#📱┃mobile

1 messages · Page 46 of 1

brazen birch
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@south vale I've used Team City for about 7 years. Works great, :)

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It's a game engine, it facilitates games. I don't understand your question.

glossy sluice
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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.

celest tinsel
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Has anyone done subscriptions on Google play? Trying to figure out how to do it searching across Google but having trouble

brazen birch
# glossy sluice Thank you for the answer. My anxiety was unnecessary probably. I thought that th...

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.

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It's always better to learn a single framework that's platform agnostic though as long as it's well maintained

glossy sluice
brazen birch
glossy sluice
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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.

brazen birch
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But I do recommend joining game games and other discord chats, the forums have good collab sections too

glossy sluice
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Do you recommend Dreams on PS 4, Crayta or Core?

brazen birch
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I haven't used those I'm afraid

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We mostly focus on mid sized commercial clients, governments, education, hospitals etc. So usually Unity, Unreal, Phaser, Go, BabylonJS etc

glossy sluice
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They are all game creation games.

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Good luck with your business!

brazen birch
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Thank you, good luck, and don't hesitate to ask for help. Unity Learn has some good tutorials for getting started :)

glossy sluice
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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?

brazen birch
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Sort of, you have a common law trademark, but someone can still copy its design

glossy sluice
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I will just tell you my idea. Bear with me a minute until I wrote it please.

brazen birch
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Generally - you want your idea hard enough to make no one will bother, but easy enough you can finish it

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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.

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But the real answer is making something natural to you and hard for others

glossy sluice
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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.

brazen birch
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I'd play it, I like soduko variants :)

glossy sluice
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Cool.

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You can take a dice with 9 sides and try to play the game. It is very simple.

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I think that I will create it in Dreams on PS4. Afterwards I try to do it on other platforms.

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Can I take a look at your mobile games for inspiration? What is your publisher name?

edgy palm
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hello, i know probably a lot of people have asked this but can you not build to mobile anymore?

analog plover
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Literally no-one has asked that before
and if you couldn't, literally thousands would have asked by now

edgy palm
analog plover
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Not sure why that would mean you can't build mobile

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you just have a broken setup

edgy palm
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oh i see sorry for the delay

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so do you have any idea how to fix it

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i just downloaded the android module

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oh wait i just checked on the use the version installed with unity

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and i think it works now

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thank you very much for your help :D

cursive roost
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how can i user physics raycast with a UI button instead og getkeydown

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i'm building to mobile and when i click the button it hits multiple times

edgy palm
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i had that problem as well so i hope this helps

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you can use the even trigger and pointer click

sullen folio
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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.

neon thicket
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@granite tartan This is an english only discord. You can also repost your game in #502171626805133312 instead.

celest tinsel
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does anyone know how to set up a subscription verification? using google play store

covert hemlock
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why do my prefabs move faster using unity remote than they do when i build and then play the game on my phone?

dire magnet
covert hemlock
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@dire magnet it was, it is all fixed now, thanks for the help.

glossy sluice
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What is the best approach to get location updates and background tasks to work in unity app on iOS?

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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

sullen folio
flint canopy
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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

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I assume from a business side it complicates things

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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

glossy sluice
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Hello. I have a problem with android build. GRADLE BUILD FAILED. Help please))))

sonic otter
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that could be so many things

proud cloud
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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.

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here is my code:

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wait i think this is the wrong channel

sonic otter
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it's probably executing a bunch of times in the update loop

glossy sluice
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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?

tawny radish
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what dimension keytool -validity is in? if i write keytool -validity 50 will it be 50 year or something else?

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i know unity built in tool creates in years, but not sure about command

glossy sluice
tribal ledge
glossy sluice
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Aha alright thanks! I will try it out.

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@tribal ledge

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Do I replace or ot

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Not

tribal ledge
glossy sluice
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I dont really know I am a beginner and added input buttons however I couldnt use the touch on other scenes

tribal ledge
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When you copy your input buttons with the canvas, also copy EventSystem

glossy sluice
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I did indeed add the event system to the first scene

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Now I go to the second scene and copy the Canvas along with the EventSystem?

tribal ledge
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Yes

glossy sluice
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Problem fixed thanks! @tribal ledge

neon thicket
ocean flint
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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.

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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.

brazen birch
ocean flint
# brazen birch There really isn't one. That question depends on how much ram is on the device....

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.

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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.

brazen birch
# ocean flint I've read stuff like that. I appreciate the answer and I respect the number of v...

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

ocean flint
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That all makes sense to me so far

brazen birch
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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

ocean flint
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That's vram or regular ram?

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Because I read that regular ram is slower

brazen birch
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Good question, I'm pretty sure it goes to RAM as part of a cluster of data and then RAM sends it to VRAM

ocean flint
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That makes sense

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So that's another factor that could slow things down

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I read that if 1 draw call uses texture A and another uses B, it's likely to unload A and load in B

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Which takes time as well

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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.

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The size of the image doesn't mean much, because it gets mipmapped and compressed and what not

brazen birch
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Iirc

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And yes we call it a Texture Atlas :) it cuts all your draw calls down to 1.

ocean flint
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Yeah, I'm using those

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I'm also using a trim sheet for environment assets like walls

brazen birch
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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.

ocean flint
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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

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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.

brazen birch
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Although when you batch those together it goes a lot further

ocean flint
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200 x 4k, or 800 x 2K textures.
200 as in, number of textures?

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Is it standalone or pcvr?

brazen birch
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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.

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That's for standalone

ocean flint
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Okay see, but that already helps me out immensely

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Because I thought the limit was closer to 2, maybe 3

brazen birch
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For our PC VR experiences we have some of our own performance things. So we can go to 1k batches & 4m polygons.

ocean flint
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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.

brazen birch
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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,

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4 is more than fine

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4x16MB is the RAM use

ocean flint
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That's great news

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I was trying so hard to stay around 1 or 2 textures and it messed with my sleep haha

brazen birch
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It would make for a very interesting benchmark test though too

ocean flint
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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.

brazen birch
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Anything below 10, with a reasonable poly count (500k or less) and the slow downs are the unity engines other areas itself like physics.

ocean flint
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Heh... So, it's good that I spent this much time on optimizing

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Because that leaves me some room to make the game mental

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I already handle waves using ecs

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Thanks a lot lloyd! I'll get back to making pretty things.

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Just to be sure, this was about the number of textures active in a scene at any given moment, right?

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So if I have more, but spread them over levels it's fine. It just takes up more space.

silver jungle
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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.

brazen birch
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You'll need to add a few includes from the looks of it too

silver jungle
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thank you

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i'll try that

brazen birch
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That is just tying the Android autorotate button to your app.

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So doesn't fix the issue

silver jungle
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:/

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Thank you, yes it seems so. I just started searching solutions for this issue. I'll work it out eventually

silver jungle
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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

silver jungle
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I think I found an adequate solution. Thank you!

glossy sluice
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How do i set up/ make an auto clicker on / for IOS

neon thicket
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Code. UI. Art. Sounds. Xcode. Apple Developer account.

granite hound
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can i test a game on my phone with unity remote 5 even if the project is set as a windows game?

sudden solar
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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:

void harness
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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...

hollow sluice
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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?

prime shoal
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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.

lethal beacon
upbeat isle
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How can I solve them? Unity is instaled like 1 week ago I don't think the version is old

marsh bluff
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^^ 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

sudden solar
lethal beacon
sudden solar
lethal beacon
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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

sudden solar
lethal beacon
sudden solar
broken torrent
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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 😄

brazen birch
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But it's kind of like asking if pepperoni or Hawaiian pizza is better

dire magnet
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(Hawaiian, obviously)

fair ruin
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Help please

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I get this error when I try to build to mobile

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How can I solve it please, if it's even possible

last stump
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If anyone needs help with unity ads i can help you 🙂

tame ridge
grand nova
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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.

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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

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For example, we have no idea why "Shaders" are taking up as big of a square as presented

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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

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Also it mentions things such as MeshRenderer having a count of ~80K which is nowhere near what our actual game includes

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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.

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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.

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Thank you!

placid nimbus
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Does anyone know "resource linking failed" error when trying to build in 2019.4.37?

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for android

teal bluff
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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

cursive roost
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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 ????

brazen birch
brazen birch
solar breach
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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)

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Anybody know what might be causing this?

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Actually, even the update calls get less frequent

dire magnet
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Update calls coming less frequently means your framerate is going down

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Update is called once per frame

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The answer to all of this is: use the profiler to see what's happening

solar breach
solar breach
prime shoal
flint canopy
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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?

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I think candy crush occasionally tests locking to portrait but i doubt their findings are public

amber plume
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how do i use device.requeststorereview?

rain leaf
foggy tinsel
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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

foggy tinsel
tawny radish
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facebook login does not work even after i took google sign in sertificate credential, where should i start looking for problem, any ideas??

last stump
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Hey if I switch from unity ads to admob do i need to disable unity ads in order that admob works? thanks

undone jetty
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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

delicate needle
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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!

amber plume
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how often will Device.RequestStoreReview trigger?

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on an iphone?

rigid igloo
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Question for Android only: Is there any way to get current version published in Play Store like using UWR?

dull plaza
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Guys, how do I uninstall the android package?

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I can't install the NDK

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It glitched during download

brazen birch
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Although that also sounds like it would get flagged during the app review process

dull plaza
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I have the same problem as this guy

brazen birch
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Reply to the thread :)

dull plaza
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Wdym

amber plume
undone jetty
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hey guys I have some problems with android build

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if anyone knows how to help me

tired lily
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look at what the errors are and figure out what's wrong

undone jetty
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oh yep, sorry i didnt realice i dont send the pictures

tired lily
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looks like the most common resolution is changing your java version

dull plaza
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Hey guys when I'm building to android it says gradle failed to build

tired lily
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if you look at the errors, it'll give you a reason

brazen birch
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You can also run those gradle commands using command line to walk through it if you want

dull plaza
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Could I instead use internal?

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This gradle thing looks like a massive headache from the vids I watched

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I don't want to edit evm variables

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Fixed itself lmfao

tawny geode
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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?

analog plover
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You can't rely on it 100%

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and even if you could, you can't rely on the device having Internet connection at the time it runs

tawny geode
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That's right.. Thanks

brazen birch
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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.

tawny geode
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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

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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?

humble violet
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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 ?

dull plaza
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Export the game as an apk and you'll see the difference (it'll work ifne)

humble violet
tired lily
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I have had crash bugs that would not have been possible to find without being able to attach a debugger to a physical device

plush pivot
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Help

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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.

tired lily
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do you see your device in the dropdown?

plush pivot
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vsm?

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I need to export so that I can make the boot file for the game, I can't export it

tired lily
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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

plush pivot
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thunks

dull plaza
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thunks

bitter wasp
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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.

languid chasm
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how do I get the jdk

odd arrow
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It is installed along with the Android Built Support module

languid chasm
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it did not install

odd arrow
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Then make sure your Hub is not being blocked by security apps and then reinstall again.

languid chasm
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the hub doesnt have the option to install

odd arrow
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Add Modules in the installs

languid chasm
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I have to reinstall unity?

odd arrow
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Options on the installed version there

languid chasm
odd arrow
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If previous install failed you might have to. To find out what files exactly to clean in case of partial install that got prevented

odd arrow
languid chasm
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ohh

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it still failed to build

languid chasm
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it refuses to build

odd arrow
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You need to research the errors you have. Saying that something doesn't work doesn't say anything relevant.

glossy sluice
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Can someone help? I tried everything but nothing work...

mighty echo
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When is racing bros coming to mobile?

dull plaza
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Or I'll just say it here acc

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Ok so go into the folder where your unity installation is located (you can press open in explorer)

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And open the modules folder using a text editor (change .json to .txt)

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Do ctrl f too look for sdk and look for a "selected" change that from true to false

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Restart Unity hub and reinstall the android sdk module

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It's gonna say some failed to install and that's no problem, just keep your eye on the jdk

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Also make sure the jdk folder is empty before all of this

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Hope this helps

mighty echo
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How is that meant to help install racing bros

neon thicket
mighty echo
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Allow it racing bros is made with unity

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I thought you were the developers

neon thicket
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No, Unity is a game engine used by many many different people to make many many different games.

mighty echo
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Oh

neon thicket
#

So you'll have to ask the developers who made the game for an update. Nobody here will know.

mighty echo
#

So dose that mean I will never know?

#

If no one knows here then it is hopeless

languid chasm
#

then it says this in the console

languid chasm
#

ughh it still does not want to build

#

ive been trying for like 4 hours

glossy sluice
brazen birch
dull plaza
dull plaza
languid chasm
#

i already got it fixed it was java being dumb

buoyant merlin
#

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.

hasty saffron
#

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.

tight bramble
#

guys im in unity rn and how can i make the quuality the best fo my iphone xs max

delicate needle
#

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.

delicate needle
#

Note - it will most likely lag a lot, it is recommended to use JPEG and Downsize

#

you can switch it back whenever youd like

delicate needle
sullen folio
#

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.

sullen folio
marsh helm
#

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.

neon thicket
#

This is the one and only "official" discord for Unity. Anything else would be voluntarily created and we'd know nothing about it.

marsh helm
#

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?

thin grotto
#

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

brazen birch
#

I'd report a bug

silent copper
#

How can I scroll for a certain period of time after clicking the touch and clicking only one area

sour magnet
#

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

silent copper
#

how do i turn off hold on touch

#

Sorry bad English

tired lily
hazy heart
#

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

deep merlin
#

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'.

daring quail
#

Does anyone have experience using the unity package Cloudonce for google play games services?

sullen shuttle
#

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?

tawny radish
#

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

grand dove
#

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?

opaque quail
#

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?

marsh helm
#

hello guys

#

how much does multiplayer feature cost in unity?

sonic otter
#

don't crosspost

fringe sparrow
#

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?

brazen birch
#

You can filter for Unity using ADB logging as well. It'll help you a lot down the road.

brazen birch
fringe sparrow
#

alright thanks, ill give it a shot

marsh helm
#

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

brazen birch
#

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.

native sequoia
#

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

tawny radish
#

on open testing even tho it was approved 36 hour ago (uploaded more then 3 day),

fair ruin
#

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

brazen birch
#

Just don't forget to add a flare layer to your camera

native sequoia
#

mainly for the performance cost

brazen birch
#

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

native sequoia
#

and also the fact that the player won't be able to move around as much to notice the lens flare

native sequoia
native sequoia
brazen birch
native sequoia
fringe fjord
#

hey i am having trouble testing my mobile game on my phone. it gives me this error

fair ruin
#

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

full onyx
#

I have an authentication problem with google play games services. Can someone please help me? (I think the problem is in this code)

plush pivot
fair ruin
# plush pivot Help

I solved that by reinstalling the unity version with the android components checked

plush pivot
#

Can you be more specific?

last stump
#

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??

old estuary
#

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?

neon thicket
#

Plug your device into the mac and build directly to it.

#

Also don't crosspost.

arctic marlin
#

Is it possible, to get informstions like afr and birthday of the google account from the android user, that plays your unity game?

jade abyss
#

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.

brazen birch
#

Keeping in mind most unity versions don't support WebGL on Mobile and your milage may vary

sonic otter
#

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

fading pebble
plush lava
#

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()

stark dagger
#

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?

late dove
#

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.

arctic lichen
#

Need help implementing in app purchases. I cant find a tutorial online anywhere because all that comes up is codeless in app purchasing implementation

vague ferry
#

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?

brazen birch
vague ferry
#

I could try but whew, last time I tried this it wasn't quite easy for me

marsh helm
#

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.

gilded urchin
#

Does anyone know how to lock the screens rotation?

vague saddle
gilded urchin
#

in unity

#

but i figered it out thanks

jaunty gyro
#

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.

marsh helm
#

Hello guys

#

anyone know what the standard width and height of an animated splash screen should be for IOS and Android?

#

@strong plume me

neon thicket
#

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.

glossy sluice
#

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

chrome whale
#

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

#

?

marsh helm
neon thicket
#

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).

marsh helm
#

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"

#

❤️

neon thicket
#

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.

marsh helm
#

is there a site I can look at that has all those resolutions?:

neon thicket
#

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.

placid herald
#

how can i let my player move right and left with ui button work on mobile pls im new

marsh helm
#

@neon thicket Perfect, I get it now thank you so much.

placid herald
gilded urchin
#

Go to player Settings > select android or iOS > resolution > default orientation.

gilded urchin
#

You can select landscape or portrait or auto rotation

placid herald
gilded urchin
#

NP

marsh helm
#

@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.

neon thicket
#

Like ... an animated screen?

#

Just make it a video. 😛

#

That way you can include sound as well.

marsh helm
#

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

neon thicket
#

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.

marsh helm
#

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*

marsh helm
#

@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.

neon thicket
#

Yep, you can use video on both those platforms.

#

Source, we've done it. Quite literally last month, for our splash screen animation.

marsh helm
#

perfect ❤️ god lbess you

#

that guy scared me xd lol

#

i was just working on animation for .mp4 file

#

I got horrifed.

arctic lichen
#

Anybody have experience implementing a button for linking your account with facebook? I tried looking at a tutorial and it didnt pan out

shadow nova
#

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"

forest blaze
#

Is it possible to use Swift Package Manager to handle iOS dependencies or is Cocoapods the only option with Unity?

slate marten
#

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

slate marten
#

nvm

pallid pendant
#

Hello. what is the best way to make In-App purchase? For example to unlock PRO version of game? Thank you!

fading pebble
#

how do you solve this error

tired lily
#

start by clicking on those and finding out why the build failed

grim grove
#

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

neon thicket
#

Start by making a playable, small game. A flappy bird clone.

maiden rivet
#

transition option is not showing help

marsh helm
#

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?

sonic otter
#

it's just in the player preferences build settings

marsh helm
#

ah fair enough tysm. and also what just happened to my unity lol, its been stuck on the Unity hub

#

its sending me that link with my id....etc I removed that part, but

#

why is my unity stuck?

marsh helm
#

anyone

#

know how

#

have a splash screen of an .mp4 file?

daring parrot
#

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%.

neon thicket
#

Send the APK to a friend and have them verify it's an issue.

elfin herald
#

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

last veldt
#

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?

golden terrace
#

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)

rain leaf
jade abyss
#

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?

quartz kernel
marsh helm
#

@rain leaf tysm.

sharp axle
#

Im getting this error while implementing in-app reviews. Any ideas whats wrong?

celest tinsel
#

I think you are missing a reference

nova spear
#

hey what should i do when this error popup?

celest tinsel
#

you need to add the sdk

shadow nova
#

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

tender summit
#

will this update when i install the app

#

or do i have to wait time

#

how often does it update?

earnest breach
celest tinsel
#

@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

livid river
#

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

tender summit
# celest tinsel <@291555013426151427> are you looking for an auto update when you open the app?
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

earnest breach
earnest breach
#

OK fixed it

celest tinsel
#

@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.

earnest breach
celest tinsel
#

Well its good you were able to solve it without too much of a headache

marsh helm
#

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)?

hallow birch
#

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.

fast egret
#

game works just fine on my 2 devices, am I going to have an issue in the future if I'm getting this?

tender summit
#

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

rich hawk
#

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

dusk terrace
#

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

  1. Read through the Families Policy Requirements (and the Designed for Families Program Requirements, if applicable) and make appropriate changes to your app.
  2. Double check that your app is compliant with all other Developer Program Policies before saving your changes.
  3. 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 ?

placid herald
#

@neon thicket

#

i have 12 prefabs and i want to spawn it randomly in the same place can someone help me pls

neon thicket
#

@placid herald Don't ping people who aren't in a conversation with you.

placid herald
neon thicket
celest tinsel
#

Has anyone used the google package to auto update the app? The code never gets past the yield return appUpdateInfoOperation;

earnest breach
sonic otter
#

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

shadow nova
#

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

shadow nova
#

Ok in the play console app I can see the purchase but estimated net income =0$ ... Why ?
May some one help me please ?

charred vale
#

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

night plaza
#

To build a iOS application I need to install unity too or I just need the xcode project and xcode?

neon thicket
night plaza
#

Ok thanks

hallow birch
#

wow...the link Google has to their own android development studio doesn't even work. [[ applaud meme ]]

hallow birch
#

Got it to work now.... man Unity Remote performance is slow...

cerulean moss
#

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

restive berry
#

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?

brazen birch
restive berry
#

our game's APK output is like 3.5GB

brazen birch
#

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

restive berry
#

and also in future we will have regular updates

brazen birch
#

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.

restive berry
#

well, at the end, these AssetBundles will need to be downloaded, should we use our servers or is there an service in play store?

brazen birch
#

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

restive berry
#

Play Store doesn't allow us to change scripts by AssetBundles i guess?

brazen birch
#

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

restive berry
#

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?

brazen birch
#

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

restive berry
#

thanks, good luck you too!

void mantle
#

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

void mantle
#

very weird, for some reason that issue happened less likely after increasing the quality for mobile

vagrant trail
#

Hey, I am sure I installed the Android NDK & SDK but the files are empty for a reason

#

why's that

void mantle
#

I still can't find a solution for my issue

quartz kernel
#

You can build in development mode and connect the Unity profiler to the app @void mantle

void mantle
#

does it also work on mobile?

#

because I tried and the profiler didn't show up

void mantle
#

thank you

void mantle
#

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

void mantle
void mantle
#

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

sonic otter
#

Guessing that's just handling the back and forth stuff between unity internal threads/jobs

#

maybe you have a library that uses threading too

void mantle
#

and how can I reduce the usage/latency caused by this?

sleek eagle
#

Isn't it vsync? Looks like those timings?

void mantle
#

does that mean vsync reduces my performance that much?

sleek eagle
#

No, it will match the framerate (30 or 60 fps). The rest will be 'waited'

void mantle
#

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

graceful phoenix
#

im trying to make a mobile 2d project and i get this does someone know a fix?

void mantle
#

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

sleek eagle
#

@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

void mantle
#

where can I change that optimize frame pacing?

sleek eagle
#

I'm guessing it's a GPU thing bottleneck, but I can't be 100% sure from the profiler screenshot

void mantle
#

so if I disable vsync the lag spikes would go away?

#

alright I'm profiling the gpu as well wait a sec

sleek eagle
#

@graceful phoenix click continue and read what it says in the console

sleek eagle
void mantle
#

I did

#

and when the lag spikes occur the fps goes down to 30 or 20

#

for a few milliseconds

sleek eagle
#

Ah alright, then look into the profiler for cpu and gpu for when the spikes occur

void mantle
#

it says I can't look for gpu since it uses the vulkan renderer

#

where can I change it?

sleek eagle
#

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

void mantle
#

I searched like through 10 forums already

#

but couldn't find a solution

sleek eagle
#

The solution is optimizing your game (;

void mantle
#

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

sleek eagle
#

If needed I do quick performance check ups work for small teams as a freelancer

void mantle
#

but how should I optimize my game if it's just a few tiles that are spawned

sleek eagle
#

No it's the CPU waiting for the GPU

void mantle
#

ups okay my fault

#

but my cpu is pretty garbage compared to my gpu

sleek eagle
void mantle
#

but where can I change from vulkan to OpenGL?

#

I can't check my gpu profiling

sleek eagle
#

https://youtu.be/7S6QQKtvNo8

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...

▶ Play video
#

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

graceful phoenix
sleek eagle
#

Ahh, typical😂

void mantle
#

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

sleek eagle
#

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

void mantle
#

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

sleek eagle
sleek eagle
sleek eagle
#

For people readinf along, switching to OpenGL fixed it

chrome dome
#

Hi, what sort of software would I use to make this sort of thing ?

sleek eagle
#

Anything that supports mobile development? @chrome dome

sacred creek
#

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?

graceful phoenix
#

how do i make resoiltuion responsive

#

like

#

you can use it in ipad

#

also in a normal phone

graceful phoenix
#

nvm i figured it out

#

you need to use rect transform

thick cradle
#

its work on mobile?

grim moss
#

Hi

#

Some one tell me please how can I rotate an object in unity with device rotation

grim moss
#

Ok sure thanks

red saddle
#

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

pine epoch
#

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

timber slate
#

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

#

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

drowsy cedar
#

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

pine epoch
#

😂

drowsy cedar
#

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
#

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

pine epoch
#

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

drowsy cedar
#

@river lake can you help here?

pine epoch
#

Its too weird it can run any games expect games made with unity

drowsy cedar
#

what device is it?

#

a phone?

pine epoch
#

Read it fully it explains whole problem

drowsy cedar
#

oh ok yea i see

#

no idea on why thats happening tho

pine epoch
drowsy cedar
#

looks like it

neon thicket
drowsy cedar
#

@neon thicket so who should i ping to help?

neon thicket
#

Nobody

drowsy cedar
#

or is this discord not for that

#

sick gnar

neon thicket
#

Nobody is here to be your 1:1 support. You can ask your question and if anyone volunteers their time, they can.

drowsy cedar
#

well if anyone can volunteer time let me know

pine epoch
neon thicket
drowsy cedar
#

• @ people not in the conversation. Use common sense here, please.

#

common sense says no

pine epoch
neon thicket
pine epoch
#

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

sacred creek
#

Anyone here able to enable flashlight on ios and android? Cant find any useful reference or plugin

pine epoch
#

As its not related to game at all

sacred creek
pine epoch
#

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

neon thicket
#

Not sure what you're hoping anyone here can help with?

sonic otter
sacred creek
#

Yeah I already combined plugins and scripts to one script with platform dependency. Need to test on android, ios works

sonic otter
#

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 🙂

#

then map that to an extern and hope it doesn't get stripped during compilation

celest tinsel
#

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

sonic otter
#

Is AppUpdateManager a monobehavior?

#

appUpdateManager = new AppUpdateManager(); would be changed to AddComponent

celest tinsel
#

It's a part of the Google library it's a constructor they give

celest tinsel
#

@sonic otter the class from google is not a monobehavior, does it have to be even though im not attaching it to anything?

jolly tulip
#

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?

celest tinsel
#

@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

jolly tulip
jolly tulip
celest tinsel
#

does it point you at all to what the deprecated line is?

vagrant trail
#

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

vagrant trail
#

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

grand rose
#

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

quartz kernel
#

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

opal valve
#

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?

dire sundial
#

How can i get rid of this error on google play console? anyone know?

tawny radish
#

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?

vagrant trail
#

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

vagrant trail
#

I read about it, I gotta use Android Resolver, Can't Find it sadly 😦

fallen compass
#

The resolver comes with Google Play services

arctic reef
#

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 🙂

tired lily
tired lily
vagrant trail
hardy pawn
#

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

latent granite
#

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.

glossy sluice
#

where do I install modules from

neon thicket
glossy sluice
#

I'm sure my one is latest

pine epoch
pine epoch
glossy sluice
#

hub automatically added the unity, and i could not remove it

pine epoch
#

I got ghost ping

glossy sluice
#

it was me

#

i deleted the msg,, didnt mean to send it

pine epoch
#

Once it also happened to me

#

And i forgot what i did

glossy sluice
#

nice , but for me i installed a newer version

#

along with modules i needed so everythings solved now

glass mountain
#

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

glass mountain
#

looks like the command line tools aren't being installed in 2022.2.0a12

late stratus
#

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

late stratus
tribal ledge
#

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

mortal mountain
#

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

neon thicket
oak ravine
#

or is it compling to java?

river python
#

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...)

sacred creek
#

Anyone here firm with firebase?

pine epoch
#

Unity webgl dont support mobile

#

Well u cant make web based games for mobile with unity

#

I dont use ios or safari

frozen vapor
#

@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.

undone jetty
#

hey someone have already used Mediation for do the ads ?
'cause i really need help

frozen vapor
#

Do you really need to do it on iOS? This is trivial on a PC

deft yew
#

can someone export/build my unity project to an apk

#

it wont let me thanks

indigo condor
#

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?

royal ice
#

Is vertex shader efficient for mobile games?

sonic otter
sonic otter
pine epoch
frozen vapor
#

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.

pine epoch
#

Ok

deft yew
#

trying to make an apk

#

but it says jdk isnt like working

#

not sure

pine epoch
#

What are the errors

#

Can u send what console says

#

In some paste bin

deft yew
#

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

pine epoch
deft yew
#

Wait can i just send you the project itself

pine epoch
deft yew
#

and like you can export it as apk

#

yes

deft yew
#

its made in unity

pine epoch
deft yew
#

oh so i cant

pine epoch
#

Cant what?

deft yew
#

like send it to yo

#

you

pine epoch
#

Do u know where your console is?

deft yew
#

nope

pine epoch
#

Vc me tomorrow

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No mic

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Where u live or whats your time zone?

deft yew
#

oh wait i found it

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i live in sweden

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i found the console

pine epoch
sonic otter
deft yew
#

Ok

deft yew
#

do import the unity project in android studio

pine epoch
#

I never tried making for mobile

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Idk

sonic otter
#

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.

deft yew
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its not working

pine epoch
sonic otter
#

hmm so I export from Unity to a build folder somewhere

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then in android studio I hit import project

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upon first opening it will ask me what JDK to use, and I select android studio's version

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after gradle finishes I hookup either my emulator or hardware phone and then hit run and it opens on the selected platform

deft yew
#

not working

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theres like too many errors

sonic otter
#

oh ok, close the project and go into the unity hub

#

install the JDK in the android platform setting for that version of unity

deft yew
#

Where do i find that?

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im using version 2020.3.20f1

sonic otter
#

in installs

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hit the gear

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hit add modules

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under platforms, check the box for Android SDK & NDK Tools

deft yew
#

Theres no option to add modules

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it just says show in explorer

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and remove from hub

deft yew
#

i fixed this problem

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but i got another one

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UnityEditor.BuildPlayerWindow+BuildMethodException: Error building Player because scripts have compile errors in the editor

sonic otter
#

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

deft yew
#

i changed the editor

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to a lts one

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and i added the sdk and jdk modules

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everythings fine except i got that errpr

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error

sonic otter
#

I'd try with a blank project first

hallow turtle
#

in here, can i hire someone to make mobile game with Unity for me?

hallow turtle
#

oh thanks

hazy smelt
#

Do You have any tutorials for testing and making mobile games?

violet glade
#

Depends what u tryna make

#

Guys I have a joystick and I script where I can look around with my finger

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But the problem is that when I am using the joystick it interferes with the mouselook

timber slate
#

guys anyone have some good tutorial for mobile performance

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whatever we do we can't make smooth animations on mobile 😄

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that is 30fps as it is per default, if I switch to 60fps on mobile it's very smooth but then again battery suffers

frozen vapor
timber slate
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no specific requirements, it's like popups opening/closing animation

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so nothing really "heavy", yet it's not smooth and it's killing me 😄

frozen vapor
#

Are you using dynamic FPS?

timber slate
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no

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damn didn't think about that 😄

frozen vapor
#

These things should be covered in general Unity mobile game optimization material

glossy sluice
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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?

indigo condor
#

Is this API dead?

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Doesn’t seem like it works at all

arctic reef
#

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.

sullen folio
arctic reef
#

I see, gotta try to optimise it better then 🙂 Possibly raycasting on update is screwing things

sullen folio
arctic reef
#

Never did a game on mobile so yeah

sullen folio
arctic reef
#

Thanks, i'll check them out 🙂

rain leaf
bitter wasp
#

If I increase my version code should reset my bundle version code to 1?

shadow nova
#

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

violet glade
rain leaf
#

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||

violet glade
#

Oh thx

cursive roost
#

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 ????

neon thicket
hazy smelt
#

Any tutorials about Mobile creating?

marsh helm
#

Hey guys whats the maximum poly count in a mobile environment ?

neon thicket
#

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.

sonic otter
#

at least 6

violet glade
#

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

violet glade
violet glade
royal ice
#

How do I test my scene in mobile as unity remote not working?

#

Do I've to build everytime i want test?

neon thicket
#

Yep, make a build

royal ice
proud urchin
#

when im testing for memory usage, one render texture takes up like 100 mb when i have 2x anti aliasing on

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however it goes away when i turn of anti aliasing completely

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but obviously the graphics look awful

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how do you guys deal with this issue

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i remember reading somewhere that the game shouldnt use more than 180 mb of memory to be able to run on any smart phone

errant merlin
#

every time i build the app, this error appears, i tried every tutorial on youtube and nothing works

ruby vector
#

Hey all, just wondering what the best way it is to check what's bloating the size of an apk build?

tired lily
#

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

rain leaf
dull prairie
#

or external gradle

worthy pulsar
#

im having tons of problems with the simulator and safe area, whats the most recent and best tutorial out there?

#

all that ives seen are outdated and dont work

#

all i want to do is cut out the area where the notch / camera area is