#📱┃mobile
1 messages · Page 45 of 1
went to playtest my game and the ui didnt appear and now im really worried because i have to remake it now
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
but nothing from that canvas will show anymore
it did that twice
show camera and UI
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
just do this exactly: select PlayMenu, enable it, right-click in scene, press f
I have a feeling it'll zoom you into your menu
I recreated one of the ui components with the exact same properties with a canvas, with the exact same properties and it shows up
what is wrong with it
well one has a canvas scaler and the other doesn't, although that should only matter for the root canvas
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
i have no idea why it was 0
i havent touched my ui at all
Anyways, do you know how to change the size of the cursor with the forcesoftware mode? it’s like half of the screen right now
what is the size of your cursor texture?
I hope I dont have to make the texture smaller but it is 323x323
yep that would be why they're large. Auto resizes them to 32x32
ok ill resize it with anti-aliasing so it doesnt look so pixelated
at least i get to change small details when downscaling
ill export to android now
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.
nope, the cursor doesnt show up on android
"One picture is worth a thousand words"
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?
Would there be anyway to show a custom cursor on android, or to hide the normal one and use a ui element as the visual instaed?
A thousand words are definitely not necessary for this issue
it might helps me help you, but well, it's your choice anyway 🤷♂️
If your issue is visual of course it's gonna help to attach a picture
Wait where is this in unity on mobile download
@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.
Am not troling,😥
Then your question has been answered, Unity editor is not available for mobile. Use a computer.
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
With Unity 2018.1, am I able to build APK that will support all modern androids? Or should I try to upgrade my project?
Because I saw this...
Maybe you only need to update your sdk manager
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
Concerning mobile, does anyone know any good ASO tool to use?
I've got two ASO tool in mind "Appfigures" and "Appfollow" but I don't know which is more accurate
HI does anyone know how to sign my andriod game google play?
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.
I am having Command Invocation failer error. Please help me
Share the complete error log under that log entry (CommandInvocationFailure)
Ok
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:)
hi i have an problem when i try to build my game(export it)
it just give me like 100 errors
iam using mediation sdk, firebase sdk
@glossy sluice Use a bin to share large code blocks.
The bot is going to auto mute you if it keeps having to auto delete your stuff.
Search for arch.core.core-runtime-2.0.1 text in your whole project. Including packages
how?
i guess open your project folder and find it there
or just copy the path and paste it
where do i search? in unity or in file explorer?
unity
thats the debug log
file explore
explorer*
ok
idk if u can serch the unity files in unity
i found it what should i do next?
dont ask me idk what the problem even is
what to do next?
Do you see any results?
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
it aslo generated an file with this text https://pastebin.com/a7qX0EfV
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
i have only seen 1 in editor
so i actually need to delete older right?
Yes. Most likely one of the plugins which resolved that library isn't used anymore in your project. So pick which resolved that and delete the complete plugin if you aren't using it.
ok
@latent violet #502171626805133312
@neon thicket ok, sorry 😊
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.
Did you install the game through Google Play, or did you just add the APK to your phone?
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.
When I am installing there's no message. The screen shot is send by galaxy Store testing team. It's installing directly from phone
Google will pop that warning if it's an APK not installed directly from the store.
Thank you ☺️. My errors are solved. Now I have to solve the UDP integration problem 😊
But why didn't in my phone and my friends?
Probably have it turned off
allow from unknown sources is the developer option
how do i fix this, its with a samsung galaxy j3 6
Have been having major issues building for android on mac with gradle
> Failed to apply plugin [class 'org.gradle.api.plugins.BasePlugin']
> Could not create service of type OutputFilesRepository using ExecutionGradleServices.createOutputFilesRepository().```
This is one of the errors that I see usually
Cannot create service of type ReservedFileSystemLocationRegistry using ProjectExecutionServices.createReservedFileLocationRegistry() as there is a problem with parameter #1 of type List<ReservedFileSystemLocation>.
New error
Share complete error log under CommandInvocationFailure entry. (use pastebin)
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
- Cross check if you are on Java SDK 1.8
- Kill any gradle process from your process manager if any and try making again.
Hey I'm using the one that Unity installed for me
What about system java version?
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
I'm running 1.8 on system
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
I've given up on building for Android on my mac, I'll use my pc to do that when I get home
@frail herald Can you send me a sample project to see if I can reproduce?
It's on Unity 2020.3.25f1 if that helps
I chose the LTS for the project expecting it to be stable
I don't really think it's anything in the project causing it as I don't have any plugins
Can you try with an empty new project and see if you can reproduce the issue?
Good idea let me try
I sadly get the same error on an empty/fresh project
Actually thats a good thing. If not its worse if its specific to your project 🙂
Anyways, Just try quickly reinstalling unity as a first step.
That's a good idea, worth a shot to see if it's maybe something with the installation or the installation of the android sdk tools
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
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.
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).
@rain leaf If its exported flag issue, you can't even install the apk on Android 12. Share complete logcat log.
the exported flag issue was solved using the link above, but the result app only shows black screen on android 12
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 :))
the problem is, I currently dont have any android 12 device 😅 , it's one of my tester/client who reports that the apk goes black screen
No wonder your name feels familiar 😄
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.
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
the tablet is on latest android
the phone, i dont know
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
Any alternatives?
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
should I be drawing boxcolliders?
hi i have an problem. when i try to build (export ) my game i just get bunch of errors. thats what it looks like
try to run editor using administrator
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
Fixed by updating to Unity 2020.3, thanks
How can i make my Canvas Static?
Cause if i turn my phone its turning with it, but i dont want that xd
Maybe try the orientation in the player settings
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.
Sorry for the wall... I tried keeping it short but I might have failed :p
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
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;
}
}
}
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?
Don't work
still get like 100 errors
Share thr error (via pastebin)
Are you using any filters? Just try adb logcat alone.
we have multiple 2k textures in our games, you'll be fine. The lower end devices tend to have the most trouble with overdraw, cpu use and shaders rather than texture memory. Try to keep them compressed though, pvrtc/astc on ios and etc2 on android. Just be aware that pvrtc has a bit lower quality result than etc2 which might matter for your UI
Thank you. And all right. All my UI is done using uss, so that's not an issue for me 😄
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...
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...
something to do with the iphone.... deployed on an ipad and it's playing... weird...
"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"
So I can't build and publish apps for any older phone? Heck my own galaxy s8 is running on Android 9 (API 28)
Or am I looking at this wrong?
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 ?
The term you're looking for is "unity as a library". See https://docs.unity3d.com/Manual/UnityasaLibrary.html
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 🙂
No. You can still deploy to devices less than API 30.
Setting TargetApi assures your device is compatible "until" the target version.
Ex: Setting Target Api to 30 means, your final apk will work on devices <= 30. On devices above 30, we can't gaurentee. It may or may not work.
Might be certificate issue, but you can bypass it like here
https://answers.unity.com/questions/1479862/unitywebrequest-tomcat-redirect-and-self-signed-ss.html
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.
Can i post a question here for android?
Try, maybe someone will be able to help
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"...
It's the same game only difference is i am using post processing now
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
what data is gone? how do you save your data?
I save it in PlayerPrefs
no fancy json's here haha
And ALL the playerprefs are gone
maybe playerprefs are removed when you uninstall the game, im not sure
No because when i deleted and installed an older game on mine everything was saved... That's why i'm so confused
is this game also using playerprefs? if this old game saves directly to local storage, most likely the game folder and it's contents are still exist on deletion
mm, but why can't i just update a newer version of my game? I even uninstalled post-processing??
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
i cant even update the game, because my phone thinks its a different package no matter what i do
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?
i build to apk
i got the same errors as before "using anti-aliasing..."
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
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?
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
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;
}
}
}
player prefs are for preferences/settings.. not really for unlocking levels, as they're super easy to open and edit
this isn't mobile specific either, you'll get better help in #archived-code-general
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.
hi i have an problem. when i try to build (export ) my game i just get bunch of errors. thats what it looks like:
i even tried runing editor as admin. but still dont work.
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)
thanks, so it's like a maxTarget then?
The bottom one, there is a clear contrast between the background and the object, I can easily identify the car in the icon.
The top one... I've been looking at it for some time and still cant recognize what is in it
Not really, mobile save playerprefs in different location compared to desktop build.
Yes, on desktop, playerprefs is saved in registry and you can easily modify it using registry editor. But on mobile, it's saved safely inside system folder which is out of reach unless on rooted device.
Yup! Stupid naming 😄
Do you have any special characters in the project path?
Yup, tried it out. It installed fine from the play store on my phone
Thanks, and thanks to everyone for giving out their opinions
AndroidManifest is missing, anyone had the same trouble? I'm using 2020.3
just to confirm, no android apps possible that are running in 4k?
Ok, so for mobile not as easy.. but still pretty easy. And that doesn't change the fact that player prefs aren't for this sort of thing.. they're for preferences
Yo i need some help with the obb on a mobile build
The game can't seem to read it
On either SD card or Internal Storage
It's probably named incorrectly?
the Play store uses .abb now anyway.. don't think you can upload .obb's anymore with them?
All i need to know
Is how to name it
Pls
How do i name the obb for the game to read it properly?
Because at the moment my computer isn't available to make another build
I cannot remember, it's been over a year since I did it.. have a google
We'll i googled it and im not sure if its outdated or not
But its not working
I will make an APK only build once i arrive home
How Do I Fix This??? I am on a samsung gallaxy tab a 2018
You probably don't have the phone plugged in or connected properly
dont think so
this C:\Users\User\Desktop\Programing\unityProjects\Projects\swift balls
I reckon.. it doesn't like being on Desktop
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>
there should be more message below that line, but usually the main problem is the phone is not detected by the OS (no devices/emulators found)
thats what it is, how do i fix that
its pluged in properly, as my computer recognises it, just not unity
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.
1st enable android debug mode on your device, then you need to install the adb driver for your phone on your computer
both done
already before this happend
might be becaouse its windows 7
Yeah. Upgrade to windows 11! It will probs run better
I'm still using windows 7 too, but then again, I rarely (if ever) use unity remote
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?
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.
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.
you don't use the Resouces folder or Resources.Load for Addressables. There's a dedicated channel for them #📦┃addressables
i didn't see that, thanks
too little ram, it has 4 gigs. The computer is ten years old. i2 duo first gen
Ah fair enough.
I got windows 10 on my 4gb i2 duo old laptop
Never tried windows 11
Cause i got my new one
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
Hi
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
Hey, I need to fill in PlayStore App Policy Data types that are collected.
anyone knows what datatypes does facebook SDK collects?
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)
so i create an file development and then put it in there?
Is anyone else having mesh read/write bug on latest Unity's?
use mp4 container to get embed
https://paste.ofcode.org/35yLUCikQE2gtNP6fSZXBJs ; how do i fix that rotattion of player when the joystck is moved towards -ve side( means -X or -Y)? please help me
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
nice thank you
btw if i want to publish a game in future
do i need to pay?
to publish it
.
It's $24.99 one off fee for Google
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" ?
Anyone know any good character models with fps arms optimized well enough for mobile?
maybe some of the synty stuff?
does anyone know if apps get a search boost when first released in the apple appstore?
There are googlable instructions on how to do that
Does anyone use app-ads-txt.com to host app-ads.txt file ?
Some say that tappx stole our revenue because it adds tappx line in app-ad.txt file
https://www.ittechnical.solutions/2020/04/app-ads-txtcom-added-tappxcom.html
Is it true ?
You're supposed to host that file on your own website. You are doing something shady/wrong if this is not the case
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
I don't have my own website :/
And some people on the google communauty forum use app-txt.com website to host their files too
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?
@tired lily I don't know ... That's the purpose of my question ^^
How are you loading ads?
I've implemented amob for ads in my game (interstitiel)
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
Is there a way to get the audio running on iOS even with the mute switch on?
Why would you want to piss off your users like that?
Apple will probably fail an app that does that too
Is there some documentation about controller support for Android in Unity?
I've been informed that controller support is very limited for Android platform
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
Ok thanks you ^^
I did this with a post build script that edits [built_xc_project]/Classes/UI/Keyboard.mm. Look for lines that have a type of UITextAutocapitalizationType and edit their value to UITextCapitalizationTypeNone
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
You can get the path using the args on a method with this signature + attribute: https://docs.unity3d.com/ScriptReference/Callbacks.PostProcessBuildAttribute.html
If you need to interact with the project itself, combine that with https://docs.unity3d.com/ScriptReference/iOS.Xcode.PBXProject.html
You literal star, THANK YOU
anyone got 4k video playback on android? (not just decode)
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
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
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
I'm assuming the shaders incompatible. You should see an error in the unity log on your device.
any tips on how to get android to make my raw image with a material display in 4k? I have an exoplayer that sends the video to there
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
is there any way to make the shaders compatible ?
you might wanna check your graphics settings on your mobile platform in your build?
and what should i check exactly??
i dont understand what these graphics settings do
thats why im looking for help
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
i set the auto graphics true already
i usually have mine set up to what it can specifically handle, but i guess i cant help you more
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
youtube plenty of tutorials you can follow
or just use the snapchat platform lol its sooo easy as is the instagram one
no i wanna make my own app
then you should learn how to code first
you will need to know how to read it at least
I dont know how your shader looks like, but you can try to remove nodes starting from the most right until it doesnt get pink
my shader are working properly on editor
even when i built it for windows platform
it just not working on mobile
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
Or you can try to set graphics emulation in the editor if you havent tried it
edit > graphic emulation iirc
man this is driving me nuts the only way i can get 4k video playing on android is with handheld.playfullscreenmovie()
How did you communicate with Keyboard.mm did you update a build property at the path of [built_xc_project]/Classes/UI/Keyboard.mm ?
hi
can any1 help me with my message in #💻┃unity-talk
Don't crosspost.
no, a literal text search and replace
You want to make sure the graphic quality settings are not set to scale down the images.
In my case, I'm playing the video file to a render texture, and using that render texture on an inverted sphere.
If you want to go above 4K, you likely will need to split the video feed into multiple okmages.
- for Android that is
I have checked it again, but everything is on max, I am using a raw image which has an unlit shader on it for the video
its like everything goes through a unity HD downscaler
I think it is because the particular activity unity is stuck in, is for UI and all the ui in android is hd
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?
def. not normal, i never have to do that
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
Yes, the UI scaler has other elements to it too and it does alter pixel density and stretching etc. Try a custom build with the raw image set to a material, and the material on a plane. See if that renders 4k. If so the UI is definitely at fault
I haven't tried 4K through the UI. We are a VR studio so on screen UI is a no no
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.
Ive tried setting up a fresh raw image with a 6k res image on it, it rendered fine on my mac but on android it had the same hd blurriness to it. I think it is the OS capping the resolution in general unless played in a videoview in Android. I have tried other videoplugins they all look the same
in a different example the video is rendered on a plane, and it is the same. There is nothing in 4k in the whole scene, except the decoding of the texture which i can see in the logcat
this is running on a pretty high end smb with android
sbc sorry
Most android devices can't go above a 4k texture (GPU limitations).
Oculus has a pretty good breakdown on how they got around that (on Android) for 8k video output
oh nice
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 :)
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
hi did you figure out how to do this?
I'd check if their touch starts near the edge, and compare it to where they ended. It should give you a swipe direction
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
oops, sorry my bad
yup got it thanks
The profile pic is a good indication tbf
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?
Asset bundles, optimization, unloading of unused assets
Yes but it's a complex task that changes per project and per platform and per framework
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.
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
define NOT WORK
is it crash on start up? or black screen? or showing rick roll video instead?
Also you can try to use adb log to show log from device which usually show the cause of the problem
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
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.
I have 2 scenes in my app, first scene is just download the assets(textures), and the second scene is the main scene, which use AR foundation with face tracking. NOT WORK happens when the download finished and the second scene start, it is crash and can not do anything. I will try adb to find the problem, thanks a lot for the reply
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.
But it is so wired, the .apk file I built from unity works fine, but the .apk file from google console not, how...
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
I tried both, install from playstore and directly, same issue.
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
where
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
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
hello
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?
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
hi I can't find my phone in the editor
Im following a tutorial where i need temp/StagingArea but i cant find Staging Area in my temp file
Anyone know why?
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
Had you published it?
Nope
I want to play a unity-made mobile game. If anyone made a game I'll be happy trying it
Just download any game off the store and there's a good chance it was made in Unity.
Well that's true
None really. Apple is very strict. And the builds are often broken, and you'll need to learn to fix things in xcode.
Sure, we have a few related projects that overlap this. We also like to use RealSense cameras for this though as it lets us decouple the IMU and depth camera so we can do even more interesting generative things.
We use this with one of our multiplayer VR games in a laser tag fashion, with a custom faceplate we built for the quest. It's fun
I mean like this most steamer use gyroscope
All I see is a phone recording it's gyro.
Rather *tracking
Which is pretty easy, you shouldnt have any issues with that
Like this if its with green screen
Its cool ?
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
👍
I built it my self watching YouTube videos with zero knowledge on programming copy paste with Adriano sensors on mobile cover
Ok, but what's the question?
But no video on YouTube abut imu
Not even plugged in on unity
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 :)
👍
Maybe its its a 5 line of code but i don't shit about programming
Yes, well, good time to learn :)
hi, I need to set some buttons instead of wasd, anyone knows how to do it?
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
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
hello, is it possible to develop games on android?
Ok, sorry for the bad translation I don't speak English
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
When i play the game on unity, this is what it is: https://drive.google.com/file/d/1xP0n5mEj4V26-YivtPS0xaPoTvMr4pYb/view?usp=sharing
But when i build it for android and play it there. this (the video) is what happens. Does anyone know whats wrong?
When running on editor i get a constant 60fps
After building it for Android fps drops to around 30
Can anyone help?
30 fps is the default framerate
Thanks
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.
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.
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.
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.
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
Sure just place a UI in front, with a black bar on the too and bottom.
Find one of the users and pay them to do QA for you. Send them a build with some of the autographic modes removed. Maybe it's detecting a supported graphics mode that doesn't work.
Without seeing the code I can't be sure. But any experienced dev has a clear launch sequence with a fallback in case of an error, and the screen should never be able to be programmatically black
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?
My mobile game seems to be locked on 30 FPS
it literally has no content whatsoever (just moving objects)
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
If you're looking to hire someone to do that, you can use the forums. #📖┃code-of-conduct for links.
And yes, "free" work (ie, collaborations) go there as well.
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)
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.
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
good luck
my game is running fine but sometimes it doesn't take input (swipe up and down). Can anyone help?
How do I make move zone and aim zone using the the new input system for mobile?
click on each error message, there should be some details on each one, most likely in the last error message
Once again, a reminder not to bother people.
!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.
GymBois#0332 was muted
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
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.
You can save them anywhere you have access to with the raw file system. But your access is restricted, so if you post it outside of your applications folders, someone else can see the photos using their app or over USB. The right answer is in persistent storage I believe
hi is anybody here using firebase crashlytics? I wanted to ask how to upload the generated symbols file to firebase using the CLI. I followed the command mentioned here in the getting started documentation:
https://firebase.google.com/docs/crashlytics/get-started?platform=unity
but I get an unknown error every time I run it
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
Under project settings > Resolution and PResentation @lament terrace
Thx
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
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
What are the best build settings for mobile apps?
It depends on the game and the platform
can anyone recommend a video tutorial for integrating mobile ads?
So i shall have just portrait checked? Right?
Try searching it on Google or YouTube
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.
Does anyone here use an alternative method to Test Flight to send and upload test iOS builds?
You could set that one scene to be 'scene 0' so it loads into that scene first?
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.
Deselect the scenes you don't want to include, in build settings
Anything that is used / referenced at runtime will be included in the build.
Can I upload apk or abb file to Unity?
no
Thanks for the answer. I currently am pursuing:
https://support.unity.com/hc/en-us/articles/208456906-Excluding-Scripts-and-Assets-from-builds
for script management as there is a script that is not in the chosen scene that keeps showing in console as a compile error.
I am wanting your simple answer to be the best and only one.
... fix the compile error? 🤣
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
okay thanks
Is it possible to run a game I made in Unity on an iphone?
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
Do I need to be a registered apple developer
I'm pretty sure yes, they have an ad-hoc developed account now too. But I really hate apple, and can't advise much. I also have an apple dev account so it's not really something I've used without one
But yeah they usually want money for anything with apple
Can anyone help me with letterboxing? I don't understand why it I can't get it to work on my phone
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.
Can someone write to me if they make an application with Unity, add admob ads and publish play store?
@keen tulip Don't spam channels. If you have a question ask it.
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
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?
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?
What does your rejection letter say exactly?
@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.
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
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?
2020.3.18f1
hmm 2020.3.28f1 here
was the bundle rejected automatically or was that a reviewer note?
I think it is a review note, went through Waiting for review, then In Review
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
yes, but your architectures is different. I'm building for arm7
oh that's your iphone target, okay same there
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
ok thanks -- I'll try building with the simulator, hopefully that will uncover something
I can't understand how these colliders are colliding. Can anyone help?
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?
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
I tried the #if and it doesn't work on a definition, only on code in current attempt.
I found I could assign a script to a generated Go. So that is what I am doing.
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
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?
I looked at these but they dont seem to fit the bill for me:
https://support.unity.com/hc/en-us/articles/208456906-Excluding-Scripts-and-Assets-from-builds
....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.
Maybe that script is being stripped already by UnityLinker. Relying on it is probably not a good idea though
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.
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
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.
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 ?
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.
Is it a warning or an error?
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
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?
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
Maybe try running unity as administrator
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
Thanks. I have same problem.
Hope it helps
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;
}
}```
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
You need to use xcode, which requires a mac.
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
You could pay for cloud build services as well, if you want.
Same issue and because it's impossible to have some support from Admob and/or from Google I switch to unity Ad
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?
iirc, it's just the explanation, you still use the deviceUniqueIdentifier for all platform
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.
Are you also in the game's families program?
if you just want to deploy your app to an iOS device, maybe you can use the free dev account, but the app will only usable for a week iirc. that said, I dont think an hour or so will be enough, especially if said mac device hasnt been set up for unity/app development.
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
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?
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
There's a setting iirc called additive build or something which if you are not using it, it will rebuild the whole xcode project
It's Append build, you're most likely using Replace build
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 :/
That's how it behaves for me when I choose the append option. Just runs and updates xcode when done
I am having issues building/testing for android. Has any1 tried that the build buttons are gray and no devices are detected?
Go to your player settings, locate color space and change it, maybe android build doesn't support the one you've set it to..
ok, ill try gamma over linear! thanks
For the device section, enable usb debugging in your mobile, plug in and refresh again..
yea just got that solved! thanks
Awesome
Could you show me how i can set this up so building won't cost me this much time?
There's no setup, I just have "build xcode project" checked and then choose append instead of replace
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
If you set the team ID and tick automatic signing.. it doesn't matter which you select from append/replace
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
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
I tried, but everytime i press "build and run" on Unity, the settings are getting resetted
I never use build and run, so dunno
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?
yes, it'll show a pop saying there's been changes
I'll try, might take some time with my old Macbook
is your device detected by using adb devices?
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.
Upgrade java? Which java version do you use?
Didn't work, it just rebuild the old project
@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
try typing 'java -version' just to be sure
typing it where XD
in the Command Prompt / CMD if using windows
doesnt seem to work from root, gotta move CD to somewhere else?
thats weird, I can simply type it in any directory
maybe you havent add it to system path
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
@everyone
!warn 770727112633876530 Don't spam on the server.
iburtum#9160 has been warned.
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
I believe so. Its in thelist that comes up with default and compatible appeara in builds
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?
I can't show the actual pic, but in my game it looks something like this
The black line is the colour picker
@rain leaf what did you mean by adb devices? did u time that into command prompt?
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
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
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
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
Thanks, so I should clarify that in the document, right?
check which provisioning profile you're using. Maybe their devices aren't included in your profile
i think i mistakingly posted in mobile. this is for a mac desktop build.
Hey, what ad providers do you guys use in your games?
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
@rain leaf it doesn't recognize adb because i dont have android developer tools installed. Do you need that installed to do usb debugging?
Hi, can someone please help me. My app closes after the unity splash screen. Please help
Don't be annoying, your problem isn't so important that it needs trying to ping an entire discord server.
I'm not sure if unity also install android developer tool when it install android sdk. Try checking running process in task manager after you build apk and see if you have adb.exe running in the background.
But still, you should try to reconnect the device while it's not in locked state, and see if there's any "Allow USB Debugging" pop up
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
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
Has any1 ever had Build and Run for android not launch the game all of a sudden?
Sure but I usually use adb unless I'm trying to breakpoint debug
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)
Can some one tell me how do I get hash key for Facebook in unity. The settings.asset doesn't have the code
which package should i use for multiplayer as a beginner?
Not a mobile question.
How do I fix that error
Last one. In unity it shows error for NDK
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.
Hi, can someone help me to fix a problem with my game that closes after unity splash screen. Please
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?
You can hide lag during loading stages. Pre-populate pools for runtime.
That's already what I'm doing, but my object pool instantiates the objects and deactivates them on the same frame, so they never get rendered. Should I be rendering them for at least a short while so that the object is actually loaded on the memory?
Also especially relevant for UI objects, do not deactivate them, instead use canvas group component to just not render them and remove from raycasting
Here, you can find more optimization methods for UI https://unity.com/how-to/unity-ui-optimization-tips
The text is not a UI object, it's a TextMeshPro rendered on the world (not on any canvases).
Still, just like anything else you can turn off render.
Okay, I will try disabling the renderer instead of the object itself. Thank you!
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
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#housepaint #estoty #saygames #mobilegames
White houses are boring. Bring the colors in and paint eve...
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!
shaders
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
yes
If anyone wants mobile game ideas, I have many
😉
..everyone does
ok
- platformer game where the player progresses forever, and you control the direction in which he progresses by skating
Now I thought about it
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.
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.
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
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.
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
The graphics API doesn't matter, they're different settings and iOS only supports Metal
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
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.
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?
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
Makes perfect sense. Now I got to figure this piece out. But this is closer than my thoughts were before.
my problem is- ads. It seems I have a limited inventory.
I can only see a certain number of commercials a day
does unity already have something for detecting swipe left or swipe right?
Hey does anyone know a good resource for learning mobile game dev?
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Hi, Can someone help me to figure out why my game is crashing before opens ?
not without a lot more info than that
I got same crash on Android.
it close when we try to open it
attach a debugger and see where it's crashing
this is the android logcat
i fixed it
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:
You are using google admob?
No
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?
Does anyone know how to do an RemoveAdsButton?
I think you can search for tutorials on YouTube. Not know much about it though
there are none :/
Kinda late answer, Unity is inputting the Company Name, Product Name etc that you assign in Project Settings
What you mean? You are starting the ads, right? So if you have a bool or something, you can skip starting them
You definitely helped. It's better late than never 🤗
bro I am aware of that, I had a bool but idk it crashed unity for me bc of movingFiles
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
your shader might be too complex so it hit the max interpolator limit (16 on opengles 3), try creating simpler shader
I’m not really using any shaders
only standard shader? are you using URP or just built in pipeline?
it crashed the unity editor? what files did you move?
hey @rain leaf I just created a new project project, no setting or anything extra, just a text but still got the pink screen
Text mesh pro?
no
I pushed super sensor asset scene to phone an it works. No text mesh pro
when I install the app and try to open it, it shows me something about not being incompatible with the phone...
You get more than I do. I get a thick white line like its the Unity logo then closure
hmm, I get this before the app opens though more like a pop up, maybe you have to fix some shader issues?
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.
yeah, understand how it feels, maybe try resetting the player setting?
you mean the whole screen is pink?
Try setting Blit Type to Never in the Player Setting
btw, which unity version, and device type?
@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.
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.
I can only see a certain number of commercials a day
Can someone help me?
unity ads
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?
why wouldn't you do a keystore?
Unless there's something to do with mobile there, you want to be asking in #🔀┃art-asset-workflow
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 🙂
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.
Forever Unity and beyond. Does Unity support ever look in here or is this just developers trying random fixes?
Developers trying random fixes. This isn't an official support server. You'll need to contact Unity through their customer service, or try asking on the forums.
When will my app reviews and stars start appearing in the Play Store phone app?
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
@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
I was talking about comments and stars
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)
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
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
how can i reach google play store support it is very difficult
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?
Click on the errors and Expand the message. There is more detail underneath
Most likely your Android SDK is trying to install a newer SDK because of a build requirement, and failing
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
I'd pull the logs off the phone, if it's crashing, it logged something
check your language setting, iirc, comments on the playstore are filtered by language, so comments in japanese might not shown up in device's playstore with english language
you can try to view the game's store using browser and add the corresponding language like https://play.google.com/store/apps/details?id=<yourgameid> &hl=<languagecode>
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
Looks like it might be your Java version
I need someone who has worked and experienced on ummorpg
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?
when i have a mobile joystick with a third person camera, the camera rotates when i move the joystick
anyone know how to fix
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
is anybody having similar issues or know a solution?
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?
try making an empty project and see if goes away
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
i see that there is a receipt validation but i am not understanding very much how to use this.
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 ?
How can I make my game look the same on all phones
Do you mean resolution wise?
yes
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
ok ty
https://docs.unity3d.com/Manual/UnityIAPValidatingReceipts.html does anyone know where this code is plugged in and how i use this tool?
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
do a developer build, and connect the profiler to the device and see what's causing it
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
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 ?
looks like a mobile game
Someone here is using Unity Ads?
look the video
i did
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?
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
https://forum.unity.com/threads/unity-ads-daily-limit-and-workarounds.464335/#:~:text=Unity Technologies,-Joined%3A Aug 15&text=The limit of ~25 ads,revenue for you as publisher. maybe this can help
thankssss
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
@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
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
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...
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)
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
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
hmm do you emulate ARM or export to x86, or do you somehow have ARM builds run on x86 emulation?
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
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 🙌
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)
as long as it's a reasonable price, I'm not going to pinch pennies over this
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
yeah that makes sense, this is perfect, thanks everyone 🙌
The mac pro is $135/month
yeah most likely I'll take the approach of
- 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
- subscribe to these services for a ~3-6 months before/after shipping to resolve emergent issues with specific hardware (remaining 1%)
Anyone work with unity iap and subscription validation?
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?
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
It's trying to run an emulator
just export the build to android studio and import as a gradle project from there
my answer would be exactly rewriting the error message
I personally would let the engine choose which graphics api run best on the device. Not all chipset can run vulkan efficiently, resulting in actually worse performance than opengl es.
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?
hey guys, How does unity fit this mobile screen
Make it look like this on the right
You want Screen.safeArea
... or <item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>
Hey yea thanks for advice, but as we know there are rendering technique that opengl3 doesnt support -> it wont get render in device so I'm choosing Vulkan because of this matter
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.
The image isn't clear, verify your guess by going to your game directory(com.company_name.gane_name), under data(subfolder) check if you'll see the json files that contains your saves.
You can save using json too, it'll write all your variables to a json file.
would that work on mobile
Yeah
alright thanks!
👍
Just wanted to player gets fired when i press the fire button
It doesn't trigger when you hit the button?
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
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
im pretty sure you have to go in unity hub-installs-click the 3 dots of the unity version your using-add modules-and where it says platforms click the arrow on the left of android build support and install both things that show up
anyone has experience with InputField for mobile?
anyone know how to fix this? when building an APK
Did you recently click split apk's? I was getting the same error when I tried that
ah
i think
at least
yeah i removed this from my assets folder and resolved dependencies
and it built
Like this
i just exported my game to use Play Asset delivery following this guide:
https://docs.unity3d.com/2021.1/Documentation/Manual/play-asset-delivery.html
in short
build app bundle enabled
split appli...
this might help
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
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
Are you using third party dependencies? 2 of the last 5 causes I had involved firebase
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
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
go to player settings and android, just deactivate fullscreen
fullscreen window > windowed?
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
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?
just a quick question, how do mobile game sales and revenue compare to those of steam and itch sales and revenue?
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?
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
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.
(one option)
Otherwise you can build from the command line - which will allow the build to be used in any CI/CD framework pretty much: https://docs.unity3d.com/Manual/EditorCommandLineArguments.html
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!