptop for rapid iteration -- hope this gets things 99% of the way there
  2. subscribe to these services for a ~3-6 months before/after shipping to resolve emergent issues with specific hardware (remaining 1%)
celest tinsel
#

Anyone work with unity iap and subscription validation?

nova sequoia
#

Hello!

Please tell me if there is any way to force enable rendering via Vulcan in Android builds.

Placing Vulcan at the top position in the Project Settings/Player/Other settings/Graphics APIs does not help.

On test devices, the game runs under Vulcan, only if the OpenGL support is completely removed from the project. But in this case, devices that do not support Vulcan will stop working.

Maybe someone has faced a similar situation and somehow solved it?

narrow cliff
#

Hello everyone, Ive been having this issue with building my game to Android for the past few weeks, I've tried nearly everything I could think of, but nothing seems to work. Any help would be greatly appreciated. I'm at the last step on releasing my first ever game, but I have no clue how to move on from here

sonic otter
#

It's trying to run an emulator

#

just export the build to android studio and import as a gradle project from there

rain leaf
rain leaf
final spear
#

Alo! is there a way to save all my progress when exiting a game as in the state of the variables and such and load them on start or do you have to playerpref save everything?

heady spindle
#

hey guys, How does unity fit this mobile screen

#

Make it look like this on the right

brazen birch
#

You want Screen.safeArea

#

... or <item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>

heady spindle
#

let me look look

#

oh fuck it works

#

thanks a lot guys

nova sequoia
tough fulcrum
#

hey there, my game runs fine in the editor but when I build to android and run It freezes right after it loads. Logcat shows what's in this picture. Any ideas? I guess it cant write in the game directory? In my game I use 2 JSON files to save stuff, which I create on startup if they don't exist.

rotund knot
rotund knot
final spear
rotund knot
final spear
#

alright thanks!

rotund knot
glossy sluice
#

Help needed

glossy sluice
rotund knot
remote charm
#

When I tried to build and run for Android this error shows up

#

I did download the Android package from Unity Hub. Anyone knows how to fix? Much appreciated

twin garden
#

Does anyone know why my app bundle I uploaded was only 300mb but the download size on play is 600mb after setting up asset bundles

glossy sluice
#

anyone has experience with InputField for mobile?

final spear
#

anyone know how to fix this? when building an APK

twin garden
final spear
#

haven't

#

something to do with ads

twin garden
#

ah

final spear
#

i think

#

at least

#

yeah i removed this from my assets folder and resolved dependencies

#

and it built

final spear
#

thats weird

#

maybe you have a certain asset pack multiple times?

final spear
#

this might help

twin garden
#

It's just the 1 bundle with some mp3s

#

My old app download size was just under 150mb

#

Then I added 2 more songs so decided to do the bundle and now it's 700mb

#

That's so dumb. God damn it I hate google

boreal pawn
#

are there any reasons an iOS build would crash on startup, but not in the editor or on android?

#

just asking in case i don't need to do the whole development build compilation and profiling thing

tired lily
#

Are you using third party dependencies? 2 of the last 5 causes I had involved firebase

final spear
#

when i build and try this grid layout group on my phone, after inputting something and entering the boxes all move to the center for some reason? even though they stay in their place and just do a simple animation as intended on the editor, any ideas? o.o

celest tinsel
#

Does anyone know how to keep the androids default back button open on the screen? some phones you have to swipe up to reveal the back button. I just want to have it be on the screen always

dapper musk
celest tinsel
#

fullscreen window > windowed?

twin garden
# twin garden Like this

fyi for anyone who gets this in the future. the internal dev track in the play store was temporarily serving up my game as an uncompressed apk. after a while it went back down to the original size

jagged delta
#

so for some reason my android game completely stopped running, crashes on startup and doesn't have any errors in the adb log.. how do i reset the project or make a new project but copy everything over?

jaunty jasper
#

just a quick question, how do mobile game sales and revenue compare to those of steam and itch sales and revenue?

hollow sluice
#

Hey, I'm creating google play merchant account and I'm wondering on section "What do you sell". I'm not sure what to pick. I'm wondering between "electronic goods" and "services". I will allow players to buy in-game currency for real money. Should i pick electronic goods?

brazen birch
#

Services are built for another company. Electronic goods are built for yourself.

#

IMO anyway @hollow sluice

#

But that's just them categorizing you, I don't think it matters much what you pick

south vale
#

Is there anyone here familiar with CI/CD options in Unity? I'm looking for one I can implement for my team specifically for mobile builds.

dire magnet
#

(one option)

glossy sluice
#

I have a game in mind that will be a variation of Sudoku. Should I develop it with or without the Unity game engine? I am a beginner. Will the Unity engine facilitate the development of my game idea or will it make it more complicated? Ping me please when you answer my question. Thank you!