#📱┃mobile
1 messages · Page 46 of 1
Thank you for the answer. My anxiety was unnecessary probably. I thought that the project would be easier with programming in native Java and Swift. But probably not because I don't know Java and Swift. When I learn Unity and C# it is easier because I only must learn one programming language.
Has anyone done subscriptions on Google play? Trying to figure out how to do it searching across Google but having trouble
C# and Java are both easier to learn. However, speaking frankly, Android Studio is a pain in the ass to learn for your first time. And so is swift.
That said, unity uses them both in the background anyway, so it is valuable to know all three.
Eventually you'll be comfortable with all the languages really.
But I would say I would generate a 3D version of solitaire very quick in Unity (few hours). A 2D in Java in a few days. And a 2D Inn Swift over a week.
For a 2D solitaire game, a 3D engine might be overkill because you don't need physics and all that jazz. But I'd probably use a WebGL framework in that case like Phaser or maybe Go to be honest.
It's always better to learn a single framework that's platform agnostic though as long as it's well maintained
Would you like to collaborate on a project? I would like to dm you and tell you my idea. I have two original yet simple games in mind that would be very easy to code probably.
No, but thank you :) I run a studio, and we have 11 client projects at the moment.
Thank you that you still take time to answer my beginner questions. I will look at Phaser and Go. Furthermore I will learn Unity and C# anyway.
But I do recommend joining game games and other discord chats, the forums have good collab sections too
Do you recommend Dreams on PS 4, Crayta or Core?
I haven't used those I'm afraid
We mostly focus on mid sized commercial clients, governments, education, hospitals etc. So usually Unity, Unreal, Phaser, Go, BabylonJS etc
Thank you, good luck, and don't hesitate to ask for help. Unity Learn has some good tutorials for getting started :)
Another unrelated question. Do you know about copyright for games? If I have an original game idea, do I have copyright when I publish the game?
Sort of, you have a common law trademark, but someone can still copy its design
I will just tell you my idea. Bear with me a minute until I wrote it please.
Generally - you want your idea hard enough to make no one will bother, but easy enough you can finish it
I made ~250 mobile apps and games, before ~150 AR/VR and big games and simulations. Early on a company in the Philippines started copying my work, because my initial products were too simple - they copied the names, designs, screenshots etc. You can file a DCMA and take it down.
But the real answer is making something natural to you and hard for others
I want to make a Sudoku, but at first the field is empty. There is a pool with 9 times the numbers 1-9. Each turn a number is drawn from the pool. The player must decide in which column he wants to put the number. The number goes down the chosen column as far as it can. The goal is to make as many colums, rows and squares with the numbers 1 to 9.
I'd play it, I like soduko variants :)
Cool.
You can take a dice with 9 sides and try to play the game. It is very simple.
I think that I will create it in Dreams on PS4. Afterwards I try to do it on other platforms.
Can I take a look at your mobile games for inspiration? What is your publisher name?
hello, i know probably a lot of people have asked this but can you not build to mobile anymore?
Literally no-one has asked that before
and if you couldn't, literally thousands would have asked by now
oh i see sorry for the delay
so do you have any idea how to fix it
i just downloaded the android module
oh wait i just checked on the use the version installed with unity
and i think it works now
thank you very much for your help :D
how can i user physics raycast with a UI button instead og getkeydown
i'm building to mobile and when i click the button it hits multiple times
i had that problem as well so i hope this helps
you can use the even trigger and pointer click
Anyone seen this error before?
E/libprocessgroup: set_timerslack_ns write failed: Operation not permitted
This is when trying to build a Unity project to Android. Not embedding it inside a native app, just trying to run a standalone Unity project on Android. This error comes up when launching, then the app crashes.
@granite tartan This is an english only discord. You can also repost your game in #502171626805133312 instead.
does anyone know how to set up a subscription verification? using google play store
why do my prefabs move faster using unity remote than they do when i build and then play the game on my phone?
Because your game code is framerate dependent
@dire magnet it was, it is all fixed now, thanks for the help.
What is the best approach to get location updates and background tasks to work in unity app on iOS?
Creating a library is quite complicated. Is there a way to be able to do that easily? Like on unityPause or on application suspended to run a swift code
Short answer is no, there isn't a way to write plugins that interface between Unity and the native OS easily. It can absolutely be done, though. What are you trying to accomplish specifically?
Are there any articles recommended that talk about using payed DLC? Im trying to decide whether i should just use ads or include skins/extra maps as payed options and don't really know how the latter would actually work
I assume from a business side it complicates things
Im kind of assuming paid dlc would be more profitable with a game that had a smaller use base vs just ads + dlc as extra content
Hello. I have a problem with android build. GRADLE BUILD FAILED. Help please))))
that could be so many things
hi everyone. My code that I wrote yesterday was meant to change the players vertical direction on every tap but i have no idea what the problem is. The player just moves up and down very quickly.
here is my code:
wait i think this is the wrong channel
it's probably executing a bunch of times in the update loop
Hello so I have a problem with my game whenever I move between scenes the touch button that I use to move the player stops working and when I put them in another new canvas they work but when I change the scene again it glitches again.
Any solution?
You need to add EventSystem
what dimension keytool -validity is in? if i write keytool -validity 50 will it be 50 year or something else?
i know unity built in tool creates in years, but not sure about command
In which scene
Basically you need to have EventSystem in every scene with buttons and stuff like that
Is this problem related to the previous one?
I dont really know I am a beginner and added input buttons however I couldnt use the touch on other scenes
I think you just added Component Input Module, I asked you to add "Event System" object to your scene, which you can find in UI folder
When you copy your input buttons with the canvas, also copy EventSystem
I did indeed add the event system to the first scene
Now I go to the second scene and copy the Canvas along with the EventSystem?
Yes
Problem fixed thanks! @tribal ledge
np
@echo vine , You can use the forums for find people. #📖┃code-of-conduct
Can someone give me a very rough estimate for number and size of textures I can use? I know "it depends" and I will of course profile and see for myself, but I really would like a guideline before I start. I just want to know if it's closer to a single 2k texture or ten 2k textures, assuming everything else is fairly optimized.
I found resources stating 2k as a limit for older devices, which is good to know. But I can't find how many 2k textures I can use before it becomes a problem. Not even a guideline.
There really isn't one. That question depends on how much ram is on the device. The GPU will render as many images as you throw at it, provided you don't run out of ram. But it will slow down depending on draw calls, poly count, etc.
I've read stuff like that. I appreciate the answer and I respect the number of variables involved and why it's hard to provide some sort of estimate. But just as I know a billion vertices is too much for mobile, surely there's some general rule for textures? I still don't know when it becomes relevant. Let's say I have 20 different types of models moving around for a tower defense game. Let's say I have 20 materials with 40 1k textures (ignoring normal maps for now) and I want it to run smooth on lower end devices, would that be too much? Would 3 2k textures be too much? It's just so I know what to aim for initially. Otherwise I'll just begin with 40 textures and (probably) end up frustrated because I have to redo a bunch of stuff.
I'm probably asking these stupid questions because I have no experience with it yet. I'll just try something quick and ugly to see what happens.
Well, on mobile, the problem isn't a texture limit.
Taking it to an extreme
If you have 100 unique materials with 4x4K, you get 400 4K textures.
I believe it is more or less like this:
The problem is each material and texture set falls in a different draw call. The device checks if the textures are in RAM, loads them, draws them on the model, and moves on. When it runs low on RAM it will garbage collect textures based on use (remove them from RAM).
In practicality what would happen is you would get at least 100 draw calls (I ask my team to keep them below 300 for mobile). The more draw calls the slower your FPS.
If it runs out if RAM, it will slow down, as it needs to unload and load textures for the drawing sequence. Which now limits your FPS not to RAM speed but disk speed.
So, in short, it's unlikely to have a crash / hard limit. It is likely to slow down because the textures exceed the RAM and it needs to load and unload them too often
That all makes sense to me so far
It looks like after loading textures they are uncompressed, with iOS using the most ram per texture. 4096x4096 = 16MB. So 100 of those is 1,600MB - 2GB of RAM is needed or it slows down a lot
Good question, I'm pretty sure it goes to RAM as part of a cluster of data and then RAM sends it to VRAM
That makes sense
So that's another factor that could slow things down
I read that if 1 draw call uses texture A and another uses B, it's likely to unload A and load in B
Which takes time as well
So putting as many things as possible in 1 texture would be beneficial then. But I don't know at what point this becomes a problem.
The size of the image doesn't mean much, because it gets mipmapped and compressed and what not
It does the compression for the disk space though and will uncompress into ram. So a 2K texture will use 4MB.
Iirc
And yes we call it a Texture Atlas :) it cuts all your draw calls down to 1.
At Red Iron, I believe our limit right now (to the team) is 400 batch calls and 500k poly. We do VR so we need a lot of 4K textures. We have an 8GB RAM limit, and want to use no more than 4GB. So we would be aiming at a max of 200 x 4k, or 800 x 2K textures.
I've done some vr stuff (didn't finish anything). It's why I'm doing mobile now to finish a game all the way through to the end before going back to vr
It's why I'm being so annoying with my questions haha. I am just one person and the amount of time I'm sinking into this makes me worried.
Although when you batch those together it goes a lot further
200 x 4k, or 800 x 2K textures.
200 as in, number of textures?
Is it standalone or pcvr?
Yeah, I've been working with it FT for about 10 years now. It's a long journey :).
Yes, I'd aim for them to have no more than 200 or 800 textures in a scene. But they would need to texture atlas those anyways for performance so it's going to really end up being 40/120 or so.
That's for standalone
Okay see, but that already helps me out immensely
Because I thought the limit was closer to 2, maybe 3
For our PC VR experiences we have some of our own performance things. So we can go to 1k batches & 4m polygons.
I can easily stay within 4 textures and have very fancy everything. Especially since it's top-down and I don't need ulta high resolution on anything.
Those numbers are what we target on a quest 2 / Pico Neo. Which has a lot of RAM. If we are making a game, we would aim for 2GB of RAM,
4 is more than fine
4x16MB is the RAM use
That's great news
I was trying so hard to stay around 1 or 2 textures and it messed with my sleep haha
It would make for a very interesting benchmark test though too
I've optimized the crap out of everything. Trim sheets help a lot with that. But I also reuse parts of models to make entirely new models.
What would?
Anything below 10, with a reasonable poly count (500k or less) and the slow downs are the unity engines other areas itself like physics.
Heh... So, it's good that I spent this much time on optimizing
Because that leaves me some room to make the game mental
I already handle waves using ecs
Thanks a lot lloyd! I'll get back to making pretty things.
Just to be sure, this was about the number of textures active in a scene at any given moment, right?
So if I have more, but spread them over levels it's fine. It just takes up more space.
Hello lads, I hope you're doing great. I've got a question if you don't mind.
I'm developing a mobile game for Android that functions in both portrait and landscape modes and for some reason when the "AutoRotate" settings is turned off on my phone that doesn't apply to my game which still autorotates itself depending on the phone's position, which is kind of annoying. I could try to change it through hard settings inside the app but that misses out the point of having autorotate on your phone in the first place.
Now I found this thread which seems to have the solution:
https://forum.unity.com/threads/android-auto-rotation-when-locked.280342/
But it doesn't exactly point out where I have to include that code in.
This seems to be a recurring issue for Android apps, but it hasn't been "fixed" yet.
Could anybody of you nice more experienced developers give me some tips on this one?
Thank you in advance.
Yes!
You can create a new script, call it really anything, and put that inside it. Add it to an object in the scene.
You'll need to add a few includes from the looks of it too
I don't think that script does what I think you expect it to do though
That is just tying the Android autorotate button to your app.
So doesn't fix the issue
:/
Thank you, yes it seems so. I just started searching solutions for this issue. I'll work it out eventually
Hello again lads, I think I'm getting there with the device orientation. Do any of you know if there is an "event" called everytime the device changes its orientation from portrait to landscape or viceversa? That is to avoid having to constantly check the device's orientation in an "Update" method. I'm looking for answers online but maybe some of you already know this. Thanks again
I think I found an adequate solution. Thank you!
How do i set up/ make an auto clicker on / for IOS
Code. UI. Art. Sounds. Xcode. Apple Developer account.
can i test a game on my phone with unity remote 5 even if the project is set as a windows game?
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:
I'm trying to release my app for production right now, and i can't figure out how to fix this error it's showing me. Can anyone help? I chose the "Let Google manage and protect your app signing key (recommended)" option...
Hey, I just received information from google to declare my Ad ID permission in my games. I have the newest unity ads SDK version. Is it done automatically or I have to do it manually? If i have to do it manually, how I can do this in Unity without breaking out the build process?
hey guyz, I'm currently stuck on a problem of crashing game after a launch of few second, it shows black screen, but its working on few devices, I think, there's not a performance issue I had tried others solutions in web but can't find the exact issue.
Try deleting the "Library/il2cpp*" folders before building the apk
How can I solve them? Unity is instaled like 1 week ago I don't think the version is old
^^ Different yet related issue. My Xcode is located in the standard /Applications/Xcode.app yet, it is not detected and I'm unable to select it even browsing manually. Anyone else encountered this before? 2021.2.17f1
Also worth noting I'm able to create an Xcode project, open this project in the Xcode I have installed, and build and run the game successfully. Just unable to do it all from inside of Unity and attach the debugger
Tried it, sadly same result :/ only difference though, it doesnt shut down the application inmediatly but I just get a constant black screen even before seeing the splash screen
Did you delete all of the il2cpp folders? You could also try deleting the whole Library folder
If i remember correctly selecting both armv7 and arm64 target architectures also fixed it
yeah i had 2 of them, deleted both. Also i already have both armv7 and arm64 checked. Tried building after I completely emptied the library folder but sadly same result. Was going through my Logcat again and found this. Is this of any interest?
It might've been the other way around then and selecting only arm64 worked
But if it's the same bug (https://forum.unity.com/threads/android-il2cpp-build-crashes-while-select-both-arm64-and-armv7-architecture.1113217/) i had a while ago where apks would randomly crash/freeze on startup or run just fine, deleting the il2cpp folders should always produce a working apk on the next export
So maybe you're having a different issue
Thanks for the help, I think I'm having a different issue then :/ also this seems to be an issue for unity 2020 and later, I'm running 2019.4.12
There were some people with the same issue in 2019 i think, you could give unity 2021.2 a try to make sure it's not the same issue, that's where the bug got fixed
Yeah this is a big project so I can't just switch over to 2021 without putting in tons of work. Also it works just fine on my colleagues android phone which is the weird part. Like maybe the Android 12 update changed something (because my colleague has Android 11)
Hello everyone. While looking through the documentation and watching the videos I am still not quite clear on which option to choose when it comes to advertisements for mobile. It isn't apparent enough which option is best, and the main difference between using Advertisements vs Mediation. The way the code logic is handled is different and seems to be a little all over the place with the forums and instructional content. Please advise 😄
My advice is to never vendor lock yourself. So I'd use AdMob before Unity ads, if it was me. How you implement them and why depends on your game.
But it's kind of like asking if pepperoni or Hawaiian pizza is better
(Hawaiian, obviously)
Help please
I get this error when I try to build to mobile
How can I solve it please, if it's even possible
If anyone needs help with unity ads i can help you 🙂
can u make thumnails?
Hi, I am developing for mobile. We have a problem with performance and have been optimizing over the course of a few months. We also recently used the Memory Profiler and it revealed TONS of references and counts that are not included within the game itself. This memory snapshot was taken directly from an Android build we made.
We do have lots of assets and tools within our game to help us with development, but not everything within those folders are being used/referenced anywhere
For example, we have no idea why "Shaders" are taking up as big of a square as presented
We use Unity 2021.1.2f1 and when clicking on these objects to find what references them, it always just shows that NO object references it
Also it mentions things such as MeshRenderer having a count of ~80K which is nowhere near what our actual game includes
As much as we thought, when you build a game in Unity, it only builds with the dependencies and references that it uses within the game itself.
Does anyone have any idea or direction that they can help to point me in? It is very difficult to find further information about these specific things.
Thank you!
Does anyone know "resource linking failed" error when trying to build in 2019.4.37?
for android
Does anyone have a good experience with Gyro input ? We're building a game around it for aiming, but there always seems to be a drift which settles in at some point, meaning you start to have your hands twisted to look straight.
Tried making our own, tried stuff like https://github.com/unitycoder/UnitySensorFusion but they all seem to give the same result
Hey i use Agora voice chat inside unity and when i build to to iphone the sound only comes from the earpiece, how can i fix that ????
This varies depending on your build settings. As far as the rest of it, poly counts are created by shadows, lighting, all kinds of things.
There is no easy way to improve performance on mobile expect a ton of experience and access to the code. It's rare for two projects to need the same optimization. But batch counts, RAM, poly counts etc are all things to watch out for.
If gyro tests show it is clean, then I'd guess your rotation is wrong and so storing it off center after movement
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.
Quick question. I'm having a problem where when I build my game for mobile, the fixedupdate calls get less and less frequent (fps stays at 60 without hitches)
Anybody know what might be causing this?
Actually, even the update calls get less frequent
Update calls coming less frequently means your framerate is going down
Update is called once per frame
The answer to all of this is: use the profiler to see what's happening
Yeah, while debugging the issue I have run into another problem where changing anything in my code will cause the build to not run (Just get a blackscreen, checking through logcat shows that no script is even ran and no errors are being thrown). The change in code can be anything, for example a Debug.Log()
I get that, but there is a difference between my debug firing every 0.5 seconds while the game runs fine and smooth, def near 60 fps
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.
Are there any numbers regarding how many of popular games force certain orientations/which orientations? Does it have any real impact on player retention/interaction if locked down to certain orientations?
I think candy crush occasionally tests locking to portrait but i doubt their findings are public
how do i use device.requeststorereview?
URP seems to be slower than built-in pipeline (at least in my case), and I dont think unity will discontinue the built-in pipeline any time soon, so you can just stick with the old-reliable built in pipeline if you're already comfortable with that
I have changed some prefabs in my game which contains lens flares to now load from assetbundles.
Since moving the prefabs to assetbundle loading the lens flares are now invisible on mobile but work fine in the editor.
Lens flare support is set to built-in shader via graphics settings and they ofc worked before changing to assetbundles and even work right now in the editor.
Anyone have any idea what the problem might be?
My suspicion might be that I need to add an always included shader for whatever lens flares use but I'm not sure what shader that would be
ok I fixed it by getting all lensflare components at runtime after instantiation and replacing them with a new .flare reference
If anyone still knows a better or "more correct" way of fixing this though let me know
facebook login does not work even after i took google sign in sertificate credential, where should i start looking for problem, any ideas??
Hey if I switch from unity ads to admob do i need to disable unity ads in order that admob works? thanks
jey guys i have some issues with android build, i dont know anymore what i need to do... if someone know what i can do
Hello, I am new to unity and I am making a mobile 2d game.
I had a problem with resizing objects with resolution. So I just simply put everything inside the canvas and set the canvas to scale with screen size.
Will that work normally?
Thank you!
Question for Android only: Is there any way to get current version published in Play Store like using UWR?
Guys, how do I uninstall the android package?
I can't install the NDK
It glitched during download
Probably twice before they uninstall your game
Although that also sounds like it would get flagged during the app review process
Anybody?
I have the same problem as this guy
Reply to the thread :)
Wdym
I looked it up, it seems it only shows three times a year
look at what the errors are and figure out what's wrong
looks like the most common resolution is changing your java version
Hey guys when I'm building to android it says gradle failed to build
if you look at the errors, it'll give you a reason
You can also run those gradle commands using command line to walk through it if you want
Wdym
Could I instead use internal?
This gradle thing looks like a massive headache from the vids I watched
I don't want to edit evm variables
Fixed itself lmfao
Is there a definition of time or frames or anything about how much I can do after OnApplicationExit() received for mobile apps? I want to update player status to offline, can I rely on this function to be able to make the call all the time? Or do I need some kind of heartbeat support from the database/backend itself to set the player offline in case this fails?
You can't rely on it 100%
and even if you could, you can't rely on the device having Internet connection at the time it runs
That's right.. Thanks
Plus if the app crashes, is shutdown from not enough ram, and I suspect if it is minimized for a while, then closed, it won't run.
You usually do status both ways - by monitoring communication server side, and by monitoring app closure.
I was using Firebase and apparently it has DatabaseReference.OnDisconnect() functionality to define logic about what should happen upon a disconnection (graceful or not). This seems like a reliable solution for now
Now another question is, I want to build my game for iOS as well but I don't have a mac. I found macincloud.com which rents servers with mac os. Is there any recommendation about building for iOS since I never tried it. And also any replacement instead macincloud.com which can offer free service (to build my Unity project for iOS) maybe?
Hello all,
Is it normal when i use unity remote 5 on my smartphone the game freeze, the joystick isn't precise, meanwhile it's smooth on the computer screen ?
Yes, that thing is very laggy
Export the game as an apk and you'll see the difference (it'll work ifne)
Ok thanks i'll see about
if you're serious about iOS dev, you should get an actual mac. You'll need an apple developer license anyways, so buy something cheap and used to test with
I have had crash bugs that would not have been possible to find without being able to attach a debugger to a physical device
Help
Error: Make sure your device is plugged in. If you are sure that the device is attached then it might be USB driver issue, for details please check 'Android environment setup' section in Unity manual.
do you see your device in the dropdown?
vsm?
I need to export so that I can make the boot file for the game, I can't export it
if you're going to transfer it to your device later, don't press build and run unless your device is plugged in, recognized, and has USB debugging enabled. Just press build instead
thunks
thunks
Can you guys recommend plugin for google and apple sign in? I tried CloudOnce but im running into issues with it when building on android.
how do I get the jdk
It is installed along with the Android Built Support module
it did not install
Then make sure your Hub is not being blocked by security apps and then reinstall again.
the hub doesnt have the option to install
Add Modules in the installs
I have to reinstall unity?
Options on the installed version there
If previous install failed you might have to. To find out what files exactly to clean in case of partial install that got prevented
The large gear button
it refuses to build
You need to research the errors you have. Saying that something doesn't work doesn't say anything relevant.
Can someone help? I tried everything but nothing work...
When is racing bros coming to mobile?
I'll DM you the solution if you still have a problem
Or I'll just say it here acc
Ok so go into the folder where your unity installation is located (you can press open in explorer)
And open the modules folder using a text editor (change .json to .txt)
Do ctrl f too look for sdk and look for a "selected" change that from true to false
Restart Unity hub and reinstall the android sdk module
It's gonna say some failed to install and that's no problem, just keep your eye on the jdk
Also make sure the jdk folder is empty before all of this
Hope this helps
How is that meant to help install racing bros
This is the Unity development discord. Nobody knows what that game is or when it's out. Ask the developers.
No, Unity is a game engine used by many many different people to make many many different games.
Oh
So you'll have to ask the developers who made the game for an update. Nobody here will know.
it says this
then it says this in the console
F
Click on the errors to see more info on why graded failed to build. One of the detailed blobs will tell you the problem!
Dude, did you read what I said?
This is solvable without the need to reinstall unity
i already got it fixed it was java being dumb
Hi all, I am trying to get if someone is subscribed to a subscription I have created in the google play console, but I don't have much information about it, can anyone tell if there is any resource to get the subscription status of the logged in user. Thanks in advance.
Hi! I'm trying to export my unity game to my iPhone but it's giving me an error that I can't seem to figure out how to fix. Any help would be much appreciated! I'm using Unity 2019.4.37f1 LTS and am trying to build for iOS.
I have one plugin installed, Mapbox, which I need for my game to work. I'm unsure if that could be related to the error or not.
I also cannot update Unity to a more recent version, since this is the last version I could find which Mapbox worked on without any extra modifications.
guys im in unity rn and how can i make the quuality the best fo my iphone xs max
Hello, I'm building my first android game which will be 2D.
Problem: Particle system won't show in Game View, but it works fine in Scene View.
How did I add the particle system?
Added an empty object, and to its components I had added the Particle System.
How I tried to fix the problem but with no success:
In the particle system i've changed the size, speed and texture but it did not help.
I've added the Particle System to the Canvas
I've set the Canvas Render Mode to Screen Space - Overlay
Any help appreciated.
Edit > Project Settings > Editor > And then Change Resolution to Normal and Compression to PNG
Note - it will most likely lag a lot, it is recommended to use JPEG and Downsize
you can switch it back whenever youd like
That is, if you are talking about unity remote?
Does anyone know if the Unity Player is compatible with Fire OS?
From the system requirement docs:
https://docs.unity3d.com/Manual/system-requirements.html#mobile
- Hardware must be running Android OS natively. With the exception of Android for Chrome OS, Android within a container or emulator is not supported.
So I'm not sure from this information if Amazon Fire tablets are supported.
FYI it looks like the answer is no.
Hello guys, is there a discord group for Unity developers for mobile games? So far I only seen developers for Desktop.
@frozen vapor @odd arrow @neon thicket discord link for Mobile games, something like GameDev.tv or something.
This is the one and only "official" discord for Unity. Anything else would be voluntarily created and we'd know nothing about it.
Because I'm struggling to find community that's only focused in mobile area games with games/samples/tricks they have. Or not necessarily a discord, but anyone know any site/links that have that?
Hey guys. Has anyone else encountered this problem on Android before? After I launch my unity app on my Samsung S21 5G and connect to bluetooth all sounds that were playing, stop. This isn't an issue with short sfx but for music/background on loop, it's a problem. Disconnecting from bluetooth doesn't bring the music back. I was able to replicate this issue with an empty project, just an audio source with a clip assigned and loop + play on awake turned on. Other applications like PokemonGO are able to play sounds just fine immediately after connecting to bluetooth.
I was not able to replicate the issue on my LG G7 ThinQ. I'm using MPOW M30 True Wireless Earbuds
I'd report a bug
How can I scroll for a certain period of time after clicking the touch and clicking only one area
Anyone has any idea? :c
I created a online mobile game with photon. It was working successfully. But something happened and now in its look like low fps. But i checked it and fps counter showed me 60fps. I tried nearly everything for it but i couldn't fix it
in a video maybe you cant see it but in game its a disaster
look for scripts calling TargetGuidByName and fix them using the suggestion in the message
anyone know where to ask help for bug questions?
newest version of xcode won't sign my app for some reason even though it builds
Failed to cloud sign "/var/folders/zx/27c5k9nd3c53_djxc628q8940000gn/T/XcodeDistPipeline.~~~CGHJcC/Root/Payload/my-unity.app/Frameworks/UnityFramework.framework/Frameworks/libswift_Concurrency.dylib". Please file a bug report at https://feedbackassistant.apple.com.
it gives me this error
can anyone help with a gradle build error
- What went wrong:
Execution failed for task ':launcher:packageReleaseBundle'.
A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade
File 'root/AndroidManifest.xml' uses reserved file or directory name 'AndroidManifest.xml'.
Does anyone have experience using the unity package Cloudonce for google play games services?
In UMA, we generate atlases into RenderTextures. On PC, it's advantageous to copy those out to Texture2D so as to avoid eating up GFX mem. I'm unsure of the IOS/Android shared memory implementations - is it advantageous to copy RenderTextures out to regular Texture2D on Mobile platforms? Or is the shared memory dynamic, and makes this just a waste of time?
do i still need to add testers emails even tho app is on open testing?
users who got link from me to download app are getting this
Ask them to try and remove play-store cache from their device and try again
Hey guys, trying to publish my app to ios appstore.
Created a certificate,identifier and profile and imported it to my xcode project.
Now the error says -
No signing certificate "iOS Development" found
Following online guides Iv'e been told to create a distribution certificate
Do I need to also generate a development certificate and assign it to the profile aswell?
so my profile would have both development and distribution certificates?
Hello, when I try to export my game I get errors related to the SDK, but when I try to export in a new project I don't get any errors, does anyone know why this happens to me?
don't crosspost
Hey guys, I am trying to make a game that uses google play store services. When I run the game in the editor I have no errors on the Console and so then I build the app in the Android platform. I make sure that I go to Asstes> External Dependency manager> Android Resolver> Force Resolve. Says it revolved any issues. And so I do not see anything wrong.
However, when I run the apk I get an error that says that my app has stopped, i try to open it again and it says that it keeps stopping and finally closes
Any idea of what I can do to find where the problem is?
You can use ADB to read the Android log in realtime and see why it is closing
You can filter for Unity using ADB logging as well. It'll help you a lot down the road.
Depends on what multilayer framework you use, how many users there are, and how you handle match making.
We have dozens of multiplayer games, our cost is 0/month for the multiplayer services.
alright thanks, ill give it a shot
Let's say 50-100 players max because I saw something 100 CCU does that mean
Only 100 players ever in life time?
Or am I misunderstanding this
@brazen birch
100 players at once :).
For example, let's pretend you have a hit game. The average person plays for 1hr a day and its international.
On average you would need 24hrs x avg play time (1hr) x CCU (100) before you start paying.
So in that case you could have 2,400 players a day before you start leaving the free mode. Say 1,000 to be safe
In reality though most online games are only 15mins of play. So your CCU is going to start hitting at an average of 9,600 players a day or 28,800 active players a month.
In my case though, we run private servers, so we have only our server capacity for the CCU limit. Which costs me about $35/month for about 5,000 CCU.
...
Tl;dr - you'll have a fairly profitable game before it becomes a problem.
Is there a cheap bloom solution for lights? I dont want bloom everywhere, just around some lights specifically
something similar to this
I'm not looking for a lens-flare style effect, something static works, too
I tried replicating this with a texture, but there's significant banding artefacts, especially for lights that are far away from the player
on open testing even tho it was approved 36 hour ago (uploaded more then 3 day),
Hi. I need some help with a simple question. Where is the AOT prebuild button in versions +2021 please? I might need it because my project has broken after changing to IL2CPP
Curious but why not use the lens flare system for it?
Just don't forget to add a flare layer to your camera
mainly for the performance cost
I came across something the other day, someone who worked hard to make a single draw call lens flare for mobile that was pretty slick, it only worked for 1 screen flare on the screen though. If you google for lens flare effects you might find some other lightweight and interesting alternatives
and also the fact that the player won't be able to move around as much to notice the lens flare
That's probably what i'm looking for. I'll try to find for some more alternatives online
Thanks for the help @brazen birch If you happen to come across that link again somehow, do let me know.
Found it
https://github.com/pschraut/UnityOcclusionLensFlare
I thought it was an interesting approach with some good merit
Awesome, thank you very much. At a glance, seems like it will be quite useful. I'll go through it and try and get it working.
hey i am having trouble testing my mobile game on my phone. it gives me this error
Hi. Does anyone know how can I implement adaptive Performance so it changes the render scale to be able to reach 60 fps please?
I can't manage to do it and can't find any tutorial
I have an authentication problem with google play games services. Can someone please help me? (I think the problem is in this code)
Help
I solved that by reinstalling the unity version with the android components checked
Can you be more specific?
i can see my iap revenue on my google play console app but not on the pc version. it is not a test buy. why??
Hi, I want to test play my game on ios but not put it on the app store or anything, and not with unity remote. How would i do that?
Is it possible, to get informstions like afr and birthday of the google account from the android user, that plays your unity game?
Ehi guys, I made a game in Unity but I would ask you which platform I should build the game to let players play with it through the web with a mobile phone.
Unity only has one platform for web builds
Keeping in mind most unity versions don't support WebGL on Mobile and your milage may vary
mobile restrictions for android aren't that many. iOS you have to switch to AOT compilation so you can't use dynamics and have to use a mac + xcode. WebGL is AOT compilation AND single threaded at the moment. Plus you can't use video. There's a list of restrictions on the docs
Have you tried to update Gradle👍
We have a game that gets built for iOS and Android. The building, deploying etc all work nicely, but there are occasional errors that trigger exceptions. When run in the Unity editor exceptions always contain full stack traces with line numbers, but on mobile the stack traces don't have any line numbers. What do I need to do to get full stack traces for builds deployed to devices?
I do set BuildOptions.Development for the call to BuildPipeline.BuildPlayer()
noob question: I've got many components ready but have not made it within the SafeArea. I tried putting everything into a RectTransform but it seems to be messing things up. How can I solve the notch problem without disturbing the rest?
Hello, I've been struggling with Firebase CRASHLYTICS integration with NDK support for IL2CPP for a few days. Is there anybody who has it working in Unity?
Integrating Crashlytics without the NDK support is working for me but I can't seem to find the right gradle configuration for the NDK. Gradle build always fails and every time I google a solution it leads to another issue right past it. I got even to a point where the solutions contradict each other and both lead to a dead end. I am using Unity 2019.4.34 LTS
Is there anybody who could show me the correct setup for the custom gradle Unity templates for Crashlytics with NDK support? (mainTemplate.gradle, baseProject...gradle, launcherTemplate.gradle etc.)
Also how do you call the upload of NDK symbols? As far as I googled no solutions show how to do this when working with Unity, all are for pure android and gradle.
Need help implementing in app purchases. I cant find a tutorial online anywhere because all that comes up is codeless in app purchasing implementation
Hey I have a question. Is it possible to have an app produce sound while it's running in the background and not in the foreground?
I wanna try to code myself a personal reminder app that uses specific sounds and voicelines cos it's how I personally find help with my short memory and ADHD and I tend to easily overlook simple notifications from most reminder apps
So I kinda want it to produce sounds even when my phone is closed or running in the background. Kinda like playing music on music playing apps
Does Unity have any sort of implementation for this kinda stuff?
I would not use Unity for this - I would chain an android app using the Android SDK
I could try but whew, last time I tried this it wasn't quite easy for me
Hey guys I've been stuck in my project, and am very sad as I'm not sure what to do and been trying to understand solutions hopefully that I can tackle this problem.
Is there anyway I can use my app or whether its the operating system API(Android/IOS) or any solution to tackle what I'm trying to do. its as following.
a user is going to use my app for example to be in the background or somehow go on another app and check out the score, for example if you play magic pinao or something read the score and store it? its like a score tracker.
like for example if anyon knows league of legends, na.op.gg the website offers a tracker, but they're able to do it since league has a developer tool for APIS and developers.
how can I do a screen recorder,check read the score of a game or something. Like an OCR(solution) or something simple and not complicated.
@tag me so i don't miss the help, please.
Does anyone know how to lock the screens rotation?
Hello does anyone have an idea to fix this?
CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details.
I have the Android SDK properly installed.
Hello guys
anyone know what the standard width and height of an animated splash screen should be for IOS and Android?
@strong plume me
Don't crosspost.
The splash video needs to be big enough to fit large resolutions, such as an iPad. Otherwise, if it's just mobile phones, use whatever reference resolution you've been doing for your UI and let it scale up/down as needed.
can someone please help me to solve that UDP not integrating into my game?
everything is working except the window that shows when app is opened
please help me
Hey guys, I was invited to a developer program account, and I still don't understand why I get this error Personal development teams, including "Name Name", do not support the iCloud, Associated Domains, Game Center, and Push Notifications capabilities.
Shouldn't it disappear after I was invited to a paid program
?
@neon thicket What is the standard resolutions for most Android and IOS screens, and do I have to make another what is the standard resolution for large resolutions .
There is no standard
A common reference resolution is 1920x1080. And no you don't necessarily have to make another one for larger resolutions, but that depends on the elements. You could rely on the UI system to scale/anchor your stuff such that it fits larger resolutions.
Or, you can go the other way around and design for larger resolutions and have smaller devices crop out the edges that aren't necessarily needed (in the case of a background, for example).
ohhh I'm stupid 😦 now I know what you mean by resolution and how I was reading about splash screens, so 1920x0180 is common on all mobiles correct. Do some mobiles have 4k and above? thats crazy xd.
@neon thicket I LOVE YOU! you made it the "aha moment and clicked it in"
❤️
Samsung phones have even thinner resolutions, which is particular tough.
Unity has a Device Simulator package you can install that lets you see your UI on different phones.
is there a site I can look at that has all those resolutions?:
The point isn't to worry about "all" the resolutions, it's to design for a common one and with proper implementation of the UI with anchoring and such, and let Unity handle it.
how can i let my player move right and left with ui button work on mobile pls im new
@neon thicket Perfect, I get it now thank you so much.
how pls
Go to player Settings > select android or iOS > resolution > default orientation.
tysm
NP
@neon thicket just one more question, are splash screens best in .json file
or xml or what loads them once I do the animation?
just trying to think ahead once I finish the animation.
Like ... an animated screen?
Just make it a video. 😛
That way you can include sound as well.
yeah like magic pinao tiles(have you heard of it or seen)
their animation splash screen is really nice
how did they do it? was it a video?
not a animated and then sound? I thought the sound would be included in a timely manner
I haven't seen it, no. But if it's complicated splash screen, then it's likely video. If it's just a logo animation, that could be done as a sprite sheet. Really depends.
its a logo animation with sound(has to have a sound at one point of the animation) so I guess its better to include auido
Audio*
@neon thicket "Sure..will add sounds at the end..but not sure if a video can be used for the splash screen for androids/ios if yes all is ok.
Please see this is an example of sound I added for video logo animations"
I read this thing on a site, is a video animation file like .mp4 allowed on mobile devieces such as IOS and android for splash screen?
because I thought it was okay after you told me but this person is telling me u cant.
Yep, you can use video on both those platforms.
Source, we've done it. Quite literally last month, for our splash screen animation.
perfect ❤️ god lbess you
that guy scared me xd lol
i was just working on animation for .mp4 file
I got horrifed.
Anybody have experience implementing a button for linking your account with facebook? I tried looking at a tutorial and it didnt pan out
Hello guys !
On appstoreconnect, I upload a new build but I can't see anymore the IAP tabs to attach the IAP to the new build. I can see all my IAP in the "Features" =>"In App Purchases" (in "Waiting for review" status) but I can't see the IAP tabs in "iOS" => "6.0 ready for submission" or in "General" => "App Information" to attach/link them to the new build.
Is it normal to not see them anymore because I attached them to the first build and now they are attached automatically until the IAP will be review at the same time as the app (and in PASS status) ?
Can someone please help ?
All IAP are working if I test my game in "TestFlight"
Is it possible to use Swift Package Manager to handle iOS dependencies or is Cocoapods the only option with Unity?
I just started trying mobile and when i ported my game to android, the jumping works perfectly fine but the spawning of the obstacles is really weird and it will spawn very rarely
the gmae works perfectly find on pc
nvm
Hello. what is the best way to make In-App purchase? For example to unlock PRO version of game? Thank you!
how do you solve this error
start by clicking on those and finding out why the build failed
also wondering that
have you checked the manual?
https://docs.unity3d.com/Packages/com.unity.purchasing@4.1/manual/index.html
What's a good starting point to learn how to develop mobile 2d games? I'd love to work on card games and roguelike. I followed the unity learn course
Start by making a playable, small game. A flappy bird clone.
transition option is not showing help
Anyone know how to replace unity splash screen with my custom made animation with mp4.file?
I think I have to get a license which I will but how do I code it or put it?
it's just in the player preferences build settings
ah fair enough tysm. and also what just happened to my unity lol, its been stuck on the Unity hub
https://api.unity.com/v1/oauth2/authorize ??? its stuck
its sending me that link with my id....etc I removed that part, but
why is my unity stuck?
Hello everyone, I'm trying to build for android, whatever I do I get 3 fps in android build with just a main camera in my newly created scene, does anyone know what could be causing this? I've checked everywhere and many people say it could be the device, but I think that would be strange, since it runs every app out there without any issues. Anyone have any ideas what I could check? It says in profiler: "Semaphore.WaitForSignal" is 96.1%.
Send the APK to a friend and have them verify it's an issue.
hi i make my own mobile MultiplayerFPS , if i want to use Adaptive Performance it Auto check the Auto Control Mode and change some values when i click play. how can i disable the auto check of Auto Control Mode
guys this Input.GetTouch(0) thing working on unity remote but when i build it and start on my phone it doesnt work, anyone have an idea?
Do I need a specific version of Unity to use Unity Remote 5 for Android? Or a specific setting on my phone?
(Using Samsung Galaxy S8)
Plays video content onto a target.
it could help if you show us screenshot of said scene, including the stats window. also you might want to take a look at the profiler
Hello, I'm using photon2 and I instanciate correctly a prefab (PhotonNetwork.Instantiate(...)), but than when I try to instanciate a copy of it , I get the error that it can't be found in the Resources folder. The error is right, so how can I Instanciate that prefab on runtime ? IPunPrefabPool can be a solution?
Probably better to ask in the photon server, or at least #archived-networking
@rain leaf tysm.
Im getting this error while implementing in-app reviews. Any ideas whats wrong?
I think you are missing a reference
hey what should i do when this error popup?
you need to add the sdk
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
Hello everyone,
My game is available on appStore since 24/04 but in the section of IAP revenue on unity Dashboard I can see a lot of purchase at 21/04. So I Guess that all the purchase was made by me in TestFlight mode and sanbox test by the reviewer.
So all the purchases are "unverified".
But my question is : where is the table to filtre "verified" or "unverified" IAP ? Because in Data explorer section I can't find them in Add Metric button
will this update when i install the app
or do i have to wait time
how often does it update?
hi i have a problem the objects have a black border/shadow/trail when i move i dont know why (only on mobile)
@shadow nova What I did was just filter the date out, so you can click on the calendar and exclude that time frame and start from when you release it.
@tender summit are you looking for an auto update when you open the app?
@earnest breach are you able to run the game and switch over to scene view and see if they are still making those borders? see if its just a build problem or if the problem is in the object
you should look at that object and start turning off any children you have on it one by one and test and see if it goes away by turning one of them off, then you know the problem is a component with that one child, without code or seeing your object that is all i can guess
I am trying to fetch one file from server. When i run project on computer Application.persistentdatapath works fine but its not showing anything in mobile Application.persistentdatapath
using System.Collections.Generic;
using UnityEngine;
using Facebook.Unity;
using UnityEngine.UI;
using System;
public class ScrFBStart : MonoBehaviour
{
private void Awake()
{
FB.Init(SetInit, onHidenUnity);
}
void SetInit()
{
if (FB.IsLoggedIn)
{
Debug.Log("Facebook is Login!");
} else
{
Debug.Log("Facebook is not Logged in!");
}
}
void onHidenUnity(bool isGameShown)
{
if (!isGameShown)
{
Time.timeScale = 0;
} else
{
Time.timeScale = 1;
}
}
public void FBLogin()
{
List<string> permissions = new List<string>();
permissions.Add("public_profile");
permissions.Add("user_friends");
FB.LogInWithReadPermissions(permissions, AuthCallBack);
}
public void CallLogout()
{
StartCoroutine("FBLogout");
}
IEnumerator FBLogout()
{
FB.LogOut();
while (FB.IsLoggedIn)
{
print("Logging Out");
yield return null;
}
print("Logout Successful");
}
// Start is called before the first frame update
void AuthCallBack(IResult result)
{
if (result.Error != null)
{
Debug.Log(result.Error);
} else
{
if (FB.IsLoggedIn)
{
Debug.Log("Facebook is Login!");
// Panel_Add.SetActive(true);
} else
{
Debug.Log("Facebook is not Logged in!");
}
}
}
}
this is the script thats executed, dunno about an autoupdate
other then that theres no errors from fasebook sdk
i did have errors that i fixed by installing some OSS and making some java link in environment variables
which removed the ! warnings
now theres no warnings
its only on android -> the build/final game
OK fixed it
@earnest breach what did it end up being?
@tender summit what are you trying to do? I dont understand from your post, you posted a picture but idk what that is, where it came from etc.
depth of field
Well its good you were able to solve it without too much of a headache
Hey guys
I have an app that I'm trying to develop on mobile but it also seems like about 70% of the functionalities can also be done on web. 30% has to be done natively on mobile as it can't be done on Web, Can a PWA work on this case if I develop one App that is shipped for all(Flutter)?
Anyone know if i can add my own custom 'device' for unity device simulator?
Samsung Flip3 isn't on there... and its the only device i run into problems with for my own game (i happen to own the phone myself) and its a 22:9 screen.
game works just fine on my 2 devices, am I going to have an issue in the future if I'm getting this?
im just installing the facebook sdk and i expect to see installs in the facebook developer page, but i dont see any
i see it registered an install from yestarday
does this update every 24h or?
yestarday and now when i reinstalled my app it doesnt register
I'm having trouble exporting to mobile for the first time, I wonder if I'm missing something obvious but I cant find my issue anywhere. I installed the Modules, can go to Android for example in Build Settings and click Build, but when I click the Save button after nothing happens. No errors, just completely unresponsive. This happens for both Android and IOS, yet other builds like WebGL work
Hi I got email by google play that Issue with your app
We found the following issue(s) with your app: Families ad format requirements
Your app contains ads that do not comply with our Families ad format requirements. For example, the following is prohibited:
Ads displayed to children or users of unknown age that involve interest-based advertising or remarketing
To resolve this issue, please remove any violating ad content before submitting an app update. For more details, you can refer to the Ad format requirements section on the Families Ads and Monetization policy page.
Action required: Submit an updated app for review
- Read through the Families Policy Requirements (and the Designed for Families Program Requirements, if applicable) and make appropriate changes to your app.
- Double check that your app is compliant with all other Developer Program Policies before saving your changes.
- Sign in to your Play Console, upload the modified, policy compliant APK across all tracks, and deactivate the non-compliant APK(s).
To deactivate a non-compliant APK, please create a new release and upload a compliant APK to the same track.
Be sure to increment the APK version number and set the release to 100% rollout, in order to successfully override and deactivate the non-compliant APK.
I have my game pegi 3 and do not collect any user data .Do I need to change that to add unity ads to my game ?
@neon thicket
i have 12 prefabs and i want to spawn it randomly in the same place can someone help me pls
@placid herald Don't ping people who aren't in a conversation with you.
oh sry im new at this server
Then brush up on our #📖┃code-of-conduct.
Has anyone used the google package to auto update the app? The code never gets past the yield return appUpdateInfoOperation;
so if anyone knows why depth of field is not working properly in urp on Android please tell me (this happens)
mobile you can't mess with Application.persistentDataPath directly. You have to create a subfolder and the it'll be happy
add a subfolder in the path
"/subfolder/gameoptions.json"
File.WriteAllTextAsync should create the directory if it doesn't exist, and if it does exist it overwrites it
File.WriteAllText should do the same
basically it's just a permissions issue with the root folder
Application.persistentDataPath points to /storage/emulated/0/Android/data/<packagename>/files
ok, you could try creating a directory
System.IO.Directory.CreateDirectory(Application.persistentDataPath + "/subfolder" )
I haven't tested that, so I'm not sure if you need the extra / before subfolder or not
Hello everyone,
My game is available on Androïd and iOS. I bought my own IAP on Android 2 days ago with real money to test it. But can't see any financial report in Google Play Console. Is it normal ? Guess I miss something but what ?
I see in Unity Dashboard that an IAP was made and I've received the mail from Google that tell me the purchase is completed and validate
So I don't understand why I can't see it on financial report in Google Play Console
Ok in the play console app I can see the purchase but estimated net income =0$ ... Why ?
May some one help me please ?
does anyone know how to get an android app working on bluestacks? if i connect my phone i can install and run it perfectly fine yet on bluestacks it just shows a black screen and never loads
To build a iOS application I need to install unity too or I just need the xcode project and xcode?
Well you need Unity to generate the xcode project. But after that, you only need xcode.
Ok thanks
wow...the link Google has to their own android development studio doesn't even work. [[ applaud meme ]]
Got it to work now.... man Unity Remote performance is slow...
URP Post processing is working on android devices?
cause I have bloom effect and its working on PC but when I build for android, it's not appearing
We have a ready to upload game project that we have been developing over 3+ years, now we started to upload to stores. But Play Store's AAB limits (1GB install-time pack type limit) inhibits us to upload our game. We have searched about and saw ".androidpack" things, since our game is cross-platform which for PC/Android at the moment, we don't want platform dependent solutions and also it also needs to change our code-base which will also take time. Also we saw that someone advices AssetBundles, Addressables but this also will need to change our code-base. As Unity docs says, it will divide 2 packages as StreamingAssets and other assets and also set larger "install-time" and smaller to "fast-follow", isn't there a way to divide 4-5 packages and mark them all "install-time"? We have seen custom asset packs but they can not be referenced in scenes and needs to be worked on code-base.
if at the end, there is no solution and we need to change our code, for a game that will work on mobile and PC platforms, what would you advise us? using AssetBundles or Addressables or something better?
Google doesn't want to host 1GB games and doesn't want them to be installed for the store. The right unity way imo is project size reduction or asset bundles.
our game's APK output is like 3.5GB
Addressibles - are mmm how do I put this, a bit of a make work project. They don't really do what asset bundles do, so even with addressibles you would need asset bundles anyway
and also in future we will have regular updates
Yes, and no mobile player wants to download a 3.5GB APK every update either. You have to think and build different for mobile for incremental updates.
It'll also make it easier to add modding support for Steam though
My advice, with Unity, is to look at asset bundles. Once you get used to them they are very helpful
They are also a damn convenient way to do massive world's. As you can load and unload and download them per game region. So the games install size and memory use is smaller and you can scale the game much bigger.
well, at the end, these AssetBundles will need to be downloaded, should we use our servers or is there an service in play store?
We had a project that was 100GB, 20sq KM, real photogrammetry captured. By splitting the models into 1m cubes and using asset bundles, the app started immediately (no 5 minute loading) and began streaming almost instantly.
We use dedicated servers, but there might be free alternatives
Play Store doesn't allow us to change scripts by AssetBundles i guess?
You can a bit, look up using code in asset bundles. There are some good work arounds.
But what you can always do is include the code in the APK update, and then it can use it in an asset bundle.
Going the modular route like that always causes some rethinking and design unfortunately.
You can, to an extent, use an APK and download an OBB as an alternative. But I think that has a 1GB limit and I believe we did that through out servers as well.
Google needs to rethink its strategy for big apps and games IMO.
But someone else might have a better way of doing it too
Thanks for advices, I guess we're going to this AssetBundle way, this was a big surprise for us at the moment, we thought we will upload AAB file and google will scan for changes and it will just update what changed, in PC side we were using a updater/launcher system but at the moment if we change to AssetBundles we will probably remove this updater. Google's strategy causes high load for us but looks like nothing to do at the moment. Can I add you as friend in Discord?
It's a pain I know. Good luck! Keep looking through there might be better ways
We mostly do VR and control the distribution so 3.5GB isn't so bad for us. But going through Apple and Google you hit their limitations a lot
thanks, good luck you too!
hey I have a weird issue where the frame rate would sometimes randomly get cut exactly in half (60 >= 30) and the screen would move and left right for a few frames, like lagging. I've set Application.targetFrameRate to 60 and QualitySettings.vSync to 1 but it didn't change anything. This issue only happens when playing on mobile
very weird, for some reason that issue happened less likely after increasing the quality for mobile
Hey, I am sure I installed the Android NDK & SDK but the files are empty for a reason
why's that
I still can't find a solution for my issue
You can build in development mode and connect the Unity profiler to the app @void mantle
thank you
okay I found out that gfx.waitForPresentOnGfxThread uses almost 70% (part of PostLateUpdate.FinishFrameRendering which uses over 80%)
Semaphore.WaitForSignal is almost 70% as well
I still can't seem to find a solution for this issue
I've read that it just waits for the cpu to process the frame but I made a much more graphic and cpu intense game where this issue didn't occur
Semaphore sounds like a multithreading issue
Guessing that's just handling the back and forth stuff between unity internal threads/jobs
maybe you have a library that uses threading too
and how can I reduce the usage/latency caused by this?
Isn't it vsync? Looks like those timings?
does that mean vsync reduces my performance that much?
No, it will match the framerate (30 or 60 fps). The rest will be 'waited'
yes but it causes latency spikes
mobile: from 60 FPS down to 30 or 20
editor: from 500 FPS down to 200 or even 150
Also would vsync not sync the framrate with the device's/monitor's Hz? When I've tested on mobile without setting Application.targetFrameRate to 60, it would still cause lags
I've been thinking of a solution for this issue for a few days already but nothing seemed to help
im trying to make a mobile 2d project and i get this does someone know a fix?
also the game is really not cpu or gpu intensive, it's an 2D endless runner with a tilemap. there are no more than 30 active tiles and only like 10 tiles spawned per second
so does this mean my game is too intensive for the cpu or what?
because I really can't see a reason why the cpu or gpu would need to wait that long
@void mantle set the framerate to 60 and maybe disable vsync.
Also enabling and disabling optimize frame pacing can be interesting to look into and read up upon.
But I'm guessing this is a vsync thing
I did that but it even increased the lag spikes
where can I change that optimize frame pacing?
I'm guessing it's a GPU thing bottleneck, but I can't be 100% sure from the profiler screenshot
so if I disable vsync the lag spikes would go away?
alright I'm profiling the gpu as well wait a sec
@graceful phoenix click continue and read what it says in the console
Not too sure if android works well without vsync, haven't really tried.
Maybe add an fps counter or something
I did
and when the lag spikes occur the fps goes down to 30 or 20
for a few milliseconds
Ah alright, then look into the profiler for cpu and gpu for when the spikes occur
it says I can't look for gpu since it uses the vulkan renderer
where can I change it?
And google any unity terms. I googled the finish frame rendering and read this is caused by a gpu bottlenecked
Ah yeah android profiling
You can look at the GPU stats like draw calls etc, but not exact render times. For that you need to profile on desktop
The solution is optimizing your game (;
some of them say it's a bug and some say it's because the gpu waits for the cpu to finish loading but that doesn't help me at all
If needed I do quick performance check ups work for small teams as a freelancer
but how should I optimize my game if it's just a few tiles that are spawned
No it's the CPU waiting for the GPU
Check in the profiler 😅
Can't help much more without having my hands on the project
Player settings
This also might help
Unity has so many settings that it might be hard to know where to start. In this guide I will show you to improve your CPU performance a LOT, by just changing a few settings. No code or knowledge is required in order to follow this guide!
This guide applies in the Built-in Render Pipeline, Universal Render Pipeline (URP), High Dynamic Render Pip...
But I'm assuming your issue is in the device and/or draw calls. But again, can't say for sure without seeing the project. For that you can send me a DM
i fixed it i restarted unity and it worked lol
Ahh, typical😂
alright imma make a build and profile the gpu on my mobile
thank you for your help
but still, how's 30 tiles too much for a pretty good phone
No problem, feel free to tag me or DM me for later performance things
And that depends on a lot of things with the tiles haha. Too many variables
and why are there framerate spikes, shouldn't it have a bad performance all the time?
thanks
and why is semaphore 0ms on my pc and like 30 on my phone?
and there are still frame spikes
on my computer
Your PC might not sync the fps to 30 or 60
That means you can profile them properly
For people readinf along, switching to OpenGL fixed it
Hi, what sort of software would I use to make this sort of thing ?
Anything that supports mobile development? @chrome dome
Hello everyone. I am currently working with a plugin UniWebview to open a safebrowsing experience to let the user log in. The page is redirecting to a deep link but sadly, the overlay is not being closed. Did anyone ever work with ios safebrowsing / android custom tabs and how to close them either from a javascript or otherwise?
how do i make resoiltuion responsive
like
you can use it in ipad
also in a normal phone
its work on mobile?
https://www.youtube.com/watch?v=P5JxTfCAOXo try looking at this maybe or some other tutorial
Ok sure thanks
Hi, how do i make my app according to how i rotate my Android phone, and how do i scale the UI?? Anyhow i can make it auto adjust to it
Help i have 1.3y old realme c15 quallcomm realme ui 2.0
Every game made with unity i run on mobile lags a lot get cpu usage to 100% and system ui get stop responding and crash not only my game every game i play on my mobile made with unity my mobile cant even run a smol game made with unity but can run codm without lag
Game size and graphics doesn't matter it still lags a lot
This problem wasnt here some time ago but it came and become a big issue to run unity games on my mobile
hey guys, I have problems with ios builds
first error is, Unity iOS project fails Xcode validation with "Invalid Bundle. The bundle at '[app]/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'."
and later on ITMS-90424: Invalid Swift Support
I found the solution, https://developer.apple.com/forums/thread/654980
but my question is what is causing it?
so I can get rid of it completly 🙂
there's only admob sdk and facebook,unityads,apploving mediation network (over admob) added to project nothing else
ah unity version is 2021.2.19
hello peep
peeps
i am currently having some mobile troubles
i launched my unity game with 2021.1.23F1 and it crashes on iphone 11 below, and most androids i have tried
it crashes on start up, basically unity logo loads then it goes black and closes
it works fine on my iphone 12 pro
also
wtf is all this lol
how do i have 30,000 errors
i cant imagine this is helping
btw i changed my unity version to 2021.3.1F1 and xcode 13
lolol
but wouldnt that be caught in the build
most of the errors are - this function declaration is not a prototype - code will never be executed
@drowsy cedar do u know why?
no idea
sounds like there may be some heavy processing needed for your game
but if it ran before then idk
@pine epoch do they normally respond here? it looks like a lot of questions but no responses
They respond but 0fps
Or 1
Or dont but dont get a not responding popup
Cause game dont lag
Actually it makes whole system ui lags system ui geta frozen and crash once ui gets crash game also and sometimes dont
It dont show up any not responding pop up
@river lake can you help here?
Its too weird it can run any games expect games made with unity
I mentioned in first line
Read it fully it explains whole problem
Wait she is admin?
Please don't ping people who are not in a conversation with you. #📖┃code-of-conduct
@neon thicket so who should i ping to help?
Nobody
Nobody is here to be your 1:1 support. You can ask your question and if anyone volunteers their time, they can.
well if anyone can volunteer time let me know
If we know someone can we ping them?
If you know someone, then just DM them if you're friends? Otherwise, don't drag people into your questions.
• @ people not in the conversation. Use common sense here, please.
common sense says no
Btw visual scripting server of bolt is also of unity right?
They acquired it yes, they have their own discord: #763499475641172029.
I still think about it why doing this stuff if allowed there
As its also of unity as the addon is by unity and now unity have vs integrated
Anyone here able to enable flashlight on ios and android? Cant find any useful reference or plugin
I dont think its possible
As its not related to game at all
It is possible, on iOS I got it working now. Testing android. and well, apps can be more than just screen and unity is not just for games 😉
I am posting this question again pls someone help me
i have 1.3y old realme c15 quallcomm realme ui 2.0
Every game made with unity i run on mobile lags a lot get cpu usage to 100% and system ui get stop responding and crash not only my game every game i play on my mobile made with unity my mobile cant even run a smol game made with unity but can run codm without lag
Game size and graphics doesn't matter it still lags a lot
This problem wasnt here some time ago but it came and become a big issue to run unity games on my mobile
It dont show up any not responding popup actually game dont stop responding system ui does and get crash
Not sure what you're hoping anyone here can help with?
You could try submitting a bug report. 🤷♂️
https://support.unity.com/hc/en-us/articles/206336985-How-do-I-submit-a-bug-report-
Yeah I already combined plugins and scripts to one script with platform dependency. Need to test on android, ios works
good luck making JNI plugin. Shouldn't be too hard once you have something that goes across
ok cool
that's pretty neat functionality, let me know how it works out 🙂
this guy looks like he got it working, https://stackoverflow.com/questions/6068803/how-to-turn-on-front-flash-light-programmatically-in-android
then map that to an extern and hope it doesn't get stripped during compilation
Anyone Work with the google in app update? My app keeps crashing when I have this script on anything, I Attached it to an object, game crashes when I open it, i take the script off the object, game works as per usual. I tried making a prefab of the object and instantiating the object into the scene with a button, the game still crashes on start up. Lot of people on the forums having the same issue too.
sending code one sec
The build is in Google's internal testing track so I am testing it on mobile being downloaded from the google app store
Is AppUpdateManager a monobehavior?
appUpdateManager = new AppUpdateManager(); would be changed to AddComponent
It's a part of the Google library it's a constructor they give
@sonic otter the class from google is not a monobehavior, does it have to be even though im not attaching it to anything?
https://gdl.space/fomicuxane.cs this is where the app manager is
I am getting a unityplayeractivity.java uses or overrides a deprecated api error when trying to build. I am using a third party plugin. Does anyone know how to debug or fix this?
@jolly tulip it should point you to the script and the line that is using the deprecated thing, if im not mistaken all you have to do is just rewrite it how they want you to
found this
I am using a .aar plug-in. All I know is the error is from that file.
I tried their solutions it didn't work for me
does it point you at all to what the deprecated line is?
Gradle build failed see the console for details
Please, some help I tried downloading a gradle version 6.9.2 didn't work as well
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 resolve org.jetbrains.kotlin:kotlin-stdlib-jdk8:1.3.21.
Required by:
a lot of text goes here btw
that's what I am getting
Hey,
I recently moved from UE5 to Unity,
I heared that its more compatible with Mobile games.
I want to learn about this software a bit so I downloaded Open Source files from google of some basic game.
I matched the version and it seems that all the materials, animations, meshes are ok.
Tho I can't understand how to make it work when I "play" the game.
I guess something is missing since there is nothing in the top left window.
any ideas?
tooo many "I" lol
You need to open the correct scene to start playing @grand rose. Currently you just have an empty scene open
If there's a scene called 'main' or something like that then that's probably a good place to start
Hey, I just deployed a webgl demo on my website. When I access the html file using my android smartphone, there's an error: "webgl not supported on mobile devices". But it still runs flawlessly. Is there any way to get rid of this error?
Thx !!
How can i get rid of this error on google play console? anyone know?
I've got warning about network security configuration, quick solution searching showed me that i have to add ^^these lines in network_security_config.xml, but my project does not have res folder marked with red cycle, i am to insecure to create this file by myself and add these lines, so came here to ask question if anyone knows what's up, am i on the right way or i completely missunderstood problem?
Hey guys, where can I find Android resolve
I am trying to build an android game
I have got the SDK & NDK and everything it needs the build to work
when building I get this error and a window popping up showed the pic of it down below, so I tried getting gradle 6.9.2 since it was the problem and sadly still got the same error
First Time building an android game 🙂
Everytime when I am trying to build
I get this
And I can't try Unity Remote 5 for a reason
I really need some help thank you : )
dm me or ping me
I read about it, I gotta use Android Resolver, Can't Find it sadly 😦
The resolver comes with Google Play services
Hey guys, what would be the best way to make a consistent camera view for different phone resolutions, like same amount of the screen being seen from the sides and the top for seperate resolutions. Thanks 🙂
yes, creating that folder under Assets/Plugins/Android will cause it to get added to the gradle build. Note that this was deprecated in newer versions of Unity, in which case you'll have to use an aar or the .androidlib folder structure
Assets/External Dependency Manager/Android Resolver. If you don't see this entry, you're probably missing Google Play services like Carwash said
ughh, 'gradle' is not recognized as an internal or external command,
operable program or batch file.
hello , I'm hitting walls everywhere i turn.. does anyone know of a clear cut tut on updating an already published app? or do i just republish it
You upload a new version.
Hi,
I have this error when trying to build for Android in unity 2021.3.1f1 Anyone has any idea how to tackle this?
Error building Player: Exception: OBSOLETE - Providing Android resources in Assets/Plugins/Android/res was removed, please move your resources to an AAR or an Android Library. See "AAR plug-ins and Android Libraries" section of the Manual for more details.
where do I install modules from
Modules can only be installed on versions of Unity you've installed from Hub. And it'll appear in the menu when you click the gear icon.
I installed it from Hub but yeah I reinstalled Hub several times,
Does it appear on your Unityhub?
I'm sure my one is latest
Doesn't matter if u install it from hub if u reinstall and locate editor it will take it as external install
I wanna know why we cant install build support and other stuff for external installation
hub automatically added the unity, and i could not remove it
I got ghost ping
nice , but for me i installed a newer version
along with modules i needed so everythings solved now
the bleeding edge unity version, 2022.2.0a12, is simply not letting me build an apk file due to ndk and sdk compatibility issues
tried reinstalling the editor, different projects, and even linking the sdk and ndk stuff from an earlier build that is known to work
Wondering if anyone with this version could try and compile a build for android just to see if it can be done
otherwise it must be something wrecked on my end
Hey my partner and I are actually running into a very similar issue.
It's our first time making a mobile game and I'm struggling to get it onto android for the first time. I see a lot of conflicting information and it's kinda hard to figure out what's breaking. I had one tutorial say Studio was essential, and another saying you don't need studio at all. The latter uses a system where he downloads a JDK but a liked and pinned comment says Unity has a JDK installed by default now. By that logic though, it also has an SDK too.
Note: I had the Android SDK pointing at the SDK I downloaded when I tested it and got that error message
I just tried this too and nothing changed. In my tutorial video I noticed the file downloaded was called 'sdk-tools-windows-4333796.zip' but the same site now calls it a 'commandline-win-8092744_latest.zip'. That's what I grabbed
https://www.youtube.com/watch?v=ojt7ITyklGk
This is the tutorial
Android SDK without installing Visual Studio
Make Unity Great Again (with an android device)
JDK : https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
SDK :
https://developer.android.com/studio/
►-------------------------------------------------------◄
Join the community, keep on learning.
► Come hang out in d...
Any resources or guidance on how to open arbitraty files in a Unity app? Especially how to make your app a default opener for certain filetypes
Having trouble finding resources on how to do that
i have a mobile game idea. How do i know if its original? Its very simple so i couldnt find anything related on the internet
If you can't find something similar, then that's how? 🧐
wait u can set up unity with java?
or is it compling to java?
Help please
i try to add a new ad network to the "Unity Mediation"
and after install any other "ad network" when i try to build apk i got this error
"Missing 'package' key attribute on element package at [com.adcolony:sdk:4.6.4] AndroidManifest.xml:17:9-55"
and this with all sdk(ironsource,meta...)
Anyone here firm with firebase?
Unity webgl dont support mobile
Well u cant make web based games for mobile with unity
I dont use ios or safari
@pine epoch @hearty leaf WebGL builds should work alright on iOS. For a while Unity just didn't officially support it. Mobile support for the browser exports have been increasing in the recent versions and you shouldn't get a popup about mobile support anymore.
hey someone have already used Mediation for do the ads ?
'cause i really need help
Do you really need to do it on iOS? This is trivial on a PC
as you know when there is a native crash on mobile, (in this case iOS) a report is sent on the next run automatically. Is there any way to know info aboutt that report or if it has been sent any?
Is vertex shader efficient for mobile games?
Nah you can have normal objects in your game as long as you use them as objects and create them normally.
what errors are you encountering? Are you using android studio?
What about android and other mobile os?
Yea mobile in general is getting support. Mobile in the modern day being defined as Android and iOS 😄
Though more accurately it might just be support for the mobile APIs of mobile browsers and general efficiency of the WebGL runtime.
Ok
unity build
trying to make an apk
but it says jdk isnt like working
not sure
Idk how to do that
i just got sent a project for an app
and need to export it
i payed for an app and had to build/export
basically
Copy error from console and paste in some paste bin sites
Wait can i just send you the project itself
Is it made with unity?
No
its made in unity
oh so i cant
Cant what?
Do u know where your console is?
nope
👍
You picked the wrong JDK for that project. Delete the exported build and reimport it in android studio. This time select ANDROID STUDIO's JDK, not the JDK from Unity.
Ok
Why android studio jdk?
do import the unity project in android studio
Ig this gonna be a mess
I never tried making for mobile
Idk
I'm guessing Android studio's jdk is required because it has things that the Unity JDK is missing. Just my workflow has always been this way--sometimes the emulation stuff is missing in Unity that is there for A.S.
its not working
But unity install android jdk that it needs we can custom install it if we know version
hmm so I export from Unity to a build folder somewhere
then in android studio I hit import project
upon first opening it will ask me what JDK to use, and I select android studio's version
after gradle finishes I hookup either my emulator or hardware phone and then hit run and it opens on the selected platform
oh ok, close the project and go into the unity hub
install the JDK in the android platform setting for that version of unity
in installs
hit the gear
hit add modules
under platforms, check the box for Android SDK & NDK Tools
i fixed this problem
but i got another one
UnityEditor.BuildPlayerWindow+BuildMethodException: Error building Player because scripts have compile errors in the editor
unfortunately you must be using a different version of the hub
I cannot assist you installing modules on your version of the hub. This is as straight forward as I can make it
i changed the editor
to a lts one
and i added the sdk and jdk modules
everythings fine except i got that errpr
error
I'd try with a blank project first
in here, can i hire someone to make mobile game with Unity for me?
Nope, you can use the forums. #📖┃code-of-conduct
oh thanks
Do You have any tutorials for testing and making mobile games?
Depends what u tryna make
Guys I have a joystick and I script where I can look around with my finger
But the problem is that when I am using the joystick it interferes with the mouselook
guys anyone have some good tutorial for mobile performance
whatever we do we can't make smooth animations on mobile 😄
that is 30fps as it is per default, if I switch to 60fps on mobile it's very smooth but then again battery suffers
Well you can't get the smoothness of 60FPS at 30FPS. To combat energy use you can also try to reduce the cost of rendering each of those frames. You might need some fancier project setup if you have really specific requirements to avoid things scaling with framerate.
no specific requirements, it's like popups opening/closing animation
so nothing really "heavy", yet it's not smooth and it's killing me 😄
Are you using dynamic FPS?
These things should be covered in general Unity mobile game optimization material
I'm trying to build an old project with the most recent unity LTS version for android. I'm having two weird issues that the old builds with the old version of unity didnt have. 1- Fps seems capped at 30. This one just changing the targetframerate at runtime seems to fix, but seems like an ugly fix. But in addition to that, the project used to load instantly, now it's taking easily 10+ seconds. And I cant for the life of me figure out what could possibly even be different, anyone has an idea?
Hi guys, when I build a game to my Android device that is connected with a cable is it normal for the build to stutter a bit or is it the same speed as if you uploaded to the playstore.
I don't believe it should be stuttering. AFAIK, it uses the cable to install the app on your device, but then once installation has completed, the app should run normally, as if it was installed via the Play Store.
I see, gotta try to optimise it better then 🙂 Possibly raycasting on update is screwing things
@arctic reef this free plugin might help you optimize during builds, if you're not using it already: https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-fps-counter-stats-monitor-debugger-105778#publisher
Never did a game on mobile so yeah
Also the Android Logcat package that Unity provides: https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@0.1/manual/index.html
Finally, the In Game Debug Console https://assetstore.unity.com/packages/tools/gui/in-game-debug-console-68068#publisher All indispensable IMO when optimizing mobile. Good luck!
Thanks, i'll check them out 🙂
Add eventsystem current selected object check to the mouselook
If I increase my version code should reset my bundle version code to 1?
Hello,
Can someones that publish on iOS help me ?
I've some sales in "Sales and Trends" tabs but when I go to "Payments and Financial Reports" tabs, it says "There is no data available for April, 2022" but I can see some sales in this period of time in "Sales and Trends".
I know that It can have some difference between "Sales and Trends" and "Payments and Financial Reports" but here I still have no financial report at all. Could you please help me to understand why ? Is there a way to see if refund has been made ?
Regards
So in the mouselook I shall do
if(EventSystem.currentSelectedGameObject("Fixed_Joystick") = true)
{
}
does that work?
you can always try it I guess, it would be fun to be able to solve the problem with just a slight hint.
||but most likely it wont work 😁 ||
||try if(EventSystem.currentSelectedGameObject == null) instead||
Oh thx
i have a source code that they shared it with me over google drive, i downloaded the project to my windows before and i had no issue, but now when i download it to my mac its a xcode project, very weird
can i open an xcode project in unity ????
You don't open xcode projects in Unity, you open it in xcode in order to deploy to iOS.
Any tutorials about Mobile creating?
Hey guys whats the maximum poly count in a mobile environment ?
That's impossible to say.
Even if you knew all the complexities you were going to add to your game, it would be impossible to guess. You would have to profile.
at least 6
hello, i have a code where when i die a gameover scene shows up. and in this scene i have a play again and main menu button. the main menu button works but when i press play again like after a second it immediately goes back to the gameover screen
i tried it said it is read only
i found the solution if anyone wants it
How do I test my scene in mobile as unity remote not working?
Do I've to build everytime i want test?
Yep, make a build

when im testing for memory usage, one render texture takes up like 100 mb when i have 2x anti aliasing on
however it goes away when i turn of anti aliasing completely
but obviously the graphics look awful
how do you guys deal with this issue
i remember reading somewhere that the game shouldnt use more than 180 mb of memory to be able to run on any smart phone
every time i build the app, this error appears, i tried every tutorial on youtube and nothing works
Hey all, just wondering what the best way it is to check what's bloating the size of an apk build?
the editor produces a build log that you can look at, and there are tools in the store to make it easier to analyze. You might also consider using something like proguard
Did you see the console for details?
just install a new version of unity
or external gradle